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  1. www.5esrd.com › gamemastering › monsters-foesBeasts – 5th Edition SRD

    Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. All Beasts. Afkarn.

    • Bestiary

      Certain spells, magic items, class features, and other...

    • Monsters & Foes

      Beast: Beasts are nonhumanoid creatures that are a natural...

    • Giant Ant. Beast. Ant 52 Walk 2 450. Unaligned. Large. Tome of Beasts.
    • Giant Ant Queen. Beast. Ant 85 Walk 4 1,100. Unaligned. Large. Tome of Beasts.
    • Ape. Beast. Ape 19 Walk, Climb. 0.5. 100. Unaligned. Medium. SRD5.
    • Giant Ape. Beast. Ape. 157. Walk, Climb 7 2,900. Unaligned. Huge. SRD5.
  2. All monsters from the 5th Edition (5e) SRD (System Reference Document), organized by monster type.

  3. All monsters from the 5th Edition (5e) SRD (System Reference Document), organized by challenge rating (CR)

  4. www.5esrd.com › tools-resources › system-referenceBestiary – 5th Edition SRD

    • Modifying Creatures
    • Type
    • Alignment
    • Armor Class
    • Hit Points
    • Speed
    • Ability Scores
    • Saving Throws
    • Skills
    • Vulnerabilities, Resistances, and Immunities

    Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the o...

    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. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. Th...

    A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the Player’s Handbook for descriptions of the different alignments....

    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.

    A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the Player’s Handbook. 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 size determines the die used to calculate its hi...

    A monster’s speed tells you how far it can move on its turn. For more information on speed, see the Player’s Handbook. 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. Some creatures have one or more of the following additional movement mode...

    Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the Player’s Handbook.

    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 mon...

    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 c...

    Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.

  5. Beast: Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. Celestial: Celestials are creatures native to the Upper Planes. Many of ...

  6. Jan 30, 2023 · Why is the SRD missing some spells, magic items, and monsters? In general, the criteria for what went into the SRD is if it (1) was in the 3E SRD, (2) has an equivalent in 5th edition D&D, and (3) is vital to how a class, magic item, or monster works.

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