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Bestiary

Giant Fire Beetle

CR 0

SRD 5.2.1

A glowing beetle that lights a cave. Fire barely warms it, and its bite singes for a single point of fire damage.

Hyena

CR 0

SRD 5.2.1

A scrawny scavenger that laughs as it circles. Alone it is little threat; with its pack beside the prey it bites with Pack Tactics.

Jackal

CR 0

SRD 5.2.1

A small wild dog with sharp ears and a sharper nose. Its bite is weak, and it works best as a lookout for bigger hunters.

Bandit

CR 1/8

SRD 5.2.1

A road thief in leather: a scimitar at arm's length, a light crossbow from the brush. Cheap to hire, and never out on the road alone.

Cultist

CR 1/8

SRD 5.2.1

A fanatical follower: weak on its own, dangerous in a crowd gathered around its dark altar.

Flying Snake

CR 1/8

SRD 5.2.1

A bright little serpent that glides on feathered wings. It darts in to bite with venomous fangs and flies back out of reach without drawing a parting blow.

Giant Crab

CR 1/8

SRD 5.2.1

A shore crab as big as a shield, armoured in shell. Its claw clamps onto a Medium or smaller foe (escape DC 11). It is as much at home under the water as on the sand.

Giant Rat

CR 1/8

SRD 5.2.1

A dog-sized sewer rat that never hunts alone. Its bite is quick, and it gets Pack Tactics whenever a packmate stands beside its prey.

Giant Weasel

CR 1/8

SRD 5.2.1

A long, lithe hunter with quick jaws. It darts up trees and through gaps, and its bite comes before its prey sees it move.

Goblin Minion

CR 1/8

SRD 5.2.1

The weakest goblin in the warband: seven hit points, next to no armour, a dagger to stab with, and Nimble Escape to duck out of sight or slip away as a bonus action when the heroes turn on it.

Guard

CR 1/8

SRD 5.2.1

A town watchman in a chain shirt behind a shield: one spear thrust a turn. It holds a door or a gate, and not much more.

Kobold Warrior

CR 1/8

SRD 5.2.1

A timid little reptile, brave only in a crowd (Pack Tactics).

Mastiff

CR 1/8

SRD 5.2.1

A heavy guard dog bred to hold a door. It notices almost everything, and its bite drags a Medium or smaller foe to the ground.

Venomous Snake

CR 1/8

SRD 5.2.1

A small snake with a rattling tail and a bite worse than its size. Its fangs pierce and poison at once.

Warrior Infantry

CR 1/8

SRD 5.2.1

A levied spearman in a chain shirt. One is little, but in a rank it has Pack Tactics: advantage on its thrust while a comrade stands beside the target.

Animated Flying Sword

CR 1/4

SRD 5.2.1

A blade that hovers and fights with no hand on its hilt: small, quick and hard to hit, it slashes at whatever its maker points it toward. It floats over rough ground, senses what stands near without eyes, and poison and spells on the mind mean nothing to it.

Boar

CR 1/4

SRD 5.2.1

A bristling wild pig with sharp tusks. Its gore hits harder at the end of a straight 20-ft rush, adding 1d6 and knocking a Medium or smaller foe down (Charge). Once Bloodied, it attacks with advantage.

Constrictor Snake

CR 1/4

SRD 5.2.1

A heavy snake as long as a cart that waits coiled in the reeds. Each turn it either bites or throws a loop of its body around a Medium or smaller foe beside it, crushing it and holding it fast (escape DC 12).

Elk

CR 1/4

SRD 5.2.1

A tall, long-legged deer with a rack of antlers. It is fast in the open, and a ram at the end of a straight 20-ft run adds 1d6 and knocks a Large or smaller foe flat (Charge).

Giant Badger

CR 1/4

SRD 5.2.1

A stocky digger the size of a hound. Its hide shrugs off poison, and its jaws take a 2d4 bite out of whatever pesters its den.

Giant Centipede

CR 1/4

SRD 5.2.1

A many-legged crawler as long as a child is tall. It skitters up walls, and its venomous bite leaves the victim Poisoned for a short while, with no save.

Giant Lizard

CR 1/4

SRD 5.2.1

A lizard big enough to ride, sure-footed on walls and even ceilings. It fights with one strong bite.

Giant Venomous Snake

CR 1/4

SRD 5.2.1

A man-long viper, quick as a whip. It strikes from 10 ft away, and its fangs carry venom that burns on top of the bite.

Giant Wolf Spider

CR 1/4

SRD 5.2.1

A swift hunter that scales walls and leaps on lone prey with a venomous bite.

Goblin Warrior

CR 1/4

SRD 5.2.1

A small, vicious hit-and-run raider — Nimble Escape lets it Hide or Disengage as a bonus action, and with advantage its blade cuts deeper.

Panther

CR 1/4

SRD 5.2.1

A black cat of the deep woods. It stalks in silence, rakes with its claws, then uses a bonus action to slip away or vanish into cover (Nimble Escape).

Priest Acolyte

CR 1/4

SRD 5.2.1

A novice of the temple in a chain shirt. Its mace flares with holy light, it hurls a bolt of radiance across the room, booms Thaumaturgy to rattle a foe, and keeps one prayer for the day: Bless for its friends or a Healing Word for the fallen.

Pseudodragon

CR 1/4

SRD 5.2.1

A cat-sized dragon with a barbed tail. It bites twice a turn, or stings a creature beside it — a CON save, or 2d4 poison and poisoned for the hour. It flies at 60, senses what stands within 10 ft without light, and has advantage on saves against magic.

Skeleton

CR 1/4

SRD 5.2.1

Mindless animated bones that march forward and strike the nearest living thing.

Swarm of Rats

CR 1/4

SRD 5.2.1

A heaving carpet of rats that moves as one creature. It pours through the spaces of anyone in its way, though it can't settle in one; blades and clubs only ever find a few of its rats at a time; and nothing mends it. Once it is thinned to half, its bites thin with it.

Wolf

CR 1/4

SRD 5.2.1

A pack hunter that runs down the weakest prey and flees once it is badly hurt.

Zombie

CR 1/4

SRD 5.2.1

A shambling corpse with Undead Fortitude — a killing blow that isn't radiant or a critical hit may leave it standing at 1 HP.

Ape

CR 1/2

SRD 5.2.1

A strong forest ape that fights with its fists, two blows a turn. Now and then it snatches up a rock and hurls it from afar, then must catch its breath before the next throw (Recharge 6).

Black Bear

CR 1/2

SRD 5.2.1

A forest bear that climbs as easily as it walks: two rending swipes a turn.

Crocodile

CR 1/2

SRD 5.2.1

A river crocodile that lies still until something comes to drink. Its bite seizes a Medium or smaller creature and pins it (escape DC 12; Restrained while held).

Cult Guard

CR 1/2

TactForge

The cult's gatekeeper: spear and shield, a wall of faith in front of the casters.

Giant Goat

CR 1/2

SRD 5.2.1

A mountain goat as big as a pony. It climbs cliffs with ease, and its horns at the end of a straight 20-ft run add 2d4 and knock a Large or smaller foe down (Charge).

Giant Wasp

CR 1/2

SRD 5.2.1

A wasp the size of a dog. It hovers, drives in its sting for 2d4 extra poison, and flies back out of reach without drawing a parting blow (Flyby).

Gnoll Warrior

CR 1/2

SRD 5.2.1

A hyena-headed fiend driven by bloodlust, tearing with its teeth and shooting a bone bow.

Hobgoblin Warrior

CR 1/2

SRD 5.2.1

A disciplined foot soldier who holds the line and focuses fire together with its comrades.

Lizardfolk

CR 1/2

TactForge

A marsh skirmisher of the egg-mound's kin: two blows a turn with a barbed fishing spear that drags a foe standing in mud or reeds off its feet, or two sling stones from the rushes. Mire Stride carries it through bog and thicket like open road.

Orc

CR 1/2

SRD 5.2.1

A brutal raider who charges the biggest threat for the glory of it — all fury, no caution.

Scout

CR 1/2

SRD 5.2.1

A tracker for hire in leather: two longbow shots a turn from far off, or two shortsword cuts when cornered. Keen eyes, a quiet step.

Shadow

CR 1/2

SRD 5.2.1

A living patch of darkness that peels off the wall. Its swipe deals necrotic damage and saps 1d4 Strength that only a long rest brings back; a creature whose Strength reaches 0 dies. It hides as a bonus action out of bright light, shrugs off most elements, and radiant light burns it double.

Tough

CR 1/2

SRD 5.2.1

A hired bruiser in leather: a mace up close, a heavy crossbow from afar, and Pack Tactics whenever a friend stands beside its mark.

Warhorse

CR 1/2

SRD 5.2.1

A heavy horse trained for battle. It covers the field fast, and its hooves at the end of a straight 20-ft charge add 2d4 and trample a Large or smaller foe down (Charge).

Warhorse Skeleton

CR 1/2

SRD 5.2.1

A warhorse raised as bare bones and as fast as it was in life, 60 ft a turn. Its hooves, at the end of a straight 20-ft charge, knock a Large or smaller foe flat, and bludgeoning blows break it easily.

Worg

CR 1/2

SRD 5.2.1

A bigger, meaner wolf that goblins often ride — fast and savage.

Brass Dragon Wyrmling

CR 1

SRD 5.2.1

A brass dragon hatchling, chatty and curious. It rakes once a turn and breathes a 20-ft line of fire (4d6, DEX save for half) that comes back on a 5–6 — or, at will, a 15-ft cone of drowsy vapour that puts to sleep whoever fails a CON save. It flies, senses what stands within 10 ft without light, and fire can't hurt it.

Brown Bear

CR 1

SRD 5.2.1

A Large bear that climbs well: a bite and a claw each turn, and the claw knocks a Large or smaller foe flat.

Bugbear Warrior

CR 1

SRD 5.2.1

A hulking goblinoid brute that lies in wait, then erupts in one heavy, sudden blow.

Copper Dragon Wyrmling

CR 1

SRD 5.2.1

A copper dragon hatchling, all mischief. It rakes once a turn and spits a 20-ft line of acid (4d8, DEX save for half) that comes back on a 5–6 — or, at will, a 15-ft cone of sluggish vapour that slows whoever fails a CON save. It flies, climbs, senses what stands within 10 ft without light, and acid can't hurt it.

Cult Lector

CR 1

TactForge

The only one allowed to read the cult's book aloud (INT caster, DC 13): Fire Bolt from afar, Dissonant Whispers and Burning Hands up close, Shield when blades come near — and once a battle it reads the whole passage, a spell as if from a 2nd-level slot, for free.

Cult Warlock

CR 1

TactForge

A pact-bound believer — Eldritch Blast, Hex and Clinging Spark, cast from beneath its Armor of Shadows.

Cult Zealot

CR 1

TactForge

A fervent believer who strikes twice a turn with a mace and won't give ground while the cult stands beside it.

Death Dog

CR 1

SRD 5.2.1

A two-headed hound: two bites a turn, and each bite can leave the target Poisoned (CON save). Nothing blinds, charms, frightens, stuns or puts it to sleep.

Dire Wolf

CR 1

SRD 5.2.1

A huge wolf with Pack Tactics — devastating when it hunts alongside its kin, and its bite knocks the target prone.

Ghoul

CR 1

SRD 5.2.1

A hunched eater of the dead. It bites twice a turn with teeth that carry a necrotic rot, and its claws can lock a living foe in paralysis on a failed DC 10 CON save, until the end of that foe's next turn.

Giant Hyena

CR 1

SRD 5.2.1

A hyena grown to the size of a horse: one savage bite a turn and hide enough to shrug off blows; it circles whoever is already bleeding, and once a day a bite on a bloodied foe sends it running on to bite again.

Giant Spider

CR 1

SRD 5.2.1

A spider the size of a horse, at home on cave ceilings and in the high branches. Its bite pumps venom into the wound, and when its spinnerets are full it shoots a strand of silk at someone up to 60 ft away and pins them where they stand.

Goblin Boss

CR 1

SRD 5.2.1

A scarred gang leader with a second attack; it barks orders and hurls itself at whoever looks toughest.

Lion

CR 1

SRD 5.2.1

A maned hunter of the open plains that runs with its pride: two rending swipes a turn, one of which it may trade for a roar that frightens a foe close by, and Pack Tactics whenever a packmate stands at its prey's side.

Lizardfolk Nestwarden

CR 1

TactForge

A guard of the egg-mound behind a turtle-shell shield: a bite and a tail sweep that knocks the Medium down (STR save DC 13), or two javelins. Mire Stride carries it through mud and thicket like open road, and two work one hero — one sweeps, the other bites the fallen.

Specter

CR 1

SRD 5.2.1

The cold remnant of a soul that would not rest. It floats through other creatures and over rough ground, most weapons pass half through it, and its touch deals necrotic damage that shrinks the victim's hit point maximum by as much until a long rest. Sunlight spoils its aim.

Spy

CR 1

SRD 5.2.1

An informer with a venomed blade: a shortsword or a hand crossbow, each laced with 2d6 poison, and Cunning Action to dash, slip away or hide as a bonus action. It climbs as fast as it walks.

Tiger

CR 1

SRD 5.2.1

A striped ambusher: one heavy rending swipe that knocks a Large or smaller foe flat, then a bonus action to slip out of reach or melt into cover (Nimble Escape).

Allosaurus

CR 2

SRD 5.2.1

A lean, swift predator on two legs: one crushing bite or one raking swipe of its claws a turn. Claws that land at the end of a 30-ft sprint straight at the prey throw a Large or smaller foe to the ground.

Animated Rug of Smothering

CR 2

SRD 5.2.1

An enchanted carpet that lies still until prey crosses it, then rises and folds around a Medium or smaller creature: the smother deals bludgeoning damage and grapples (escape DC 13), the wrapped victim is blinded and restrained, and the rug squeezes it again at the start of each of its turns.

Bandit Captain

CR 2

SRD 5.2.1

A bandit chief with a scimitar and a pistol, two attacks a turn — and a Parry that turns a blow aside.

Berserker

CR 2

SRD 5.2.1

A hide-clad raider who swings a greataxe with nothing held back: one heavy cleave a turn, toughness enough to keep swinging long after others drop, and once bloodied it attacks and saves with advantage.

Black Dragon Wyrmling

CR 2

SRD 5.2.1

A black dragon hatchling of the swamps, already man-sized and cruel. It rakes twice a turn, each claw wet with acid, and spits a 15-ft line of acid (5d8, DEX save for half) that comes back on a 5–6. It flies, swims, senses what stands within 10 ft without light, and acid can't hurt it.

Bronze Dragon Wyrmling

CR 2

SRD 5.2.1

A bronze dragon hatchling of the shores. It rakes twice a turn and breathes a 40-ft line of lightning (3d10, DEX save for half) that comes back on a 5–6 — or, at will, a 30-ft cone of force that hurls whoever fails a STR save 30 ft away. It flies, swims, senses what stands within 10 ft without light, and lightning can't hurt it.

Centaur Trooper

CR 2

SRD 5.2.1

A fey soldier of the open plains, horse below and warrior above, in a breastplate. Two attacks a turn in any mix: a pike that reaches 10 ft or a longbow that carries far down the field.

Cultist Fanatic

CR 2

SRD 5.2.1

A zealous WIS caster with a necrotic Pact Blade, Command and Hold Person — and a Spiritual Weapon at its side.

Druid

CR 2

SRD 5.2.1

A keeper of the wild places. Twice a turn it cracks a thorny staff laced with venom or flings a green-gold wisp of light; Entangle and Thunderwave hold the ground around it, and once a day a Moonbeam sears whoever comes near.

Ettercap

CR 2

SRD 5.2.1

A hunched, spider-limbed keeper of webbed woods. It bites and claws in the same breath, the bite leaving its prey poisoned for a moment, and every few turns it lashes a sticky strand at a foe up to 30 ft off to hold them in place.

Ghast

CR 2

SRD 5.2.1

A ravenous cousin of the ghoul whose claws and bite come fast — the middle rung of the undead ranks.

Giant Boar

CR 2

SRD 5.2.1

A Large boar with tusks like spears: one hard gore a turn, and a gore that ends a straight 20-ft charge tears 2d6 deeper and knocks a Large or smaller foe down (Charge). Bloodied, it attacks with advantage.

Giant Constrictor Snake

CR 2

SRD 5.2.1

A river serpent thick as a tree trunk, long enough to circle a hut. It strikes twice a turn from 10 ft away: a bite, and a crushing coil that pins a Large or smaller foe in place (escape DC 14) and doesn't let go.

Goblin Berserker

CR 2

TactForge

A rabid goblin that hurls itself into melee with reckless multiattacks.

Goblin Mage

CR 2

TactForge

An INT caster that sends Magic Missile and Shatter from a distance.

Goblin Shaman

CR 2

TactForge

A WIS caster that patches up its own with Cure Wounds and Healing Word — kill it first.

Goblin Sharpshooter

CR 2

TactForge

A goblin archer with the Archery fighting style — it shoots at the back line from cover, then vanishes.

Goblin Stalker

CR 2

TactForge

An ambusher that hides to set up Sneak Attack and strikes the wounded from the dark.

Goblin Warlock

CR 2

TactForge

A pact-marked goblin that turns otherworldly power on the party's spellcasters.

Green Dragon Wyrmling

CR 2

SRD 5.2.1

A green dragon hatchling of the deep woods. It rakes twice a turn, leaving poison in the wound, and breathes a 15-ft cone of choking gas (6d6 poison, CON save for half) that comes back on a 5–6. It flies, swims, senses what stands within 10 ft without light, and poison neither hurts nor sickens it.

Grick

CR 2

SRD 5.2.1

A grey, worm-bodied cave hunter whose head is a hooked beak ringed by four bladed tentacles. Each turn it tears with the beak and lashes with the tentacles, which seize a Medium or smaller foe (escape DC 12); it climbs walls as easily as it crawls.

Lizardfolk Moundkeeper

CR 2

TactForge

The old keeper of the egg-mound (WIS caster, DC 12): Entangle over the heroes, Cure Wounds for its guards, and two Silt Clots a turn — 60-ft clods of mud that slow on a failed CON save. It walks its own thickets freely (Mire Stride).

Mimic

CR 2

SRD 5.2.1

A shapeshifting predator posing as a tempting chest — reach for it and you stick fast.

Minotaur Skeleton

CR 2

SRD 5.2.1

The bones of a minotaur, still horned and still angry. A gore at the end of a straight 20-ft charge tears 2d8 deeper and knocks a Large or smaller foe down, or it slams with a fist of bone; bludgeoning blows crack it apart faster.

Ogre

CR 2

SRD 5.2.1

A dim-witted brute that smashes whatever is closest with terrifying strength.

Ogre Zombie

CR 2

SRD 5.2.1

The risen corpse of an ogre, slow to think and hard to stop. Its slam lands like a falling beam, and Undead Fortitude may keep it on its feet at 1 HP after a blow that should have dropped it.

Polar Bear

CR 2

SRD 5.2.1

A Large white bear of the ice fields: two heavy rending swipes a turn, and the cold barely touches it.

Priest

CR 2

SRD 5.2.1

A seasoned temple priest who fights from the thick of the melee: two blows a turn, from a light-wreathed mace or a lance of radiant flame, Spirit Guardians wheeling around it once a day, and three quick prayers besides: Bless, Healing Word or Lesser Restoration.

Saber-Toothed Tiger

CR 2

SRD 5.2.1

A great cat with fangs like daggers: two rending swipes a turn, then Nimble Escape to break away or vanish into cover.

Silver Dragon Wyrmling

CR 2

SRD 5.2.1

A silver dragon hatchling, gentle until crossed. It rends twice a turn with its fangs and breathes a 15-ft cone of frost (4d8 cold, CON save for half) that comes back on a 5–6 — or, at will, a 15-ft cone that paralyzes whoever fails a CON save until it breaks free. It flies, senses what stands within 10 ft without light, and cold can't hurt it.

White Dragon Wyrmling

CR 2

SRD 5.2.1

The dullest and hungriest of the hatchlings. It rakes twice a turn, each claw rimed with frost, and breathes a 15-ft cone of freezing wind (5d8 cold, CON save for half) that comes back on a 5–6. It flies, swims, senses what stands within 10 ft without light, and cold can't hurt it.

Blue Dragon Wyrmling

CR 3

SRD 5.2.1

A blue dragon hatchling with a horn on its snout and a temper to match. It rakes twice a turn, each claw sparking, and breathes a 30-ft line of lightning (6d6, DEX save for half) that comes back on a 5–6. It flies, senses what stands within 10 ft without light, and lightning can't hurt it.

Bugbear Stalker

CR 3

SRD 5.2.1

A bugbear hunter bred for the ambush. Twice a turn its long arms swing a spiked morningstar from 10 ft away or hurl a javelin far down the hall, and the morningstar lands surer on whoever it already holds in its grip.

Giant Scorpion

CR 3

SRD 5.2.1

A Large armoured scorpion: crushing claws that seize a Large or smaller victim (escape DC 13), and a sting that pumps 2d10 poison into whatever it strikes. Each turn it snaps both claws and stings once.

Gold Dragon Wyrmling

CR 3

SRD 5.2.1

A gold dragon hatchling, grave beyond its years. It rakes twice a turn and breathes a 15-ft cone of fire (4d10, DEX save for half) that comes back on a 5–6 — or, at will, a 15-ft cone that saps the Strength of whoever fails a STR save. It flies, swims, senses what stands within 10 ft without light, and fire can't hurt it.

Hobgoblin Captain

CR 3

SRD 5.2.1

An officer with a poisoned greatsword and a longbow — its Aura of Authority gives nearby soldiers advantage on attack rolls and saving throws.

Knight

CR 3

SRD 5.2.1

A sworn knight in plate: two strikes a turn with a greatsword or a heavy crossbow, each carrying 1d8 radiant besides. Fear finds no hold on it, and Parry turns aside a melee blow.

Minotaur of Baphomet

CR 3

SRD 5.2.1

A horned brute sworn to the demon lord of the maze. Its great glaive reaches 10 ft and leaves a wound that rots with necrotic power, and when it lowers its head and charges 10 ft straight in, the gore tears 3d6 deeper and throws a Large or smaller foe to the ground. The gore needs a breath before it comes again.

Mummy

CR 3

SRD 5.2.1

A wrapped corpse held from rest by old rites. Each turn it pounds twice with rotting fists, necrotic blows that curse the victim so no healing takes, and it fixes one foe it can see within 60 ft with a dead stare that leaves it frightened. Fire burns it worst.

Ogre Shacklehand

CR 3

TactForge

An ogre in stitched-together hides swinging a spiked morningstar — the heavier kin a giant war band is built around.

Owlbear

CR 3

SRD 5.2.1

A feathered horror with an owl's head on a bear's body: two rending swipes a turn, a deep store of hit points, and no instinct to flee.

Phase Spider

CR 3

SRD 5.2.1

A pale spider that walks half in another world. It bites twice a turn with a burning venom, and for a bonus action it blinks out of sight and back again up to 30 ft away, so nobody quite knows where the next bite will come from.

Warrior Veteran

CR 3

SRD 5.2.1

A battle-hardened sellsword: two greatsword strikes a turn or a heavy crossbow from afar, and Parry for the blow that would have landed.

Wight

CR 3

SRD 5.2.1

A dead warrior who kept its mind and its steel. It strikes twice a turn with a sword or a bow that each carry a necrotic chill, and it can trade one blow for Life Drain, a touch that shrinks a living foe's hit point maximum until a long rest. Sunlight makes it clumsy.

Couatl

CR 4

SRD 5.2.1

A feathered serpent of the upper planes with rainbow plumes and eyes that see through lies. It bites with venom that sickens, or coils around a Medium or smaller foe and pins it (escape DC 13); it puts enemies to sleep, blesses its friends and lifts curses and poisons from them.

Ettin

CR 4

SRD 5.2.1

A two-headed giant with a weapon in each fist, and it swings both every turn: the battleaxe knocks a Large or smaller foe flat, and the morningstar leaves its victim reeling, its next attack at disadvantage. With two heads on watch, nothing blinds, charms, frightens or stuns it, or puts it to sleep.

Guard Captain

CR 4

SRD 5.2.1

The watch's commander, in a breastplate behind a shield: two attacks a turn, a longsword up close or javelins thrown, hard enough to drop a hero in a round.

Lamia

CR 4

SRD 5.2.1

A fiend with a woman's upper body on a great lion's frame. Its two claws tear flesh and mind together, and it can trade one of them for a corrupting touch: a Wisdom save, or heavy psychic damage and a curse that leaves the victim charmed by the lamia for the rest of the fight.

Orc Blood-Captain

CR 4

TactForge

The one the band follows through the gate: a greataxe twice a turn, the orc's Adrenaline Rush and Relentless Endurance, and Show of Blood — every foe it drops in melee gives each ally within 30 ft who sees it 5 temporary HP. It hunts the wounded and tells you your number.

Red Dragon Wyrmling

CR 4

SRD 5.2.1

The strongest and angriest of the hatchlings. It rakes twice a turn, each claw scorching as it cuts, and breathes a 15-ft cone of fire (7d6, DEX save for half) that comes back on a 5–6. It flies, climbs, senses what stands within 10 ft without light, and fire can't hurt it.

Tough Boss

CR 4

SRD 5.2.1

A gang boss in chain mail: two blows a turn, a warhammer that drives a foe 10 ft back or a heavy crossbow, and Pack Tactics beside the crew.

Air Elemental

CR 5

SRD 5.2.1

A storm given a will: a howling funnel of wind that hovers and races across the field faster than anything on foot. It batters foes twice a turn with thunderclap blows from 10 ft off, and every few turns it snatches up a creature beside it, spins it through its core and slams it down. Blades, arrows and lightning only half bite on a body of wind, thunder and poison not at all, and nothing can hold it, pin it or knock it over.

Earth Elemental

CR 5

SRD 5.2.1

A walking landslide of boulder and packed earth. Two blows a turn in any mix: a fist of stone that reaches 10 ft, or a rock torn from its own body and hurled up to 60 ft, which knocks a Large or smaller foe flat. It feels every tremor in the ground within 60 ft, shrugs off poison and can't be paralyzed or turned to stone, but thunder hits it twice as hard.

Fire Elemental

CR 5

SRD 5.2.1

A pillar of living flame that darts 50 ft a turn. It lashes twice a turn with arms of fire, and whatever it touches catches alight and keeps burning for two more turns. Ordinary blades pass half-harmlessly through it, fire and poison do nothing at all, and it can't be held, pinned or knocked down.

Giant Crocodile

CR 5

SRD 5.2.1

A Huge river-lurker: a crushing bite that seizes and pins a Large or smaller creature (escape DC 15, restrained while held), and a tail that lashes out 10 ft and knocks a Large or smaller target down.

Gladiator

CR 5

SRD 5.2.1

An arena champion with spear and shield: three spear thrusts a turn, one of which it may trade for a shield bash that knocks a foe flat, and a Parry worth +3 AC against a melee blow. It fights for a crowd, and fights well.

Half-Dragon

CR 5

SRD 5.2.1

A warrior with a dragon's blood, scaled and crested. It claws twice a turn at 10 ft, each claw burning (1d4 + 4 slashing plus 2d6 fire), and breathes a 30-ft cone of fire (8d6, DEX save for half) that comes back on a 5–6. Fire barely harms it, and it senses what stands within 10 ft without light.

Hill Giant

CR 5

SRD 5.2.1

The dullest and hungriest of the giants, a Huge glutton with an uprooted tree for a club. Twice a turn it swings the tree 10 ft to knock a Large or smaller foe flat, or lobs a lump of rotten refuse up to 240 ft that leaves its target poisoned.

Salamander

CR 5

SRD 5.2.1

A fire spirit with a scaled man's torso on a long serpent's body, cruel and proud. It thrusts twice a turn with a burning spear, or throws it up to 60 ft and has it back in hand at once, and it can give up one thrust to wrap a creature up to 10 ft away in its searing coils. It climbs as easily as it slithers and fire can't touch it, but cold hits it twice as hard.

Slatejaw

CR 5

TactForge

A slate-plated digger of the hills that feels footsteps through stone: its slab-toothed bite grabs a Medium or smaller creature (escape DC 15), grinds it a little every turn it stays in the jaw, and it hauls the catch backward, away from its friends, clawing only what it holds. It can't be knocked down. Chase it, cut the catch loose — or lose a friend for a few rounds.

Troll

CR 5

SRD 5.2.1

A gluttonous giant that rends three times a turn from reach and regains 15 HP every turn — fire or acid stops the healing for a turn.

Vampire Spawn

CR 5

SRD 5.2.1

A lesser vampire, fast and hungry. It rakes with two clawed hands that seize a Medium or smaller foe, then bites the one it holds: the bite drains the victim's hit point maximum by its necrotic damage and heals the spawn as much. A bonus action lets it dash or slip away, and sunlight spoils its aim.

Water Elemental

CR 5

SRD 5.2.1

A rearing wave with a will of its own. It pounds twice a turn, sweeping Medium and smaller foes off their feet, and every few turns it crashes over a creature beside it and holds it in the churning water. It crosses water at full speed; acid and fire only half harm it, poison not at all, and nothing can hold it, pin it or knock it over.

Wraith

CR 5

SRD 5.2.1

A hateful dead lord of darkness, drifting through the living and over rough ground. Its touch deals heavy necrotic damage and shrinks the victim's hit point maximum by as much until a long rest, and ordinary steel only half bites it. Sunlight spoils its aim.

Drider

CR 6

SRD 5.2.1

A dark elf's body grafted onto a giant spider's. It strikes three times a turn, with long forelegs that stab from 10 ft away or with bolts of venom thrown 120 ft, and a spider-queen's gift of Darkness, Faerie Fire or Web waits for the fight's turning points.

Invisible Stalker

CR 6

SRD 5.2.1

A hunter made of wind, bound by a summoner to a single task. It rakes three times a turn with blows of raw force, and can give up one of them to knot a howling vortex round a creature beside it. It flies 50 ft a turn and moves with uncanny stealth, able to slip out of sight between strikes; blades and arrows only half harm it, poison not at all, and it can't be held, pinned or knocked down.

Mage

CR 6

SRD 5.2.1

A trained arcanist, and the deadliest body in any camp that can afford one: three bursts of force a turn from across the hall, Fireball and Cone of Cold for a crowd, Invisibility, a Misty Step out of trouble, and Shield or Counterspell waiting for the heroes' answer.

Mammoth

CR 6

SRD 5.2.1

A Huge shaggy tusker: two gores a turn from 10 ft away, and a gore that ends a straight 20-ft rush throws a Huge or smaller foe down (Charge) — where, as a bonus action, the mammoth tramples it.

Wyvern

CR 6

SRD 5.2.1

A great winged drake with no forelegs and a barbed tail. Each turn it bites once and stings once; the sting reaches 10 ft and pumps 7d6 poison into the wound, leaving the target poisoned until the end of its next turn. It flies and sees far into the dark.

Giant Ape

CR 7

SRD 5.2.1

A Huge ape that pounds with two fists from 10 ft away, and every so often hurls a boulder up to 90 ft: every foe within 5 ft of where it lands makes a DEX save or takes 7d6 and is knocked Prone (half, and on their feet, on a success).

Oni

CR 7

SRD 5.2.1

A towering fiend that regenerates every turn, rakes with its claws and hurls terror with its Nightmare Ray.

Stone Giant

CR 7

SRD 5.2.1

A reclusive carver of the mountains who hits like an avalanche — two blows of its Stone Club, or a hurled Boulder that knocks the target prone.

Assassin

CR 8

SRD 5.2.1

A killer for hire in studded leather: three attacks a turn with a shortsword or a light crossbow, each soaked in venom (5d6 or 6d6 poison), and the blade leaves its mark poisoned. Evasion shrugs off a blast, Cunning Action slips it away, and poison barely touches it.

Frost Giant

CR 8

SRD 5.2.1

A raider from the glaciers, impervious to cold, who splits shields with its axe.

Spirit Naga

CR 8

SRD 5.2.1

A black-scaled serpent with a spiteful, clever mind, coiled in the ruins it claims. It strikes three times a turn, with a venomous bite from 10 ft or a ray of rotting death out to 60 ft, and keeps a few spells for the fight's turning points: Hold Person, Lightning Bolt and Dimension Door.

Tyrannosaurus Rex

CR 8

SRD 5.2.1

The tyrant lizard: a Huge hunter on two legs that bites and lashes every turn. Its jaws reach 10 ft and clamp a Large or smaller creature fast (escape DC 17, restrained while held); its tail sweeps out 15 ft and throws anything up to Huge to the ground.

Fire Giant

CR 9

SRD 5.2.1

A forge-warrior in soot-blackened plate, impervious to fire — the disciplined hammer of a giant war band.

Guardian Naga

CR 10

SRD 5.2.1

A golden-scaled serpent that keeps watch over holy places. It bites twice a turn from 10 ft, each bite flooding the wound with venom, and may spit venom instead that blinds a foe 60 ft away; once a day each, it calls down a pillar of holy fire or knits its own wounds shut.

Young Red Dragon

CR 10

SRD 5.2.1

A legendary solo boss: it flies, breathes a cone of fire over clustered foes, and rends anyone who comes close.

Djinni

CR 11

SRD 5.2.1

A proud genie of the open sky, a man or a woman rising from a whirl of wind. Three strikes a turn in any mix: a storm-charged blade that bites with lightning, or a thunderbolt thrown up to 120 ft that knocks a Large or smaller foe flat. It can raise a whirlwind that snares and pounds whoever blunders into it, and once a day turn itself unseen. It flies, lightning and thunder can't touch it, and it has advantage on saves against magic.

Efreeti

CR 11

SRD 5.2.1

A tyrant genie of the burning realm, horned and gilded, rising from a column of smoke. Three strikes a turn in any mix: a heated blade that sears as it cuts, or a gout of fire thrown up to 120 ft. Its magic can raise a roaring wall of flame once a day, or turn it unseen. It flies, fire can't touch it, and it has advantage on saves against magic.

Roc

CR 11

SRD 5.2.1

A mountain-sized predator that drops from the clouds — all beak and talons.

Storm Giant

CR 13

SRD 5.2.1

A titan of the high peaks whose greatsword comes down like a tempest. Lightning answers its call.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Tactforge is an independent project, compatible with fifth edition.