Secret Lesson 105
Complete Monster and Animal Compendium A to Z
You have reached:
THE FINAL LESSON
Lesson 104 taught you how to:
READ A MONSTER STAT BLOCK
UNDERSTAND CR
USE TRAITS
RUN MULTIATTACK
RESOLVE MONSTER SAVES
TRACK RECHARGE
USE REACTIONS
and:
RUN LEGENDARY ACTIONS
Now we finish the entire course by opening the complete bestiary.
The SRD 5.2.1 divides this final creature collection into two major sections:
MONSTERS A TO Z
beginning on page 258,
and:
ANIMALS
beginning on page 344.
The Animals section continues through page 364, the end of the document.
This lesson is therefore not about memorizing hundreds of attack bonuses.
That would be a poor way to learn the game.
Instead, you will learn:
EVERY STAT BLOCK AVAILABLE IN THE SRD
HOW THE CREATURES ARE ORGANIZED
THE MAJOR MONSTER FAMILIES
THE TACTICAL PATTERNS THEY TEACH
THE ANIMALS AVAILABLE TO THE GAME
and:
HOW TO TURN A BESTIARY ENTRY INTO AN ACTUAL ENCOUNTER
By the end, you should be able to open any creature in the SRD and understand:
WHAT IT IS
HOW DANGEROUS IT IS
WHAT MAKES IT SPECIAL
and:
HOW TO RUN IT
PART ONE: THE BESTIARY IS A TOOLBOX, NOT A LIST OF ENEMIES
A monster stat block doesn't mean:
THIS CREATURE MUST BE FOUGHT
A creature can function as:
AN ENEMY
AN ALLY
A GUARDIAN
A MOUNT
A SUMMONED CREATURE
A TRANSFORMATION FORM
AN NPC
AN ENVIRONMENTAL THREAT
A SOCIAL ENCOUNTER
or:
A MAJOR VILLAIN
A Dragon might negotiate.
A Unicorn might help the party.
A Goblin might surrender.
A Noble might hire the heroes.
A Wolf might simply be hunting.
A Lich might be the center of an entire campaign.
And the:
TARRASQUE
might be less an enemy than:
A MOVING CATASTROPHE
The stat block tells you how the creature works mechanically.
The GM determines:
WHY IT IS HERE
PART TWO: MONSTERS A TO Z
The SRD provides an alphabetical Monster collection from:
ABOLETH
through:
ZOMBIE
The complete official index also includes the separate Animals section afterward.
We will first establish the complete Monster A to Z catalogue.
A
The A entries are:
ABOLETH
ADULT BLACK DRAGON
ADULT BLUE DRAGON
ADULT BRASS DRAGON
ADULT BRONZE DRAGON
ADULT COPPER DRAGON
ADULT GOLD DRAGON
ADULT GREEN DRAGON
ADULT RED DRAGON
ADULT SILVER DRAGON
ADULT WHITE DRAGON
AIR ELEMENTAL
ANCIENT BLACK DRAGON
ANCIENT BLUE DRAGON
ANCIENT BRASS DRAGON
ANCIENT BRONZE DRAGON
ANCIENT COPPER DRAGON
ANCIENT GOLD DRAGON
ANCIENT GREEN DRAGON
ANCIENT RED DRAGON
ANCIENT SILVER DRAGON
ANCIENT WHITE DRAGON
ANIMATED ARMOR
ANIMATED FLYING SWORD
ANIMATED RUG OF SMOTHERING
ANKHEG
ARCHMAGE
ASSASSIN
AWAKENED SHRUB
AWAKENED TREE
AXE BEAK
AZER SENTINEL
WHAT A TEACHES YOU
This one letter already demonstrates how broad the bestiary is.
The:
ABOLETH
is an Aberration with mind control, telepathy, grappling, Legendary Actions, and powerful psychic abilities.
The:
AIR ELEMENTAL
is a mobile Elemental whose Whirlwind uses a Recharge mechanic.
Animated objects such as:
ANIMATED ARMOR
and:
ANIMATED FLYING SWORD
demonstrate Constructs.
And Dragons already appear in:
ADULT
and:
ANCIENT
forms.
B
The B entries are:
BALOR
BANDIT
BANDIT CAPTAIN
BARBED DEVIL
BASILISK
BEARDED DEVIL
BEHIR
BERSERKER
BLACK DRAGON WYRMLING
BLACK PUDDING
BLINK DOG
BLUE DRAGON WYRMLING
BONE DEVIL
BRASS DRAGON WYRMLING
BRONZE DRAGON WYRMLING
BUGBEAR STALKER
BUGBEAR WARRIOR
BULETTE
IMPORTANT PATTERNS
The B section introduces several classic monster ideas.
BASILISK
teaches:
PETRIFICATION
BLACK PUDDING
teaches:
OOZE MECHANICS
including the dangers of physically interacting with corrosive monsters.
BLINK DOG
introduces magical mobility.
BULETTE
is a brutal subterranean Monstrosity.
And:
BALOR
represents an extremely dangerous Fiend.
C
The C entries are:
CENTAUR TROOPER
CHAIN DEVIL
CHIMERA
CHUUL
CLAY GOLEM
CLOAKER
CLOUD GIANT
COCKATRICE
COMMONER
COPPER DRAGON WYRMLING
COUATL
CULTIST
CULTIST FANATIC
C SHOWS THE RANGE OF CR
A:
COMMONER
can represent an ordinary person.
A:
CULTIST
can become a low level adversary.
A:
CULTIST FANATIC
adds spellcasting.
A:
CLOUD GIANT
operates on a completely different scale.
This is why:
CREATURE NAME ALONE DOES NOT TELL YOU ENCOUNTER DIFFICULTY
Always check:
CR
D
The D entries are:
DARKMANTLE
DEATH DOG
DEVA
DJINNI
DOPPELGANGER
DRAGON TURTLE
DRETCH
DRIDER
DRUID
DRYAD
DUST MEPHIT
DOPPELGANGER
This is an excellent reminder that a monster's most dangerous ability might not be:
DAMAGE
A creature capable of:
DECEPTION
SHAPE SHIFTING
and:
INFILTRATION
can create an encounter long before Initiative is rolled.
DJINNI
and:
DEVA
also demonstrate that not every powerful stat block has to be:
HOSTILE
E
The E entries are:
EARTH ELEMENTAL
EFREETI
ERINYES
ETTERCAP
ETTIN
F
The F entries are:
FIRE ELEMENTAL
FIRE GIANT
FLESH GOLEM
FROST GIANT
G
The G entries are:
GARGOYLE
GELATINOUS CUBE
GHAST
GHOST
GHOUL
GIBBERING MOUTHER
GLABREZU
GLADIATOR
GNOLL WARRIOR
GOBLIN BOSS
GOBLIN MINION
GOBLIN WARRIOR
GOLD DRAGON WYRMLING
GORGON
GRAY OOZE
GREEN DRAGON WYRMLING
GREEN HAG
GRICK
GRIFFON
GRIMLOCK
GUARD
GUARD CAPTAIN
GUARDIAN NAGA
THE GELATINOUS CUBE
is an excellent dungeon monster because:
THE ENVIRONMENT MATTERS
The creature's position in a corridor can matter as much as:
ITS ATTACK BONUS
GHOST
and:
GHOUL
show two completely different styles of Undead encounter.
One is strongly supernatural and incorporeal.
The other is a much more direct physical danger.
So:
CREATURE TYPE DOES NOT DEFINE A SINGLE TACTIC
H
The H entries are:
HALF DRAGON
HARPY
HELL HOUND
HEZROU
HILL GIANT
HIPPOGRIFF
HOBGOBLIN CAPTAIN
HOBGOBLIN WARRIOR
HOMUNCULUS
HORNED DEVIL
HYDRA
HYDRA
The Hydra teaches an important design lesson:
SOME MONSTERS ARE BUILT AROUND ONE CENTRAL GIMMICK
With a Hydra, that identity is:
MULTIPLE HEADS
When running unusual monsters, find:
THE MECHANIC THAT DEFINES THE CREATURE
and remember it.
I
The I entries are:
ICE DEVIL
ICE MEPHIT
IMP
INCUBUS
INVISIBLE STALKER
IRON GOLEM
J
There is no J Monster heading in the SRD A to Z sequence.
K
The K entries are:
KNIGHT
KOBOLD WARRIOR
KRAKEN
KRAKEN
The Kraken represents the kind of creature that can define:
AN ENTIRE ENVIRONMENT
A Kraken encounter can involve:
WATER
SHIPS
RANGE
GRAPPLING
POSITIONING
and:
LEGENDARY POWER
The GM should not think of a Kraken merely as:
“A MONSTER WITH LOTS OF HP”
L
The L entries are:
LAMIA
LEMURE
LICH
THE LICH
The SRD 5.2.1 Lich is:
CR 21
with:
AC 20
315 HP
TRUESIGHT 120 FEET
and:
LEGENDARY RESISTANCE
It has powerful spellcasting, Counterspell and Shield through its Reaction, Legendary Actions, and a:
SPIRIT JAR
that allows it to reform after destruction when the relevant conditions are met.
This teaches a crucial boss design principle:
DEFEATING THE BODY ISN'T ALWAYS DEFEATING THE MONSTER PERMANENTLY
M
The M entries are:
MAGE
MAGMA MEPHIT
MAGMIN
MANTICORE
MARILITH
MEDUSA
MERFOLK SKIRMISHER
MERROW
MIMIC
MINOTAUR OF BAPHOMET
MINOTAUR SKELETON
MUMMY
MUMMY LORD
MIMIC
The Mimic teaches:
THE ENCOUNTER CAN BEGIN BEFORE ANYONE KNOWS THERE IS A MONSTER
That makes:
PERCEPTION
INVESTIGATION
PLAYER DECISIONS
and:
SUSPICION
part of encounter design.
MEDUSA
like the Basilisk, shows that a monster can threaten heroes through:
SOMETHING OTHER THAN HIT POINT DAMAGE
Conditions such as:
PETRIFIED
can completely change how dangerous a creature feels.
N
The N entries are:
NALFESHNEE
NIGHT HAG
NIGHTMARE
NOBLE
O
The O entries are:
OCHRE JELLY
OGRE
OGRE ZOMBIE
ONI
OTYUGH
OWLBEAR
P
The P entries are:
PEGASUS
PHASE SPIDER
PIRATE
PIRATE CAPTAIN
PIT FIEND
PLANETAR
PRIEST
PRIEST ACOLYTE
PSEUDODRAGON
PURPLE WORM
Q
The Q entry is:
QUASIT
R
The R entries are:
RAKSHASA
RED DRAGON WYRMLING
REMORHAZ
ROC
ROPER
RUST MONSTER
RUST MONSTER
The Rust Monster demonstrates a wonderful monster design principle:
THREAT DOESN'T HAVE TO MEAN DIRECT DAMAGE
A monster that threatens:
EQUIPMENT
can create fear even if its damage output is modest.
S
The S entries are:
SAHUAGIN WARRIOR
SALAMANDER
SATYR
SCOUT
SEA HAG
SHADOW
SHAMBLING MOUND
SHIELD GUARDIAN
SHRIEKER FUNGUS
SILVER DRAGON WYRMLING
SKELETON
SOLAR
SPECTER
SPHINX OF LORE
SPHINX OF VALOR
SPHINX OF WONDER
SPIRIT NAGA
SPRITE
SPY
STEAM MEPHIT
STIRGE
STONE GIANT
STONE GOLEM
STORM GIANT
SUCCUBUS
SWARM OF CRAWLING CLAWS
SHIELD GUARDIAN
This Construct is a good example of a monster built around:
PROTECTING ANOTHER CREATURE
Its Bound trait links it to an amulet.
It can absorb part of the amulet wearer's damage, regenerate, store a spell, and use its Protection Reaction to increase the wearer's AC against an attack.
A monster therefore doesn't have to exist primarily as:
THE DAMAGE DEALER
It can be:
THE BODYGUARD
T
The T entries are:
TARRASQUE
TOUGH
TOUGH BOSS
TREANT
TROLL
TROLL LIMB
THE TARRASQUE
This is the highest CR creature in the SRD:
CR 30
XP:
155,000
PB:
+9
It has:
AC 25
697 HP
LEGENDARY RESISTANCE 6 PER DAY
MAGIC RESISTANCE
REFLECTIVE CARAPACE
SIEGE MONSTER
MULTIATTACK
THUNDEROUS BELLOW
SWALLOW
and:
LEGENDARY ACTIONS
REFLECTIVE CARAPACE
If Magic Missile or a spell requiring a ranged attack roll targets the Tarrasque:
ROLL 1D6
On:
1 TO 5
the Tarrasque is unaffected.
On:
6
it is unaffected and:
THE SPELL IS REFLECTED BACK AT THE CASTER
This is exactly why high level monsters require:
READING THE TRAITS BEFORE COMBAT
A player might have a powerful ranged spell.
That doesn't mean:
IT IS A GOOD TOOL AGAINST THIS MONSTER
THUNDEROUS BELLOW
Recharge:
5 TO 6
Cone:
150 FEET
Save:
DC 27 CONSTITUTION
Failure:
78 THUNDER DAMAGE
plus:
DEAFENED
and:
FRIGHTENED
until the end of the target's next turn.
Success:
HALF DAMAGE ONLY
That is a perfect example of the Lesson 104 principle:
USE THE MONSTER'S POWERFUL LIMITED ABILITY
SWALLOW
A Large or smaller creature Grappled by the Tarrasque can be:
SWALLOWED
A swallowed creature becomes:
BLINDED
RESTRAINED
and:
UNABLE TO TELEPORT
It has Total Cover from outside attacks and effects and takes enormous Acid damage at the start of the Tarrasque's turns.
This turns:
POSITIONING
into a life or death problem.
U
The U entry is:
UNICORN
V
The V entries are:
VAMPIRE
VAMPIRE FAMILIAR
VAMPIRE SPAWN
VIOLET FUNGUS
VROCK
VAMPIRE
The SRD Vampire is:
CR 13
with:
AC 16
195 HP
and Legendary Resistance.
It also has:
MISTY ESCAPE
SPIDER CLIMB
and several:
VAMPIRE WEAKNESSES
VAMPIRE WEAKNESSES
These include:
FORBIDDANCE
It cannot enter a residence without an occupant's invitation.
RUNNING WATER
It takes Acid damage if it ends its turn in running water.
STAKE TO THE HEART
A specific Piercing weapon interaction can destroy the Vampire while it is Incapacitated.
SUNLIGHT
Starting its turn in sunlight deals:
20 RADIANT DAMAGE
and imposes Disadvantage on:
ATTACK ROLLS
and:
ABILITY CHECKS
This is a major GM lesson:
MONSTER WEAKNESSES ARE PART OF ENCOUNTER DESIGN
Players who investigate a creature can potentially gain:
A HUGE ADVANTAGE
before Initiative is ever rolled.
W
The W entries are:
WARHORSE SKELETON
WARRIOR INFANTRY
WARRIOR VETERAN
WATER ELEMENTAL
WEREBEAR
WEREBOAR
WERERAT
WERETIGER
WEREWOLF
WHITE DRAGON WYRMLING
WIGHT
WILL O WISP
WINTER WOLF
WOLF
WORG
WRAITH
WYVERN
LYCANTHROPES
The SRD provides five major Lycanthrope stat blocks:
WEREBEAR
WEREBOAR
WERERAT
WERETIGER
WEREWOLF
These are Monstrosities with the:
LYCANTHROPE
tag.
Their forms and curse mechanics are:
SPECIFIC TO THEIR STAT BLOCKS
For example, the Werebear's Bite can subject a Humanoid to a Constitution save against:
A CURSE
Do not invent one universal:
“LYCANTHROPY RULE”
and apply it identically to every stat block.
Read:
THE CREATURE
WYVERN
The Wyvern is a:
LARGE DRAGON
CR:
6
Its Multiattack combines:
BITE
and:
STING
The Sting deals both:
PIERCING DAMAGE
and substantial:
POISON DAMAGE
and also gives the target:
POISONED
until the start of the Wyvern's next turn.
Notice:
WYVERN IS A DRAGON
but it isn't one of the age category Dragon families such as:
RED DRAGON
or:
SILVER DRAGON
X
The X entry is:
XORN
The Xorn is an Elemental with:
BURROW SPEED
TREMORSENSE
EARTH GLIDE
and:
TREASURE SENSE
Its Treasure Sense can pinpoint precious metals and stones within:
60 FEET
Y
The Y entries are:
YOUNG BLACK DRAGON
YOUNG BLUE DRAGON
YOUNG BRASS DRAGON
YOUNG BRONZE DRAGON
YOUNG COPPER DRAGON
YOUNG GOLD DRAGON
YOUNG GREEN DRAGON
YOUNG RED DRAGON
YOUNG SILVER DRAGON
YOUNG WHITE DRAGON
Z
The final Monster A to Z entry is:
ZOMBIE
And after that, the SRD continues with:
ANIMALS
PART THREE: DRAGONS AS A COMPLETE FAMILY
The Dragon collection deserves special attention because it shows one of the clearest forms of:
MONSTER PROGRESSION
The SRD provides ten major Dragon families.
Five are Chromatic:
BLACK
BLUE
GREEN
RED
WHITE
Five are Metallic:
BRASS
BRONZE
COPPER
GOLD
SILVER
For each color, the SRD provides four age categories:
WYRMLING
YOUNG
ADULT
ANCIENT
That gives the GM a Dragon of the same broad family at:
VERY DIFFERENT POWER LEVELS
The index contains all forty color and age combinations.
DRAGON DAMAGE IDENTITIES
The major damage associations are:
BLACK: ACID
BLUE: LIGHTNING
BRASS: FIRE
BRONZE: LIGHTNING
COPPER: ACID
GOLD: FIRE
GREEN: POISON
RED: FIRE
SILVER: COLD
WHITE: COLD
But never stop at:
DAMAGE TYPE
Many Dragons have:
MOVEMENT SPECIALTIES
SECONDARY BREATH EFFECTS
TERRAIN FEATURES
LEGENDARY ACTIONS
and other abilities.
EXAMPLE: SILVER DRAGON
The Silver Dragon demonstrates how a secondary Breath can be more tactically important than simple damage.
A Silver Dragon Wyrmling has:
COLD BREATH
and:
PARALYZING BREATH
Its Paralyzing Breath uses a staged saving throw structure.
First failure:
INCAPACITATED
The target later repeats the save.
Second failure:
PARALYZED
The target continues repeating the save until the effect ends.
The Young Silver Dragon retains this basic identity with increased:
AC
HP
SAVE DC
BREATH AREA
and:
OFFENSIVE POWER
This teaches an important Dragon lesson:
AGE DOESN'T JUST MEAN MORE HP
Older Dragons become:
MORE COMPLETE ENCOUNTERS
PART FOUR: ELEMENTALS AND GENIES
The classic four Elementals are:
AIR ELEMENTAL
EARTH ELEMENTAL
FIRE ELEMENTAL
WATER ELEMENTAL
They represent very different tactical patterns.
AIR
Think:
FLIGHT
MOBILITY
WHIRLWIND
EARTH
Think:
DURABILITY
BURROWING
EARTH MOVEMENT
FIRE
Think:
FIRE DAMAGE
MOBILE HAZARD
WATER
Think:
SWIMMING
ENGULFMENT
GRAPPLING
SUFFOCATION
The Water Elemental's Whelm, for example, can Grapple and Restrain creatures inside it, cause them to suffocate unless they can breathe water, and deal recurring damage.
GENIES
The SRD also contains:
DJINNI
and:
EFREETI
These aren't merely:
STRONGER ELEMENTALS
They are intelligent creatures with:
LANGUAGES
PERSONALITIES
MAGICAL ABILITIES
and potentially:
SOCIAL ROLES
PART FIVE: FIENDS
The SRD contains numerous Fiends, including Devils and Demons.
Important examples include:
BALOR
BARBED DEVIL
BEARDED DEVIL
BONE DEVIL
CHAIN DEVIL
DRETCH
ERINYES
GLABREZU
HELL HOUND
HEZROU
HORNED DEVIL
ICE DEVIL
IMP
INCUBUS
LEMURE
MARILITH
NALFESHNEE
NIGHT HAG
PIT FIEND
QUASIT
RAKSHASA
SUCCUBUS
and:
VROCK
The Fiends cover everything from:
LOW CR SERVITORS
to:
CAMPAIGN LEVEL THREATS
INCUBUS AND SUCCUBUS
These creatures demonstrate that:
MENTAL CONTROL
can define a monster's danger.
The Succubus can use Charm through a high level version of:
DOMINATE PERSON
and its Draining Kiss interacts with creatures it has Charmed.
A GM who uses only:
ITS BASIC DAMAGE
is ignoring what makes the creature:
DISTINCTIVE
PART SIX: CONSTRUCTS
Important SRD Constructs include:
ANIMATED ARMOR
ANIMATED FLYING SWORD
ANIMATED RUG OF SMOTHERING
CLAY GOLEM
FLESH GOLEM
HOMUNCULUS
IRON GOLEM
SHIELD GUARDIAN
STONE GOLEM
Constructs often possess substantial:
CONDITION IMMUNITIES
and unusual defensive mechanics.
But remember Lesson 104:
CONSTRUCT IS ONLY A CREATURE TYPE
The word Construct alone doesn't automatically provide:
A UNIVERSAL IMMUNITY PACKAGE
Read the individual stat block.
PART SEVEN: OOZES AND FUNGI
The SRD includes:
BLACK PUDDING
GELATINOUS CUBE
GRAY OOZE
OCHRE JELLY
and plant or fungal threats such as:
SHRIEKER FUNGUS
VIOLET FUNGUS
GRAY OOZE EXAMPLE
The Gray Ooze's Corrosive Form can damage or destroy:
NONMAGICAL WEAPONS
and its Pseudopod can reduce the AC provided by:
NONMAGICAL ARMOR
The SRD even gives Mending an explicit role in removing these penalties.
That means a monster can threaten:
THE PARTY'S RESOURCES
not merely:
HP
PART EIGHT: UNDEAD
The SRD's Undead collection includes:
GHAST
GHOST
GHOUL
LICH
MINOTAUR SKELETON
MUMMY
MUMMY LORD
OGRE ZOMBIE
SHADOW
SKELETON
SPECTER
VAMPIRE
VAMPIRE FAMILIAR
VAMPIRE SPAWN
WARHORSE SKELETON
WIGHT
WRAITH
and:
ZOMBIE
among others.
The Undead showcase many different mechanics:
NECROTIC DAMAGE
MAXIMUM HP REDUCTION
FEAR
POSSESSION
PARALYSIS
REANIMATION
REGENERATION
SUNLIGHT WEAKNESS
and:
UNDEAD FORTITUDE
WRAITH
The Wraith's Life Drain can reduce the target's:
HIT POINT MAXIMUM
It can also create:
SPECTERS
from recently dead Humanoid corpses and control multiple Specters.
That means the monster can turn:
A CASUALTY
into:
A NEW ENEMY
ZOMBIES
Zombie style creatures demonstrate that reaching:
0 HP
isn't always enough.
For example, the Ogre Zombie has:
UNDEAD FORTITUDE
which can cause it to fall to:
1 HP
instead of 0 after a successful Constitution save, unless the damage meets the trait's stated exceptions.
This is:
A SPECIFIC TRAIT
not something every Undead possesses.
PART NINE: HUMANOID AND NPC STAT BLOCKS
The bestiary isn't only supernatural creatures.
The SRD gives many ready to use NPC templates, including:
ARCHMAGE
ASSASSIN
BANDIT
BANDIT CAPTAIN
BERSERKER
COMMONER
CULTIST
CULTIST FANATIC
DRUID
GLADIATOR
GUARD
GUARD CAPTAIN
KNIGHT
MAGE
NOBLE
PIRATE
PIRATE CAPTAIN
PRIEST
PRIEST ACOLYTE
SCOUT
SPY
TOUGH
TOUGH BOSS
WARRIOR INFANTRY
and:
WARRIOR VETERAN
These are enormously useful for the GM.
YOU DON'T NEED TO BUILD EVERY NPC AS A PLAYER CHARACTER
Suppose the party visits a castle.
You need:
SIX GUARDS
A CAPTAIN
A NOBLE
and:
A PRIEST
You do not need to create:
FOUR COMPLETE PLAYER CHARACTERS
Use:
MONSTER STAT BLOCKS
That is what they are for.
PART TEN: ANIMALS
After Monsters A to Z, the SRD provides a dedicated:
ANIMALS
section.
These stat blocks are especially useful for:
NATURAL ENCOUNTERS
MOUNTS
WILD SHAPE
SUMMONING
ANIMAL COMPANIONS IN STORIES
SHAPE SHIFTING EFFECTS
and:
ENVIRONMENTAL WORLD BUILDING
THE COMPLETE ANIMAL INDEX
The Animals section includes:
ALLOSAURUS
ANKYLOSAURUS
APE
ARCHELON
BABOON
BADGER
BAT
BLACK BEAR
BLOOD HAWK
BOAR
BROWN BEAR
CAMEL
CAT
CONSTRICTOR SNAKE
CRAB
CROCODILE
DEER
DIRE WOLF
DRAFT HORSE
EAGLE
ELEPHANT
ELK
FLYING SNAKE
FROG
GIANT APE
GIANT BADGER
GIANT BAT
GIANT BOAR
GIANT CENTIPEDE
GIANT CONSTRICTOR SNAKE
GIANT CRAB
GIANT CROCODILE
GIANT EAGLE
GIANT ELK
GIANT FIRE BEETLE
GIANT FROG
GIANT GOAT
GIANT HYENA
GIANT LIZARD
GIANT OCTOPUS
GIANT OWL
GIANT RAT
GIANT SCORPION
GIANT SEAHORSE
GIANT SHARK
GIANT SPIDER
GIANT TOAD
GIANT VENOMOUS SNAKE
GIANT VULTURE
GIANT WASP
GIANT WEASEL
GIANT WOLF SPIDER
GOAT
HAWK
HIPPOPOTAMUS
HUNTER SHARK
HYENA
JACKAL
KILLER WHALE
LION
LIZARD
MAMMOTH
MASTIFF
MULE
OCTOPUS
OWL
PANTHER
PIRANHA
PLESIOSAURUS
POLAR BEAR
PONY
PTERANODON
RAT
RAVEN
REEF SHARK
RHINOCEROS
RIDING HORSE
SABER TOOTHED TIGER
SCORPION
SEAHORSE
SPIDER
SWARM OF BATS
SWARM OF INSECTS
SWARM OF PIRANHAS
SWARM OF RATS
SWARM OF RAVENS
SWARM OF VENOMOUS SNAKES
TIGER
TRICERATOPS
TYRANNOSAURUS REX
VENOMOUS SNAKE
VULTURE
WARHORSE
WEASEL
and:
WOLF
This is the complete Animals section indexed by the SRD.
PART ELEVEN: ANIMALS ARE NOT ALL WEAK
The word:
ANIMAL
doesn't mean:
CR 0
The Animals section ranges from tiny mundane creatures to:
GIANT PREDATORS
and:
DINOSAURS
ALLOSAURUS
The Allosaurus is:
LARGE BEAST
CR:
2
Speed:
60 FEET
Its Claws can knock a Large or smaller creature:
PRONE
after a 30 foot straight approach and then allow the Allosaurus to make:
A BITE ATTACK
That is essentially a:
CHARGE PREDATOR
ANKYLOSAURUS
The Ankylosaurus is:
HUGE
CR:
3
It can make two Tail attacks, and its Tail can knock a Huge or smaller creature:
PRONE
GIANT APE
The Giant Ape is:
CR 7
with:
168 HP
It can make two powerful Fist attacks and has a rechargeable:
BOULDER TOSS
It also has a Leap Bonus Action.
This is far beyond a normal wilderness animal.
TYRANNOSAURUS REX
The Tyrannosaurus Rex is:
HUGE
CR:
8
HP:
136
It makes:
ONE BITE
and:
ONE TAIL
with Multiattack.
Its Bite can Grapple a Large or smaller creature.
While Grappled by the Bite, the victim is also:
RESTRAINED
and can't be targeted by the T Rex's Tail.
Its Tail can make a Huge or smaller creature:
PRONE
This is a perfect example of an animal encounter where:
TARGET SELECTION MATTERS
The creature can't simply Tail the creature already trapped in:
ITS MOUTH
PART TWELVE: ANIMAL MOVEMENT TELLS YOU HOW TO USE IT
When choosing an animal stat block, look first at:
SPEEDS
CLIMBERS
Examples include creatures such as:
APE
GIANT BADGER
GIANT SPIDER
and others with specialized movement.
FLYERS
Examples include:
EAGLE
GIANT BAT
GIANT EAGLE
GIANT OWL
HAWK
PTERANODON
RAVEN
VULTURE
SWIMMERS
Examples include:
CROCODILE
GIANT OCTOPUS
GIANT SHARK
KILLER WHALE
PLESIOSAURUS
REEF SHARK
and:
SEAHORSE
BURROWERS
Certain animals such as:
GIANT BADGER
possess a Burrow Speed.
The Giant Badger, for example, has:
SPEED 30
BURROW 10
and:
DARKVISION 60 FEET
Movement often tells you where:
THE CREATURE IS SUPPOSED TO BE DANGEROUS
PART THIRTEEN: SENSES CAN DEFINE AN ANIMAL
Consider the:
GIANT BAT
It has:
BLINDSIGHT 120 FEET
That makes it fundamentally different from a creature relying on:
ORDINARY VISION
A dark cave isn't necessarily a disadvantage to:
THE BAT
PART FOURTEEN: WILD SHAPE AND THE ANIMALS SECTION
The Animals section is particularly important for:
DRUIDS
At level 2, the Druid's Wild Shape initially learns forms chosen from Beast stat blocks with:
MAXIMUM CR 1/4
and:
NO FLY SPEED
The SRD recommends:
RAT
RIDING HORSE
SPIDER
and:
WOLF
At level 4:
MAXIMUM CR 1/2
Still:
NO FLY SPEED
At level 8:
MAXIMUM CR 1
and:
FLY SPEED ALLOWED
IMPORTANT
The Animals section contains creatures with CR far above:
1
For example:
GIANT APE CR 7
and:
TYRANNOSAURUS REX CR 8
Their presence in:
ANIMALS
doesn't automatically make them legal:
WILD SHAPE FORMS
The Druid feature still imposes:
ITS CR LIMIT
PART FIFTEEN: MOUNTS AND THE BESTIARY
Several animals also correspond to the mounts from Equipment.
The Mounts and Other Animals table includes:
CAMEL
ELEPHANT
DRAFT HORSE
RIDING HORSE
MASTIFF
MULE
PONY
and:
WARHORSE
and the Equipment section points you to the Monsters section for their stat blocks.
That means an animal stat block isn't merely:
AN ENCOUNTER
It can also be:
EQUIPMENT ADJACENT GAMEPLAY
PART SIXTEEN: SWARMS ARE THEIR OWN STAT BLOCKS
The Animals section includes several:
SWARMS
These are not simply:
“TEN NORMAL RATS”
The SRD provides dedicated stat blocks for:
SWARM OF BATS
SWARM OF INSECTS
SWARM OF PIRANHAS
SWARM OF RATS
SWARM OF RAVENS
and:
SWARM OF VENOMOUS SNAKES
Use:
THE SWARM STAT BLOCK
when the game calls for that creature.
Don't independently multiply the normal animal's statistics by:
AN ARBITRARY NUMBER
PART SEVENTEEN: HOW TO CHOOSE THE RIGHT MONSTER
A new GM can become overwhelmed by the bestiary.
Use this process.
STEP 1: WHAT IS THE SCENE?
Dungeon?
Forest?
City?
Ocean?
Ancient ruin?
Other plane?
STEP 2: WHAT KIND OF EXPERIENCE DO YOU WANT?
A straightforward fight?
A pursuit?
A puzzle?
A terrifying boss?
A social negotiation?
An ambush?
An environmental battle?
STEP 3: CHECK CR
Use the encounter building rules from:
LESSON 98
Don't choose only by:
“THIS MONSTER LOOKS COOL”
You need to know whether its threat is appropriate for:
THE PARTY
STEP 4: CHECK THE DEFINING ABILITY
Ask:
WHAT MAKES THIS CREATURE DIFFERENT?
Examples:
BASILISK: PETRIFICATION
MIMIC: DECEPTION
RUST MONSTER: EQUIPMENT THREAT
HYDRA: MULTIPLE HEADS
VAMPIRE: REGENERATION AND WEAKNESSES
LICH: SPELLCASTING AND RETURN THROUGH ITS SPIRIT JAR
TARRASQUE: EXTREME DURABILITY AND DESTRUCTION
TYRANNOSAURUS REX: GRAPPLE AND BRUTAL PHYSICAL POWER
STEP 5: READ BONUS ACTIONS AND REACTIONS
Do not discover them:
AFTER COMBAT ENDS
STEP 6: READ RECHARGE AND LIMITED USE ABILITIES
Mark them.
Use them.
STEP 7: FOR A LEGENDARY CREATURE, READ LEGENDARY ACTIONS BEFORE INITIATIVE
A Legendary monster whose Legendary Actions are forgotten is:
NOT BEING RUN AS WRITTEN
PART EIGHTEEN: FIVE FUNDAMENTAL MONSTER ARCHETYPES
Although every stat block is different, it helps to think about monsters in practical combat roles.
These are:
TEACHING CATEGORIES
not official SRD creature types.
1. THE BRUISER
Strong physical attacks.
High durability.
Examples might include creatures such as:
OGRE
GIANT
TYRANNOSAURUS REX
The GM's job:
GET CLOSE
and:
APPLY PHYSICAL PRESSURE
2. THE CONTROLLER
Changes where characters can stand or what they can do.
Examples:
ROPER
WATER ELEMENTAL
MEDUSA
BASILISK
The threat is often:
CONDITIONS
GRAPPLING
FORCED MOVEMENT
or:
RESTRICTED OPTIONS
3. THE SKIRMISHER
Relies on:
MOBILITY
Examples can include flying or teleporting creatures.
The GM should use:
THE MOVEMENT THAT MAKES THE CREATURE SPECIAL
4. THE CASTER
Examples:
ARCHMAGE
LICH
MAGE
PRIEST
The challenge is remembering:
SPELL OPTIONS
The GM should identify a few likely spells:
BEFORE COMBAT
rather than rereading the entire list every turn.
5. THE BOSS
Examples:
ADULT AND ANCIENT DRAGONS
KRAKEN
LICH
VAMPIRE
TARRASQUE
These often have combinations of:
LEGENDARY RESISTANCE
LEGENDARY ACTIONS
RECHARGE POWERS
STRONG SAVES
SPECIAL DEFENSES
and:
HIGH DAMAGE
The boss is designed to remain meaningful against:
AN ENTIRE PARTY
PART NINETEEN: MONSTER DIFFICULTY ISN'T JUST HP
Imagine two monsters with:
150 HP
One simply attacks twice.
The other can:
FLY
TELEPORT
GRAPPLE
PARALYZE
REACT
and:
TAKE LEGENDARY ACTIONS
Their HP might be similar.
Their actual battlefield threat is:
NOT
This is why CR incorporates more than:
HIT POINTS
and why the GM must run:
THE WHOLE STAT BLOCK
PART TWENTY: CONDITIONS ARE MONSTER WEAPONS
Players often think first about:
DAMAGE
But many monsters are built around applying conditions.
Examples throughout the SRD include:
BLINDED
CHARMED
FRIGHTENED
GRAPPLED
INCAPACITATED
PARALYZED
PETRIFIED
POISONED
PRONE
RESTRAINED
and:
STUNNED
When you see one of these in a monster entry:
REMEMBER THE FULL CONDITION
The monster entry doesn't need to repeat:
EVERY CONDITION RULE
You learned those in the Rules Glossary.
EXAMPLE: PARALYZED
If a monster causes:
PARALYZED
you must remember the consequences from the condition rules.
Do not treat it as:
“THE TARGET JUST CAN'T MOVE”
It is much more severe.
PART TWENTY ONE: READ DAMAGE TYPE TOO
Damage type is often important because characters might have:
RESISTANCE
VULNERABILITY
or:
IMMUNITY
The bestiary includes attacks dealing many types:
ACID
BLUDGEONING
COLD
FIRE
FORCE
LIGHTNING
NECROTIC
PIERCING
POISON
PSYCHIC
RADIANT
SLASHING
and:
THUNDER
Different monsters can therefore test:
DIFFERENT DEFENSES
PART TWENTY TWO: MONSTER KNOWLEDGE AND PLAYER KNOWLEDGE
A player reading the bestiary might know:
THE VAMPIRE'S WEAKNESSES
But that doesn't automatically mean:
THE CHARACTER KNOWS THEM
This is a roleplaying distinction.
PLAYER KNOWLEDGE
The person at the table knows:
A FACT
CHARACTER KNOWLEDGE
The adventurer has actually learned or knows:
THAT FACT IN THE STORY
The GM can use:
STUDY
SKILLS
RESEARCH
NPC INFORMATION
EXPERIENCE
and:
THE FICTION
to determine what the character can reasonably know.
Do not invent a rule saying:
“PLAYERS ARE FORBIDDEN TO KNOW STAT BLOCKS”
The SRD doesn't establish that.
But good roleplaying distinguishes:
PLAYER
from:
CHARACTER
PART TWENTY THREE: WORKED BOSS EXAMPLE: THE LICH
The party enters a ruined sanctum.
The Lich is waiting.
You already know:
CR 21
AC 20
315 HP
INITIATIVE +17 (27)
It has:
LEGENDARY RESISTANCE
SPELLCASTING
REACTION SPELLS
and:
LEGENDARY ACTIONS
STEP 1: BEFORE COMBAT
Read:
SPELLCASTING
Likely offensive options include spells such as:
FIREBALL
LIGHTNING BOLT
CHAIN LIGHTNING
FINGER OF DEATH
and:
POWER WORD KILL
Its Reaction can use:
COUNTERSPELL
or:
SHIELD
Already you know:
THE LICH CAN FIGHT BOTH OFFENSIVELY AND DEFENSIVELY THROUGH MAGIC
STEP 2: ITS TURN
Its Multiattack can use:
ELDRITCH BURST
or:
PARALYZING TOUCH
in combinations stated by the entry.
Paralyzing Touch can inflict:
PARALYZED
until the start of the Lich's next turn.
STEP 3: BETWEEN PLAYER TURNS
Don't forget:
LEGENDARY ACTIONS
The Lich can teleport, damage creatures around itself, and use other options from that section.
STEP 4: WHEN THE PLAYERS CAST SPELLS
Remember:
PROTECTIVE MAGIC
The Lich can potentially use:
COUNTERSPELL
or:
SHIELD
as its Reaction.
STEP 5: WHEN IT FAILS AN IMPORTANT SAVE
It has:
LEGENDARY RESISTANCE
So the failed save may become:
SUCCESS
STEP 6: AFTER THE PARTY DESTROYS IT
The adventure still might not be finished.
Its:
SPIRIT JAR
can allow the Lich to reform in:
1D10 DAYS
when the trait's conditions are satisfied.
The true adventure might therefore be:
FIND AND DEAL WITH THE SPIRIT JAR
PART TWENTY FOUR: WORKED BOSS EXAMPLE: THE VAMPIRE
The Vampire is a completely different boss.
It has:
MISTY ESCAPE
If reduced to 0 HP outside its resting place, it can transform into mist instead of simply dying when the trait applies.
So the encounter can become:
A CHASE
The party might have to follow it to:
ITS RESTING PLACE
BITE
The Vampire's Bite can reduce a target's:
HIT POINT MAXIMUM
and restore the Vampire's HP based on the Necrotic damage.
The Vampire therefore does two things at once:
WEAKENS THE HERO
and:
STRENGTHENS ITSELF
WEAKNESSES
But an informed party can exploit:
SUNLIGHT
RUNNING WATER
FORBIDDANCE
and:
STAKE TO THE HEART
according to the exact conditions in the stat block.
The Vampire is therefore an excellent example of:
RESEARCH AS COMBAT PREPARATION
PART TWENTY FIVE: WORKED FINAL BOSS: TARRASQUE
Suppose four high level heroes face the:
TARRASQUE
The first mistake a GM can make is saying:
“IT JUST WALKS FORWARD AND BITES.”
That ignores most of the monster.
START OF TURN
If Thunderous Bellow has been used:
CHECK RECHARGE 5 TO 6
DEFENSE
Remember:
AC 25
RESISTANCE TO BLUDGEONING, PIERCING, SLASHING
FIRE IMMUNITY
POISON IMMUNITY
MAGIC RESISTANCE
LEGENDARY RESISTANCE 6/DAY
and:
REFLECTIVE CARAPACE
OFFENSE
Multiattack includes:
ONE BITE
and:
THREE OTHER ATTACKS
using Claw or Tail as allowed.
CONTROL
Bite can:
GRAPPLE
and:
RESTRAIN
The Tarrasque can then potentially:
SWALLOW
AREA ATTACK
Thunderous Bellow:
150 FOOT CONE
BETWEEN HERO TURNS
Use:
LEGENDARY ACTIONS
AGAINST BUILDINGS
Remember:
SIEGE MONSTER
It deals double damage to:
OBJECTS
and:
STRUCTURES
This means the encounter might not be:
“CAN WE SURVIVE?”
It might be:
“CAN WE STOP IT BEFORE IT DESTROYS THE CITY?”
That is much more interesting.
PART TWENTY SIX: WORKED ANIMAL EXAMPLE: TYRANNOSAURUS REX
Now compare that epic monster to:
TYRANNOSAURUS REX
This isn't a magical boss.
It is:
A BEAST
But it still creates interesting tactical problems.
TURN
Multiattack:
BITE
plus:
TAIL
BITE HITS
Large or smaller target becomes:
GRAPPLED
While Grappled:
RESTRAINED
and:
CAN'T BE TARGETED BY THE T REX'S TAIL
TAIL
Can make a Huge or smaller creature:
PRONE
RESULT
The T Rex can potentially:
LOCK DOWN ONE CHARACTER WITH ITS BITE
while:
BATTERING ANOTHER WITH ITS TAIL
That is more tactically interesting than:
“IT ATTACKS TWICE”
PART TWENTY SEVEN: COMMON BEGINNER MISTAKES
MISTAKE 1: TRYING TO MEMORIZE EVERY MONSTER
Don't.
Learn:
HOW TO READ THE STAT BLOCK
Then consult:
THE CREATURE YOU NEED
MISTAKE 2: THINKING EVERY CREATURE IN THE BESTIARY IS AN ENEMY
It can also be:
ALLY
NPC
MOUNT
SUMMON
TRANSFORMATION
or:
STORY ELEMENT
MISTAKE 3: CHOOSING MONSTERS ONLY BECAUSE THEY LOOK COOL
Also check:
CR
and:
ENCOUNTER DIFFICULTY
MISTAKE 4: THINKING ALL MONSTERS OF ONE CREATURE TYPE WORK THE SAME WAY
They don't.
UNDEAD
doesn't describe one mechanical template.
Neither does:
FIEND
DRAGON
or:
CONSTRUCT
MISTAKE 5: THINKING CREATURE TYPE AUTOMATICALLY GRANTS UNIVERSAL RESISTANCES OR IMMUNITIES
It doesn't.
Read:
THE ACTUAL STAT BLOCK
MISTAKE 6: FORGETTING THE MONSTER'S DEFINING MECHANIC
Basilisk without Petrification isn't being run properly.
Hydra without its head mechanics isn't being run properly.
Vampire without weaknesses and escape mechanics isn't being run properly.
MISTAKE 7: RUNNING A BOSS ONLY WITH ITS NORMAL ACTION
Remember:
BONUS ACTIONS
REACTIONS
LEGENDARY ACTIONS
RECHARGE ABILITIES
and:
LIMITED USE FEATURES
MISTAKE 8: TREATING EVERY DRAGON AS THE SAME CREATURE WITH DIFFERENT DAMAGE
Each Dragon stat block has:
ITS OWN EXACT ABILITIES
MISTAKE 9: ASSUMING OLDER DRAGON ONLY MEANS MORE HP
Age can change:
SIZE
AC
ATTACKS
SAVE DCS
BREATH DAMAGE
SENSES
LEGENDARY CAPABILITIES
and other statistics.
MISTAKE 10: ASSUMING EVERY DRAGON IS CHROMATIC
The SRD also provides:
METALLIC DRAGONS
MISTAKE 11: THINKING WYVERN IS JUST A YOUNG DRAGON
It has:
ITS OWN STAT BLOCK
and its own tactical identity.
MISTAKE 12: THINKING LICH DIES PERMANENTLY WHEN ITS CURRENT BODY REACHES 0 HP
Its:
SPIRIT JAR
can allow it to return.
MISTAKE 13: THINKING VAMPIRE HAS NO WEAKNESSES BECAUSE IT IS A HIGH CR MONSTER
Its weaknesses are explicitly part of:
THE STAT BLOCK
MISTAKE 14: ASSUMING EVERY UNDEAD HAS UNDEAD FORTITUDE
It doesn't.
That Trait belongs to creatures whose stat blocks:
ACTUALLY HAVE IT
MISTAKE 15: THINKING SWARM OF RATS IS JUST A PILE OF INDIVIDUAL RAT STAT BLOCKS
It has:
ITS OWN STAT BLOCK
MISTAKE 16: ASSUMING EVERYTHING IN THE ANIMALS SECTION IS WILD SHAPE LEGAL
Wild Shape imposes:
CR
and initially:
FLY SPEED
restrictions.
MISTAKE 17: THINKING GIANT APE IS A LOW LEVEL WILD SHAPE OPTION BECAUSE IT IS AN ANIMAL
Giant Ape:
CR 7
The standard SRD Druid Wild Shape progression presented earlier doesn't reach that CR.
MISTAKE 18: THINKING T REX IS A CR 1 BEAST
It is:
CR 8
MISTAKE 19: FORGETTING ANIMAL MOVEMENT MODES
Flyers should:
FLY
Aquatic creatures should exploit:
WATER
Burrowers should use:
BURROWING
MISTAKE 20: FORGETTING SPECIAL SENSES
A Giant Bat has:
BLINDSIGHT 120 FEET
Darkness doesn't affect it the same way it affects a creature relying only on:
NORMAL VISION
MISTAKE 21: THINKING EVERY MONSTER FIGHTS UNTIL DEATH
Some creatures might:
FLEE
SURRENDER
NEGOTIATE
or:
PURSUE AN OBJECTIVE OTHER THAN KILLING THE PARTY
MISTAKE 22: THINKING MONSTER TACTICS ARE WRITTEN AS A SCRIPT
The stat block provides:
RULES
The GM decides:
HOW THE CREATURE USES THEM IN THE CURRENT SITUATION
MISTAKE 23: INVENTING EXTRA POWERS BECAUSE THE MONSTER'S DESCRIPTION SOUNDS COOL
Use:
THE ACTUAL STAT BLOCK
Narrative description doesn't automatically create:
A NEW MECHANIC
MISTAKE 24: REMOVING A MONSTER ABILITY BECAUSE IT FEELS TOO STRONG
If you're running:
THE SRD STAT BLOCK
its abilities are part of:
THAT STAT BLOCK
If you modify it:
THAT IS A GM MODIFICATION
Be clear about the distinction.
MISTAKE 25: THINKING HIGH CR MEANS THE PARTY MUST FIGHT IT
A high CR creature can instead be:
A THREAT TO AVOID
A NEGOTIATION
A FUTURE VILLAIN
or:
THE REASON THE PARTY RUNS
QUICK RECAP
The SRD's final bestiary has two sections:
MONSTERS A TO Z
and:
ANIMALS
MONSTERS A TO Z
The alphabetical monster collection begins with:
ABOLETH
and ends with:
ZOMBIE
It includes:
ABERRATIONS
BEASTS
CELESTIALS
CONSTRUCTS
DRAGONS
ELEMENTALS
FEY
FIENDS
GIANTS
HUMANOIDS
MONSTROSITIES
OOZES
PLANTS
and:
UNDEAD
DRAGONS
Ten color families.
Four major age categories each:
WYRMLING
YOUNG
ADULT
ANCIENT
LEGENDARY MONSTERS
These can use mechanics such as:
LEGENDARY RESISTANCE
and:
LEGENDARY ACTIONS
UNDEAD
Can include mechanics involving:
NECROTIC DAMAGE
HP MAXIMUM REDUCTION
REGENERATION
REANIMATION
POSSESSION
FEAR
and:
SPECIFIC WEAKNESSES
depending on the individual stat block.
NPC STAT BLOCKS
Allow the GM to run:
GUARDS
MAGES
PRIESTS
PIRATES
NOBLES
BANDITS
ASSASSINS
and many other people without building full:
PLAYER CHARACTERS
ANIMALS
The dedicated section contains natural and giant creatures useful for:
ENCOUNTERS
WILD SHAPE
MOUNTS
SUMMONING
and:
WORLD BUILDING
WILD SHAPE
Level 2:
CR 1/4
NO FLY SPEED
Level 4:
CR 1/2
NO FLY SPEED
Level 8:
CR 1
FLY SPEED ALLOWED
ANIMALS CAN BE POWERFUL
Allosaurus:
CR 2
Ankylosaurus:
CR 3
Giant Ape:
CR 7
Tyrannosaurus Rex:
CR 8
APEX SRD THREAT
The Tarrasque:
CR 30
697 HP
AC 25
PB +9
LEGENDARY RESISTANCE 6/DAY
MAGIC RESISTANCE
REFLECTIVE CARAPACE
MULTIATTACK
SWALLOW
THUNDEROUS BELLOW
LEGENDARY ACTIONS
PRIME HERO CHALLENGE: THE FINAL ENCOUNTER
You are now the GM.
The party consists of:
FOUR EXPERIENCED HEROES
They enter an ancient ruin.
You want the encounter to involve:
EXPLORATION
SURPRISE
CONDITIONS
A BOSS
and:
A POSSIBLE NONCOMBAT SOLUTION
Build the sequence.
ENCOUNTER 1: THE CORRIDOR
Choose:
GELATINOUS CUBE
Why?
It uses:
THE ENVIRONMENT
A narrow corridor makes the creature more interesting.
Lesson:
POSITIONING MATTERS
ENCOUNTER 2: THE FALSE TREASURE
Choose:
MIMIC
Why?
The encounter begins with:
DECEPTION
rather than Initiative.
Lesson:
NOT EVERY MONSTER ANNOUNCES ITSELF
ENCOUNTER 3: THE CURSED CHAMBER
Choose:
BASILISK
or:
MEDUSA
Why?
Now the heroes must deal with:
PETRIFICATION
Lesson:
CONDITIONS CAN BE MORE IMPORTANT THAN DAMAGE
ENCOUNTER 4: THE GUARDIAN
Choose:
SHIELD GUARDIAN
It protects:
THE FINAL VILLAIN
Lesson:
MONSTERS CAN HAVE SUPPORT ROLES
ENCOUNTER 5: THE BOSS
Choose:
LICH
Before combat, prepare:
LEGENDARY RESISTANCE
PROTECTIVE MAGIC
MULTIATTACK
SPELLCASTING
LEGENDARY ACTIONS
and:
SPIRIT JAR
THE PLAYERS DISCOVER THE SPIRIT JAR
Now there is a possible alternative objective:
DESTROY OR SECURE THE SOURCE OF THE LICH'S RETURN
The encounter is no longer only:
REDUCE HP TO ZERO
It has become:
AN ADVENTURE
FINAL PRIME HERO TEST
Answer these without looking back if you can.
QUESTION 1
What is the first Monster A to Z entry?
ABOLETH
QUESTION 2
What is the final Monster A to Z entry?
ZOMBIE
QUESTION 3
What section follows Monsters A to Z?
ANIMALS
QUESTION 4
Does every creature in the Animals section have to be weak?
NO
QUESTION 5
Can a level 2 Druid automatically Wild Shape into any Beast in Animals?
NO
The Wild Shape:
CR
and:
FLY SPEED
restrictions apply.
QUESTION 6
What is the standard maximum Wild Shape CR reached by the SRD Druid progression taught earlier?
CR 1
from level 8.
QUESTION 7
What CR is the Giant Ape?
CR 7
QUESTION 8
What CR is the Tyrannosaurus Rex?
CR 8
QUESTION 9
What condition does the T Rex's Bite impose on an eligible creature?
GRAPPLED
and while Grappled by the Bite:
RESTRAINED
QUESTION 10
What is the Tarrasque's CR?
CR 30
QUESTION 11
What is the Tarrasque's AC?
25
QUESTION 12
How many daily Legendary Resistances does the SRD Tarrasque have?
6
QUESTION 13
Should the GM routinely ignore the Tarrasque's Recharge attack and simply make basic attacks?
NO
Lesson 104's monster running guidance tells you to use powerful limited abilities:
QUICKLY
and:
OFTEN
when appropriate.
QUESTION 14
Does reducing a Lich's body to 0 HP necessarily guarantee that the Lich can never return?
NO
Its:
SPIRIT JAR
can allow it to reform according to the Trait.
QUESTION 15
Can a Vampire simply enter any private residence?
NO
Its:
FORBIDDANCE
weakness applies.
QUESTION 16
Does a creature type such as Undead automatically grant one universal set of abilities?
NO
Read:
THE INDIVIDUAL STAT BLOCK
QUESTION 17
Is a Swarm of Rats mechanically just several Rat stat blocks added together?
NO
Use:
SWARM OF RATS
QUESTION 18
Can an NPC be created with a monster stat block instead of building a complete player character?
YES
That is one of the major uses of stat blocks such as:
GUARD
NOBLE
MAGE
and:
PRIEST
QUESTION 19
What should you read before running a monster?
At minimum:
AC
HP
SPEEDS
TRAITS
MAIN ACTIONS
RECHARGE ABILITIES
BONUS ACTIONS
REACTIONS
and if present:
LEGENDARY ACTIONS
QUESTION 20
What is the single most important skill you have learned from the bestiary?
YOU DO NOT NEED TO MEMORIZE THE MONSTERS
You need to know:
HOW TO READ THEM
LESSON 105: KEY TAKEAWAYS
You have now completed the:
MONSTERS AND ANIMALS
section of the SRD 5.2.1.
You know that:
EVERY MONSTER IS DEFINED BY ITS STAT BLOCK
THE STAT BLOCK WORKS TOGETHER WITH THE GENERAL GAME RULES
CR HELPS EXPRESS MONSTER THREAT
CREATURE TYPE MATTERS WHEN ANOTHER RULE REFERS TO IT
CREATURE TYPE DOES NOT ITSELF CREATE A UNIVERSAL RULE PACKAGE
CONDITIONS ARE OFTEN AS IMPORTANT AS DAMAGE
MOVEMENT MODES CAN DEFINE HOW A MONSTER SHOULD FIGHT
SENSES CAN CHANGE HOW A CREATURE EXPERIENCES THE BATTLEFIELD
RECHARGE ABILITIES SHOULD BE TRACKED
MULTIATTACK SHOULD BE USED AS WRITTEN
BONUS ACTIONS SHOULD NOT BE FORGOTTEN
REACTIONS REQUIRE THEIR TRIGGERS
LEGENDARY ACTIONS LET POWERFUL MONSTERS ACT BETWEEN OTHER CREATURES' TURNS
LEGENDARY RESISTANCE HELPS MAJOR MONSTERS SURVIVE IMPORTANT FAILED SAVES
MONSTER WEAKNESSES CAN REWARD PLAYER RESEARCH
MONSTER TRAITS CAN CHANGE THE OBJECTIVE OF AN ENCOUNTER
NPCS CAN USE READY MADE STAT BLOCKS
ANIMALS HAVE THEIR OWN COMPLETE STAT BLOCK COLLECTION
ANIMALS CAN RANGE FROM TINY CREATURES TO CR 8 DINOSAURS
WILD SHAPE USES ITS OWN ELIGIBILITY RULES
SWARMS USE DEDICATED STAT BLOCKS
DRAGONS EXIST AT MULTIPLE AGES AND POWER LEVELS
LICHES CAN RETURN THROUGH THEIR SPECIFIC SPIRIT JAR MECHANIC
VAMPIRES HAVE POWERFUL ABILITIES AND SPECIFIC WEAKNESSES
THE TARRASQUE IS THE SRD'S CR 30 APEX MONSTER
and:
A MONSTER IS MORE THAN ITS HIT POINTS
The bestiary is not simply:
A CATALOGUE OF THINGS TO KILL
It is a toolbox for creating:
BATTLES
MYSTERIES
CHASES
HORROR
NEGOTIATIONS
EXPLORATION
BOSSES
ALLIES
MOUNTS
SUMMONS
TRANSFORMATIONS
and:
ENTIRE ADVENTURES
COURSE COMPLETE
You began this course at:
LESSON 0
with the most fundamental question:
WHAT IS A 5E ROLE PLAYING GAME?
From there, you learned:
THE RHYTHM OF PLAY
THE SIX ABILITIES
D20 TESTS
ABILITY CHECKS
SAVING THROWS
ATTACK ROLLS
ADVANTAGE
DISADVANTAGE
PROFICIENCY
ACTIONS
BONUS ACTIONS
REACTIONS
SOCIAL INTERACTION
EXPLORATION
VISION
HIDING
TRAVEL
COMBAT
MOVEMENT
DAMAGE
HEALING
DEATH SAVES
CHARACTER CREATION
ADVANCEMENT
MULTICLASSING
ALL TWELVE SRD CLASSES
ALL SRD SUBCLASSES
BACKGROUNDS
SPECIES
FEATS
WEAPONS
WEAPON PROPERTIES
WEAPON MASTERY
ARMOR
TOOLS
ADVENTURING EQUIPMENT
SPELLCASTING
SPELL SLOTS
COMPONENTS
CONCENTRATION
EVERY SRD SPELL A TO Z
THE COMPLETE RULES GLOSSARY
ADVANCED TRAVEL
CUSTOM BACKGROUNDS
CURSES
MAGICAL CONTAGIONS
ENVIRONMENTAL EFFECTS
FEAR
MENTAL STRESS
POISON
TRAPS
COMBAT ENCOUNTER BUILDING
MAGIC ITEM RULES
MAGIC ITEM CRAFTING
SENTIENT MAGIC ITEMS
EVERY SRD MAGIC ITEM A TO Z
MONSTER STAT BLOCKS
and finally:
THE COMPLETE SRD MONSTER AND ANIMAL BESTIARY
You have moved from:
ABSOLUTE BEGINNER
to someone capable of understanding the major systems necessary to function as:
A PLAYER
and:
A GAME MASTER
using:
SRD 5.2.1
The final lesson is not really:
THE END OF LEARNING
It is the point where all the isolated rules become:
PLAY
You now possess the tools to sit at a table, hear:
“ROLL INITIATIVE”
and understand what happens next.
You can create a hero.
You can cast spells.
You can explore a dungeon.
You can survive a battle.
You can adjudicate rules.
You can build encounters.
You can run monsters.
You can run:
THE GAME
And that completes:
HOW TO PLAY 5E ROLE PLAYING GAMES LIKE A PRIME HERO
SRD 5.2.1 ATTRIBUTION
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.