Actions
Monsters › Parts of a Stat Block · SRD 5.2.1 p. 256
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 identifies 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.
Damage Notation
A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don’t use both.
Multiattack
Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action.
Spellcasting
If a monster can cast any spells, its stat block lists the spells and provides the monster’s spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can’t be cast at a higher level.
A monster’s spell can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “self only” restriction, which means the spell affects only the hag.
Spell Components. The Spellcasting trait notes whether the monster’s spellcasting ignores the need for certain spell components. If any spell components are required, describe the monster’s use of Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster that requires Material components has them.
Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn’t cast the spell in just one action unless the action’s description states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in “Rules Glossary.”