Basic dm rules
Monsters
Guidelines for understanding the information found in a monster’s statistics are presented below.
Statistics
A monster’s statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster.
Size
A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the player’s D&D basic rules or the Player’s Handbook for more information on creature size and space. Size Categories
| Size | Space | Examples |
|---|---|---|
| Tiny | 2½ by 2½ ft. | Imp, sprite |
| Small | 5 by 5 ft. | Giant rat, goblin |
| Medium | 5 by 5 ft. | Orc, werewolf |
| Large | 10 by 10 ft. | Hippogriff, ogre |
| Huge | 15 by 15 ft. | Fire giant, treant |
| Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm |
Type
A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. 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.
The game includes the following monster types, which have no rules of their own.
Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.
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.
Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.
Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.
Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.
Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
Monstrosities are monsters in the strictest sense— frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.
Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.
Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
Tags
A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.
Alignment
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 D&D basic rules or the Player’s Handbook for descriptions of the different alignments.
The alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you.
Some creatures can have any alignment. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.
Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don’t have an alignment.
Armor Class
A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.
Hit Points
A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the player’s D&D basic rules or 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 hit points, as shown in the Hit Dice by Size table.
Hit Dice by Size
| Monster Size | Hit Die | Average HP per Die |
|---|---|---|
| Tiny | d4 | 2½ |
| Small | d6 | 3½ |
| Medium | d8 | 4½ |
| Large | d10 | 5½ |
| Huge | d12 | 6½ |
| Gargantuan | d20 | 10½ |
A monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).
Speed
A monster’s speed tells you how far it can move on its turn. For more information on speed, see the player’s D&D basic rules or the Player’s Handbook.
All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of groundbased locomotion have a walking speed of 0 feet.
Some creatures have one or more of the following additional movement modes.
Burrow
A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so.
Climb
A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb.
Fly
A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the player’s D&D basic rules or the Player’s Handbook). Such a monster stops hovering when it dies.
Swim
A monster that has a swimming speed doesn’t need to spend extra movement to swim.
Ability Scores
Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the player’s D&D basic rules or the Player’s Handbook.
Saving Throws
The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent.
A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).
Proficiency Bonus by Challenge Rating
| Challenge | Proficiency | Bonus Challenge | Proficiency Bonus |
|---|---|---|---|
| 0 | +2 | 14 | +5 |
| 1/8 | +2 | 15 | +5 |
| 1/4 | +2 | 16 | +5 |
| 1/2 | +2 | 17 | +6 |
| 1 | +2 | 18 | +6 |
| 2 | +2 | 19 | +6 |
| 3 | +2 | 20 | +6 |
| 4 | +2 | 21 | +7 |
| 5 | +3 | 22 | +7 |
| 6 | +3 | 23 | +7 |
| 7 | +3 | 24 | +7 |
| 8 | +3 | 25 | +8 |
| 9 | +4 | 26 | +8 |
| 10 | +4 | 27 | +8 |
| 11 | +4 | 28 | +8 |
| 12 | +4 | 29 | +9 |
| 13 | +5 | 30 | +9 |
Skills
The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.
A skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.
Vulnerabilities, Resistances,
and Immunities 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.
Senses
The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.
Blindsight
A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
Darkvision
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
Tremorsense
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.
Truesight
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
Languages
The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.
Telepathy
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.
A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.
A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.
Challenge
A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.
Monsters that are significantly weaker than 1st-level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.
Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.
Experience Points
The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the DM may also award XP for neutralizing the threat posed by the monster in some other manner.
Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.
The guidelines later in this document explain how to create encounters using XP budgets, as well as how to adjust an encounter’s difficulty.
Experience Points by Challenge Rating
| Challenge | XP | Challenge | XP |
|---|---|---|---|
| 0 | 0 or 10 | 14 | 11,500 |
| 1/8 | 25 | 15 | 13,000 |
| 1/4 | 50 | 16 | 15,000 |
| 1/2 | 100 | 17 | 18,000 |
| 1 | 200 | 18 | 20,000 |
| 2 | 450 | 19 | 22,000 |
| 3 | 700 | 20 | 25,000 |
| 4 | 1,100 | 21 | 33,000 |
| 5 | 1,800 | 22 | 41,000 |
| 6 | 2,300 | 23 | 50,000 |
| 7 | 2,900 | 24 | 62,000 |
| 8 | 3,900 | 25 | 75,000 |
| 9 | 5,000 | 26 | 90,000 |
| 10 | 5,900 | 27 | 105,000 |
| 11 | 7,200 | 28 | 120,000 |
| 12 | 8,400 | 29 | 135,000 |
| 13 | 10,000 | 30 | 155,000 |
Special Traits
Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.
Innate Spellcasting
A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating.
An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage.
A monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them.
Spellcasting
A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the player’s D&D basic rules and the Player’s Handbook). The spellcaster level is also used for any cantrips included in the feature.
The monster has a list of spells known or prepared from a particular class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.
A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level lightning bolt spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.
You can change the spells that a monster knows or has prepared, replacing any spell on a monster’s spell list with a different spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.
Actions
When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the player’s D&D basic rules and the Player’s Handbook.
Melee and Ranged Attacks
The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the player’s D&D basic rules or the Player’s Handbook.
Creature vs. Target. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object.
Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
Miss. If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” notation.
Multiattack
A creature that can make multiple attacks on its turn has the Multiattack ability. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack.
Ammunition
A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.
Grapple Rules for Monsters Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.
A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.
Reactions
If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.
Limited Usage
Some special abilities have restrictions on the number of times they can be used.
X/Day. The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again.
Recharge X–Y. The notation “Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
For example, “Recharge 5–6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.
Recharge after a Short or Long Rest. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.
Equipment
A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.
You can equip monsters with additional gear and trinkets however you like, using the equipment chapter of the player’s D&D basic rules or the Player’s Handbook for inspiration, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.
If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.
Legendary Creatures
A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around. If a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.
Legendary Actions
A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.
A Legendary Creature’s Lair
A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Not all legendary creatures have lairs. This section only applies to legendary creatures that spend a great deal of time in their lairs and are most likely to be encountered there.
Lair Actions
If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.
Regional Effects
The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.
Nonplayer Characters
This section contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a D&D campaign. These stat blocks can be used to represent both human and nonhuman NPCs.
Customizing NPCs
There are many easy ways to customize the NPCs in this appendix for your home campaign.
Racial Traits. You can add racial traits to an NPC. For example, a halfling priest might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the Player’s Handbook or the D&D player’s basic rules.
Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating.
Armor and Weapon Swaps. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating.
Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. A mage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.
A few magic items are described in this document.
Building Combat Encounters
When creating a combat encounter, let your imagination run wild and build something your players will enjoy. Once you have the details figured out, use this section to adjust the difficulty of the encounter.
Combat Encounter Difficulty
There are four categories of encounter difficulty.
Easy. An easy encounter doesn’t tax the characters’ resources or put them in serious peril. They might lose a few hit points, but victory is pretty much guaranteed.
Medium. A medium encounter usually has one or two scary moments for the players, but the characters should emerge victorious with no casualties. One or more of them might need to use healing resources.
Hard. A hard encounter could go badly for the adventurers. Weaker characters might get taken out of the fight, and there’s a slim chance that one or more characters might die.
Deadly. A deadly encounter could be lethal for one or more player characters. Survival often requires good tactics and quick thinking, and the party risks defeat.
XP Thresholds by Character Level
| Character Level | Easy | Medium | Hard | Deadly |
|---|---|---|---|---|
| 1st | 25 | 50 | 75 | 100 |
| 2nd | 50 | 100 | 150 | 200 |
| 3rd | 75 | 150 | 225 | 400 |
| 4th | 125 | 250 | 375 | 500 |
| 5th | 250 | 500 | 750 | 1,100 |
| 6th | 300 | 600 | 900 | 1,400 |
| 7th | 350 | 750 | 1,100 | 1,700 |
| 8th | 450 | 900 | 1,400 | 2,100 |
| 9th | 550 | 1,100 | 1,600 | 2,400 |
| 10th | 600 | 1,200 | 1,900 | 2,800 |
| 11th | 800 | 1,600 | 2,400 | 3,600 |
| 12th | 1,000 | 2,000 | 3,000 | 4,500 |
| 13th | 1,100 | 2,200 | 3,400 | 5,100 |
| 14th | 1,250 | 2,500 | 3,800 | 5,700 |
| 15th | 1,400 | 2,800 | 4,300 | 6,400 |
| 16th | 1,600 | 3,200 | 4,800 | 7,200 |
| 17th | 2,000 | 3,900 | 5,900 | 8,800 |
| 18th | 2,100 | 4,200 | 6,300 | 9,500 |
| 19th | 2,400 | 4,900 | 7,300 | 10,900 |
| 20th | 2,800 | 5,700 | 8,500 | 12,700 |
Evaluating Encounter Difficulty
Use the following method to gauge the difficulty of any combat encounter.
Determine XP Thresholds. First, determine the experience point (XP) thresholds for each character in the party. The XP Thresholds by Character Level table has four XP thresholds for each character level, one for each category of encounter difficulty. Use a character’s level to determine his or her XP thresholds. Repeat this process for every character in the party.
Determine the Party’s XP Threshold. For each category of encounter difficulty, add up the characters’ XP thresholds. This determines the party’s XP threshold. You’ll end up with four totals, one for each category of encounter difficulty.
For example, if your party includes three 3rd-level characters and one 2nd-level character, the party’s totaled XP thresholds would be as follows:
Easy: 275 XP (75 + 75 + 75 + 50)
Medium: 550 XP (150 + 150 + 150 + 100)
Hard: 825 XP (225 + 225 + 225 + 150)
Deadly: 1,400 XP (400 + 400 + 400 + 200)
Record the totals, because you can use them for every encounter in your adventure.
Total the Monsters’ XP. Add up the XP for all of the monsters in the encounter. Every monster has an XP value in its stat block.
Modify Total XP for Multiple Monsters. If the encounter includes more than one monster, apply a multiplier to the monsters’ total XP. The more monsters there are, the more attack rolls you’re making against the characters in a given round, and the more dangerous the encounter becomes. To correctly gauge an encounter’s difficulty, multiply the total XP of all the monsters in the encounter by the value given in the Encounter Multipliers table.
For example, if an encounter includes four monsters worth a total of 500 XP, you would multiply the total XP of the monsters by 2, for an adjusted value of 1,000 XP. This adjusted value is not what the monsters are worth in terms of XP; the adjusted value’s only purpose is to help you accurately assess the encounter’s difficulty.
When making this calculation, don’t count any monsters whose challenge rating is significantly below the average challenge rating of the other monsters in the group unless you think the weak monsters significantly contribute to the difficulty of the encounter.
Encounter Multipliers
Number of Monsters Multiplier 1 × 1 2 × 1.5 3–6 × 2 Number of Monsters Multiplier 7–10 × 2.5 11–14 × 3 15 or more × 4
- Compare XP. Compare the monsters’ adjusted XP value to the party’s XP thresholds. The threshold that equals the adjusted XP value determines the encounter’s difficulty. If there’s no match, use the closest threshold that is lower than the adjusted XP value.
For example, an encounter with one bugbear and three hobgoblins has an adjusted XP value of 1,000, making it a hard encounter for a party of three 3rd-level characters and one 2nd-level character (which has a hard encounter threshold of 825 XP and a deadly encounter threshold of 1,400 XP).
Challenge Rating When putting together an encounter or adventure, especially at lower levels, exercise caution when using monsters whose challenge rating is higher than the party’s average level. Such a creature might deal enough damage with a single action to take out adventurers of a lower level. For example, an ogre has a challenge rating of 2, but it can kill a 1st-level wizard with a single blow.
Party Size
The preceding guidelines assume that you have a party consisting of three to five adventurers.
If the party contains fewer than three characters, apply the next highest multiplier on the Encounter Multipliers table. For example, apply a multiplier of 1.5 when the characters fight a single monster, and a multiplier of 5 for groups of fifteen or more monsters.
If the party contains six or more characters, use the next lowest multiplier on the table. Use a multiplier of 0.5 for a single monster.
Multipart Encounters
Sometimes an encounter features multiple enemies that the party doesn’t face all at once. For example, monsters might come at the party in waves. For such encounters, treat each discrete part or wave as a separate encounter for the purpose of determining its difficulty.
A party can’t benefit from a short rest between parts of a multipart encounter, so they won’t be able to spend Hit Dice to regain hit points or recover any abilities that require a short rest to regain. As a rule, if the adjusted XP value for the monsters in a multipart encounter is higher than one-third of the party’s expected XP total for the adventuring day (see “The Adventuring Day,” below), the encounter is going to be tougher than the sum of its parts.
Building Encounters on a Budget
You can build an encounter if you know its desired difficulty. The party’s XP thresholds give you an XP budget that you can spend on monsters to build easy, medium, hard, and deadly encounters. Just remember that groups of monsters eat up more of that budget than their base XP values would indicate (see step 4).
For example, using the party from step 2, you can build a medium encounter by making sure that the adjusted XP value of the monsters is at least 550 XP (the party’s threshold for a medium encounter) and no more than 825 XP (the party’s threshold for a hard encounter). A single monster of challenge rating 3 (such as a manticore or owlbear) is worth 700 XP, so that’s one possibility. If you want a pair of monsters, each one will count for 1.5 times its base XP value. A pair of dire wolves (worth 200 XP each) have an adjusted XP value of 600, making them a medium encounter for the party as well.
To assist with this approach, appendix B in the Dungeon Master’s Guide presents a list of all monsters in the Monster Manual organized by challenge rating. See also the appendix to this document for a list by CR of the monsters included here.
The Adventuring Day
Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer.
In the same way you figure out the difficulty of an encounter, you can use the XP values of monsters and other opponents in an adventure as a guideline for how far the party is likely to progress.
For each character in the party, use the Adventuring Day XP table to estimate how much XP that character is expected to earn in a day. Add together the values of all party members to get a total for the party’s adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest.
Adventuring Day XP
| Level | Adjusted XP per Day per Character |
|---|---|
| 1st | 300 |
| 2nd | 600 |
| 3rd | 1,200 |
| 4th | 1,700 |
| 5th | 3,500 |
| 6th | 4,000 |
| 7th | 5,000 |
| 8th | 6,000 |
| 9th | 7,500 |
| 10th | 9,000 |
| Level | Adjusted XP per Day per Character |
|---|---|
| 11th | 10,500 |
| 12th | 11,500 |
| 13th | 13,500 |
| 14th | 15,000 |
| 15th | 18,000 |
| 16th | 20,000 |
| 17th | 25,000 |
| 18th | 27,000 |
| 19th | 30,000 |
| 20th | 40,000 |
Short Rests
In general, over the course of a full adventuring day, the party will likely need to take two short rests, about onethird and two-thirds of the way through the day.
Modifying Encounter Difficulty
An encounter can be made easier or harder based on the choice of location and the situation.
Increase the difficulty of the encounter by one step (from easy to medium, for example) if the characters have a drawback that their enemies don’t. Reduce the difficulty by one step if the characters have a benefit that their enemies don’t. Any additional benefit or drawback pushes the encounter one step in the appropriate direction. If the characters have both a benefit and a drawback, the two cancel each other out.
Situational drawbacks include the following: • The whole party is surprised, and the enemy isn’t. • The enemy has cover, and the party doesn’t. • The characters are unable to see the enemy. • The characters are taking damage every round from some environmental effect or magical source, and the enemy isn’t. • The characters are hanging from a rope, in the midst of scaling a sheer wall or cliff, stuck to the floor, or otherwise in a situation that greatly hinders their mobility or makes them sitting ducks.
Situational benefits are similar to drawbacks except that they benefit the characters instead of the enemy.
Fun Combat Encounters
The following features can add more fun and suspense to a combat encounter:
• Terrain features that pose inherent risks to both the characters and their enemies, such as a frayed rope bridge and pools of green slime • Terrain features that provide a change of elevation, such as pits, stacks of empty crates, ledges, and balconies • Features that either inspire or force characters and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and whirling blade traps • Enemies in hard-to-reach locations or defensive positions, so that characters who normally attack at range are forced to move around the battlefield • Different types of monsters working together
Magic Items
Every adventure holds the promise—but not a guarantee—of finding one or more magic items. Lost Mine of Phandelver contains an assortment of magic items that hints at the wider variety of magic items waiting to be found in the worlds of D&D. See the Dungeon Master’s Guide for many more items.
Using a Magic Item
A magic item’s description explains how the item works. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice, meditation, or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time.
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Item Descriptions
Amulet of Health
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Gloves of Swimming and Climbing
Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Headband of Intellect
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.
Keoghtom’s Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Invisibility
Potion, very rare
This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Potion of Vitality
Potion, very rare
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Resistance Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
| d10 | Damage Type | Gem |
|---|---|---|
| 1 | Acid | Pearl |
| 2 | Cold | Tourmaline |
| 3 | Fire | Garnet |
| 4 | Force | Sapphire |
| 5 | Lightning | Citrine |
| 6 | Necrotic | Jet |
| 7 | Poison | Amethyst |
| 8 | Psychic | Jade |
| 9 | Radiant | Topaz |
| 10 | Thunder | Spinel |
Spell Scroll
Scroll, varies
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.
| Spell Level | Rarity | Save DC | Attack Bonus |
|---|---|---|---|
| Cantrip | Common | 13 | +5 |
| 1st | Common | 13 | +5 |
| 2nd | Uncommon | 13 | +5 |
| 3rd | Uncommon | 15 | +7 |
| 4th | Rare | 15 | +7 |
| 5th | Rare | 17 | +9 |
| 6th | Very rare | 17 | +9 |
| 7th | Very rare | 18 | +10 |
| 8th | Very rare | 18 | +10 |
| 9th | Legendary | 19 | +11 |
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Magic Missiles
Wand, uncommon
While you hold this wand, you can use an action to expend 1 to 3 of its 7 charges to cast the magic missile spell without using any components. For 1 charge, you cast the spell as if you used a 1st-level spell slot, and you increase the spell slot level by one for each additional charge you spend.
The wand regains 1d6 + 1 expended charges each day at dawn. However, if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weapon, +1, +2, or +3
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
Appendix: Monsters by Challenge Rating
This index organizes the monsters in this document by challenge rating.
Challenge 0 (0–10 XP)
Awakened shrub
Baboon
Badger
Bat
Cat
Commoner
Crab
Deer
Eagle
Frog
Giant fire beetle
Goat
Hawk
Hyena
Jackal
Lizard
Octopus
Owl
Quipper
Rat
Raven
Scorpion
Sea horse
Spider
Vulture
Weasel
Challenge 1/8 (25 XP)
Bandit
Blood hawk
Camel
Cultist
Flying snake
Giant crab
Giant rat
Giant weasel
Guard
Kobold
Mastiff
Merfolk
Mule
Poisonous snake
Pony
Stirge
Twig blight
Challenge 1/4 (50 XP)
Acolyte
Axe beak
Blink dog
Boar
Constrictor snake
Draft horse
Elk
Flying sword
Giant badger
Giant bat
Giant centipede
Giant frog
Giant lizard
Giant owl
Giant poisonous snake
Giant wolf spider
Goblin
Panther
Pteranodon
Riding horse
Skeleton
Swarm of bats
Swarm of rats
Swarm of ravens
Wolf
Zombie
Challenge 1/2 (100 XP)
Ape
Black bear
Cockatrice
Crocodile
Giant goat
Giant sea horse
Giant wasp
Gnoll
Hobgoblin
Lizardfolk
Orc
Reef shark
Satyr
Swarm of insects
Thug
Warhorse
Worg
Challenge 1 (200 XP)
Animated armor
Brown bear
Bugbear
Death dog
Dire wolf
Ghoul
Giant eagle
Giant hyena
Giant octopus
Giant spider
Giant toad
Giant vulture
Harpy
Hippogriff
Lion
Swarm of quippers
Tiger
Challenge 2 (450 XP)
Allosaurus
Awakened tree
Berserker
Centaur
Gargoyle
Giant boar
Giant constrictor snake
Giant elk
Grick
Griffon
Hunter shark
Nothic
Ochre jelly
Ogre
Pegasus
Plesiosaurus
Polar bear
Priest
Rhinoceros
Saber-toothed tiger
Swarm of poisonous snakes
Challenge 3 (700 XP)
Ankylosaurus
Basilisk
Doppelganger
Giant scorpion
Hell hound
Killer whale
Knight
Manticore
Minotaur
Mummy
Owlbear
Phase spider
Spectator
Werewolf
Wight
Winter wolf
Yeti
Challenge 4 (1,100 XP)
Banshee
Elephant
Flameskull
Ghost
Challenge 5 (1,800 XP)
Air elemental
Earth elemental
Fire elemental
Flesh golem
Giant crocodile
Giant shark
Hill giant
Triceratops
Troll
Water elemental
Challenge 6 (2,300 XP)
Chimera
Cyclops
Mage
Mammoth
Medusa
Wyvern
Challenge 7 (2,900 XP)
Giant ape
Challenge 8 (3,900 XP)
Frost giant
Hydra
Tyrannosaurus rex
Young green dragon
Challenge 9 (5,000 XP) Fire giant
Challenge 10 (5,900 XP) Stone golem
Challenge 17 (18,000 XP) Adult red dragon
What Comes Next?
Having delved into the depths of character creation, it’s time to consider your next steps. The fun of D&D is in playing the game, not just making up characters (though that’s fun, too).
The Starter Set is a great next step if you want to try your hand at being a Dungeon Master and introduce your friends to the game. If you don’t know any DMs, try taking on that role yourself. The Starter Set is the best place to begin your journey.
The Player’s Handbook is your essential guide to additional races, classes, backgrounds, and other customization options such as feats and multiclassing. You’ll also find more than two hundred extra spells and a beautiful array of art depicting elements of D&D.
The Monster Manual describes the most important monsters in the Dungeons & Dragons universe. The manual is aimed at DMs, but it’s also a useful reference for players.
The Dungeon Master’s Guide is the ultimate tome of DM lore. It includes magic items, optional rules, and guidelines for creating everything from a simple dungeon to an entire cosmos for your campaign.
Each year brings the publication of new D&D adventures. These scenarios and campaigns are the perfect way to try your hand at running a D&D game with a minimum of work.
Looking for a regular D&D game or prefer dropping in when you have time? Check the Store and Event Locator on our website to see if your local game store is running events such as D&D Encounters or D&D Expeditions.
Bring your games to life with a suite of enhancements from a robust set of player and DM digital tools to accessories like miniatures, vinyl mats, campaign maps, clothing, and more.
It isn’t always possible to gather a regular gaming group. In such situations, Dungeons & Dragons board games present an ideal casual play experience. You’ll also find a variety of digital games that offer a D&D experience across Mac, PC, tablets, and mobile devices.