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System Reference Document 5.2.1
a class tag after its creature type is considered a 
member of that class for Attunement purposes.
Senses
The Senses entry specifies a monster’s Passive 
Perception score, as well as any special senses the 
monster possesses. Passive Perception and special 
senses are described in “Rules Glossary .”
Languages
This entry lists languages that the monster can use 
to communicate. Sometimes a monster can under -
stand a language but can’t communicate with it, 
which is noted in its entry. “None” indicates that a 
creature doesn’t comprehend any language.
Telepathy
Telepathy is a magical ability that allows a creature 
to communicate mentally with another creature 
within a specified range. See “Rules Glossary” for 
more information.
Challenge Rating
Challenge Rating is defined in “Rules Glossary,” 
while guidance on using CR to plan potential com -
bat encounters is in “Gameplay Toolbox.”
Experience Points
The number of Experience Points (XP) a monster 
is worth is based on its CR, as detailed in the Ex -
perience Points by Challenge Rating table. XP is 
awarded for defeating the monster in combat or 
otherwise neutralizing it.
 Unless a rule says otherwise, a monster sum -
moned by a spell or another magical ability is worth 
the XP noted in its stat block.
Experience Points by Challenge Rating
CR XP CR XP
0 0 or 10 14 11, 50 0
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
CR XP CR XP
11 7,200 28 120,000
12 8,400 29 135,000
13 10,000 30 155,000
Proficiency Bonus
A monster’s Proficiency Bonus (PB) is determined 
by its CR, as shown in the Proficiency Bonus by 
Challenge Rating table, and is reflected in saving 
throws, skills, and other statistics where the mon -
ster’s exceptional aptitude is a factor.
Proficiency Bonus by Challenge Rating
CR PB CR PB
0–4 +2 17–20 +6
5–8 +3 21–24 +7
9–12 +4 25–28 +8
13–16 +5 29–30 +9
Traits
A monster’s traits, if any, are features that are ac -
tive at all times or in certain situations.
Actions
A monster can take the actions in this section or 
take one of the actions available to all creatures, as 
described in “Playing the Game.”
Attack Notation
The entry for a monster’s attack identifies whether 
the attack is a melee or a ranged attack and then 
provides the attack roll’s bonus, its reach or range, 
and what happens on a hit. An attack is against one 
target unless its entry says otherwise. For details 
on different kinds of attacks, see “Playing the Game” 
and “Spells.”
 Hit. Any damage dealt or other effects that occur 
as a result of an attack hitting a target are described 
after the “Hit:” notation.
 Miss. If an attack has an effect that occurs on a 
miss, that information follows the “ Miss:” notation.
 Hit or Miss. If an attack has an effect that occurs 
regardless of whether it hits or misses its target, 
that information follows the “ Hit or Miss:” notation.
Saving Throw Effect Notation
If an effect forces a saving throw, the effect identi -
fies the kind of save required and then provides the 
save’s DC, a description of which creatures make 
the save, and an explanation of what happens on a 
failed or successful save.
 “Half damage only” on a successful save means 
the target takes half as much damage (round down) 
as targets that fail the save, while also ignoring all 
other parts of the effect.