InDungeons & Dragons, when you mention monsters that need to be slain, players and party members alike might envision mighty dragons or gargantuan worms breaking through the Earth to swallow the characters whole. But it’s not always about these big baddies. Big being the keyword here.
There are mighty foes that cling to the corners of campaigns that can leave players in just as bad, if not worse, shape than some of the other large-sized and larger creatures. So prepare yourself. Reading this list will expose you to the tiniest horrors that lurk in the passages of the Monster Manual and other source books.

This list ranks tiny monsters from Dungeons & Dragons Fifth Edition by their Challenge Rating (CR for short).
8Puppeteer Parasite
Your Character’s Mind Is Forfeit
This typically evil creature is good at clinging onto a host and dealing some pretty big necrotic damage for such a little aberration. If you’re picturing a face hugger from the Alien franchise, you wouldn’t be too far off. But instead of trying to uh do what Xenomorphs do best, this monster wants to control you.
Once a day, the parasite can cast Suggestion. If the character falls victim to the spell, the parasite (otherwise known as the Dungeon Master who is running the monster) will make a suggestion of what the character should do next, and they are inclined to listen to this tiny threat.

7Encephalon Gemmule
Another Clinging Creature
Much like the Puppeteer Parasite, the Encephalon Gemmule likes to cling onto player characters as targets. Once it has attached itself to you, it can use an ability called leech. This will allow it to inflict 3d4 piercing damage at the start of each of your turns until you are able to free yourself from these funky little aberrations.
You can free yourself from them with a DC 15 Strength check, but at early levels, that is a lot of damage and a high roll you’ll have to make, especially if your character isn’t known for their Strength. They can morph into a cluster of encephalons, but that’s over a period of days, not dependent on how much damage they deal. Unless your Dungeon Master (DM) decides to alter that with some homebrew.

6Carrion Stalker
Just Another Walking Red Flag
Wizards of the Coast certainly do seem to like their clingy tiny monsters, as that’s also what the carrion stalker is known for. This monstrosity is stealthy and can attach itself to you if it hits you successfully with one of its three tentacle attacks. But it’s this creature’s Larval Burst ability that should have your character quaking in their armor.
Once a day, the carrior stalker can release an infestation and, if your character fails a DC 13 Constitution saving throw, then your character becomes poisoned. Along with the effects of being poisoned, your character will take 2d6 poison damage at the start of each of your turns. And if it takes you down to zero hit points, it’s game over man. That’s a character death.

5Trenzia
Spooky Scary Fire Skulls
Trenzia isa tiny undeadand the reason that it is tiny is that it is a flying, flaming skull. This skull has a host of damage resistances and immunities, as well ascondition immunities. It’s also hard to kill, like for real. Once it’s been reduced to zero hit points, unless you meet one of the conditions to actually destroy the skull, it will regenerate after an hour.
This skull also has some magical abilities, having access to as high as a third level spell, Lightning Bolt. Speaking of lightning, if your DM elects not to cast a spell, the skull can instead launch two lightning rays, which deal 3d6lightning damageeach.

4Flameskull
Haven’t We Seen You Somewhere Before?
The flameskull is very similar to Trenzia. They are a tiny undead floating, fiery skull. You know, as the name suggests. While it doesn’t have a lot of hit points, this little skull has three damage resistances, three damage immunities, and a massive five condition immunities.
It can also fire two rays of, well, fire during a single turn. Or it can cast one of its six known spells and cantrips to quickly start shredding through your character’s hit points. You’ll want to find some Holy Water or learn either Dispel Magic orRemove Cursebecause if one of these things goes undone, the skull will regenerate.

3Traxigor
Big Spells, Little Itty Bitty Body
Traxigor comes to D&D by way of Baldur’s Gate: Descent Into Avernus, and despite the joke that can be alluded to there, this tiny otter is no laughing matter. They cast spells as if they were at 18th level, giving them access to the highest spell slot possible, as well as the ability to cast Time Stop.
Not only that, they have damage resistances to a wide array of attacks thanks to being able to cast Stoneskin. They’ll be halving the damage taken from spells, as well as non-magical weapon damage types: bludgeoning, piercing, and slashing. They also have advantage against any spell or magical effects you try to cast against them.

2Left Hand Of Manshoon
You Should See The Other Hand
There are a lot of similarities between Traxigor and the Left Hand of Manshoon. Why? They both use the archmage stat block, making them these high level castors. Though, they do have a couple of spells that differ from each other. And it’s not just some spells that set them apart.
The Left Hand of Manshoon has a flying speed of 30, a better Strength score, and two condition immunities. Being a hand, after all, it can not be blinded or deafened, making the spell Blindness/Deafness completely useless. However, if you’re playing a caster with some spells you can use from 60 feet away, you can go unseen thanks to this monster’s blindsight.

1Demilich
A Third Hovering Skull?
Despite having a similar appearance to the flameskull and Trenzia, their similarities end there as a Demilich has a much higherchallenge rating, making this a fearsome foe for even the most experienced party. It has three damage resistances, six damage immunities, and nine condition immunities.
In addition to that, this is the only tiny creature on the list that gets legendary actions. And, if you fight the Demilich near its tomb, there will be lair actions and regional effects tormenting you and your party. On top of all of that, its attack, Life Drain, can target three creatures for 6d6 necrotic damage. It then regains all of the damage it drained away from those targets.