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System Reference Document 5.2.1
Monsters
Stat Block Overview
A monster has a stat block that contains the rules 
necessary to use it in the game. Stat blocks are di -
vided into the following parts:
Name and General Details. The name of the mon-
ster is followed by its size, creature type (along 
with any descriptive tags), and alignment.
Combat Highlights.  Armor Class, Hit Points, Speed, 
and Initiative are provided here.
Ability Scores.  A monster’s ability scores, ability 
modifiers, and saving throws are listed here.
Other Details. The monster’s Senses, Languages, 
and CR entries appear here. Additional details ap -
pear in some monsters, such as skill proficiencies, 
Resistances, Immunities, and Gear. If a monster 
lacks those details, entries for them don’t appear.
Traits.  Monster characteristics that are active at all 
times or during certain situations appear here.
Actions. The monster can take the actions here in 
addition to those in “Playing the Game.”
Bonus Actions.  This section provides a monster’s 
Bonus Actions, if any.
Reactions and Legendary Actions.  These sections 
provide Reactions and Legendary Actions, if any.
Parts of a Stat Block
The rules for a stat block are detailed in “Rules Glos -
sary”  and in this section.
Size
A monster is Tiny, Small, Medium, Large, Huge, 
or Gargantuan. If size options are presented, you 
choose the creature’s size from those options. See 
“Playing the Game” for information on size.
Creature Type
Each monster has a tag that identifies the type of 
creature it is. Certain spells, magic items, class fea-
tures, and other effects in the game interact in spe -
cial ways with creatures of a particular type.
 The game includes the following creature types, 
which have no rules of their own:
Aberrations  are utterly alien beings, such as abo -
leths and cloakers.
Beasts are non-Humanoid natural creatures, like 
horses and wolves, as well as most giant animals.
Celestials are magical creatures, such as angels and 
pegasi, with ties to the Upper Planes.
Constructs  are magically created creatures such as 
homunculi and shield guardians.
Dragons are scaly beings of ancient origin, such as 
red dragons and wyverns.
Elementals are beings from the Elemental Planes, 
such as efreet and water elementals.
Fey are creatures tied to the Feywild or the forces 
of nature, such as dryads and goblins.
Fiends are creatures tied to terrifying Lower 
Planes, such as balors and hell hounds.
Giants are towering beings with humanlike shapes, 
like fire giants and trolls.
Humanoids are people defined by their roles and 
professions, such as mages, pirates, and warriors. 
They include members of varied species.
Monstrosities  are unnatural creatures with 
strange origins, such as mimics and owlbears.
Oozes are gelatinous creatures, including black 
puddings and gelatinous cubes.
Plants are sentient vegetation and fungal monsters, 
such as shambling mounds and treants.
Undead are spirits and the reanimated dead, such 
as ghosts, vampires, and zombies.
Descriptive Tags
A monster might have one or more tags in parenthe -
ses following its type. Such tags provide additional 
categorization and have no rules of their own, but 
certain game effects might refer to them.
Alignment
The alignment specified in a monster’s stat block is 
a default suggestion of how to roleplay the monster, 
inspired by its traditional role in the game or real- 
world folklore. Change a monster’s alignment to 
suit your storytelling needs. The Neutral alignment, 
in particular, is an invitation for you to consider 
whether an individual leans toward one of the other 
alignments.
 “Character Creation”  describes the nine align -
ments and unaligned creatures.
Armor Class
A monster’s Armor Class (AC) includes its natural 
armor, Dexterity, gear, and other defenses. See 
“Playing the Game” for information on Armor Class.
Initiative
The Initiative entry specifies the monster’s Initia-
tive modifier followed by the monster’s Initiative 
score in parentheses. Use the modifier when you 
roll to determine a monster’s Initiative. A monster’s 
Initiative modifier is typically equal to its Dexterity 
modifier, but some monsters have additional mod -
ifiers, such as Proficiency Bonus, applied to that 
number.
 If you don’t want to roll a monster’s Initiative, use 
the Initiative score as the monster’s Initiative in 
combat. Initiative is further detailed in “Playing the 
Game.”