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System Reference Document 5.2.1
Water Susceptibility. The elemental takes 3 (1d6) Cold 
damage for every 5 feet the elemental moves in water 
or for every gallon of water splashed on it.
Actions
Multiattack. The elemental makes two Burn attacks.
Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 
3) Fire damage. If the target is a creature or a flammable 
object, it starts burning.
Fire Giant
Fire Giant
Huge Giant, Lawful Evil
AC 18  Initiative +3 (13)
HP 162 (13d12 + 78)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 25 +7 +7 Dex 9 −1 +3 Con 23 +6 +10
Int 10 +0 +0 WIS 14 +2 +2 Cha 13 +1 +5
Skills Athletics +11, Perception +6
Immunities Fire
Senses Passive Perception 16
Languages Giant
CR 9 (XP 5,000; PB +4)
Actions
Multiattack. The giant makes two attacks, using Flame 
Sword or Hammer Throw in any combination.
Flame Sword. Melee Attack Roll: +11, reach 10 ft. 
Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) 
Fire damage.
Hammer Throw. Ranged Attack Roll: +11, range 60/240 
ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) 
Fire damage, and the target is pushed up to 15 feet 
straight away from the giant and has Disadvantage 
on the next attack roll it makes before the end of its 
next turn.
Flesh Golem
Flesh Golem
Medium Construct, Neutral
AC 9  Initiative −1 (9)
HP 127 (15d8 + 60)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 19 +4 +4 Dex 9 −1 −1 Con 18 +4 +4
Int 6 −2 −2 WIS 10 +0 +0 Cha 5 −3 −3
Immunities Lightning, Poison; Charmed, Exhaustion, 
Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language 
but can’t speak
CR 5 (XP 1,800; PB +3)
Traits
Aversion to Fire. If the golem takes Fire damage, it has 
Disadvantage on attack rolls and ability checks until the 
end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, 
roll 1d6. On a 6, the golem goes berserk. On each of 
its turns while berserk, the golem attacks the nearest 
creature it can see. If no creature is near enough to 
move to and attack, the golem attacks an object. Once 
the golem goes berserk, it remains so until it is de-
stroyed or it is no longer Bloodied. 
 The golem’s creator, if within 60 feet of the berserk 
golem, can try to calm it by taking an action to make a 
DC 15 Charisma (Persuasion) check; the golem must be 
able to hear its creator. If this check succeeds, the go-
lem ceases being berserk until the start of its next turn, 
at which point it resumes rolling for the Berserk trait 
again if it is still Bloodied.
Immutable Form. The golem can’t shape-shift.
Lightning Absorption. Whenever the golem is sub-
jected to Lightning damage, it regains a number of Hit 
Points equal to the Lightning damage dealt.
Magic Resistance. The golem has Advantage on saving 
throws against spells and other magical effects.
Actions
Multiattack. The golem makes two Slam attacks.
Slam. Melee Attack Roll: +7 , reach 5 ft. Hit: 13 (2d8 + 
4) Bludgeoning damage plus 4 (1d8) Lightning damage.
Frost Giant
Frost Giant
Huge Giant, Neutral Evil
AC 15  Initiative +2 (12)
HP 149 (13d12 + 65)
Speed 40 ft.