The Druid's Wild Shape feature helps them excel in nearly any party role. Need to go on a stealthy reconnaissance mission? Turn into a spider. Need to rush into the heat of battle? Turn into a bear. Need to scout ahead for the party? Turn into an eagle.
Druids saw changes to Wild Shape in the new Player's Handbook, and the updated Monster Manual expands their shape-shifting options with over 90 Beast stat blocks! While this article won't cover them all, we outline some standout choices for various adventuring scenarios.
New Beasts, New Wild Shape Rules
In the new Player's Handbook, Druids saw some notable changes to their Wild Shape feature, including:
Action Economy. Shape-shifting into an animal with Wild Shape now takes a Bonus Action.
Known Forms. A Druid begins with four known Beast forms and can change one of these forms whenever they finish a Long Rest. The number of known forms increases with Druid level.
Swim Speed. Druids can now assume the form of Beasts with a Swim Speed at any level.
Temporary Hit Points. When Druids use Wild Shape, they no longer adopt their Beast form's Hit Point total. Instead, when they use Wild Shape, they gain a number of Temporary Hit Points equal to their Druid level. Because Wild Shape is no longer limited by the Beast form's Hit Points, a Druid's Wild Shape only ends early if the Druid has the Incapacitated condition, dies, or uses Wild Shape again.
More Uses. The number of Wild Shape uses increases to 3 at level 6 and 4 at level 17. Druids regain one expended use after finishing a Short Rest and all expended uses after finishing a Long Rest.
Circle of the Moon. The Circle of the Moon subclass has been reworked, improving its survivability and damage-dealing capabilities while in using Wild Shape.
How Wild Shape Works
New to shape-shifting into animals? It's recommended to read over the Druid's Wild Shape ability before diving into this article. That way, you'll know how this feature works, the criteria for choosing Beast forms, and what features are affected by assuming a Wild Shape form.
Combat Options

Need to let your claws, teeth, or…tongue do the talking? Here are some Beasts that will help you unleash your wild side on your enemies.
CR: 1/4
- Giant Bat: The Giant Bat has a Fly Speed of 60 feet and, thanks to its Large size, can airlift Small or Medium allies into the heart of battle—and its Blindsight with a range of 120 feet make it perfect for a nighttime ambush!
- Wolf: The Wolf is a reliable choice at CR 1/4. The potential Advantage on attack rolls offered by Pack Tactics is always welcome, and the Wolf can knock their target Prone on a hit, setting up your allies to make melee attack rolls against it with Advantage.
CR: 1/2
- Ape: The Ape has a Climb Speed, which you can use to easily reposition yourself out of your enemies' reach. The Ape is also one of the few Beast options with a ranged attack option, enabling them to make an attack at a target up to 25 feet away (or up to 50 feet away with Disadvantage).
- Black Bear: The Black Bear's Multiattack make it a great choice for a Druid looking to dive into the fray and shred their enemies, and its Darkvision combined with Climb and Swim Speed allow it to fight in nearly any natural terrain.
- Crocodile: If you want to control the battlefield by imposing the Restrained condition on your enemies, the Crocodile is a great choice! The Restrained condition not only gives a creature Disadvantage on all attack rolls, but it also means that all attack rolls targeting the creature are made with Advantage.
- Reef Shark: If you need to fight underwater at this CR, the Reef Shark is a solid pick. On top of a vicious Bite attack, it has Pack Tactics to help gain Advantage on attack rolls and Blindsight out to 30 feet, which can help in the murky depths!
CR 1

- Brown Bear: The Brown Bear is a bigger, badder version of the Black Bear. It deals more damage and knocks Large or smaller targets Prone when it hits with its Claw attack.
- Dire Wolf: The Dire Wolf is a bigger, faster, higher AC version of the regular Wolf, and boasts a stronger Bite!
- Giant Octopus: If you need to fight underwater, the Giant Octopus can impose the Grappled and Restrained conditions on a target, making it a great option for crowd control. If the combat starts going poorly or you simply need to reposition, you can use the Ink Cloud Reaction to make an area Heavily Obscured and move after taking damage.
- Giant Toad: With the Giant Toad, you gobble down up to Medium-sized targets! Creatures swallowed by a Giant Toad have the Blinded and Restrained conditions and take Acid damage and the end of each of the toad's turns, making it a solid crowd control option.
- Lion: The Lion has Multiattack, allowing it to use Roar to potentially impose the Frightened condition on an opponent and attack with Rend in the same turn (or simply make two attacks).
CR 2
- Allosaurus: The Allosaurus is like a smaller, faster version of the Tyrannosaurus Rex. If this predatory dinosaur moves 30+ feet straight toward a Large or smaller creature before hitting it with its Claws attack, it can knock the target Prone and make an extra Bite attack against it.
- Giant Boar and Rhinoceros: These two options are quite similar in that they're both Large Beasts that can Gore an opponent and deal extra damage if they charge at least 20 feet toward the target first. If you are at or below half of your total Hit Points, the Giant Boar's Bloodied Fury trait will grant you Advantage on melee attack rolls. But if you aren't injured yet, you may prefer the Rhino's Gore attack for its greater damage and higher attack bonus.
- Giant Constrictor Snake: The Giant Constrictor Snake is your first opportunity to grapple a Large creature while in Wild Shape. Time to hold that Beholder or Owlbear in place!
- Hunter Shark: The Hunter Shark is a good swimming option for this CR. Its Bite attack can be made with Advantage if the target doesn't have all its Hit Points, and it boasts Blindsight with a range of 60 feet.
- Saber-Toothed Tiger: The Saber-Toothed Tiger is a formidable predator. This massive feline has the Multiattack action, and it can use Nimble Escape to Disengage or Hide as a Bonus Action.
CR 3

- Ankylosaurus: This massive, heavily armored dinosaur is able to knock even Huge targets Prone!
- Giant Scorpion: The Giant Scorpion can attack three times with its Multiattack, deal Poison damage with its stinger, grapple up to two Large creatures at a time, and has Blindsight with a range of 60 feet.
- Killer Whale: The aquatic options keep getting bigger! The Killer Whale is faster than the Hunter Shark and deals more damage on a Bite, but keep in mind the Hunter Shark has Advantage on attack rolls against targets that don't have all its Hit Points.
CR 4
- Hippopotamus: A new addition to the Monster Manual, the Hippopotamus's appeal is pretty straightforward—Bite twice, deal impressive damage. It's also a suitable underwater option because it has a Swim Speed of 30 feet and can hold its breath for 10 minutes.
CR 5
- Giant Crocodile: This Huge Beast is a menace on the battlefield. With its Multiattack, you can use its Tail attack to knock a Large or smaller target Prone, then make a Bite attack with Advantage to impose the Grappled and Restrained conditions on a hit.
- Giant Shark: The Giant Shark deals as much damage per bite as the Killer Whale, it can attack twice using Multiattack, and it has Advantage on attack rolls against targets that don't have all their Hit Points, making it an absolute terror beneath the waves.
- Triceratops: The Triceratops picks up where the Giant Boar and the Rhinoceros leave off. Like them, the Triceratops can deal extra damage and knock its target Prone if it moves 20+ feet straight toward its target before it hits with its Gore attack. But the Triceratops also gets Multiattack, allowing it to attack twice per turn instead of once, and deals more damage overall.
CR 6
- Giant Squid: The Giant Squid is the highest CR Beast with a Swim Speed a Circle of the Moon Druid can choose from the new Monster Manual. It can impose the Grappled condition on up to two targets at a time, pull Grappled targets closer, and its Bite attack deals devastating damage. It is extremely fast, with a Swim Speed of 80 feet, and can use its Ink Cloud Reaction to heavily obscure an area and move up to its Swim Speed after taking damage.
Exploration Options

These forms below make for excellent scouts or transports, but keep in mind that your time in Beast form is limited! Each use of Wild Shape lasts a number of hours equal to half your Druid level.
Once you reach level 6, you'll be able to expend three uses of Wild Shape to travel for 9 hours per day before you need a Short Rest to continue.
CR 0 - 1/4

- Cat (CR 0): Cats are a great Beast form to scout in. These Tiny felines have +4 to Dexterity (Stealth) checks and +3 to Wisdom (Perception) checks, Darkvision with a range of 60 feet, a 40-foot Climb Speed, and its jump distance is determined using its Dexterity rather than its Strength.
- Camel (CR 1/8): The Camel is a transportation or draft animal better suited for nighttime travel than some other options because it has Darkvision with a range of 60 feet. Camels also have a Speed of 50 feet, which is faster than Draft Horses but not quite as fast as Riding Horses or Warhorses.
- Giant Badger (CR 1/4): Giant Badgers have a natural aptitude for underground exploration. When it's time to dig your way to your next destination, you can use the Giant Badger's Burrow Speed and Darkvision to infiltrate and navigate tunnels. If you stumble into any nasty insects or monsters on the way, the Giant Badger also has Resistance to Poison damage.
- Eagle (CR 0) or Hawk (CR 0): The Eagle and Hawk are great options for exploration during the daytime, with a 60-foot Fly Speed and +6 to Wisdom (Perception) checks. I personally prefer the Hawk for its slightly higher Dexterity, but you may prefer the Eagle for its slightly higher Strength, Constitution, and damage.
- Octopus (CR 0): If you're exploring underwater, the enigmatic Octopus can maneuver through a space as narrow as 1 inch. Additionally, it can use its Ink Cloud Reaction to make an area Heavily Obscured and move up to its Swim Speed after taking damage, allowing for quick getaways.
- Owl (CR 0): The Owl is well-suited to nighttime scouting, with a 60-foot Fly Speed, and Darkvision with a range of 120 feet. Its Flyby trait helps it flee an enemy's reach if it gets ambushed. The Owl's +5 bonus to Wisdom (Perception) and Dexterity (Stealth) checks can keep you hidden from your enemies while you spy on them.
- Rat (CR 0): Another prolific infiltrator! The Rat has +2 to Wisdom (Perception) checks and Darkvision with a range of 30 feet, appears innocuous in most settings, and doesn't provoke Opportunity Attacks if someone decides to try to catch you!
- Riding Horse (CR 1/4): The Riding Horse can carry an ally or two through tough terrain in between adventures, or help quickly ferry a message. If you need to move lots of equipment rather than people, you may want to go with the Draft Horse (CR 1/4) instead. When you can Wild Shape into creatures of CR 1/2, you may want to consider the Warhorse (CR 1/2), as it moves just as quickly as the Riding Horse but with strength of the Draft Horse (and a stronger attack).
- Spider (CR 0): While many wish they could be a fly on the wall of their enemies' conversations, Druids can be a spider in the corner! Beyond being able to fit into all the nooks and crannies of an enemy's lair, these arachnids have the Spider Climb trait, allowing them to walk up walls and upside down along ceilings.
CR 1/2
- Giant Goat: For when you need to pull nearly as much weight as a Draft Horse, but you want Darkvision or a Climb Speed—or you simply want to be the goat.
- Giant Seahorse: The Giant Seahorse is an agile underwater creature. Its 40-foot Swim Speed is better than the Reef Shark's 30 feet, and it can use its Bubble Dash Bonus Action to move up to half its Swim Speed without provoking Opportunity Attacks.
CR 1
- Tiger: While the Lion excels at combat, the Tiger is well-suited for exploration. The Tiger has +7 to Dexterity(Stealth) checks, also boasts a Darkvision with a range of 60 feet, and if it gets caught in a tough spot, it can use Nimble Escape to take the Disengage or Hide action as a Bonus Action.
CR 4 - 6
- Elephant (CR 4) or Mammoth (CR 6): When you're this big, you can carry the whole party! Granted, you'll be (much) easier to spot, but a pachyderm is probably a better ambush deterrent than, say, a horse.
Reskinning Beast Stat Blocks

There are millions of animal species on earth, and possibly a comparable number in your fantasy setting. The stat blocks in the new Monster Manual provide a wide variety of Beasts that you can easily use to represent other similar creatures.
For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo.
Be sure to ask your Dungeon Master before reskinning one stat block as another!
Wild Shaping Your Future
The new Monster Manual is a veritable zoo full of Beasts to inspire your Wild Shapes.
Whether you want to soar through the skies, explore the darkest depths, or be the elephant in the room, you'll find a stat block waiting for you. When you've selected your Known Forms and are ready to roll some dice—fly, swim, gallop, or slither over to the Character Builder and get your Druid suited up for some wild adventure!

Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
Once again a massive nerf to druids because, reasons.
CR 3 is so disappointing
Would have been nice if the Hippo was CR3
I don't feel like it would have been that OP or anything
For CR 3, I advise every player just to talk to their DM. I doubt anyone's going to say NO to Owlbear. That's more a WotC failing.
yea...i allowed a player to do that in a campaign a few years back
sucks that it's kinda still unresolved
This is a pretty solid article, and as someonw who has been playing a Circle of the Moon Druid weekly for a couple of years, I will say that the 5.5e Moon Druid is a HUGE level up.
Yes, the Elemental Wild Shape went away, which was pretty rad. You know what? If you still want it that bad, just KEEP IT. Ask your DM if you can keep it as an option and use 2 Wildshapes. Ta-Da!
Also the Temp HP is pretty rad. As a Moon Druid, I usually start combat off with a round or two as a full bore bad ass Nature Caster. I lay down some hurt on the enemies and control the battle field with Spike Growth, Wall of Fire, or Call Lightning. Then I Wildshape into a Cave Bear and MAUL people. My DM agrees that Wildshape attacks should be considered Unarmed, so I get to use the Grappler Feat and LOCK SOMEONE DOWN. Or even better...maul them and then drag them through Spike Growth or Wall of Fire.
Take a few hits as a bear tank and then cast Conjure Animals, use a Bonus Action to top up my Temp HP, drop the Spike Growth, and keep mauling. It's awesome.
Turn into a Giant Spider, web someone, cast Moonbeam on someone...so many options!
And hey, you want to sneak in somewhere. Turn into a small spider. Go wherever you want unnoticed. And you can talk. And you've got a pile of HP. And you can cast Conjure Animals and make them look like a 10ft swarm of spiders that terrifies and murders people while you hang out in the corner trying not to laugh.
I will say that the temp HP is a massive nerf compared to 2014’s rules. Before, you got the Beast’s HP total, and only took damage yourself if knocked out of the form with extra damage remaining. Instead, in 2024, you keep your HP, gain a paltry number of temp HP, and do not heal when you shapeshift, so if you’re already down a bunch of HP when you shift, the temp HP won’t sustain you for very long. Ultimately, you spend a lot more time concerned with healing yourself instead of hurting enemies.
Just in case a new player sees this and gets discouraged by changes from 2014 to 2024, this is pretty misleading. Having run a moon druid at levels 8 and 9 for testing with a party, the new moon druid is probably sturdier, but its near enough a wash not to matter. The HP is less in Temp HP (at level 9, for example, you gain 27), your AC could also be as high as 18 at those levels, which is much higher than the old beast forms you had before (basically, you were almost always getting hit on a roll and now its closer to half chance).
You also gain access to spell casting in those forms (big buff here) AND you can refresh your temp HP on a bonus action by blowing a level 1 spell slot (healing temp hp of 27 with a level 1 spell slot is a massive win). The biggest hit is obviously the missing level 10 elemental forms but you DID have to use both your uses of Wild Shape to activate and had to take a short rest to get these back. You might not get an elemental form at 10 but you can get your wild shapes back easier with a spell slot, you get 3 instead of 2 (though you only get 1 back on a Short Rest), and you get a cool teleporting ability to help with some extra damage and utility at 10.
That's not even taking into account things you couldn't do before you can now. Lose all your Temp HP? You keep the form. Keep flying around with an owl surrounding by Conjure Woodland beings for mass battlefield aoe with attacks of opportunity. AND you can still cast Starry Wisp in this form. Want to go into melee? Throw on Fount of Moonlight of Conjure Minor Elementals (Assuming the latter isn't banned at your table) to get a lot of extra damage.
The moon druid is objectively just better. Its not as powerful at level 2-4 is the ONLY time I could consider it going in the old version's favor but even THAT is questionable with a higher AC of probably 16 to go with the smaller temp hp.
Well said!
I have to say, well said. I hadn’t considered the bump in AC thoroughly, and it does make a big difference. The loss of the elemental form is still a blow for players who liked that flavor, but it’s not significantly mechanically better than the 30 temp HP + higher AC that being level 10 gets you now.
I still think the temp HP is a nerf, though, because so many features can grant a player temp HP, and they can’t stack with the Wildshape’s temp HP, which creates an unnecessary hitch when playing in a party with certain types of support. That said, it’s still a powerful alternative that I misunderstood before. Though the “bonus action to refresh temp HP” is an interpretation of the rules that I hadn’t considered, since you can Wildshape while in Wildshape, so the power of a bonus action+spell slot does become a bit unhinged after level 5.
The 2014 5e wildshape needed a bit of a nerf in terms of hit points. I understand the frustration around flying creature limits, but the options are pretty good when you consider spellcasting and other option based on subclass. .
Why don't you mention the swarms? At 4th level you can choose the Swarm of Insects
I came here to say pretty much exactly this. Wild Resurgence + the new AC calculation mean that the chances of getting hit are lower, and with NO ACTION you can swap out any spell slot for a Wild Shape usage. That means that at level 10, you can essentially give yourself 30 temp HP with a Bonus Action. You've got 3 uses and 15 spell slots, which means you can burn 1 use to enter Wild Shape, then you've got 14x30 (420) temp HP with nothing more than a Bonus Action needed.
Wild Resurgence also means that you don't have to be nearly as careful with your Wild Shape uses and gives a Moon Druid something to do with all those spell slots that they can't easily use up. Remember how the druid, Doric, in the D&D:Honor Among Thieves wild shaped from a fly to a mouse to a hawk to a deer to an axe beak while escaping the castle? Now you can do this too! Ever wanted to fly over the enemies head as a mosquito with 30 temp HP and 18AC then cast Summon Creatures, then Atomic Bear Drop on their head? Now you can! Repeatedly!
It's pretty awesome.
Also, we decided to ignore the fact that Giant Eagles, Giant Elk, and Giant Owl are considered Celestials now because that's dumb.
From the 2024 DMG
Sorry. Besides, that was always a fake hack, because of carrying weight.
When I saw "Primordial Owlbear" teased, I wrongfully assumed that they were adding it as a beast for Druids to easily use.
Why is is so hard to create a couple higher level beasts for Wildshape and Polymorph? They dont ALL have to be Boar, but like bigger.... this is a fantasy game after all, can we not make up some unique ones and call them beasts? Everything gets lumped into other creature types.
Honestly, its not even about a buff, Druid "powerlevel' is fine and moondruid plays well str wise, for most levels, but it feels like it plateaus hard in later tiers. Some higher CR and more CR options for beast for variety would be great.
There was an Aphid - Dinosaur - Free mount trick. I don't know which one you were referring to, thank you for the reply and detailed sourcing system you applied to your post. Thank you for your response and information.
The Swarm Druid listed in TCoE still is applicable though, right?
Tasha's and Xanathar's content is still good with the 2024 rules; along with Mordenkainen's Monster's of the Multiverse, they are call Expanded Content.
No worries, you can still be a Dinosaur :-) 13 of them, in fact, between the new Monster Manual and Mordekainen's Monsters of the Multiverse. If the link below works as intended, you can take a look!
Monsters for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
Interesting
This list makes it even more of a travesty that they gave up on the template version of wild shape. I hope all the people who cried during play test are happy with what they stuck everyone with.