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.