Many a druid and beastmaster ranger has wondered "what is the most powerful beast I can harness?" By the end of this list, you'll know the strongest beast-type monsters in Dungeons & Dragons, as well as what makes them so intimidating.

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Suffice it to say, this list is not exhaustive when it comes to taming a powerful animal companion or transforming into a deadly monster. However, it will provide you with the best options for each Challenge Rating, or CR, level among every beast-type creature.

Updated on May 8, 2023, by Gabrielle Huston: We've updated this article with some details about the creatures (and some new creatures altogether) so that you're fully informed about the best choices, whether you're a player or dungeon master! You'll still want to find them in your own sourcebook to give you a full picture but, hopefully, this will give you a sense of direction.

13 Wolf

Dungeons And Dragons Woman Holding Sword And Torch Surrounded By Wolves

Hit Points (HP)

11

Armor Class (AC)

13

Speed

40 ft

Challenge Rating (CR)

1/4

Some Of Their Notable Features

Keen Hearing and Smell

"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."

Bite (Melee Weapon Attack)

On hit, "if the target is a creature, it must succeed on a DC 11 Strength saving throw of be knocked prone."

Wolves are not the most formidable beasts in Dungeons & Dragons, but at the CR of 1/4, and with features such as Pack Tactics that gives them an advantage on their attack rolls when another ally is within five feet of them, they are certainly underrated.

Wolves are one of the best options for spells such as conjure animals. With this spell, you can summon eight beasts with a challenge rating of 1/4 or lower, and with the action economy and the decent damage output that a pack of eight wolves provides, they can change the tides of combat in low to mid-level games.

12 Crocodile

Dungeons and Dragons - official art of a crocodile (4e)

Hit Points (HP)

19

Armor Class (AC)

12

Speed

20 ft walking

Challenge Rating (CR)

1/2

30 ft swimming

Some Of Their Notable Features

Hold Breath

"The crocodile can hold its breath for 15 minutes."

Bite (Melee Weapon Attack)

On hit, "the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target."

In the challenge rating of 1/2, no beast can be as effective in the water as crocodiles. Their bite attack will grapple and restrain any target that they hit without an initial saving throw, giving all other allies an advantage on attack rolls against the target until they spend an action to try and break free.

A crocodile is a decent option for low-level druids to shapeshift into or other conjuration spells. They can be especially effective in biomes such as swamps where they can take full advantage of all their features.

11 Giant Eagle

Dungeons & Dragons Giant Eagle flying in front of a cloudy background

Hit Points (HP)

26

Armor Class (AC)

13

Speed

10 feet walking

Challenge Rating (CR)

1

80 feet flying

Some Of Their Notable Features

Keen Sight

"The eagle has advantage on Wisdom (Perception) checks that rely on sight."

Languages

"Understands Common and Auran but can't speak them."

One of the most iconic beasts that Circle of the Moon druids and casters with the polymorph spell love to change into is a giant eagle. Because of their size, they can easily carry one medium or two small creatures while flying, making them one of the best options for traveling long distances.

With the keen sight feature that gives them an advantage on perception checks and their decent intelligence score of eight, they also make for great scouts. While not the best option for combat encounters, they more than makeup for it with their utility capabilities.

10 Brown Bear

Dungeons-and-Dragons---official-art-of-a-druid-and-a-bear-17
Artwork via Wizards of the Coast

Hit Points (HP)

34

Armor Class (AC)

11

Speed

40 ft walking

Challenge Rating (CR)

1

30 ft climbing

Some Of Their Notable Features

Keen Smell

"The bear has advantage on Wisdom (Perception) checks that rely on smell."

Multiattack

"The bear makes two attacks: one with its bite and one with its claws."

Brown Bears are a formidable, reliable foe! While it's not an especially challenging foe, we all know the old wisdom: don't get between a mother bear and her cubs (or a shape-shifting druid and their party).

The Bear makes a lot of sense in a campaign with a lot of forests; it can climb almost as fast as it can walk on the ground, making getting to high ground an easy job! Plus, it would be an excellent mount for other party members.

9 Rhinoceros

Dungeons & Dragons, a barbarian holding his axe while riding a rhinoceros mount in a jungle
Via Wizards of the Coast

Hit Points (HP)

45

Armor Class (AC)

11

Speed

40 ft

Challenge Rating (CR)

2

Some Of Their Notable Features

Charge

"If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone."

The large and tanky rhinoceros have to potential to deal the most damage out of all CR 2 beasts. With the combination of charge ability and their gore attack, they can even knock their target prone. No one is going to recover very well after having the wind knocked out of them by this deadly creature.

Their high strength and damage can make them great options for breaking through most barriers. Rhinoceros is a great ally in most situations, especially if the party lacks a strong and tanky front-liner.

8 Giant Scorpion

Dungeons & Dragons, a giant scorpion in a desert background

Hit Points (HP)

52

Armor Class (AC)

15

Speed

40 ft

Challenge Rating (CR)

3

Some Of Their Notable Features

Blindsight

60 ft

Sting (Melee Weapon Attack)

On hit, "the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one."

The giant scorpion should be a beast familiar to any circle of the moon druid. It's undeniably the best combat form for such druids between levels 9-11, save for going all out with your elemental wild shape ability.

The giant scorpion can make three attacks each turn, two of which deal 1d8 + 2 damage and grapple the target on a hit. The final attack is made with its stinger full of deadly poison.

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7 Elephant

Dungeons & Dragons, an elephant riding through a group of horse riders

Hit Points (HP)

76

Armor Class (AC)

12

Speed

40 ft

Challenge Rating (CR)

4

Some Of Their Notable Features

Trampling Charge

"If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action."

Strength

22 (+6)

The elephant is one beast on this list that ought to be accessible to every Dungeons and Dragons group. It's listed as an exotic mount in the sourcebooks, and it's a powerful one, at that.

The elephant's trampling charge ability requires any creature that it attacks after moving 20 feet straight towards them to make a DC 12 Strength saving throw or fall prone. If this charge knocks a creature prone, the elephant can make a stomp attack against the target as a bonus action. Needless to say, you should be thankful for the elephant's normally docile nature.

6 Triceratops

Dungeons & Dragons, a triceratops facing a t-rex

Hit Points (HP)

95

Armor Class (AC)

13

Speed

50 ft

Challenge Rating (CR)

5

Some Of Their Notable Features

Trampling Charge

"If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action."

Intelligence

2 (-4)

The triceratops essentially amounts to an upgraded elephant. Their offensive abilities are mostly the same, but triceratops are faster and even more durable than elephants. They're also a little dumber, though, if it can be believed!

In the Tomb of Annihilation campaign module, a triceratops mount can be purchased for 500 gold pieces. It's a considerable investment, but a mount that can protect itself and your belongings is a valuable addition to any party.

5 Giant Crocodile

Dungeons & Dragons crocodile with its jaws wide open in threatening stance

Hit Points (HP)

85

Armor Class (AC)

14

Speed

30 ft walking

Challenge Rating (CR)

5

50 ft swimming

Some Of Their Notable Features

Hold Breath

"The crocodile can hold its breath for 30 minutes."

Multiattack

"The crocodile makes two attacks: one with its bite and one with its tail."

It's everything you loved about the regular crocodile, in a bigger, stronger package! Like the smaller version, the giant crocodile can attack with its tail, potentially knocking its victim prone, or with its enormous jaws, meaning the victim might become grappled.

Plus, it's surprisingly stealthy! It has Stealth +6 and can hold its breath for up to 30 minutes, meaning it might be following someone for a long time underwater without being noticed. Is your next campaign in a bayou? It should be.

4 Mammoth

Hit Points (HP)

126

Armor Class (AC)

13

Speed

40 ft

Challenge Rating (CR)

6

Some Of Their Notable Features

Trampling Charge

"If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action."

Constitution

21 (+5)

The mammoth is the final upgraded stat block of its elephant descendants. It has the same abilities as both the elephant and triceratops, but with even more hit points and additional dice tacked on to its attacks.

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These hairy beasts are a force to be reckoned with, and, to be entirely honest, it might be best if your campaign has already seen them face extinction. We often picture them as frozen in ice, dying of a few spear-wounds to the chest, but it would take a lot more than that to take down this behemoth.

3 Giant Ape

Dungeons & Dragons, giant black ape in a grey background

Hit Points (HP)

157

Armor Class (AC)

12

Speed

40 ft walking

Challenge Rating (CR)

7

40 ft climbing

Some Of Their Notable Features

Skills

Athletics +9

Perception +4

Multiattack

"The ape makes two fist attacks."

The Giant Ape is one of the most popular choices for high-level casters to polymorph into. With a high constitution score, the caster can keep concentration on their form more easily, giving them the ability to become a durable and deadly tank.

In addition to a hard-hitting melee attack, the giant ape is the only beast with a ranged attack. It can pick up and throw a nearby rock up to 50 feet, or 100 feet with a disadvantage on the attack. The rock deals 7d6 + 6 bludgeoning damage on a hit, which is the equivalent of a single target fireball. In short, don't mess with the big monkey.

2 Sperm Whale

Dungeons and Dragons - official art of a spermwhale

Hit Points (HP)

189

Armor Class (AC)

13

Speed

0 ft walking

Challenge Rating (CR)

8

60 ft swimming

Some Of Their Notable Features

Blindsight

120 ft

Echolocation

"The whale can't use its blindsight while deafened."

Bite (Melee Weapon Attack)

On hit, "if the target is a Large or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the whale. A swallowed creature has total cover against attacks and other effects outside the whale, and it takes 3 (1d6) acid damage at the start of each of the whale's turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale."

The Sperm Whale is a special creature added in the Icewind Dale: Rime of the Frostmaiden sourcebook! These glorious creatures tend to travel in packs, and are natural carnivores. Some say they can even dive as far as 5,000 feet (1.5 kilometers)!

In general, they're known to be curious about people who walk on the land, but they are also cautious, since they know that they can be hunted by whalers. Other than them, the sperm whales' predators include other immense sea creatures, like kraken and dragon turtles.

1 Tyrannosaurus Rex

Dungeons & Dragons a tyrannosaurus rex fighting a group of adventurers

Hit Points (HP)

136

Armor Class (AC)

13

Speed

50 ft

Challenge Rating (CR)

8

Some Of Their Notable Features

Multiattack

"The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."

Bite (Melee Weapon Attack)

On hit, "if the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target."

The most powerful beast in Dungeons and Dragons is none other than the tyrant king of the jungle: the tyrannosaurus rex. The T-rex has a +4 to its perception checks, so, sneaking past it isn't always an option. On top of that, the tyrant also has a speed of 50 feet. You can't run. You can't hide, and the king of beasts' mouth is stock full of teeth as long as daggers.

The most dangerous ability of this beast is that it can quickly make a meal out of one of your party members and continue on its way. Like all beasts, though, the T-rex has one fatal flaw. Its intelligence amounts to a total of two, so outsmarting it shouldn't be too difficult.

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