Note: This article is based on the 2014 Core Rules. For the latest information using the 2024 ruleset, check out the updated version here: Druid 101: Wild Shape Guide
If you play a druid, then you probably know the tug-of-war between using spells and using your Wild Shape. This tightrope act only grows more pronounced if you’re playing a Circle of the Moon druid, since you’ll often be using your Wild Shape in combat, rather than offensive spells—especially at lower levels. Because of this, you want your uses of Wild Shape to really count.
Let's take a look at how Wild Shape works for the 2014 version of druids and Circle of the Moon druids, and how can you get the most bang for your buck when transforming into Beasts!
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DM Note: Learning Wild Shapes
A druid can only transform into creatures with the Beast creature type using their Wild Shape feature, and even then can only take the form of a Beast they’ve seen before.
Xanathar’s Guide to Everything includes a valuable guide on how to help druids who have just gained the Wild Shape feature determine what Beasts they’ve seen before. The tables in this book describe which Beasts are commonly found in each biome within the many worlds of D&D. A druid that grew up in that environment has likely seen all of the common Beasts listed on that table—even if they can’t transform into all of them yet since they’re still only 2nd level.
If a druid grew up in one environment but has been adventuring in a different one for several years, that druid has likely seen many of the low-level (Challenge Rating 1 and below) Beasts in that environment, too.
This isn’t a hard and fast rule, but a loose guideline. As a DM, you should work directly with your druid player to determine what Beast shapes they know. If your player has a particular Beast they want to transform into (that follows the rules of Wild Shape), you should let them!
Reminder: Read the Rules
Wild Shape has a few fiddly rules that new druid players (and their DMs) should be familiar with. Before reading this article, I suggest that you read the Wild Shape feature in its entirety, even if you think you’re reasonably familiar with it. Some notable restrictions to remember when choosing your Beast forms are:
- You can only transform into a Beast of a specific CR or lower, based on your druid level. See the table under Beast Shapes.
- You can’t transform into Beasts that have a swimming speed until you become a 4th-level druid, and you can’t transform into Beasts that have a flying speed until you become an 8th-level druid.
- When you transform into a Beast, you can use either its proficiency bonus or your own, whichever is higher, as long as both you and your Beast shape are proficient in the same skill. For instance, if you transform into a Beast that's proficient in Perception, and you're also proficient in that skill, you can use either your proficiency bonus or its own.
- A creature of CR 4 or lower has a proficiency bonus of +2, while a creature of CR 5 through 6, the highest any druid can transform into, has a proficiency bonus of +3.
Wild Shape Options

This guide breaks down your Wild Shape options into two categories: combat and exploration. Combat Beast forms are best utilized by Circle of the Moon druids, and can be used to engage foes in melee combat. Exploration Beast forms may be unoptimized for combat but have abilities that allow them to move swiftly, making them excellent for travel or are incredibly small or silent, making them useful in situations where stealth is paramount. Knowing a few forms from each category is vital to being a versatile druid.
The list of Beast shapes below only includes a cherry-picked selection of excellent options for use with Wild Shape. If you want an expanded list of Beast forms that your druid could potentially transform into, check out this list of Wild Shape options from the Basic Rules, organized by challenge rating. Just don’t forget the restrictions on Wild Shape described in the section above!
Circle of the Moon Wild Shape CRs
When a Circle of the Moon druid gains the Wild Shape feature at 2nd level, they gain the ability to transform into Beasts with a challenge rating of 1 or lower. Then, at 6th level, they can transform into a Beast with a challenge rating as high as their druid level divided by 3, rounded down.
This translates into CR 2 at 6th level, CR 3 at 9th level, CR 4 at 12th level, CR 5 at 15th level, and CR 6 at 18th level. However, they still have to obey the restrictions on swimming and flying speeds.
Combat Beast Shapes
While Circle of the Moon druids are the most effective Wild Shape brawlers, using Wild Shape during combat is an effective tool for any druid who is looking to gain hit points, expand their movement options, and get access to new attacks, all with a single action.
Challenge Rating 0 - 1/2
Unless you're a Circle of the Moon druid, you'll be using your Wild Shape to transform into sub-CR 1 Beasts until the 8th level. Here are some combat Wild Shape options for Beasts that fall into this tier:
- Ape (CR 1/2). A climbing speed and a ranged attack option can be a good way to remain evasive before you get access to creatures with flying speed.
- Crocodile (CR 1/2). Once you get access to creatures with swimming speed, the crocodile can be effective because of its Stealth and Bite attack. Its Hold Breath ability allows it to stay submerged and ambush prey, while its Bite can grapple and restrain targets, making it effective for controlling enemies in water.
- Boar (CR 1/4). At low levels, this wild hog can pump out serious damage with a charging Tusk attack, and its Relentless trait lets it endure a lethal blow, giving it more hit points than it seems.
- Giant wolf spider (CR 1/4). At low levels, the relatively high AC, climbing speed, and paralytic poison makes this creature a top-notch Beast form. Even at higher levels, it can be a useful exploration Beast shape.
- Reef shark (CR 1/2). Pack Tactics and a good Bite attack make the reef shark one of the better options for aquatic combat when druids get access to Beasts with a swimming speed.
- Warhorse (CR 1/2). The warhorse can deliver a powerful attack with its hooves, has a great running speed, and can use its trampling charge to knock targets prone.
- Wolf (CR 1/4). Pack Tactics and the ability to knock a target prone with its Bite make the wolf a solid choice for a land-based combat form. Unfortunately, it's hit points are quite low, but its AC of 13 can help make up for its squishiness.

Challenge Rating 1
Though Circle of the Moon druids gain access to this power level of creatures at 2nd level, druids of other circles only gain access to it at 8th level.
- Brown bear. The brown bear's Multiattack feature, which includes both a Bite and Claw attack, makes it an excellent damage dealer.
- Dire wolf. There’s no denying it: wolves are cool. Dire wolves are incredibly powerful, too, with high hit points, AC, and Pack Tactics. Their damage isn’t the best, but they have great staying power.
- Giant hyena. This Beast suffers from low AC, but makes up for it with lots of hit points and a killer ability: Rampage. If you’re facing lots of small enemies, like goblins or kobolds, you can chew through hordes of foes like candy.
- Giant octopus. This is a situational creature, used best while in water, and only available once you can transform into swimming creatures at 4th level. If you’re in this precise situation, though, the octopus’s high-DC, auto-grappling Tentacle attack is amazing.
- Giant toad. Once you reach 4th level, this swimming Beast is powerful on both land and in water. Its Standing Leap makes it highly mobile, and Bite attack allows you to both poison and swallow foes, which lets you temporarily take single enemies out of the fight.
- Giant vulture. With Pack Tactics and Multiattack, the giant vulture is likely the strongest option for non-Circle of the Moon druids, once they get to 8th level and can use Beasts with a flying speed.
Challenge Rating 2
Even though a Circle of the Moon druid can transform into CR 2 creatures as early as 6th level, you won’t be able to turn into a Beast that can fly until 8th level. Don’t worry, your patience will be rewarded!
- Giant constrictor snake. This massive snake is a top-notch grappler, which lets you help with crowd control. Its high damage and hit points are noteworthy, too.
- Hunter shark. An attractive option for Circle of the Moon druids when they get access to swimming creatures. The hunter shark's Blood Frenzy ability grants it an advantage on melee attack rolls against any creature that doesn't have all its hit points, making it a relentless predator against injured foes.
- Quetzalcoatlus. Once you reach 8th level, this flying pterosaur is death on wings. Despite its low hit points, its Flyby trait, Dive Attack, and ridiculous 80-foot flying speed make this creature deadly and hard to kill.
- Saber-toothed tiger. This prehistoric feline possesses passable hit points and AC, but has potent Stealth skills and a nasty Pounce trait. Taken together, the saber-toothed tiger form makes you a wicked ambush predator.
Challenge Rating 3
There are only three CR 3 Beasts in D&D, but they’re all powerful in their own right.
- Ankylosaurus. This dinosaur is massive, fairly tanky, and its Tail attack packs a serious punch. It’s noteworthy for having a 10-foot reach and a knockdown effect.
- Giant scorpion. While not as durable as the ankylosaurus, the giant scorpion’s poison packs a serious punch, and its grappling claws are great for immobilizing enemies.
- Killer whale. Though only usable underwater, the killer whale has blindsight out to 120 feet. Incredible!
Challenge Rating 4
In terms of combat abilities, there’s not much to be impressed by here. The elephant is somewhat powerful, but its best use might be as an exploration form.
Challenge Rating 5
Circle of the Moon druids gain access to Elemental Wild shape at 10th level, allowing them to transform into CR 5 elementals five levels early. Bear in mind that it uses both of your uses of Wild Shape, so make it count. All of the elementals are excellent, but the fire elemental is the clear winner when it comes to raw damage—unless you’re fighting creatures that are resistant to fire, like most devils and demons, of course. The water elemental might be your best bet, then.
- Brontosaurus. Turning into a freaking brontosaurus is fun on its own. Even if it weren’t, its 20-foot attack reach is jaw-dropping.
- Giant crocodile. This massive reptile is one of the strongest Beasts in the game. Use its jaws to lock down single foes, and its tail to knock others prone. Passable AC and high hit points and a swimming speed are just icing on the cake.
- Giant shark. It’s cool to turn into a shark, and it’s powerful. If nothing else, it’s a free 126 hit points, which is nothing to sneeze at. Its Bite attack isn’t thrilling, but it does do a good chunk of damage.
Challenge Rating 6
- Mammoth. The mammoth is the only option at CR 6, but it's a good one. It’s got a bunch of hit points, its Trampling Charge trait is great for knocking down and damaging enemies, and your whole party can ride on your back. Even though there’s not much in the way of variety here, this Beast is fun to play as.
Exploration Beast Shapes
Most of these forms are CR 1 and lower, and are most useful to druids that aren’t of the Circle of the Moon. However, there are a few choice forms available only to Circle of the Moon druids, since they’re of a higher CR than other druids can transform into.
- Cat (CR 0). There’s nothing better than being a kitty cat! You’re small, common enough in cities as to be unremarkable, and you have a bonus to Dexterity (Stealth) checks. If you’re willing to be petted by passing strangers, this is a great stealth form. (Likewise, the tressym is a flying cat that can see invisible creatures, making it a great choice once you reach 8th level—with your DM's permission, of course!)
- Octopus (CR 0). Once you reach 4th level and gain access to Beasts with a swimming speed, this clever critter is a great amphibious stealth form.
- Owl (CR 0). Once you reach 8th level and gain access to Beasts with a flying speed, the humble owl is small, stealthy, and perceptive even in the dark, making it a top-notch scout.
- Spider (CR 0). If you’re scouting, you want to be small and unnoticeable. No one will notice a spider. You may only have 1 hit point, but your climbing speed can help you get around anywhere.
- Draft horse (CR 1/4). This horse can move quick, and one or two allies can ride on your back with ease. (You can carry up to 540 pounds in this form.)
- Reef shark (CR 1/2). This form offers incredible maneuverability underwater.
- Giant eagle (CR 1). Once you reach 8th level and gain access to Beasts with a flying speed, the giant eagle is your top choice for a flying creature. It’s a fantasy staple, thanks to J.R.R. Tolkien, and it can easily carry one human wizard and two halflings on its back. Its wicked 80-foot flying speed rocks, too.
- Elephant (CR 4). This form is only available to Circle of the Moon druids, but the sheer size of the elephant makes it useful for covering long distances. Your entire party can ride on your back, and you can carry a whopping 1,320 pounds in this form.
- Air elemental (CR 5). If you’re a Circle of the Moon druid, you can spend both uses of Wild Shape to transform into this living gust of wind. The ability to fly and squeeze through tiny spaces is excellent, and it’s useful in combat, too.
Using D&D Beyond to Build Your Druid
D&D Beyond is an official toolset you can use to easily create characters for Dungeons & Dragons. Our free Character Builder will walk you through the character creation process. All you need to do to get started is create a free D&D Beyond account. You don't need to purchase anything to create your character — the Basic Rules of the game are free to access and integrated into the character builder. Happy Wild Shaping!
James Haeck (@jamesjhaeck) was formerly the lead writer for D&D Beyond. They have contributed to a number of D&D releases, including Waterdeep: Dragon Heist, Explorer's Guide to Wildemount, and Critical Role: Call of the Netherdeep. They are living their best druid life in in Seattle, WA with a veritable jungle of houseplants.
This article was originally published on October 18, 2019, and was updated on January 3, 2024.
I feel like you should talk about the elk in comparison to the boar. Its a straight upgrade in many prospects.
As a Moon Circle druid, can I use my bonus action to turn in to a giant eagle, fly 80ft up over an enemy, and than, in my next turn, turn in to an elephant, falling from the sky over my enemy's head, probably killing him and taking a damage of 8d6 on the elephant, reverting again to the druid's form with the HP barely untoutched?
Totally, it would take both wild shapes, and you’d have to be lvl 12 so it probably wouldn’t kill enemies, but it might still work well. Since wild shape takes a bonus action, you could dash to get 160 (16d6) ft up, to you or try to grapple an enemy (although giant eagle doesn’t have flyby, and its only cr 1, plus squishy, so the attack of opportunity could be a problem) to in increase damage too. In fact, your elephant might still survive, although your enemy probably will too, again, lvl 12 enemies.
Thank you, Samso1! I think the Druid is the D&D's most amazing class, with an incredible variety of options in ou out of combat! Perhaps the most powerful class, if you use some creativity!
How would you make the hit role on that attack? I think it would be at disadvantage because trying to drop on a combat award organism seems to me would be difficult. Curious about how others would roll this attack.
Maybe no attack roll, but dex save for half damage?
technically all characters are proficient with unarmed strikes, so you don't have to be tabaxi to benefit from this.
not sure about RAI or RAW but if you rule a tabaxi gets it then so does everyone, as they too have prof. in unarmed strikes
first off, venom, not poison, secondly, a poisonous snake on average does jsut enough damage to kill a commoner or wizard that fails a DC 10 con save, so if you wanted something slightly more harmful i would up its CR to 1/4 and increase the DC by a few points, maybe add an extra die of damage. with spiders it is the same thing, just add one or two extra damage dice, and increase the save DC, upping it's CR to 1/8
for both you'll probably also want to increase their HP or AC to make them actually up to 1/4 and 1/8 respectively
If you have a druid and an assassin rogue you can use the rogue ability by hiding in a giant toad
But then they'd have to take the damage
I have a question on how the wild shapes work with other classes.
ie: Unarmored defense.
Would it be correct that I take the animals Dex+Con plus 10 or is it my druids scores. My understanding is that its the animals. but im playing a campaign that theres a debate about how it works.
Im playing a circle of the druid with a 2 levels of barb for totem of the bear. thinking of going 3 levels of barb though.
Our DM allows our Moon Druid to Wild Shape into certain monstrosities, as long as they somewhat resemble existing animals. So far, he's used a carrion crawler, an ankheg, and a cockatrice. It's ultimately up to the DM, but one of the best moments was when he used his carrion crawler form to bring down buildings while we were on a demolition mission.
Great article! Me and my wife just got into D&D and she chose Druid and had questions about this. Thank you for clearing things up!
I recently rolled up a druid for a campaign I'm starting tomorrow (super stoked) and one thing I found very useful for flavor/thinking about animal shapes known is googling a national park in whatever biome your druid is from. My druid is from a forested area with a rocky coast, so I looked up lists of animals in Acadia and Olympic National Parks (in the U.S.) and have lots of ideas to play with, though of course I won't be able to use any of the flying or swimming critters immediately.
The Brown Bear packs a hell of a wallop at lower levels :-) That’s been the go-to for the 2 Druids in my party here at the early levels.
Unless you are trying to fight 1 superior foe, whom you have outnumbered, I don’t see the tripping function outdoing the major damage the brown bear brings to the table.
And maybe it’s because of Game of Thrones, but I assume the dire wolf to be from a snowy region. So unless your character grew up in a region like that or has adventured there (and we are talking low-level characters), they might not have encountered a dire wolf before and therefore may not be able to turn into one.
PLUS, there is a saving throw against the dire wolf’s tripping feature.
Brown Bear any day of the week, in my book. They kick major tail at lower levels.
I would use the normal stats for a spider in 5e as black widows rarely kill and an (unmodified) spider does 1 pierce and 1d4 poison which has a 50% chance at killing an (unmodified) commoner... so yes, CR 0. As for the black mamba you could increase the poison damage but keep in mind an ordinary non super-human man has 4 HP.
A player asked me if there were any options (subclass, spell, or item) that would allow a Wild Shape as a reaction. (Character unexpectedly fell off some stairs, and asked if she could shift to a spider, which would take no damage due to low terminal velocity of fall.)
I can't think of anything, but I figured this was a good place to ask.
Nope. Nothing in the PHB, Xanathar's, or Tasha's allows you to Wild Shape as a reaction.
As a druid in the circle of the moon level 5, can you turn into a creature that has a flying speed and a walking speed?
No. The druid won't get a creature form with flying speed until level 8.
In the section "Circle Forms", it mentions:
"you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there" (emphasis mine)