They then roll a DC 20 Intelligence check. Push, Lift, Drag: 210 pounds Monster Manual.pdf. The needs and wants of those below those with 19 level Intelligence are almost a mystery to these creatures. Push, Lift, Drag: 1,320 pounds For more readable index pages see 3.5e Monsters and 4e Monsters. DMDave | Fifth Edition Monsters, Maps, and More. Speed A monster’s speed tells you how far it can move on its turn. . Regarding attacks, Strength scores are somewhat balanced thanks to the fact that larger creatures use larger weapons and larger weapons roll more dice. Strength Strength measures bodily power, athletic Training, and the extent to which you can exert raw physical force. D&D 5e Monsters by Intelligence. They may even enjoy puzzles and are capable of performing tasks that average humanoids would find confusing or somewhat difficult. Given an hour, creatures of this intellectual capacity can solve even some of the greatest riddles of the universe. In fact, they’re probably much more prone to grunting than actually speaking. . Carrying Capacity: 330 pounds Building Legendary Creatures in 5e. 6 is the turning point for Intelligence from beastlike to humanoid. The carrying capacity of a creature is its Strength score multiplied by 15. Monsters: chuul, crawling claw, dretch, earth elemental, hezrou, hill giant, mimic, ogre, shambling mound, vine blight, water elemental, white dragon wyrmling, wyvern, Intelligence 6 (-2) The intelligence at this level is beyond what most humans can even comprehend. Note: from this point on, the only way to determine how “smart” creatures are is by comparing it to Dexterity scaling since there are no real-world animals I can compare Intelligent humans with. Monsters with this ability will penetrate the PC's armor on every successful hit. Note: for grapples and shoves, the target can choose to use its Dexterity (Acrobatics) score to avoid being grappled or shoved. Monsters: ancient copper dragon, ancient green dragon, arcanaloth, balor, demilich, lich, Intelligence 22 (+6) Monsters: ape, basilisk, barbed devil, bearded devil, couatl, darkmantle, ghast, githyanki knight, gnoll pack lord, grimlock, half-red dragon veteran, hobgoblin warlord, invisible stalker, kuo-toa archpriest, mummy, orc, orc eye of Gruumsh, peryton, sea hag, ultroloth, vampire spawn, yuan-ti malison, Small and Medium Strength 17 (+3) (You can expect a lot of dragons on this list). Push, Lift, Drag: 780 pounds The brightest engineers and attorneys fall here, as well as a number of medical doctors with advanced specialties. Every interaction they have is probably not random, but assembled through a carefully crafted design–only divine intervention can catch these beings unaware, and even then they have already thought about at least 100 different exit strategies. Average Strength scores for each size category vary. Finally, they might use tools and possibly even set very rudimentary traps. For the long jump, a creature covers a number of feet up to its Strength score as long as it moves at least 10 feet on foot immediately before that jump. Monsters: ancient white dragon, Gargantuan Strength 27 (+8) Carrying Capacity: 150 pounds Every task that a character or monster might attempt in the game is covered by one of The Six Abilities. While it’s not one of the “big three” (Dexterity, Constitution, Wisdom), it can prevent you from getting knocked back by a Thunder Wave or thrown across the room by a beholder’s Telekinetic Ray. Personally, I like it. Monsters: allosaurus, ankylosaurus, axe beak, badger, basilisk, bat, black bear, boar, brown bear, bulette, camel, cockatrice, crocodile, darkmantle, deer, draft horse, eagle, elk, flying snake, giant badger, giant bat, giant boar, giant crocodile, giant frog, giant hyena, giant lizard, giant poisonous snake, giant rat, giant sea horse, giant spider, giant toad, goat, hawk, hyena, gorgon, griffon, hippogriff, hydra, mule, ochre jelly, owl, plesiosaurus, polar bear, pony, pteranodon, quaggoth spore servant, rat, raven, rhinoceros, riding horse, rust monster, stirge, swarm of bats, swarm of rats, triceratops, tyrannosaurus rex, vulture, warhorse, warhorse skeleton, weasel, Intelligence 3 (-4) And a Strength 20 (+5) creature is comparatively only a Strength 10 (+0) creature to one that’s a size larger than it if you go by the carrying, lift/push/drag rules. Carrying Capacity: 240 pounds In the fifth edition of Dungeons and Dragons, these single powerful monsters are called "legendary" monsters.They have a special set of abilities that put them a step above the rank and file nasties in the Monster Manual. This works because an advantage on a roll is effectively a +5 bonus. That’s 1.63 times more damage than the adventurer despite having the same Strength mod. Screw your maths! Monsters: awakened shrub, swarm of insects, violet fungus, Small and Medium Strength 4 (-3) Then, on top of that, give the creature that’s two sizes smaller than its opposition disadvantage on its own Strength roll. Carrying Capacity: 1,560 pounds Push, Lift, Drag: 450 pounds Otherwise, these animals and animal-like creatures live to eat and procreate and not much else. 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