![]() ![]() Gargantuan: Sperm Whales weigh 31,000 to 90,000 lbs.Huge: African Elephants weigh 6 metric tons or 13,000 lbs on average.Large: An average horse weighs 660 lbs.Medium: An average adult humans weigh on average 130 to 160 lbs.Small: Rats weigh about 1 lbs., larger house cats weigh about 10 lbs.Perhaps the best bet it to look at the weights of the real life creatures in each category when possible. Weight is more difficult and more fuzzy, because a lot of monsters and such are made out of weird materials of different density than human flesh and bone. Although it does fit with the diagram in the DMG. Most of the time, just setting the max to control size of the next size. Keeping in mind, again, that these are just numbers I picked out of the air, based on what kind of makes sense given the control area described above. ( average adult humans have a height of 5.6) Small and medium, as currently written, is a weird distinction. That is, I wouldn't let a medium humanoid creature get taller than 10ft., because with a sword their reach would logically be larger than the 5 foot space. In general, I think a height less then next control space is about what you'll in the most monster stat blocks for a given size, as a general rule of thumb. I think it is along the lines of designers thinking, "We all know what medium creature looks like, and what a huge creature looks like, but we don't want to some hard fast rule that 9' is medium and 9'1" is large." Height (The extreme end would be rug of smothering which is Large and well. You could maybe take the depicted heights as (approximate) upper bounds, it gives little for lower bounds if you want to cover all existing monsters. It rather obviously doesn't cover anything non-bipedal (the worm isn't much help because that shape doesn't generalize well, and Gargantuan is just anything bigger than Huge anyway), nor does it actually say anything about what the limits or borders are. There is a chart on page 248 of the Dungeon Master's Guide which shows creatures of different height, but it doesn't give you what you were looking for without a lot of extrapolation: The only part the game really defines (PHB 191) is the creature sizes dictating the space the occupy in combat, which doesn't cover verticaly, and is "not an expression of its physical dimensions." ![]() The same goes for verticallity in general, really. It doesn't really spend a lot of time on height outside of cylindrical spell effects and player characters. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.There's a reason you don't remember such a chart, because 5e doesn't have one. While the imp is within 10 feet of its companion, the companion shares the imp’s Magic Resistance trait. While the two are bonded, the companion can sense what the imp senses as long as they are within 1 mile of each other. The imp can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. Blood Imp Familiarsīlood imps often serve the followers of their deities and encourage those followers to shed blood wherever they go. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it. Blood imps despise the temples of gods of life and healing. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters. Blood imps are the devilish servants of gods of blood, death, and decay. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.īlood drips from the lips of this crimson fiend.Īgents of Death. Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The imp has advantage on saving throws against spells and other magical effects. Magical darkness doesn’t impede the imp’s darkvision. When the imp hits a creature that doesn’t have all its hit points with its sting, the sting deals an extra 1d4 poison damage. The imp’s sting has greater efficacy against injured creatures. Senses darkvision 120 ft., passive Perception 10 Skills Persuasion +4, Religion +5, Stealth +4
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