Ch. 12: Monsters

Here is everything you need to know about the D&DS creatures, such as their statistics and other things

## Monster Statistics

A creatures statistics, referred to as its stat block, is all the information for the creature in-game, it is what you need to use the creature in combat or other situations

### Size

A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. This affects the space they take in battle, and the effects of some actions or spells on them.

### Type

A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. Such as the Madness status effect only working on humanoids.

#### Aberrations

Aberrations are alien beings, with powers and biology that are out of this world and defy any conventional explanation. The Great Ones from Bloodborne, fallingstar beasts, and Astel, Naturalborn of the Void, are examples of aberrations.

#### Beasts

Beasts are non-humanoid creatures that are part of the ecosystem, like any normal animal or variations of these, like bears and runebears, turtles and wolves.

#### Celestials

Celestials are revered for their immense power, being worshipped as deities of law and order. Gods, angels and similar creatures are celestials.

#### Constructs

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Fire golems, animated armors, mechanical creatures and the like are constructs.

#### Dragons

Dragons are large reptilian creatures of ancient origin and tremendous power. This type includes dragons and other creatures related to them, like hydras, wyverns and drakes.

#### Fiends

Fiends are demons, evil beings that prey on the living and un-living.

#### Giants

Giants tower over humanoids. They usually have a human-like shape, but are larger. Monsters in this type include ogres, fire giants, and other large humanoid-shaped creatures are here.

#### Humanoids

Humanoids are the type of creatures that you may be the most familiar with, as the playable characters and most NPCs are humanoids. This category includes humans, Ashen Ones and Undead, despite there being an Undead creature type, the playable and NPC Undead species is categorized as humanoid, they only have the Undead type if they become Hollow, this is because they still retain their humanity, it is the only thing that keeps them in the humanoid category. There are some humanoid hostile creatures as well.

#### Monstrosities

Monstrosities are monsters in the strictest sense, terrifying creatures that are unnatural and usually evil, they usually come from experimentation on living creatures or curses. This category also has any monster that does not fit into any of the others. Basilisks, omens, pus of mans and mimics are in this type.

#### Oozes

Oozes are shapeless creatures, gooey in texture, that eat whatever they manage to get inside them. Slimes, smoldering rotten flesh and silver tears (before transforming) are ooze creatures.

#### Plants

Plants are sentient vegetable-life, they can produce thoughts and some of them can walk. Ents, mushroom people and miranda sprouts are all plants.

#### Undead

Undead are those who used to be alive, and were brought back to life, this excludes the Undead species, as in the one used by playable characters and NPCs, as long as they retain their humanity. Hollows, ghosts, skeletons and others are of the Undead category.

### Alignment

The monsters' alignment is just like the player characters', it dictates how they behave in a combat or roleplay situation. A chaotic monster may be difficult to reason with, a neutral one may be easier to sway, lawful creatures tend to not attack unless they think they have a good reason to.

The alignment in a monster's stat block is the default, you may change it if you think it fits the situation.

Some creatures can have any alignment. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil.

Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don't have an alignment, most beasts are unaligned.

### Armor Class

A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.

### Hit Points

A monster usually dies or is destroyed when it drops to 0 hit points.

A monster's hit points are presented both as a die expression and as an average number. For example, a monster with **2d8** hit points has 9 hit points on average (2 × 4½).

A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (**+1** modifier) and **2d8** Hit Dice, it has **2d8 + 2** hit points (average 11).

### Speed

A monster's speed tells you how far it can move on its turn.

All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Few creatures have one or more of the following additional movement modes.

#### Burrow

A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so.

#### Climb

A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb.

#### Fly

A monster that has a flying speed can use all or part of its movement to fly.

#### Swim

A monster that has a swimming speed doesn't need to spend extra movement to swim.

### Ability Scores

Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers, just like the player characters.

### Saving Throws

The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent.

A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus

### Skills

The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.

A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.

#### Armor, Weapon, and Tool Proficiencies

Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. For example, Solaire of Astora is proficient with his Sacred Sunlight Straight Sword, but you could make him use another kind of weapon.

### Vulnerabilities, Resistances, and Immunities

Some creatures have vulnerability, resistance, or immunity to certain types of damage. In addition, some creatures are immune, resistant or vulnerable to certain conditions.

### Senses

The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.

#### Blindsight

A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.

Creatures without eyes, such as oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats.

If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.

#### Darkvision

A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.

#### Tremorsense

A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance.

Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures have this special sense.

#### Truesight

A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic.

### Challenge

A monster's **challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.

Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth almost no souls.

Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.

#### Souls

The number of Souls a monster is worth is based on its challenge rating, though boss monsters (The DM decides what monsters are bosses) are usually exceptions and are worth a lot more souls than others of the same challenge rating. Typically, Souls are awarded for defeating the monster, although the DM may also award Souls for neutralizing the threat posed by the monster in some other manner. Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the Souls noted in its stat block.

### Special Traits

Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.

#### Innate Spellcasting

A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating.

An innate spell can have special rules or restrictions. A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them.

#### Spellcasting

A monster with the Spellcasting feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher. The spellcaster level is also used for any cantrips included in the feature.

The monster has a list of spells known or prepared from a specific class. A monster can cast a spell from its list at a higher level if it has the spell slot to do so.

#### Psionics

A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells.

### Actions

When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action.

#### Melee and Ranged Attacks

The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike.

**Creature vs. Target.** The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object.

**Hit.** Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "**Hit**" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.

**Miss.** If an attack has an effect that occurs on a miss, that information is presented after the "**Miss:**" notation.

#### Multiattack

A creature that can make multiple attacks on its turn has the Multiattack action.

### Equipment

A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.

You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable.

## Legendary Creatures

A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn. Typically reserved for bosses and other powerful monsters

### Legendary Actions

A legendary creature can take a certain number of special actions--called legendary actions--outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat.

## Monster Stat Blocks

Here are the stat blocks for every monster (excluding NPCs), divided by their creature type.

## NPC Descriptions

Here are the Dungeons & Dark Souls pre-made NPCs' stat blocks