Monster Stat Block
A comprehensive D&D 5e stat block capturing all possible monster attributes including legendary actions, lair actions, mythic traits, and spellcasting.
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but cannot speak
Challenge 1/4 (50 XP)
Actions
Environment Urban, Swamp
Source Monster Manual p. 316
Goblin
Small humanoid (goblinoid), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Actions
Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Environment Forest, Grassland, Hill, Underdark
Source Monster Manual p. 166
Dire Wolf
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages โ
Challenge 1 (200 XP)
Actions
Environment Forest, Hill, Grassland
Source Monster Manual p. 321
Swarm of Rats
Medium beast (swarm of Tiny beasts), unaligned
Armor Class 10
Hit Points 24 (7d8 - 7)
Speed 30 ft.
Damage Resistances bludgeoning; piercing; slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages โ
Challenge 1/4 (50 XP)
Actions
Environment Urban, Swamp, Underdark
Source Monster Manual p. 339
Doppelganger
Medium monstrosity (shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Skills Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Actions
Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise.
Environment Underdark, Urban
Source Monster Manual p. 82
Drow Mage
Medium humanoid (elf), neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 45 (10d8)
Speed 30 ft.
Skills Arcana +6, Deception +4, Perception +4, Stealth +5
Senses darkvision 120 ft., passive Perception 14
Languages Elvish, Undercommon
Challenge 7 (2,900 XP) Proficiency Bonus +3
Actions
Environment Underdark
Source Volo's Guide to Monsters p. 129
Shadow Assassin
Medium undead, neutral evil
Armor Class 14
Hit Points 78 (12d8 + 24)
Speed 40 ft. fly 40 ft. (hover)
Saving Throws Dex +7, Int +4
Skills Perception +4, Stealth +10
Damage Vulnerabilities radiant
Damage Resistances acid; cold; fire; thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages understands languages it knew in life but cannot speak
Challenge 5 (1,800 XP)
Actions
Shadow assassins are the remnants of skilled killers who died with unfulfilled contracts, cursed to hunt their targets for eternity.
Environment Underdark, Urban
Source Homebrew
Young Red Dragon
Large dragon, chaotic evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft. fly 80 ft. climb 40 ft.
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP) Proficiency Bonus +4
Actions
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.
Environment Hill, Mountain
Source Monster Manual p. 98
Lich
Medium undead, any evil alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
Saving Throws Con +10, Int +12, Wis +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances cold; lightning; necrotic
Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP) Proficiency Bonus +7
Actions
Legendary Actions
The lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.
Lair
A lich often haunts the abode it favored in life, such as a lonely tower, a ## college, or a crypt. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- Tether. The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- Summon Spirits. The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage.
- Chill. The lich calls forth the spirits of creatures that died in its lair. These spectral apparitions fill a 10-foot cube centered on a point within 60 feet of the lich. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 14 (4d6) cold damage.
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Creatures within 1 mile of the lair have disturbing dreams when they sleep.
- Food and water within 1 mile of the lair rot, and any corpses in that area reanimate as skeletons or zombies at the lich's will.
- Divination spells cast within the lair reveal false information.
If the lich is destroyed but its phylactery remains, the regional effects persist until the phylactery is also destroyed.
Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own.
Environment Underdark, Urban
Source Monster Manual p. 202
Zephyros the Storm Titan
Gargantuan giant (titan), chaotic neutral
Armor Class 22 (natural armor)
Hit Points 462 (25d20 + 200)
Speed 50 ft. fly 120 ft. (hover) swim 50 ft.
Saving Throws Str +18, Con +16, Wis +13, Cha +15
Skills Arcana +12, Athletics +18, Insight +13, Intimidation +15, Perception +13
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, thunder
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 23
Languages Common, Giant, Primordial, telepathy 120 ft.
Challenge 26 (90,000 XP) Proficiency Bonus +8
Actions
Bonus Actions
Reactions
Legendary Actions
Zephyros can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zephyros regains spent legendary actions at the start of his turn.
Mythic Trait
Mythic Actions
If the creature's mythic trait is active, it can use the options below as legendary actions.
Lair
Zephyros makes his lair atop the highest peak of a storm-wracked mountain range, in a palace of clouds and crystallized lightning known as the Tempest Spire.
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- Lightning Strike. A bolt of lightning strikes a point Zephyros can see within 120 feet of him. Each creature within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much on a successful one.
- Gale Force. A powerful wind sweeps through the lair. Each creature within 60 feet of Zephyros must succeed on a DC 20 Strength saving throw or be pushed 30 feet away from him and knocked prone.
- Fog Cloud. A 30-foot-radius sphere of fog appears centered on a point Zephyros can see within 120 feet of him. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round.
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Thunderstorms are common within 6 miles of the lair. These storms don't directly impede flight but reduce visibility.
- Strong winds in the region make ranged weapon attacks with ammunition impossible beyond normal range.
- Water sources within 1 mile of the lair are charged with electricity. A creature that enters the water or starts its turn there takes 5 (1d10) lightning damage.
- Creatures within 1 mile of the lair can't be surprised by thunder or lightning effects and have advantage on saving throws against being deafened.
If Zephyros dies, the regional effects fade over the course of 1d10 days.
Zephyros is an ancient storm titan who has watched civilizations rise and fall from his palace among the clouds. He is capricious and unpredictable, like the storms he commands.
Though not inherently evil, Zephyros cares little for the affairs of smaller creatures. He may aid or hinder adventurers on a whim, or simply because the winds told him to.
Environment Coastal, Mountain
Source Homebrew (based on Storm King's Thunder)
JSON Schema
{
"name": "Zombie",
"size": "Medium",
"type": "undead",
"alignment": "neutral evil",
"armorClass": {
"value": 8
},
"hitPoints": {
"average": 22,
"formula": "3d8 + 9"
},
"speed": {
"walk": 20
},
"abilities": {
"str": 13,
"dex": 6,
"con": 16,
"int": 3,
"wis": 6,
"cha": 5
},
"savingThrows": {
"wis": 0
},
"damageImmunities": [
"poison"
],
"conditionImmunities": [
"poisoned"
],
"senses": {
"darkvision": 60,
"passivePerception": 8
},
"languages": [
"understands the languages it knew in life but cannot speak"
],
"challengeRating": "1/4",
"traits": [
{
"name": "Undead Fortitude",
"description": "If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."
}
],
"actions": [
{
"name": "Slam",
"attackType": "Melee Weapon",
"toHit": 3,
"reach": "5 ft.",
"target": "one target",
"damage": [
{
"dice": "4 (1d6 + 1)",
"type": "bludgeoning"
}
]
}
],
"environment": [
"urban",
"swamp"
],
"source": "Monster Manual p. 316"
}
{
"name": "Goblin",
"size": "Small",
"type": "humanoid",
"subtype": "goblinoid",
"alignment": "neutral evil",
"armorClass": {
"value": 15,
"type": "leather armor, shield"
},
"hitPoints": {
"average": 7,
"formula": "2d6"
},
"speed": {
"walk": 30
},
"abilities": {
"str": 8,
"dex": 14,
"con": 10,
"int": 10,
"wis": 8,
"cha": 8
},
"skills": {
"stealth": 6
},
"senses": {
"darkvision": 60,
"passivePerception": 9
},
"languages": [
"Common",
"Goblin"
],
"challengeRating": "1/4",
"traits": [
{
"name": "Nimble Escape",
"description": "The goblin can take the Disengage or Hide action as a bonus action on each of its turns."
}
],
"actions": [
{
"name": "Scimitar",
"attackType": "Melee Weapon",
"toHit": 4,
"reach": "5 ft.",
"target": "one target",
"damage": [
{
"dice": "5 (1d6 + 2)",
"type": "slashing"
}
]
},
{
"name": "Shortbow",
"attackType": "Ranged Weapon",
"toHit": 4,
"range": "80/320 ft.",
"target": "one target",
"damage": [
{
"dice": "5 (1d6 + 2)",
"type": "piercing"
}
]
}
],
"environment": [
"forest",
"grassland",
"hill",
"underdark"
],
"source": "Monster Manual p. 166",
"description": "Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures."
}
{
"name": "Dire Wolf",
"size": "Large",
"type": "beast",
"alignment": "unaligned",
"armorClass": {
"value": 14,
"type": "natural armor"
},
"hitPoints": {
"average": 37,
"formula": "5d10 + 10"
},
"speed": {
"walk": 50
},
"abilities": {
"str": 17,
"dex": 15,
"con": 15,
"int": 3,
"wis": 12,
"cha": 7
},
"skills": {
"perception": 3,
"stealth": 4
},
"senses": {
"passivePerception": 13
},
"challengeRating": 1,
"traits": [
{
"name": "Keen Hearing and Smell",
"description": "The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."
},
{
"name": "Pack Tactics",
"description": "The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated."
}
],
"actions": [
{
"name": "Bite",
"attackType": "Melee Weapon",
"toHit": 5,
"reach": "5 ft.",
"target": "one target",
"damage": [
{
"dice": "10 (2d6 + 3)",
"type": "piercing"
}
],
"description": "If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone."
}
],
"environment": [
"forest",
"hill",
"grassland"
],
"source": "Monster Manual p. 321"
}
{
"name": "Swarm of Rats",
"size": "Medium",
"type": "beast",
"tags": [
"swarm of Tiny beasts"
],
"alignment": "unaligned",
"armorClass": {
"value": 10
},
"hitPoints": {
"average": 24,
"formula": "7d8 - 7"
},
"speed": {
"walk": 30
},
"abilities": {
"str": 9,
"dex": 11,
"con": 9,
"int": 2,
"wis": 10,
"cha": 3
},
"damageResistances": [
"bludgeoning",
"piercing",
"slashing"
],
"conditionImmunities": [
"charmed",
"frightened",
"grappled",
"paralyzed",
"petrified",
"prone",
"restrained",
"stunned"
],
"senses": {
"darkvision": 30,
"passivePerception": 10
},
"challengeRating": "1/4",
"traits": [
{
"name": "Keen Smell",
"description": "The swarm has advantage on Wisdom (Perception) checks that rely on smell."
},
{
"name": "Swarm",
"description": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points."
}
],
"actions": [
{
"name": "Bites",
"attackType": "Melee Weapon",
"toHit": 2,
"reach": "0 ft.",
"target": "one target in the swarm's space",
"damage": [
{
"dice": "7 (2d6)",
"type": "piercing"
}
],
"description": "or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer."
}
],
"environment": [
"urban",
"swamp",
"underdark"
],
"source": "Monster Manual p. 339"
}
{
"name": "Doppelganger",
"size": "Medium",
"type": "monstrosity",
"tags": [
"shapechanger"
],
"alignment": "neutral",
"armorClass": {
"value": 14
},
"hitPoints": {
"average": 52,
"formula": "8d8 + 16"
},
"speed": {
"walk": 30
},
"abilities": {
"str": 11,
"dex": 18,
"con": 14,
"int": 11,
"wis": 12,
"cha": 14
},
"skills": {
"deception": 6,
"insight": 3
},
"conditionImmunities": [
"charmed"
],
"senses": {
"darkvision": 60,
"passivePerception": 11
},
"languages": [
"Common"
],
"challengeRating": 3,
"traits": [
{
"name": "Shapechanger",
"description": "The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
},
{
"name": "Ambusher",
"description": "The doppelganger has advantage on attack rolls against any creature it has surprised."
},
{
"name": "Surprise Attack",
"description": "If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack."
}
],
"actions": [
{
"name": "Multiattack",
"description": "The doppelganger makes two melee attacks."
},
{
"name": "Slam",
"attackType": "Melee Weapon",
"toHit": 6,
"reach": "5 ft.",
"target": "one target",
"damage": [
{
"dice": "7 (1d6 + 4)",
"type": "bludgeoning"
}
]
},
{
"name": "Read Thoughts",
"description": "The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."
}
],
"environment": [
"underdark",
"urban"
],
"source": "Monster Manual p. 82",
"description": "Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise."
}
{
"name": "Drow Mage",
"size": "Medium",
"type": "humanoid",
"subtype": "elf",
"alignment": "neutral evil",
"armorClass": {
"value": 12,
"type": "15 with mage armor"
},
"hitPoints": {
"average": 45,
"formula": "10d8"
},
"speed": {
"walk": 30
},
"abilities": {
"str": 9,
"dex": 14,
"con": 10,
"int": 17,
"wis": 13,
"cha": 12
},
"skills": {
"arcana": 6,
"deception": 4,
"perception": 4,
"stealth": 5
},
"senses": {
"darkvision": 120,
"passivePerception": 14
},
"languages": [
"Elvish",
"Undercommon"
],
"challengeRating": 7,
"proficiencyBonus": 3,
"traits": [
{
"name": "Fey Ancestry",
"description": "The drow has advantage on saving throws against being charmed, and magic cannot put the drow to sleep."
},
{
"name": "Sunlight Sensitivity",
"description": "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
}
],
"spellcasting": {
"type": "innate",
"ability": "Charisma",
"saveDC": 12,
"description": "requiring no material components",
"spells": {
"atWill": [
"dancing lights"
],
"1/day": [
"darkness",
"faerie fire",
"levitate (self only)"
]
}
},
"actions": [
{
"name": "Staff",
"attackType": "Melee Weapon",
"toHit": 2,
"reach": "5 ft.",
"target": "one target",
"damage": [
{
"dice": "2 (1d6 - 1)",
"type": "bludgeoning"
}
],
"description": "or 3 (1d8 - 1) bludgeoning damage if used with two hands."
},
{
"name": "Summon Demon",
"usage": "1/Day",
"description": "The drow attempts to magically summon a quasit with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner."
}
],
"environment": [
"underdark"
],
"source": "Volo's Guide to Monsters p. 129"
}
{
"name": "Shadow Assassin",
"size": "Medium",
"type": "undead",
"alignment": "neutral evil",
"armorClass": {
"value": 14
},
"hitPoints": {
"average": 78,
"formula": "12d8 + 24"
},
"speed": {
"walk": 40,
"fly": {
"value": 40,
"hover": true
}
},
"abilities": {
"str": 6,
"dex": 19,
"con": 14,
"int": 13,
"wis": 12,
"cha": 14
},
"savingThrows": {
"dex": 7,
"int": 4
},
"skills": {
"perception": 4,
"stealth": 10
},
"damageVulnerabilities": [
"radiant"
],
"damageResistances": [
"acid",
"cold",
"fire",
"thunder",
"bludgeoning, piercing, and slashing from nonmagical attacks"
],
"damageImmunities": [
"necrotic",
"poison"
],
"conditionImmunities": [
"exhaustion",
"frightened",
"grappled",
"paralyzed",
"petrified",
"poisoned",
"prone",
"restrained"
],
"senses": {
"darkvision": 60,
"passivePerception": 14
},
"languages": [
"understands languages it knew in life but cannot speak"
],
"challengeRating": 5,
"traits": [
{
"name": "Amorphous",
"description": "The shadow can move through a space as narrow as 1 inch wide without squeezing."
},
{
"name": "Shadow Stealth",
"description": "While in dim light or darkness, the shadow can take the Hide action as a bonus action."
},
{
"name": "Sunlight Weakness",
"description": "While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws."
}
],
"actions": [
{
"name": "Multiattack",
"description": "The shadow makes two shadow blade attacks."
},
{
"name": "Shadow Blade",
"attackType": "Melee Weapon",
"toHit": 7,
"reach": "5 ft.",
"target": "one target",
"damage": [
{
"dice": "13 (2d8 + 4)",
"type": "necrotic"
}
],
"description": "and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0."
}
],
"environment": [
"underdark",
"urban"
],
"source": "Homebrew",
"description": "Shadow assassins are the remnants of skilled killers who died with unfulfilled contracts, cursed to hunt their targets for eternity."
}
{
"name": "Young Red Dragon",
"size": "Large",
"type": "dragon",
"alignment": "chaotic evil",
"armorClass": {
"value": 18,
"type": "natural armor"
},
"hitPoints": {
"average": 178,
"formula": "17d10 + 85"
},
"speed": {
"walk": 40,
"climb": 40,
"fly": 80
},
"abilities": {
"str": 23,
"dex": 10,
"con": 21,
"int": 14,
"wis": 11,
"cha": 19
},
"savingThrows": {
"dex": 4,
"con": 9,
"wis": 4,
"cha": 8
},
"skills": {
"perception": 8,
"stealth": 4
},
"damageImmunities": [
"fire"
],
"senses": {
"blindsight": 30,
"darkvision": 120,
"passivePerception": 18
},
"languages": [
"Common",
"Draconic"
],
"challengeRating": 10,
"proficiencyBonus": 4,
"actions": [
{
"name": "Multiattack",
"description": "The dragon makes three attacks: one with its bite and two with its claws."
},
{
"name": "Bite",
"attackType": "Melee Weapon",
"toHit": 10,
"reach": "10 ft.",
"target": "one target",
"damage": [
{
"dice": "17 (2d10 + 6)",
"type": "piercing"
},
{
"dice": "3 (1d6)",
"type": "fire"
}
]
},
{
"name": "Claw",
"attackType": "Melee Weapon",
"toHit": 10,
"reach": "5 ft.",
"target": "one target",
"damage": [
{
"dice": "13 (2d6 + 6)",
"type": "slashing"
}
]
},
{
"name": "Fire Breath",
"recharge": "5-6",
"description": "The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one."
}
],
"legendaryActions": {
"count": 3,
"description": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.",
"actions": [
{
"name": "Detect",
"cost": 1,
"description": "The dragon makes a Wisdom (Perception) check."
},
{
"name": "Tail Attack",
"cost": 1,
"description": "The dragon makes a tail attack."
},
{
"name": "Wing Attack",
"cost": 2,
"description": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."
}
]
},
"environment": [
"hill",
"mountain"
],
"source": "Monster Manual p. 98",
"description": "The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures."
}
{
"name": "Lich",
"size": "Medium",
"type": "undead",
"alignment": "any evil alignment",
"armorClass": {
"value": 17,
"type": "natural armor"
},
"hitPoints": {
"average": 135,
"formula": "18d8 + 54"
},
"speed": {
"walk": 30
},
"abilities": {
"str": 11,
"dex": 16,
"con": 16,
"int": 20,
"wis": 14,
"cha": 16
},
"savingThrows": {
"con": 10,
"int": 12,
"wis": 9
},
"skills": {
"arcana": 19,
"history": 12,
"insight": 9,
"perception": 9
},
"damageResistances": [
"cold",
"lightning",
"necrotic"
],
"damageImmunities": [
"poison",
"bludgeoning, piercing, and slashing from nonmagical attacks"
],
"conditionImmunities": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"senses": {
"truesight": 120,
"passivePerception": 19
},
"languages": [
"Common plus up to five other languages"
],
"challengeRating": 21,
"proficiencyBonus": 7,
"traits": [
{
"name": "Legendary Resistance",
"usage": "3/Day",
"description": "If the lich fails a saving throw, it can choose to succeed instead."
},
{
"name": "Rejuvenation",
"description": "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."
},
{
"name": "Turn Resistance",
"description": "The lich has advantage on saving throws against any effect that turns undead."
}
],
"spellcasting": {
"type": "standard",
"ability": "Intelligence",
"saveDC": 20,
"attackBonus": 12,
"level": "18th",
"class": "wizard",
"slots": {
"1st": 4,
"2nd": 3,
"3rd": 3,
"4th": 3,
"5th": 3,
"6th": 1,
"7th": 1,
"8th": 1,
"9th": 1
},
"spells": {
"cantrips": [
"mage hand",
"prestidigitation",
"ray of frost"
],
"1st": [
"detect magic",
"magic missile",
"shield",
"thunderwave"
],
"2nd": [
"detect thoughts",
"invisibility",
"mirror image"
],
"3rd": [
"animate dead",
"counterspell",
"dispel magic",
"fireball"
],
"4th": [
"blight",
"dimension door"
],
"5th": [
"cloudkill",
"scrying"
],
"6th": [
"disintegrate",
"globe of invulnerability"
],
"7th": [
"finger of death",
"plane shift"
],
"8th": [
"dominate monster",
"power word stun"
],
"9th": [
"power word kill"
]
}
},
"actions": [
{
"name": "Paralyzing Touch",
"attackType": "Melee Spell",
"toHit": 12,
"reach": "5 ft.",
"target": "one creature",
"damage": [
{
"dice": "10 (3d6)",
"type": "cold"
}
],
"description": "The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
}
],
"legendaryActions": {
"count": 3,
"description": "The lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.",
"actions": [
{
"name": "Cantrip",
"cost": 1,
"description": "The lich casts a cantrip."
},
{
"name": "Paralyzing Touch",
"cost": 2,
"description": "The lich uses its Paralyzing Touch."
},
{
"name": "Frightening Gaze",
"cost": 2,
"description": "The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute."
},
{
"name": "Disrupt Life",
"cost": 3,
"description": "Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much on a successful one."
}
]
},
"lair": {
"description": "A lich often haunts the abode it favored in life, such as a lonely tower, a ## college, or a crypt. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.",
"actions": [
{
"name": "Tether",
"description": "The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens."
},
{
"name": "Summon Spirits",
"description": "The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage."
},
{
"name": "Chill",
"description": "The lich calls forth the spirits of creatures that died in its lair. These spectral apparitions fill a 10-foot cube centered on a point within 60 feet of the lich. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 14 (4d6) cold damage."
}
],
"regionalEffects": [
"Creatures within 1 mile of the lair have disturbing dreams when they sleep.",
"Food and water within 1 mile of the lair rot, and any corpses in that area reanimate as skeletons or zombies at the lich's will.",
"Divination spells cast within the lair reveal false information."
],
"deathEffect": "If the lich is destroyed but its phylactery remains, the regional effects persist until the phylactery is also destroyed."
},
"environment": [
"underdark",
"urban"
],
"source": "Monster Manual p. 202",
"description": "Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own."
}
{
"name": "Zephyros the Storm Titan",
"size": "Gargantuan",
"type": "giant",
"subtype": "titan",
"alignment": "chaotic neutral",
"image": null,
"armorClass": {
"value": 22,
"type": "natural armor"
},
"hitPoints": {
"average": 462,
"formula": "25d20 + 200"
},
"speed": {
"walk": 50,
"fly": {
"value": 120,
"hover": true
},
"swim": 50
},
"abilities": {
"str": 30,
"dex": 14,
"con": 26,
"int": 18,
"wis": 20,
"cha": 24
},
"savingThrows": {
"str": 18,
"con": 16,
"wis": 13,
"cha": 15
},
"skills": {
"arcana": 12,
"athletics": 18,
"insight": 13,
"intimidation": 15,
"perception": 13
},
"damageVulnerabilities": [],
"damageResistances": [
"cold",
"bludgeoning, piercing, and slashing from nonmagical attacks"
],
"damageImmunities": [
"lightning",
"thunder"
],
"conditionImmunities": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"petrified",
"poisoned"
],
"senses": {
"truesight": 120,
"passivePerception": 23
},
"languages": [
"Common",
"Giant",
"Primordial"
],
"telepathy": 120,
"challengeRating": 26,
"proficiencyBonus": 8,
"traits": [
{
"name": "Legendary Resistance",
"usage": "3/Day",
"description": "If Zephyros fails a saving throw, he can choose to succeed instead."
},
{
"name": "Magic Resistance",
"description": "Zephyros has advantage on saving throws against spells and other magical effects."
},
{
"name": "Magic Weapons",
"description": "Zephyros's weapon attacks are magical."
},
{
"name": "Siege Monster",
"description": "Zephyros deals double damage to objects and structures."
},
{
"name": "Storm Aura",
"description": "At the start of each of Zephyros's turns, each creature within 30 feet of him takes 10 (3d6) lightning damage. A creature that touches Zephyros or hits him with a melee attack while within 10 feet takes 10 (3d6) lightning damage."
}
],
"spellcasting": [
{
"type": "innate",
"ability": "Charisma",
"saveDC": 23,
"description": "requiring no material components",
"spells": {
"atWill": [
"detect magic",
"feather fall",
"levitate",
"light"
],
"3/day": [
"control weather",
"dispel magic",
"water breathing"
],
"1/day": [
"control water",
"storm of vengeance"
]
}
},
{
"type": "standard",
"ability": "Intelligence",
"saveDC": 20,
"attackBonus": 12,
"level": "18th",
"class": "sorcerer",
"slots": {
"1st": 4,
"2nd": 3,
"3rd": 3,
"4th": 3,
"5th": 3,
"6th": 1,
"7th": 1,
"8th": 1,
"9th": 1
},
"spells": {
"cantrips": [
"mage hand",
"message",
"prestidigitation",
"ray of frost",
"shocking grasp"
],
"1st": [
"chromatic orb",
"magic missile",
"shield",
"thunderwave"
],
"2nd": [
"gust of wind",
"mirror image",
"shatter"
],
"3rd": [
"counterspell",
"fly",
"lightning bolt"
],
"4th": [
"dimension door",
"ice storm"
],
"5th": [
"cone of cold",
"wall of force"
],
"6th": [
"chain lightning",
"globe of invulnerability"
],
"7th": [
"prismatic spray"
],
"8th": [
"sunburst"
],
"9th": [
"meteor swarm"
]
}
}
],
"actions": [
{
"name": "Multiattack",
"description": "Zephyros makes three attacks: two with his thunderbolt and one with his slam. He can use Storm Bolt in place of any attack."
},
{
"name": "Thunderbolt",
"attackType": "Melee or Ranged Weapon",
"toHit": 18,
"reach": "15 ft.",
"range": "600 ft.",
"target": "one target",
"damage": [
{
"dice": "36 (4d12 + 10)",
"type": "lightning"
},
{
"dice": "14 (4d6)",
"type": "thunder"
}
]
},
{
"name": "Slam",
"attackType": "Melee Weapon",
"toHit": 18,
"reach": "15 ft.",
"target": "one target",
"damage": [
{
"dice": "32 (4d10 + 10)",
"type": "bludgeoning"
}
]
},
{
"name": "Storm Bolt",
"description": "Zephyros hurls a bolt of lightning at a point he can see within 500 feet of him. Each creature within 20 feet of that point must make a DC 23 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one."
},
{
"name": "Thunderclap",
"recharge": "5-6",
"description": "Zephyros claps his hands together, creating a thunderous boom. Each creature within 60 feet of him must make a DC 24 Constitution saving throw. On a failed save, a creature takes 70 (20d6) thunder damage and is deafened and stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't deafened or stunned."
}
],
"bonusActions": [
{
"name": "Storm Step",
"description": "Zephyros teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Thunder rumbles at both his origin and destination."
}
],
"reactions": [
{
"name": "Deflect Attack",
"description": "In response to being hit by a ranged weapon attack, Zephyros deflects the missile. The damage he takes from the attack is reduced by 28 (4d10 + 6). If the damage is reduced to 0, Zephyros can hurl the projectile back at the attacker as part of the same reaction, making a ranged attack with a +18 bonus."
},
{
"name": "Lightning Rebuke",
"description": "When a creature within 60 feet of Zephyros deals damage to him, Zephyros can force that creature to make a DC 23 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one."
}
],
"legendaryActions": {
"count": 3,
"description": "Zephyros can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zephyros regains spent legendary actions at the start of his turn.",
"actions": [
{
"name": "Attack",
"cost": 1,
"description": "Zephyros makes one thunderbolt or slam attack."
},
{
"name": "Storm Step",
"cost": 2,
"description": "Zephyros uses Storm Step."
},
{
"name": "Call Lightning",
"cost": 3,
"description": "Zephyros calls down a bolt of lightning on a creature he can see within 120 feet of him. That creature must make a DC 23 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much on a successful one."
}
]
},
"mythic": {
"trait": {
"name": "Avatar of the Storm",
"recharge": "Short or Long Rest",
"description": "If Zephyros is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 231 hit points, his Storm Aura's damage increases to 21 (6d6), and he can immediately use Storm Step without using a reaction. While in this form, Zephyros's attacks deal an additional 14 (4d6) lightning damage."
},
"actions": [
{
"name": "Tempest Fury",
"cost": 1,
"description": "Zephyros makes two thunderbolt attacks."
},
{
"name": "Eye of the Storm",
"cost": 2,
"description": "Zephyros creates a 60-foot-radius sphere of calm air centered on himself until the start of his next turn. Within this area, ranged weapon attacks automatically miss, and creatures have resistance to lightning and thunder damage."
}
]
},
"lair": {
"description": "Zephyros makes his lair atop the highest peak of a storm-wracked mountain range, in a palace of clouds and crystallized lightning known as the Tempest Spire.",
"actions": [
{
"name": "Lightning Strike",
"description": "A bolt of lightning strikes a point Zephyros can see within 120 feet of him. Each creature within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much on a successful one."
},
{
"name": "Gale Force",
"description": "A powerful wind sweeps through the lair. Each creature within 60 feet of Zephyros must succeed on a DC 20 Strength saving throw or be pushed 30 feet away from him and knocked prone."
},
{
"name": "Fog Cloud",
"description": "A 30-foot-radius sphere of fog appears centered on a point Zephyros can see within 120 feet of him. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round."
}
],
"regionalEffects": [
"Thunderstorms are common within 6 miles of the lair. These storms don't directly impede flight but reduce visibility.",
"Strong winds in the region make ranged weapon attacks with ammunition impossible beyond normal range.",
"Water sources within 1 mile of the lair are charged with electricity. A creature that enters the water or starts its turn there takes 5 (1d10) lightning damage.",
"Creatures within 1 mile of the lair can't be surprised by thunder or lightning effects and have advantage on saving throws against being deafened."
],
"deathEffect": "If Zephyros dies, the regional effects fade over the course of 1d10 days."
},
"environment": [
"coastal",
"mountain"
],
"source": "Homebrew (based on Storm King's Thunder)",
"description": [
"Zephyros is an ancient storm titan who has watched civilizations rise and fall from his palace among the clouds. He is capricious and unpredictable, like the storms he commands.",
"Though not inherently evil, Zephyros cares little for the affairs of smaller creatures. He may aid or hinder adventurers on a whim, or simply because the winds told him to."
]
}
Stat Block Structure Reference
A comprehensive D&D 5e stat block can include the following sections:
Header
- Monster Name
- Size (Tiny to Gargantuan)
- Type (aberration, beast, dragon, etc.)
- Subtype (demon, elf, shapechanger, etc.)
- Alignment
Core Statistics
- Armor Class (+ type)
- Hit Points (avg + dice formula)
- Speed (walk, fly, swim, burrow, climb)
- Hover capability
Ability Scores
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
Secondary Stats
- Saving Throws
- Skills
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Senses
- Languages
- Challenge Rating + XP
- Proficiency Bonus
Abilities
- Traits / Special Abilities
- Innate Spellcasting
- Spellcasting (slot-based)
- Psionics
Action Types
- Actions
- Bonus Actions
- Reactions
- Legendary Actions
- Mythic Trait
- Mythic Actions
Lair Information
- Lair Description
- Lair Actions
- Regional Effects
Attack Properties
- Attack type (melee/ranged)
- Weapon vs Spell attack
- To-hit bonus
- Reach / Range
- Targets
- Damage (dice + type)
- Additional effects
- Recharge mechanics
Stat Block Variants
Goblin
Small humanoid (goblinoid), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Actions
Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Environment Forest, Grassland, Hill, Underdark
Source Monster Manual p. 166
Shadow Assassin
Medium undead, neutral evil
Armor Class 14
Hit Points 78 (12d8 + 24)
Speed 40 ft. fly 40 ft. (hover)
Saving Throws Dex +7, Int +4
Skills Perception +4, Stealth +10
Damage Vulnerabilities radiant
Damage Resistances acid; cold; fire; thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages understands languages it knew in life but cannot speak
Challenge 5 (1,800 XP)
Actions
Shadow assassins are the remnants of skilled killers who died with unfulfilled contracts, cursed to hunt their targets for eternity.
Environment Underdark, Urban
Source Homebrew