Monster Traits

A reference catalog of the special qualities, senses, and combat tricks attached to creatures in the bestiary — the shorthand by which every stat block earns its menace.

Traits · 100ReferenceA–W

Using This List

Each stat block in the bestiary lists a handful of named traits. Those traits are defined here. Where a trait calls for bracketed values — such as [range, save, damage] — the creature’s entry supplies the specifics. Traits without parameters apply as written.

Conventions
Bracketed values
Filled in by the creature’s stat block.
Saves
Fortitude, Reflex, or Will — listed by initial.
Senses
Darkvision, Infravision, Truesight, etc. give a range.
Energy types
Fire, cold, electric, sonic, force, necrotic, psychic, radiant.
Action economy
Standard action, bonus action, reaction, or per-minute use.
Stacking
A creature may have many traits; each resolves independently.
01

A

Amphibious
This creature is capable of breathing both air and water.
Antimagic
This creature always succeeds on saves against magical effects.
Aquatic
This creature breathes water and cannot survive on land.
02

B

Backstab
This creature can backstab like a rogue, dealing the given damage.
Barbs
Striking this creature in melee without a reach weapon incurs given damage.
Berserker
This creature can go berserk once per combat, gaining an extra attack. But it must always charge.
Blinking
This creature can teleport the given distance as a reaction in response to being attacked.
Bloodhound
This creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
Bolt
This creature can use its attacks to hurl energy bolts: [range, hit, type, damage].
Bonded
This creature is immune to mind control, persuasion, and charm effects from anyone but its master.
Boulders
This creature can throw boulders out to the given range for the given damage.
Breath
This creature can exhale energy once per minute: [area, save, type, damage].
Burrow
This creature can tunnel through earth (not bedrock) at the given speed.
03

C

Camouflage
This creature can hide in any environment, and gains advantage on stealth rolls.
Cannibal
If this creature can eat another creature of its type for at least 1 minute, it regains all its health.
Charger
If it can charge at least 20 feet, the first melee attack this creature makes deals double damage.
Charm
This creature can attempt to charm a target as an action, causing it to feel love or friendship.
Cleave
If this creature reduces a target to 0 health with a melee attack it can attack an adjacent opponent for free.
Climber
This creature has climb speed equal to its foot speed and does not need to make climb checks.
Crushing
This creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
04

D

Darkvision
This creature can see in the dark without color out to a given range.
Deafening
This creature can cause deafness for the scene in nearby creatures if they fail the given save.
Deathgaze
Meeting this creature’s gaze forces a saving throw to avoid a given type of damage.
Decrepit
This creature cannot use heavy weapons and has disadvantage on might checks and fortitude saves.
Discorporate
This creature can discorporate as an action, occupying an area and sensing creatures as an alarm spell.
Domination
This creature can force a target to obey its commands: [range, difficulty, duration].
Doppelganger
This creature can assume the form of any humanoid creature of similar size.
05

E

Eagleeyes
This creature has binocular vision and gets advantage on perception checks that utilize sight.
Echolocation
This creature uses sound to see, out to the given range.
Electroshock
This creature can add the given electric damage to a successful attack once a minute.
Empowered
This creature’s blows deal extra energy damage of the given type and quantity.
Enwebment
This creature can spray webs or set web traps [area, save].
ESP
This creature can sense surface thoughts out to a given range on a failed will save.
Etherealness
This creature can become ethereal or revert to solidity as an action.
Exploding
This creature explodes on death, dealing the listed damage [radius, save, damage].
Exsanguinate
This creature’s attacks inflict blood loss damage each round unless healed.
06

F

Fireblood
This creature is immune to fire, and contact with its blood causes fire damage.
Flashray
This creature can emit a ray of light and causes blindness on a failed save [area, save, duration].
Fleshless
This creature has no circulatory system and is immune to poison and bleed effects.
Fling
This creature can throw grappled opponents a given distance for given damage.
Flyby
This creature can make a single attack while flying past a target at full speed.
Flyfeet
This creature can walk on walls or ceilings as though they were solid ground.
Flying
This creature has a given flight speed.
Frenzy
This creature will automatically go berserk if reduced to half health.
07

G

Gangup
This creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.
Grab
This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
08

H

Hibernate
This creature can enter suspended animation or magical slumber for indefinite periods of time.
09

I

Immune
This creature is immune to the listed forms of damage.
Impressionable
This creature has disadvantage on spirit checks and will saves.
Infectious
This creature’s melee attacks force a fortitude save to avoid contracting the listed disease.
Infravision
This creature can see heat out to the given range.
Invisible
This creature is permanently invisible.
Invulnerable
This creature can only be harmed by the listed damage types.
10

K

Knockdown
This creature’s melee attacks force an athletics check to avoid falling prone.
11

L

Leadership
This creature can use a bonus action to command an ally within 60 feet to make one immediate attack or move half its speed.
Leaping
This creature can jump the listed distance as a move action or bonus action.
Levitation
This creature floats off the ground when traveling, without need for legs.
Lifedrain
Melee damage inflicted by this creature can only be restored with magical healing.
Lifesense
This creature can detect the presence of living things at the listed range.
12

M

Many Limbs
Extra limbs grant extra attacks and allow equipping of extra tools.
Martyrdom
This creature can use a reaction to redirect an attack against an ally within 10′ to itself.
Mesmerism
Eye contact with this creature can force a will save to avoid incapacitation and suggestion.
Militant
Proficient in medium armor, shields, and martial weapons.
Mimicry
This creature can mimic the sounds of any creature it has ever heard.
Mindblast
This creature can attack minds as a standard action: [range, save, damage, effects].
Mistform
This creature can assume gaseous form or revert to flesh as a bonus action.
13

O

Owlears
This creature has the auditory ability of an owl, and gets advantage on perception checks involving hearing.
14

P

Petrification
This creature has an attack that forces a fortitude save to resist petrification.
Photosensitive
If exposed to sunlight this creature takes the listed damage and suffers disadvantage on attacks.
Planeshift
This creature can travel to another plane of existence as an action.
Poison
This creature has an attack that poisons the target: [type, save, onset, damage, effects].
Psychic
This creature has a list of psychic powers from the psionics page.
Putrid
Creatures starting their turn within melee range must make a fortitude save or be poisoned for a turn.
15

Q

Quadruped
This creature has four legs, enhanced speed, and gets advantage on rolls to avoid knockdown.
16

R

Reach
This creature has extra melee reach of the listed range.
Regenerate
This creature regains the given health each round unless it takes certain damage.
Rend
If this creature hits twice in the same round it deals the extra given damage.
Resistant
This creature takes only half of the listed types of damage.
Roar
This creature has a roar that can be heard at great distances.
17

S

Shadewalk
This creature can teleport from one area of dim lighting to another as a bonus action.
Shambler
The creature is uncoordinated, with a foot speed of 20 and disadvantage on agility checks and reflex saves.
Shapeshifter
This creature can assume the form of any beast or humanoid of the creature’s form or smaller.
Siegebeast
Attacks on structures and inanimate objects from this creature deal double damage.
Silenced
This creature’s movements make no sound if it does not wish them to.
Sorcery
This creature has a number of spells, an arete score, and a mana pool.
Soulsight
This creature can use aura sight at will and study other creatures’ souls.
Stealthy
This creature has enhanced stealth ability and can hide as a bonus action.
Stoneskin
This creature has an advanced soak score and natural armor.
Stunning
This creature’s attacks force a fortitude save to avoid being stunned for 1 round.
18

T

Tailstrike
This creature has a dangerous tail that it can use to make bonus attacks.
Telepathic
This creature can communicate with any creature telepathically.
Terrifying
This creature is so scary it forces a morale check at the onset of combat.
Thaumavore
This creature’s attacks drain a given amount of mana from the target.
Toxic
This creature’s blood is toxic. Bite attacks against it deal the given poison damage.
Truesight
This creature enjoys true seeing whenever it wishes to.
19

U

Ultravision
This creature can see in the ultraviolet spectrum if it wishes.
Undying
If reduced to 0 health this creature can make a fortitude save to revive with 1 health.
20

V

Vampiric
This creature’s damaging attacks heal it for the same amount.
Vulnerable
The creature takes double damage from the listed damage type.
21

W

Warded
This creature gets advantage on all saves against spells and magic effects.