Mordenkainen Presents: Monsters of the Multiverse
Updated monsters and playable species from across the planes.
Collects and revises creatures from earlier books — fiends, giants, elementals, gith, fey and more — with streamlined stat blocks, alongside over thirty playable species.
Reach for it: Dungeon Masters stocking encounters; players picking an unusual species.
Chapter by chapter
Mordenkainen Presents: Monsters of the Multiverse collects revised fifth-edition character options and a large bestiary originally spread across earlier books. Players can browse 33 fantastical species, while DMs gain monsters, humanoid specialists and major planar powers. The guide follows the character chapter, alphabetical bestiary groups and monster-list appendix. These are the book’s 2022 rules, not an automatic replacement for every later version of a species or creature.
12 sections
▸Introduction: Using This Bookp. 4
This is a companion bestiary and a collection of revised character origins, not a complete rulebook. Players mainly need Chapter 1, while the Dungeon Master uses Chapter 2 to populate adventures. The revisions bring options from several earlier fifth-edition books together, so agree which version your table uses rather than combining the benefits of different printings. A monster’s challenge rating describes its broad threat, not a promise that every encounter with it will be fair. Read its movement, senses and special actions alongside the terrain before putting it into play.
- Chapter 1 offers 33 fantastical race options, described here as species.
- Chapter 2 contains more than 250 monsters and NPC stat blocks, including allies as well as enemies.
- The Monster Lists appendix searches the collection by creature type, challenge rating and environment.
- Use the Player’s Handbook for ordinary character rules and the Dungeon Master’s Guide for encounter planning.
On the siteNew-player guideRunning the game
▸Chapter 1: Fantastical Racesp. 5–35
Choose one of these origins to establish your character’s physical and magical starting traits. The chapter separates those traits from a compulsory culture, personality or alignment, leaving you room to invent an individual. Its shared creation guidance covers ability-score increases, languages, creature type, age, height and weight. Several options let you choose between Small and Medium size or choose the ability used for innate spells. Check flight, natural armour and teleportation with your DM, since they can strongly affect how an adventure plays. The alphabetical catalogue below lists all 33 options; the four genasi are separated because each supplies a different elemental package.
- A–C: Aarakocra: Birdlike adventurers whose wings and wind magic favour aerial movement. Aasimar: Mortals with celestial power that can heal and manifest a radiant transformation. Bugbear: Long-limbed goblinoids suited to stealth and sudden opening attacks. Centaur: Equine-bodied fey whose speed and hooves support charging combat. Changeling: Shapechangers who can adopt different appearances and social identities.
- D–F: Deep Gnome: Underground gnomes whose magical gifts help them remain unnoticed. Duergar: Dwarves with psionic magic for changing size and becoming invisible. Eladrin: Fey elves whose seasonal outlook changes the effect of their teleportation. Fairy: Small winged fey with flight and size-altering magic. Firbolg: Forest-associated folk who use quiet magic and communicate with natural life.
- Genasi: Air Genasi: Element-touched people with wind magic and an affinity for breath and movement. Earth Genasi: Stone-touched people who navigate difficult ground and draw on protective magic. Fire Genasi: Flame-touched people with fire resistance and innate fiery spellcasting. Water Genasi: Water-touched people equipped for swimming, underwater breathing and water magic.
- G–H: Githyanki: Astral travellers whose psionic talents support mobility and adaptable training. Githzerai: Disciplined psionic people with mental defences and protective magic. Goblin: Small goblinoids who readily hide or withdraw during a fight. Goliath: Mountain-born people whose powerful build and endurance help them survive harsh conditions. Harengon: Rabbitfolk with quick reactions, sharp hearing and springing movement. Hobgoblin: Fey-connected goblinoids whose teamwork turns assistance into extra benefits.
- K–O: Kenku: Birdlike people gifted at imitation, recollection and practical skills. Kobold: Small draconic folk whose cries can create openings for their companions. Lizardfolk: Reptilian people with natural armour, a strong bite and aquatic survival talents. Minotaur: Horned people who use charges and forceful shoves to control space. Orc: Resilient people who can rush forward and withstand a potentially decisive injury.
- S: Satyr: Goat-legged fey with lively performance talents and resistance to magic. Sea Elf: Aquatic elves who breathe underwater and communicate with swimming creatures. Shadar-kai: Shadowfell-connected elves whose teleportation can briefly protect them from harm. Shifter: People who temporarily reveal bestial traits such as claws, toughness or keen awareness.
- T–Y: Tabaxi: Feline people with climbing claws and bursts of exceptional speed. Tortle: Shell-bearing people whose natural protection works differently from worn armour. Triton: Amphibious people with sea magic and adaptations to cold ocean depths. Yuan-ti: Serpentine people with poison-related resilience and innate enchantment magic.
On the siteSpeciesCharacter Origins
▸Chapter 2: Bestiary · A–Cp. 36–83
This alphabetical section helps a DM find creatures by name rather than by habitat. Abishai (CR 6–19) serve Tiamat in five specialised colours; alkiliths (11) turn corruption into a planar threat; alhoons (10) are undead mind flayers; allips (5) spread forbidden knowledge. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.
- Abishai (CR 6–19) serve Tiamat in five specialised colours; alkiliths (11) turn corruption into a planar threat; alhoons (10) are undead mind flayers; allips (5) spread forbidden knowledge.
- Astral dreadnought (21): a vast Astral predator; balhannoth (11): a reality-warping ambusher; banderhobb (5): a stealthy abductor.
- Baphomet (23): the demon lord of savage labyrinths; barghest (4): a shapechanging soul-eater; berbalang (2): a seeker of secrets from the dead.
- Bodak (6), boneclaw (12) and corpse flower (8) offer different undead horrors; boggle (1/8) brings slippery fey mischief; bulezau (3) brings demonic disease.
- Cattle span CR 1/4–2; cave fisher (3), catoblepas (5), canoloth (8) and cadaver collector (14) suit very different wilderness and planar dangers.
- Chitine (1/2), choker (1) and choldrith (3) populate dark passages; clockworks (1–5) supply mechanical roles; champion (9) and cloud giant smiling one (11) are powerful personalities.
▸Chapter 2: Bestiary · D–Fp. 84–132
This alphabetical section helps a DM find creatures by name rather than by habitat. Darklings (CR 1/2–2) are light-sensitive fey; death kiss (10) is a blood-feeding beholder relative; deathlocks (3–8) are warlocks trapped in undeath. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.
- Darklings (CR 1/2–2) are light-sensitive fey; death kiss (10) is a blood-feeding beholder relative; deathlocks (3–8) are warlocks trapped in undeath.
- Deep scion (3): an aquatic infiltrator; Demogorgon (26): a demon prince; derro (1/4–3): dangerous underground humanoids; devourer (13): a soul-consuming undead threat.
- Dinosaurs (1/4–2) and dolphins (1/8–3) support natural or magical aquatic scenes; draegloth (7) is a fiendish drow-associated brute.
- Drow specialists (11–20) range from shadowblade to matron mother; duergar roles (1–12) range from soulblade to despot; dybbuk (4) possesses corpses.
- Eidolon (12) animates a sacred guardian; seasonal eladrin (10) embody four emotional seasons; elder brain (14) leads an illithid colony; elder tempest (23) is a living storm.
- Elemental myrmidons (7) are armoured elemental soldiers; fire giant dreadnought (14), firenewts (1/2–1), flail snail (3), flind (9), Fraz-Urb’luu (23), froghemoth (10), frost giant everlasting one (12) and frost salamander (9) round out the range.
▸Chapter 2: Bestiary · G–Ip. 133–162
This alphabetical section helps a DM find creatures by name rather than by habitat. Gauth (CR 6) and gazer (1/2) are beholder relatives with different appetites and powers; Geryon (22) is a major infernal adversary. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.
- Gauth (CR 6) and gazer (1/2) are beholder relatives with different appetites and powers; Geryon (22) is a major infernal adversary.
- Giant strider (1), giff (3) and girallon (4) offer a fire-associated mount, firearms user and four-armed predator respectively.
- Githyanki specialists (10–14) favour martial leadership and psionics; githzerai specialists (10–16) emphasise disciplined supernatural mastery.
- Gnolls (1/2–4), gray render (12), graz’zt (24), grungs (1/4–2) and guard drake (2) cover packs, bodyguards, demon politics and amphibious communities.
- Hobgoblin devastator (4) and iron shadow (2) support magical artillery and stealth; howler (8), hutijin (21) and hydroloth (9) provide planar enemies.
▸Chapter 2: Bestiary · J–Lp. 163–171
This alphabetical section helps a DM find creatures by name rather than by habitat. There are no J entries in this portion; it begins with kobolds and ends with leviathan. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.
- There are no J entries in this portion; it begins with kobolds and ends with leviathan. These pages offer useful low-level enemy specialists alongside one enormous elemental threat.
- Kobold dragonshield (CR 1): a defender; kobold inventor (1/4): an improvised-weapon combatant; kobold scale sorcerer (1): draconic magical support.
- Korred (7): a stone-associated fey with magical hair; kraken priest (5): a cult caster serving a sea horror.
- Kruthiks (1/8–5): growing stages of a tunnelling hive predator; leucrotta (3): a cruel mimic of voices; leviathan (20): a colossal water elemental.
▸Chapter 2: Bestiary · M–Op. 172–205
This alphabetical section helps a DM find creatures by name rather than by habitat. Martial arts adept (CR 3) and master thief (5) are humanoid specialists rather than mandatory villains; marut (25) enforces supernatural contracts. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.
- Martial arts adept (CR 3) and master thief (5) are humanoid specialists rather than mandatory villains; marut (25) enforces supernatural contracts.
- Maurezhi (7), maw demon (1), meazel (1) and meenlock (2) offer corpse-eating, ravenous, strangling and fear-driven threats.
- Merregon (4), merrenoloth (3), mindwitness (5), Moloch (21), molydeus (21), morkoth (11) and mouth of Grolantor (6) broaden planar and giant encounters.
- Nabassu (15), nagpa (17), narzugon (13), neogi (1/8–4), neothelid (13), nightwalker (20), nilbog (1) and nupperibo (1/2) span minor nuisances to catastrophic predators.
- Oblexes (1/4–10) steal memories and imitate people; ogre variants (2–4) carry siege tools and fighting platforms.
- Oinoloth (12), Orcus (26) and orthon (10) are respectively a plague-bearing fiend, demon lord of undeath and infernal hunter.
▸Chapter 2: Bestiary · P–Rp. 206–210
Phoenix (CR 16) brings an enormous fire elemental into the campaign. Quickling (1) shows why even a modest challenge rating can conceal extreme speed. Redcap (3) is a murderous fey rather than a friendly fairy-tale figure. Retriever (14) is a construct built to capture targets, while rutterkin (2) spread Abyssal corruption. These pages are especially useful for contrasting pursuit, capture and destructive terrain hazards.
- Phoenix: a blazing elemental whose presence changes the battlefield.
- Quickling and redcap: use movement and violent fey motives to make encounters distinct.
- Retriever and rutterkin: separate a construct’s assigned mission from a demon’s corrupting influence.
▸Chapter 2: Bestiary · Sp. 211–239
This alphabetical section helps a DM find creatures by name rather than by habitat. Sea spawn (CR 1) suggest maritime transformation horror; shadar-kai specialists (7–11) use shadow magic and mobility. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.
- Sea spawn (CR 1) suggest maritime transformation horror; shadar-kai specialists (7–11) use shadow magic and mobility.
- Shadow mastiffs (2–3), shoosuva (8), sibriex (18), skulk (1/2), skull lord (15) and slithering tracker (3) support supernatural pursuit and corruption.
- Sorrowsworn (1/4–13): the Wretched, Lost, Lonely, Hungry and Angry turn emotional misery into different combat behaviours.
- Spawn of Kyuss (5): worm-ridden undead; star spawn (1/4–16): grue, mangler, hulk, seer and larva mage with complementary alien abilities.
- Steeders (1/4–1), steel predator (16), stone cursed (1), stone giant dreamwalker (10), storm giant quintessent (16) and swarm of rot grubs (1/2) span mounts, hunters and environmental horror.
- Swashbuckler (3) supports duels and intrigue; sword wraith warrior (3) and commander (8) provide disciplined undead opponents.
▸Chapter 2: Bestiary · T–Vp. 240–253
This alphabetical section helps a DM find creatures by name rather than by habitat. Tanarukk (CR 5) is a fiendish warrior; Titivilus (16) is an infernal manipulator; tlincalli (5) are scorpion-bodied hunters. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.
- Tanarukk (CR 5) is a fiendish warrior; Titivilus (16) is an infernal manipulator; tlincalli (5) are scorpion-bodied hunters.
- Tortle (1/4) and tortle druid (2) are usable as neighbours and allies as well as opponents; trapper (3) disguises itself as part of a surface.
- Troll variants (7–13): venom, rot, spirit and dire trolls change how regeneration and offensive pressure play out.
- Ulitharid (9) is an exceptional illithid leader; vampiric mist (3) is a blood-draining cloud; vargouille (1) carries a supernatural transformation threat.
- Vegepygmy (1/4), thorny (1) and chief (2) form fungal communities rather than an interchangeable group of plant monsters.
▸Chapter 2: Bestiary · W–Zp. 254–282
This alphabetical section helps a DM find creatures by name rather than by habitat. War priest (CR 9), warlocks (4–7) and warlord (12) are ready-made religious, occult and military NPCs. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.
- War priest (CR 9), warlocks (4–7) and warlord (12) are ready-made religious, occult and military NPCs.
- Wastrilith (13): a water-corrupting demon; wizards (1/4–12): apprentice plus abjurer, conjurer, diviner, enchanter, evoker, illusionist, necromancer and transmuter specialists.
- Wood woad (5), xvarts (1/8–1), yagnoloth (11), Yeenoghu (24) and yeth hound (4) offer woodland guardians, minor cultists, planar muscle and demonic hunting.
- Yuan-ti (3–12): broodguard, mind whisperer, nightmare speaker, pit master and anathema fulfil separate cult roles.
- Zaratan (22) is a walking elemental catastrophe; Zariel (26) is an archdevil; Zuggtmoy (23) is the demon queen of fungi.
▸Appendix: Monster Listsp. 283–288
The appendix is an index for choosing creatures, not a new set of monster rules. It reorganises the bestiary by creature type, challenge rating and environment. Start with environment when you need inhabitants for a location, then narrow the choices by rating. Type is useful when a spell, class feature or story premise distinguishes fiends, undead or other categories. Return to the full entry before play, because the index does not show tactics, mobility or special defences.
- Creature-type lists separate aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants and undead.
- The CR lists run from harmless cranium rats at CR 0 to CR 26 demon lords and Zariel.
- Environment lists help populate places such as the Underdark, forests, cities and the planes.
On the siteMonster catalogueEncounter preparation
How to read a stat block under the 2024 rules.
Official page
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