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Much like how humans may take monkeys as companions, or rakshasas housecats, some beholders keep these flying eyeballs as pets that resemble themselves.

to:

Much like how humans may take monkeys as companions, or rakshasas housecats, some beholders keep these flying eyeballs as pets that resemble themselves.



[[folder:Bladeling]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
->'''Classification:''' Outsider (3E), Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' LawfulEvil or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of the Infinite Battlefield of Acheron.

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[[folder:Bladeling]]
[[quoteright:320:https://static.
[[folder:Blackstone Gigant]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.org/pmwiki/pub/images/d&d_blackstone_gigant.png]]
[[caption-width-right:320:3e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E), Humanoid (4E)\\
Construct (3E)\\
'''Challenge Rating:''' 1 18 (3E)\\
'''Alignment:''' LawfulEvil or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer
Unaligned

Gargantuan statues
of the Infinite Battlefield of Acheron.fearsome, eight-armed women usually created to guard a sacred site.



* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their home city of Zoronor can be courteous and amiable among strangers. But they're superstitious and xenophobic beings at heart, and anyone who intrudes upon their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in the face of an external danger.
* FlechetteStorm: Once per day they can fire a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing damage from non-magical weapons, and they're fully immune to acid damage and rusting effects. The latter is the result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that it's ruled by a priest-king who directs the worship of their unknown gods.

to:

* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their home city of Zoronor can be courteous and amiable among strangers. But they're superstitious and xenophobic beings at heart, and anyone who intrudes upon their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in the face of an external danger.
* FlechetteStorm: Once per day they can fire a short, conical blast of shrapnel
CreepySouvenir: Blackstone gigants often take trophies from their skin, though this reduces victims, wearing belts of petrified arms or necklaces of petrified heads.
* {{Flight}}: Despite
their natural armor bonus size and weight, they have a perfect 40-foot flight speed.
* LivingStatue: Not only is the blackstone gigant one, it can animate any victims of its petrification attacks, which serve as its minions
for 20 rounds, after which point they can't be animated again. The blackstone gigant usually takes the next 24 hours.
time to smash any useless statues, to prevent any applications of ''stone to flesh'' mid-fight.
* NoSell: MultiArmedAndDangerous: They resist cold have eight limbs, and fire damage, as well as slashing thus fearlessly wade into combat, flailing about with their arms to try and piercing petrify as many foes as possible.
* SnakePeople: Some blackstone gigants are carved with serpentine lower torsos, specifically in imitation of demonic mariliths.
* TakenForGranite: Anything hit by a blackstone gigant's slam attack has to save or be turned to stone.
* TrampledUnderfoot: They're large and heavy enough to deal trample
damage from non-magical weapons, and they're fully immune to acid damage and rusting effects. The latter is the result of magical experimentation, as shortly after the bladelings' arrival on Acheron, creatures they were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that it's ruled by a priest-king who directs the worship of their unknown gods.
move over.



[[folder:Blazewyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.

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[[folder:Blazewyrm]]
[[quoteright:350:https://static.
[[folder:Bladeling]]
[[quoteright:320:https://static.
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[[caption-width-right:350:4e]]
[[caption-width-right:320:3e]]
->'''Classification:''' Elemental Outsider (3E), Elemental Magical Beast Humanoid (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
1 (3E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.
LawfulEvil or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of the Infinite Battlefield of Acheron.



* AchillesHeel: Like anything with the fire subtype, they take extra damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through an opponent's square on the battle map, dealing heavy fire damage. They do have a bite attack they can fall back on, but it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in the shape of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.

to:

* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their home city of Zoronor can be courteous and amiable among strangers. But they're superstitious and xenophobic beings at heart, and anyone who intrudes upon their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Like anything Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded
with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in
the face of an external danger.
* FlechetteStorm: Once per day they can
fire subtype, they take extra a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing
damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling
non-magical weapons, and crackling through an opponent's square on they're fully immune to acid damage and rusting effects. The latter is the battle map, dealing heavy fire damage. They do have a bite attack result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they can fall back on, but were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that
it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in
ruled by a priest-king who directs the shape worship of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
unknown gods.


Added DiffLines:

[[folder:Blazewyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.
----
* AchillesHeel: Like anything with the fire subtype, they take extra damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through an opponent's square on the battle map, dealing heavy fire damage. They do have a bite attack they can fall back on, but it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in the shape of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
[[/folder]]
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!!Overseer
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_overseer_3e.jpg]]
[[caption-width-right:275:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' LawfulEvil

Appearing like rubbery, fleshy trees, these beholderkin often serve as lieutenants to hive mothers in beholder cities.
----
* CombatTentacles: They can make eight tentacle attacks in melee, which can also [[TentacleRope grab and constrict]] foes.
* MindControl: Overseers can use ''dominate person'' with an eyestalk, as well as a variant of ''dominate monster'' that affects beholders and beholderkin, with the exception of other overseers and hive mothers.
* LivingMoodRing: The thick, wiry fungus that covers an overseer not only provides bonuses to their Armor Class, it changes color in reaction to the creature's emotions.
* ManipulativeBastard: In the rare event an overseer isn't keeping order in a beholder city, it seeks out another community it can infiltrate and dominate from behind the scenes, amassing a number of minions to tend to its real (or imagined) needs.
* MightyGlacier: Overseers can't fly and can only move one square per round, but they have a very high Armor Class, and are nearly as effective with their physical attacks as they are while using eye rays such as ''chain lightning'' or ''polar ray''.

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!!Eyeball/Gazer
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_gazer_5e.png]]
[[caption-width-right:300:5e]]

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!!Eyeball/Gazer
[[quoteright:300:https://static.
!!Director
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_beholder_gazer_5e.png]]
[[caption-width-right:300:5e]]
org/pmwiki/pub/images/d&d_director_3e.jpg]]
[[caption-width-right:350:3e]]



'''Challenge Rating:''' 1/2 (3.5-5E)\\
'''Alignment:''' NeutralEvil

Tiny beholderkin no smarter than animals, sometimes taken as familiars. They're called eyeballs in earlier editions, and renamed to gazers in 5E.

to:

'''Challenge Rating:''' 1/2 (3.5-5E)\\
8 (3E)\\
'''Alignment:''' NeutralEvil

Tiny
LawfulEvil

Tentacled
beholderkin no smarter than animals, sometimes taken that act as familiars. They're called eyeballs in earlier editions, and renamed to gazers in 5E.cavalry units for beholder cities.


Added DiffLines:

* DeflectorShields: Their central eye projects an invisible force field that improves the Armor Class and Reflex saves of both the director and its mount.
* HorseOfADifferentColor: These beholderkin are often found riding various giant vermin, using their tentacles to grasp their steeds just behind their head while the director fires off ''burning rays'' or ''force missiles'' with their eyestalks. They've even developed specialized mounts such as "crawlers," spider-centipedes with a paralyzing venom.
* PuppeteerParasite: A director can ''dominate'' any vermin they grasp with their tentacles, an effect that lasts as long as the two are in physical contact. As a side benefit, when bonded this way both the director and its mount take half damage from attacks.

!!Eyeball/Gazer
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_gazer_5e.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 1/2 (3.5-5E)\\
'''Alignment:''' NeutralEvil

Tiny beholderkin no smarter than animals, sometimes taken as familiars. They're called eyeballs in earlier editions, and renamed to gazers in 5E.
----

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[[folder:Bajang]]
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/d&d_bajang_3e.jpg]]
[[caption-width-right:340:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil

Malicious nature spirits resembling squat, taloned, sneering humanoids, bound to a specific corrupted jungle tree.

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[[folder:Bajang]]
[[quoteright:340:https://static.
[[folder:Bacchae]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bajang_3e.org/pmwiki/pub/images/d&d_bacchae_3e.jpg]]
[[caption-width-right:340:3e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey Outsider (3E)\\
'''Challenge Rating:''' 3 2 (3E)\\
'''Alignment:''' ChaoticEvil

Malicious nature spirits resembling squat, taloned, sneering humanoids, bound to
ChaoticNeutral

Humanoids infused with the spirit of Bacchanalian revelry, forming riotous bands that constantly roam about in
a specific corrupted jungle tree.state of frenzied debauchery.



* CantLiveWithoutYou: Much like the more benign dryads, bajangs' lives are tied to a specific tree in their home forest, and they'll die if it is destroyed. But see below.
* CombatPragmatist: Bajangs prefer weak or helpless prey, attacking from ambush or while their victims are sleeping.
* JediMindTrick: They know the spell ''transfix'', and use it to order their victims to stand still indefinitely, while the monster attacks at its leisure.
* PoisonousPerson: Their claws carry a [[NonHealthDamage Strength-damaging poison.]]
* ResurrectiveImmortality: Their ''AD&D'' rules explain that should a bajang be slain, its spirit goes dormant, waiting to be reborn in a jungle tainted by a bloody battle, dark ritual, or the burital site of an evil spellcaster. When a suitable tree reaches maturity, the next full moon, the bajang's dormant essence is absorbed by the tree, appearing as a tumor-like growth in its roots that gradually moves up its trunk. When the swelling reaches the highest limb, it bursts and the bajang is reborn, ready to cause new misery.
* VoluntaryShapeshifting: Bajangs can ''polymorph'' themselves into orange-eyed wildcats, and also into humans in their 2nd Edition rules.

to:

* CantLiveWithoutYou: Much like AlcoholInducedIdiocy: Bacchae often dare each other to attempt ridiculous stunts, such as picking fights with the more benign dryads, bajangs' lives are tied to a specific tree in their home forest, petitioners of Ysgard -- "they die young, and they'll die if it is destroyed. But see below.
happy."
* CombatPragmatist: Bajangs prefer weak or helpless prey, TheBerserker: In combat, bacchae can fly into a drunken frenzy, attacking from ambush or while their victims are sleeping.
in "a flurry of eye-gouging, biting, scratching, clubbing, and kicking" that acts like a barbarian's rage ability in 3rd Edition.
* JediMindTrick: CharmPerson: They know can cast the spell ''transfix'', and use it three times per day in 3rd Edition, to order help invite other beings to join their victims parties.
* TheHedonist: They exist solely
to stand still indefinitely, while experience the monster attacks at its leisure.
* PoisonousPerson: Their claws carry a [[NonHealthDamage Strength-damaging poison.]]
* ResurrectiveImmortality: Their ''AD&D'' rules explain that should a bajang be slain, its spirit goes dormant, waiting to be reborn
delights of dancing, drinking and carousing, and sweep up other beings in a jungle tainted by a bloody battle, dark ritual, or their revelry. Bacchae usually wander through the burital site of an evil spellcaster. When wilderness, partying with travelers, fey, and wood elves, but they sometimes descend upon a suitable tree reaches maturity, civilized settlement, to the next full moon, the bajang's dormant essence is absorbed by the tree, appearing as a tumor-like growth in its roots that gradually moves up its trunk. When the swelling reaches the highest limb, it bursts delight of commoners and the bajang dismay of authority figures.
* MoodSwinger: Bacchae may suddenly turn violent if other beings resist their invitations, try to break up their party, or refuse to hand over alcohol. But a bacchae mob can also end a brawl as abruptly as one starts -- sometimes this
is reborn, ready a ruse to cause new misery.let the bacchae recover for a moment before renewing their assault, but other times these are honest attempts to make amends and recognition of their opponent's skill (or lack thereof).
* ShadowWalker: Bacchae mobs move in a figurative ''and'' literal blur in 2nd Edition, where they can use ''shadow walk'' twice per day to quickly descend upon a location, or escape before authorities arrive.

* VoluntaryShapeshifting: Bajangs can ''polymorph'' themselves into orange-eyed wildcats, and also into humans TheVirus: Anyone swept up in a bacchae mob's debauchery has to save at the next sunrise to recover their 2nd Edition rules.senses and leave, otherwise they become a bacchae themself, abandoning their previous life (and stats) to join the mob. Only a ''heal'', ''limited wish'' or ''miracle'' spell can return them to normal at that point.



[[folder:Bakemono]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bakemono_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\

to:

[[folder:Bakemono]]
[[quoteright:350:https://static.
[[folder:Bajang]]
[[quoteright:340:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bakemono_3e.org/pmwiki/pub/images/d&d_bajang_3e.jpg]]
[[caption-width-right:350:3e]]
[[caption-width-right:340:3e]]
->'''Classification:''' Humanoid Fey (3E)\\
'''Challenge Rating:''' 1/2 3 (3E)\\



Small, misshapen humanoids that launch haphazard raids on everyone around them.

to:

Small, misshapen humanoids that launch haphazard raids on everyone around them.Malicious nature spirits resembling squat, taloned, sneering humanoids, bound to a specific corrupted jungle tree.



* BarbarianTribe: Everything they own, from weapons to patchwork armor, is stolen from their victims, and bakemono never bother to maintain their gear. They don't farm or build, they raid supplies from civilized people and squat in abandoned structures, or drive out a hamlet's inhabitants to convert the settlement into a crude fort.
* OurGoblinsAreDifferent: They're given the goblinoid subtype in 3rd Edition, and are repeatedly compared to standard goblins as a type of small, savage humanoid often bossed around by stronger beings (in this case oni). But they're notably dumber than proper goblins, have no affinity for living underground, and their bodies are much more variable: bakemono skin tones can range from fiery red to blue to green, some have hoofed feet or stunted wings, some have scales and others fur, some have huge noses or drooping ears, and so on.
* TookALevelInDumbass: In 2nd Edition, bakemono are still noted to be dumber than goblins, but are at least smart enough to use weapons and armor. Their 3rd Edition incarnation, in contrast, is only about as intelligent as guard dogs, and typically fight with their claws or by latching onto victims with their jaws -- only exceptional individuals are smart enough to speak.
* WeakenedByTheLight: Downplayed; like goblins, bakemono dislike sunlight, but unlike (2nd Edition) goblins they don't take any penalties from being in it. On the flipside, bakemono don't have darkvision to help them see in caves.

to:

* BarbarianTribe: Everything they own, from weapons CantLiveWithoutYou: Much like the more benign dryads, bajangs' lives are tied to patchwork armor, is stolen from a specific tree in their victims, home forest, and bakemono never bother to maintain they'll die if it is destroyed. But see below.
* CombatPragmatist: Bajangs prefer weak or helpless prey, attacking from ambush or while
their gear. victims are sleeping.
* JediMindTrick:
They don't farm or build, they raid supplies from civilized people know the spell ''transfix'', and squat in abandoned structures, or drive out a hamlet's inhabitants use it to convert the settlement into a crude fort.
* OurGoblinsAreDifferent: They're given the goblinoid subtype in 3rd Edition, and are repeatedly compared to standard goblins as a type of small, savage humanoid often bossed around by stronger beings (in this case oni). But they're notably dumber than proper goblins, have no affinity for living underground, and
order their bodies are much more variable: bakemono skin tones can range from fiery red victims to blue to green, some have hoofed feet or stunted wings, some have scales and others fur, some have huge noses or drooping ears, and so on.
* TookALevelInDumbass: In 2nd Edition, bakemono are
stand still noted indefinitely, while the monster attacks at its leisure.
* PoisonousPerson: Their claws carry a [[NonHealthDamage Strength-damaging poison.]]
* ResurrectiveImmortality: Their ''AD&D'' rules explain that should a bajang be slain, its spirit goes dormant, waiting
to be dumber than goblins, but are at least smart enough to use weapons reborn in a jungle tainted by a bloody battle, dark ritual, or the burital site of an evil spellcaster. When a suitable tree reaches maturity, the next full moon, the bajang's dormant essence is absorbed by the tree, appearing as a tumor-like growth in its roots that gradually moves up its trunk. When the swelling reaches the highest limb, it bursts and armor. Their 3rd the bajang is reborn, ready to cause new misery.
* VoluntaryShapeshifting: Bajangs can ''polymorph'' themselves into orange-eyed wildcats, and also into humans in their 2nd
Edition incarnation, in contrast, is only about as intelligent as guard dogs, and typically fight with their claws or by latching onto victims with their jaws -- only exceptional individuals are smart enough to speak.
* WeakenedByTheLight: Downplayed; like goblins, bakemono dislike sunlight, but unlike (2nd Edition) goblins they don't take any penalties from being in it. On the flipside, bakemono don't have darkvision to help them see in caves.
rules.



[[folder:Balhannoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]

to:

[[folder:Balhannoth]]
[[folder:Bakemono]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]] org/pmwiki/pub/images/d&d_bakemono_3e.jpg]]



->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors that use their magic to help ambush their victims.

to:

->'''Classification:''' Aberration (3E, 5E)\\
Humanoid (3E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
1/2 (3E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors
ChaoticEvil

Small, misshapen humanoids
that use their magic to help ambush their victims.launch haphazard raids on everyone around them.


Added DiffLines:

* BarbarianTribe: Everything they own, from weapons to patchwork armor, is stolen from their victims, and bakemono never bother to maintain their gear. They don't farm or build, they raid supplies from civilized people and squat in abandoned structures, or drive out a hamlet's inhabitants to convert the settlement into a crude fort.
* OurGoblinsAreDifferent: They're given the goblinoid subtype in 3rd Edition, and are repeatedly compared to standard goblins as a type of small, savage humanoid often bossed around by stronger beings (in this case oni). But they're notably dumber than proper goblins, have no affinity for living underground, and their bodies are much more variable: bakemono skin tones can range from fiery red to blue to green, some have hoofed feet or stunted wings, some have scales and others fur, some have huge noses or drooping ears, and so on.
* TookALevelInDumbass: In 2nd Edition, bakemono are still noted to be dumber than goblins, but are at least smart enough to use weapons and armor. Their 3rd Edition incarnation, in contrast, is only about as intelligent as guard dogs, and typically fight with their claws or by latching onto victims with their jaws -- only exceptional individuals are smart enough to speak.
* WeakenedByTheLight: Downplayed; like goblins, bakemono dislike sunlight, but unlike (2nd Edition) goblins they don't take any penalties from being in it. On the flipside, bakemono don't have darkvision to help them see in caves.
[[/folder]]

[[folder:Balhannoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors that use their magic to help ambush their victims.
----
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Burrow Root]]
[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/d&d_burrow_root_3e.jpg]]
[[caption-width-right:240:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' Unaligned

Carnivorous plants over 12 feet long, which burst from the soil, attack prey with their thorny maws, then retreat underground to feed on the blood seeping into the earth.
----
* AsteroidsMonster: Once per day, when a burrow root is reduced to half its full hit points, it splits into two creatures, each of which receives half the original's remaining hit points (the "newborn" then has to wait another day before it has a chance to split). This is in fact how burrow roots reproduce, so they'll remain in combat until they either win or split, at which point both burrow roots typically flee beneath the surface.
* DamageOverTime: Their attacks cause persistent bleeding damage.
* FastTunnelling: Their base burrow speed is only 20 feet per round, but three times per day they can use an immediate action to burrow an extra 20 feet, moving fast enough to avoid attacks of opportunity.
* SandWorm: They hit most of the beats of the trope, they're just plant monsters rather than animals.
[[/folder]]
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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\

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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\

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Changed: 6453

Removed: 834

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[[folder:Bisan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bisan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral

Female nature spirits bound to a camphor, teak or mahogany tree, known for preferring the shape of wasps.

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[[folder:Bisan]]
[[quoteright:350:https://static.
[[folder:Bhuka]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bisan_3e.org/pmwiki/pub/images/d&d_bhuka_3e.jpg]]
[[caption-width-right:350:3e]]
[[caption-width-right:349:3e]]
->'''Classification:''' Fey Humanoid (3E)\\
'''Challenge Rating:''' 5 1/2 (3E)\\
'''Alignment:''' TrueNeutral

Female nature spirits bound
LawfulGood

Goblinoids who are much more benign and peaceful than their kin, and have several adaptations
to a camphor, teak or mahogany tree, known for preferring the shape of wasps.help them thrive in arid lands.



* CantLiveWithoutYou: Much like bajangs and dryads, bisan will die if their tree is destroyed.
* GreenThumb: They can cast ''animate wood'', ''plant growth'' and ''wood shape'' at will.
* MorphicResonance: A bisan's natural, human form looks as old as their tree, they often wear flowers from their tree in their hair, and sometimes their skin tone will reflect the coloration of their tree.
* OurNymphsAreDifferent: Bisan are a spin on the classic dryad, though they're appropriately more waspish than charming. They'll act as protectors for any trees of the same type as their "home" tree in an area, but bisan are willing to let humans harvest sap, fruit, leaves or branches from those trees, or even cut down trees near the end of their lifespan, so long as humans leave an appropriate offering in exchange. Anyone who touches a bisan's trees without her permission is sure to feel her wrath.
* {{Reincarnation}}: If a bisan's tree dies of natural causes, and the gods are pleased with her behavior, her essence will take up residence in a newly-grown tree. In some cases, a bisan's essence will be divided four ways, each assigned to a new sapling, to create a new generation of the nature spirits.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, typically to assume the form of a normal or giant wasp.
* WordsCanBreakMyBones: Bisans can use ''castigate'' every turn, belittling opponents with enough supernatural force to stun and damage them based on how far their alignment is from True Neutral.

to:

* CantLiveWithoutYou: Much like bajangs BodyPaint: They use this to signify social position, ranging from simple stripes on a young bhuka's neck frill to elaborate patterns covering a matriarch's upper body.
* HiddenElfVillage: Bhukas are not a violent people,
and dryads, bisan will die if have learned to avoid conflict by simply not being seen by potential threats. They prefer to watch strangers from hiding while gauging their tree is destroyed.
* GreenThumb: They can cast ''animate wood'', ''plant growth''
intent, and ''wood shape'' at will.
* MorphicResonance: A bisan's natural, human form looks as old as
even if a bhuka does make contact, they'll never reveal anything about their tree, they often wear flowers from kin and their tree in settlement.
* {{Matriarchy}}: Bhuka settlements are led by a Grandmother, who serves as a link between them and
their hair, mother deity Kikanuti.
* MySpeciesDothProtestTooMuch: They're the only goblinoids who aren't on board with murder, thuggery or conquest,
and sometimes have nothing to do with their distant kin.
* NatureHero: The bhuka have several adaptations to help them thrive in the desert -- broad feet to help them balance on sand, dark
skin tone will reflect the coloration of around their tree.
* OurNymphsAreDifferent: Bisan are a spin on
eyes to fight the classic dryad, though glare of the sun, frills on their necks to dissipate heat -- as well as a racial bonus on Knowledge (Nature) checks, and the extraordinary ability to locate drinkable water within 100 feet.
* UndergroundCity: Distinctly averted; bhuka culture holds that their ancestors emerged from underground, a Lower World that is also considered the Second Womb. As such, the bhuka make their dwellings in cliffs that require ladders or lifts to reach, while each village contains a single ceremonial pit decorated with depictions of the Emergence. The bhuka consider the fact that other goblinoids dwell in caves as evidence that
they're appropriately more waspish than charming. They'll act as protectors for any trees of the same type as their "home" tree in an area, but bisan are willing to let humans harvest sap, fruit, leaves or branches from those trees, or even cut down trees near the end of their lifespan, so long as humans leave an appropriate offering in exchange. Anyone who touches a bisan's trees without her permission is sure to feel her wrath.
* {{Reincarnation}}: If a bisan's tree dies of natural causes, and the gods are pleased with her behavior, her essence will take up residence in a newly-grown tree. In some cases, a bisan's essence will be divided four ways, each assigned to a new sapling, to create a new generation of the nature spirits.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, typically to assume the form of a normal or giant wasp.
* WordsCanBreakMyBones: Bisans can use ''castigate'' every turn, belittling opponents with
not yet mature enough supernatural force to stun and damage them based live on how far their alignment is from True Neutral.the surface, while conversely, the sand-swimming asherati's habit of building settlements beneath the desert surface disturbs the bhuka's entire conception of reality.



[[folder:Bladeling]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
->'''Classification:''' Outsider (3E), Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' LawfulEvil or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of the Infinite Battlefield of Acheron.

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[[folder:Bladeling]]
[[quoteright:320:https://static.
[[folder:Bisan]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
org/pmwiki/pub/images/d&d_bisan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E), Humanoid (4E)\\
Fey (3E)\\
'''Challenge Rating:''' 1 5 (3E)\\
'''Alignment:''' LawfulEvil TrueNeutral

Female nature spirits bound to a camphor, teak
or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of
mahogany tree, known for preferring the Infinite Battlefield shape of Acheron.wasps.



* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their home city of Zoronor can be courteous and amiable among strangers. But they're superstitious and xenophobic beings at heart, and anyone who intrudes upon their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in the face of an external danger.
* FlechetteStorm: Once per day they can fire a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing damage from non-magical weapons, and they're fully immune to acid damage and rusting effects. The latter is the result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that it's ruled by a priest-king who directs the worship of their unknown gods.

to:

* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside CantLiveWithoutYou: Much like bajangs and dryads, bisan will die if their home city of Zoronor tree is destroyed.
* GreenThumb: They
can be courteous cast ''animate wood'', ''plant growth'' and amiable among strangers. But ''wood shape'' at will.
* MorphicResonance: A bisan's natural, human form looks as old as their tree, they often wear flowers from their tree in their hair, and sometimes their skin tone will reflect the coloration of their tree.
* OurNymphsAreDifferent: Bisan are a spin on the classic dryad, though
they're superstitious and xenophobic beings at heart, and anyone who intrudes upon appropriately more waspish than charming. They'll act as protectors for any trees of the same type as their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage
"home" tree in an area, but bisan are willing to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions,
let humans harvest sap, fruit, leaves or branches from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in
those trees, or even cut down trees near the face of an external danger.
* FlechetteStorm: Once per day they can fire a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing damage from non-magical weapons, and they're fully immune to acid damage and rusting effects. The latter is the result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that it's ruled by a priest-king who directs the worship
end of their unknown gods.lifespan, so long as humans leave an appropriate offering in exchange. Anyone who touches a bisan's trees without her permission is sure to feel her wrath.
* {{Reincarnation}}: If a bisan's tree dies of natural causes, and the gods are pleased with her behavior, her essence will take up residence in a newly-grown tree. In some cases, a bisan's essence will be divided four ways, each assigned to a new sapling, to create a new generation of the nature spirits.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, typically to assume the form of a normal or giant wasp.
* WordsCanBreakMyBones: Bisans can use ''castigate'' every turn, belittling opponents with enough supernatural force to stun and damage them based on how far their alignment is from True Neutral.



[[folder:Blazewyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.

to:

[[folder:Blazewyrm]]
[[quoteright:350:https://static.
[[folder:Bladeling]]
[[quoteright:320:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:320:3e]]
->'''Classification:''' Elemental Outsider (3E), Elemental Magical Beast Humanoid (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
1 (3E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.
LawfulEvil or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of the Infinite Battlefield of Acheron.



* AchillesHeel: Like anything with the fire subtype, they take extra damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through an opponent's square on the battle map, dealing heavy fire damage. They do have a bite attack they can fall back on, but it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in the shape of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.

to:

* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their home city of Zoronor can be courteous and amiable among strangers. But they're superstitious and xenophobic beings at heart, and anyone who intrudes upon their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Like anything Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded
with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in
the face of an external danger.
* FlechetteStorm: Once per day they can
fire subtype, they take extra a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing
damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling
non-magical weapons, and crackling through an opponent's square on they're fully immune to acid damage and rusting effects. The latter is the battle map, dealing heavy fire damage. They do have a bite attack result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they can fall back on, but were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that
it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in
ruled by a priest-king who directs the shape worship of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
unknown gods.


Added DiffLines:

[[folder:Blazewyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.
----
* AchillesHeel: Like anything with the fire subtype, they take extra damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through an opponent's square on the battle map, dealing heavy fire damage. They do have a bite attack they can fall back on, but it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in the shape of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
[[/folder]]
Is there an issue? Send a MessageReason:
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

to:

''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
Is there an issue? Send a MessageReason:
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Added DiffLines:

[[folder:Buso]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_tigbanua_buso_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil

Tigbanua buso are ghoulish, one-eyed creatures whose filthy claws curse others to transform at night into similar monsters called tagamaling buso.
----
* {{Cyclops}}: Buso's distinguishing characteristic is their single eye, a lurid red and yellow color.
* OurGhoulsAreDifferent: Tigbanua buso are often compared to ghouls, being filthy, feral humanoids that ambush their victims in the night, but they're not actually undead.
* OurWerebeastsAreDifferent: A tigbanua buso's claws carry the tagamaling curse, causing those who fail their saving throws to have a cumulative 1% chance each night of transforming into a tagamaling buso -- their eyes fuse together, their hands twist into claws, their Intelligence score falls to 2, and they attack everything they see. When dawn arrives, the victim returns to their natural form and has no memory of what they did the previous night, but is considered fatigued all day. While this condition can be cured by ''remove disease'' or ''remove curse'', if 99 days pass and the victim reaches a 100% chance of transforming, from that point on their nightly transformations can only be stopped by a ''wish'' or ''miracle''.
* SupernaturalFearInducer: Tigbanua buso are surrounded by a 10-foot aura that can cause other creatures to cower in fear.
[[/folder]]

Added: 2367

Changed: 10

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* OurGoblinsAreDifferent: They're given the (Goblinoid) subtype in 3rd Edition, and are repeatedly compared to standard goblins as a type of small, savage humanoid often bossed around by stronger beings (in this case oni). But they're notably dumber than proper goblins, have no affinity for living underground, and their bodies are much more variable: bakemono skin tones can range from fiery red to blue to green, some have hoofed feet or stunted wings, some have scales and others fur, some have huge noses or drooping ears, and so on.

to:

* OurGoblinsAreDifferent: They're given the (Goblinoid) goblinoid subtype in 3rd Edition, and are repeatedly compared to standard goblins as a type of small, savage humanoid often bossed around by stronger beings (in this case oni). But they're notably dumber than proper goblins, have no affinity for living underground, and their bodies are much more variable: bakemono skin tones can range from fiery red to blue to green, some have hoofed feet or stunted wings, some have scales and others fur, some have huge noses or drooping ears, and so on.



* AchillesHeel: Like anything with the (fire) subtype, they take extra damage from cold attacks.

to:

* AchillesHeel: Like anything with the (fire) fire subtype, they take extra damage from cold attacks.



* NoSell: As creatures with the (Cold) subtype, brantas are immune to the frostfell's cold.

to:

* NoSell: As creatures with the (Cold) cold subtype, brantas are immune to the frostfell's cold.


Added DiffLines:

[[folder:Brownie]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_brownie_2e.jpg]]
[[caption-width-right:270:2e]]
->'''Alignment:''' LawfulGood (brownie), NeutralGood (dobie), TrueNeutral (buckawn)

Two-foot-tall, friendly humanoids who live in rural areas, coexisting with larger folk.
----
* FriendToAllLivingThings: Watchdogs and other domestic animals know that brownies are friendly, and never bark at or attack them.
* OurGnomesAreDifferent: A type of brownie known as buckawns better fits the "forest gnome" mold than the "house fey" archtype. Buckawns dwell in forests, their clans living in single homes carved into the bowels of a great tree. They're reclusive and distrustful of outsiders, even other buckawn clans, and known for employing both [[MasterOfIllusion illusions]] and [[MasterPoisoner potent, fast-acting poisons]] against threats.
* {{Hobbits}}: Brownies are possibly related to halflings, and when they aren't inhabiting abandoned structures will dwell within burrows in pastoral areas.
* HouseFey: They usually live in or close to farms, quietly doing chores in exchange for taking a minor portion of milk and grain. "House" brownies are those who have moved into the homes of families who meet their moral standards, offering them further assistance in exchange for a bit of fruit or bread. But their etiquette demands that their hosts take no notice of them, and brownies will leave a home if its owners boast of having assistants.
* StealthExpert: Brownies don't have the magical ability to hide themselves, they're just so good at blending in with their surroundings that they're practically invisible.
* UnwantedAssistance: This is the gimmick of dobies, more rustic (i.e. they're depicted in denim overalls) brownies who typically work on farms. Like normal brownies, they try to do services for the big folk, but always botch the job in some way -- if they milk the cows, they forget to close the barn door, and if they bring the cows back, they trample a garden in the process. They're also amazingly oblivious to criticism, instead redoubling their efforts in an attempt to make amends, and next to impossible to drive away. About the only good thing about them is that they'll interrupt burglars and wild animals' attacks on their farm, albeit in a way that causes a lot of chaos and minor property damage.
[[/folder]]
Is there an issue? Send a MessageReason:
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

to:

''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | '''B''' | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\

to:

''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | '''B''' | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
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* TheBattleDidntCount: A moor hound can't be slain in normal circumstances -- even if reduced to 0 hit points, it won't collapse but will instead try to flee ombat, leaving behind a trail of blood that disappears into a bog or pool of quicksand, and the monster will fully regenerate in time for the next night's hunt.

to:

* TheBattleDidntCount: A moor hound can't be slain in normal circumstances -- even if reduced to 0 hit points, it won't collapse but will instead try to flee ombat, combat, leaving behind a trail of blood that disappears into a bog or pool of quicksand, and the monster will fully regenerate in time for the next night's hunt.



* KeystoneArmy: Should their moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader.

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* KeystoneArmy: Should their moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader.leader into oblivion.



* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths escape, but the creatures will continue to spawn from the bog each night, so long as their pack leader survives.

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* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths escape, escape like wisps of marsh mist, but the creatures will continue to spawn from the bog each night, so long as their pack leader survives.
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* CantLiveWithoutYou: Much like the more benign dryads, bajangs' lives are tied to a specific tree in their home forest, and will die if it is destroyed. But see below.

to:

* CantLiveWithoutYou: Much like the more benign dryads, bajangs' lives are tied to a specific tree in their home forest, and will they'll die if it is destroyed. But see below.



* SinisterSuffocation: A lurking strangler can use its three-foot-long strand of striated muscle as a garrote, causing a helples victim -- such as someone hit by its ''sleep'' ray -- to die of suffocation in three rounds.

to:

* SinisterSuffocation: A lurking strangler can use its three-foot-long strand of striated muscle as a garrote, causing a helples helpless victim -- such as someone hit by its ''sleep'' ray -- to die of suffocation in three rounds.



* TheBattleDidntCount: A moor hound can't be slain in normal circumstances -- even if reduced to 0 hit points, it will flee combat, leaving behind a trail of blood that disappears into a bog or pool of quicksand, and the monster will fully regenerate in time for the next night's hunt.

to:

* TheBattleDidntCount: A moor hound can't be slain in normal circumstances -- even if reduced to 0 hit points, it won't collapse but will instead try to flee combat, ombat, leaving behind a trail of blood that disappears into a bog or pool of quicksand, and the monster will fully regenerate in time for the next night's hunt.



* HiveMind: Subverted; each individual boneleaf "plant" is just one part of a much larger creature, and their nerves run underground for miles between the "trees" above the surface. Practically speaking, the difference is trivial, and anything that "one" boneleaf experiences becomes known to the "rest."
* ManEatingPlant: Subverted; while boneleaves are often mistaken for plants, a DC 15 Spot check will pick up on their off-white, green-tinted coloration, and their vines' tendency to move without a breeze. Closer inspection will reveal that their vines and leaves have blood vessels and cartilage, while their "roots" are a nervous system.

to:

* HiveMind: Subverted; each individual boneleaf "plant" in an area is just one part of a much larger creature, organism, and their nerves run underground for miles between the "trees" above the surface. Practically speaking, the difference is trivial, and anything that "one" boneleaf experiences becomes known to the "rest."
* ManEatingPlant: Subverted; while boneleaves are often mistaken for plants, a DC 15 Spot check will pick up on their off-white, green-tinted coloration, and their vines' tendency to move without a breeze. Closer inspection will reveal Dissecting one reveals that their its vines and leaves have blood vessels and cartilage, while their "roots" its roots are in fact a nervous system.system. They feed on the blood shed by their victims more than their flesh, supplemented by nutrients from the soil.

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Murderous canines spawned from a moor, the result of either a fel curse or an evil conjuring.

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Murderous canines spawned from a moor, the result of either a fel curse or an evil conjuring.


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[[folder:Branta]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_branta_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned

Hardy herbivores adapted to life in the frostfell.
----
* FantasticLivestock[=/=]HorseOfADifferentColor: Averted; nobody's managed to domesticate brantas yet. However, some orc tribes or dragons will block off mountain valleys to trap a herd in the area, to take advantage of their tight, light-hued, nourishing meat.
* HornAttack: Brantas prefer to flee rather than fight, but when cornered will lower their heads and charge at a threat to make gore attacks, and potentially toss enemies around with their horns.
* NoSell: As creatures with the (Cold) subtype, brantas are immune to the frostfell's cold.
* SuperSenses: Downplayed; brantas' sense of smell is developed enough for them to detect the presence of other creatures within 30 feet, but they have to get right on top of them to pinpoint an unseen creature's location.
[[/folder]]

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* BreathWeapon: Behirs exhale a line of lightning that can incinerate most creatures.



* ShockAndAwe: Behirs' BreathWeapon is a line of lightning that can incinerate most creatures.



[[folder:Bladeling]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
->'''Classification:''' Outsider (3E), Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' LawfulEvil or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of the Infinite Battlefield of Acheron.

to:

[[folder:Bladeling]]
[[quoteright:320:https://static.
[[folder:Bisan]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
org/pmwiki/pub/images/d&d_bisan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E), Humanoid (4E)\\
Fey (3E)\\
'''Challenge Rating:''' 1 5 (3E)\\
'''Alignment:''' LawfulEvil TrueNeutral

Female nature spirits bound to a camphor, teak
or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of
mahogany tree, known for preferring the Infinite Battlefield shape of Acheron.wasps.



* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their home city of Zoronor can be courteous and amiable among strangers. But they're superstitious and xenophobic beings at heart, and anyone who intrudes upon their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in the face of an external danger.
* FlechetteStorm: Once per day they can fire a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing damage from non-magical weapons, and they're fully immune to acid damage and rusting effects. The latter is the result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that it's ruled by a priest-king who directs the worship of their unknown gods.

to:

* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside CantLiveWithoutYou: Much like bajangs and dryads, bisan will die if their home city of Zoronor tree is destroyed.
* GreenThumb: They
can be courteous cast ''animate wood'', ''plant growth'' and amiable among strangers. But ''wood shape'' at will.
* MorphicResonance: A bisan's natural, human form looks as old as their tree, they often wear flowers from their tree in their hair, and sometimes their skin tone will reflect the coloration of their tree.
* OurNymphsAreDifferent: Bisan are a spin on the classic dryad, though
they're superstitious and xenophobic beings at heart, and anyone who intrudes upon appropriately more waspish than charming. They'll act as protectors for any trees of the same type as their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage
"home" tree in an area, but bisan are willing to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions,
let humans harvest sap, fruit, leaves or branches from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in
those trees, or even cut down trees near the face of an external danger.
* FlechetteStorm: Once per day they can fire a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing damage from non-magical weapons, and they're fully immune to acid damage and rusting effects. The latter is the result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that it's ruled by a priest-king who directs the worship
end of their unknown gods.lifespan, so long as humans leave an appropriate offering in exchange. Anyone who touches a bisan's trees without her permission is sure to feel her wrath.
* {{Reincarnation}}: If a bisan's tree dies of natural causes, and the gods are pleased with her behavior, her essence will take up residence in a newly-grown tree. In some cases, a bisan's essence will be divided four ways, each assigned to a new sapling, to create a new generation of the nature spirits.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, typically to assume the form of a normal or giant wasp.
* WordsCanBreakMyBones: Bisans can use ''castigate'' every turn, belittling opponents with enough supernatural force to stun and damage them based on how far their alignment is from True Neutral.



[[folder:Blazewyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.

to:

[[folder:Blazewyrm]]
[[quoteright:350:https://static.
[[folder:Bladeling]]
[[quoteright:320:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:320:3e]]
->'''Classification:''' Elemental Outsider (3E), Elemental Magical Beast Humanoid (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
1 (3E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.
LawfulEvil or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of the Infinite Battlefield of Acheron.



* AchillesHeel: Like anything with the (fire) subtype, they take extra damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through an opponent's square on the battle map, dealing heavy fire damage. They do have a bite attack they can fall back on, but it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in the shape of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.

to:

* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their home city of Zoronor can be courteous and amiable among strangers. But they're superstitious and xenophobic beings at heart, and anyone who intrudes upon their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Like anything Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded
with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in
the (fire) subtype, face of an external danger.
* FlechetteStorm: Once per day
they take extra can fire a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing
damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling
non-magical weapons, and crackling through an opponent's square on they're fully immune to acid damage and rusting effects. The latter is the battle map, dealing heavy fire damage. They do have a bite attack result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they can fall back on, but were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that
it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in
ruled by a priest-king who directs the shape worship of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
unknown gods.


Added DiffLines:

[[folder:Blazewyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.
----
* AchillesHeel: Like anything with the (fire) subtype, they take extra damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through an opponent's square on the battle map, dealing heavy fire damage. They do have a bite attack they can fall back on, but it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in the shape of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
[[/folder]]

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* ImpaledWithExtremePrejudice: Hence the nickname "warbound impaler." Battlebriars can attempt to impale a grappled opponent on the thorns covering their bodies, allowing them to carry on fighting while their foe in pinned.

to:

* ImpaledWithExtremePrejudice: Hence the nickname "warbound impaler." Battlebriars can attempt to impale a grappled opponent on upon the thorns covering their bodies, allowing them to carry on fighting while their foe in is pinned.


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!!Lurking Strangler
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_lurking_strangler_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' LawfulEvil

Much like how humans may take monkeys as companions, or rakshasas housecats, some beholders keep these flying eyeballs as pets that resemble themselves.
----
* EyeBeams: They can fire rays that act as the ''[[SupernaturalFearInducer cause fear]]'' and ''[[ForcedSleep sleep]]'' spells.
* FacelessEye: They're just a pair of free-flying eyeballs, bound together by a cord of muscles
* SinisterSuffocation: A lurking strangler can use its three-foot-long strand of striated muscle as a garrote, causing a helples victim -- such as someone hit by its ''sleep'' ray -- to die of suffocation in three rounds.
* StarfishLanguage: The creatures are smart enough to understand Beholder and Common, they just have no verbal means of communication. Instead they twist their bodies, with a wide-open posture signifying assent or a spiral denoting disagreement or tension, for example.

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[[folder:Balhannoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]

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[[folder:Balhannoth]]
[[folder:Bakemono]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]] org/pmwiki/pub/images/d&d_bakemono_3e.jpg]]



->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors that use their magic to help ambush their victims.

to:

->'''Classification:''' Aberration (3E, 5E)\\
Humanoid (3E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
1/2 (3E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors
ChaoticEvil

Small, misshapen humanoids
that use their magic to help ambush their victims.launch haphazard raids on everyone around them.


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* BarbarianTribe: Everything they own, from weapons to patchwork armor, is stolen from their victims, and bakemono never bother to maintain their gear. They don't farm or build, they raid supplies from civilized people and squat in abandoned structures, or drive out a hamlet's inhabitants to convert the settlement into a crude fort.
* OurGoblinsAreDifferent: They're given the (Goblinoid) subtype in 3rd Edition, and are repeatedly compared to standard goblins as a type of small, savage humanoid often bossed around by stronger beings (in this case oni). But they're notably dumber than proper goblins, have no affinity for living underground, and their bodies are much more variable: bakemono skin tones can range from fiery red to blue to green, some have hoofed feet or stunted wings, some have scales and others fur, some have huge noses or drooping ears, and so on.
* TookALevelInDumbass: In 2nd Edition, bakemono are still noted to be dumber than goblins, but are at least smart enough to use weapons and armor. Their 3rd Edition incarnation, in contrast, is only about as intelligent as guard dogs, and typically fight with their claws or by latching onto victims with their jaws -- only exceptional individuals are smart enough to speak.
* WeakenedByTheLight: Downplayed; like goblins, bakemono dislike sunlight, but unlike (2nd Edition) goblins they don't take any penalties from being in it. On the flipside, bakemono don't have darkvision to help them see in caves.
[[/folder]]

[[folder:Balhannoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors that use their magic to help ambush their victims.
----

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[[folder:Balhannoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors that use their magic to help ambush their victims.

to:

[[folder:Balhannoth]]
[[quoteright:350:https://static.
[[folder:Bajang]]
[[quoteright:340:https://static.
tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_bajang_3e.jpg]]
[[caption-width-right:340:3e]]
->'''Classification:''' Aberration (3E, 5E)\\
Fey (3E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
3 (3E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors that use their magic
ChaoticEvil

Malicious nature spirits resembling squat, taloned, sneering humanoids, bound
to help ambush their victims.a specific corrupted jungle tree.


Added DiffLines:

* CantLiveWithoutYou: Much like the more benign dryads, bajangs' lives are tied to a specific tree in their home forest, and will die if it is destroyed. But see below.
* CombatPragmatist: Bajangs prefer weak or helpless prey, attacking from ambush or while their victims are sleeping.
* JediMindTrick: They know the spell ''transfix'', and use it to order their victims to stand still indefinitely, while the monster attacks at its leisure.
* PoisonousPerson: Their claws carry a [[NonHealthDamage Strength-damaging poison.]]
* ResurrectiveImmortality: Their ''AD&D'' rules explain that should a bajang be slain, its spirit goes dormant, waiting to be reborn in a jungle tainted by a bloody battle, dark ritual, or the burital site of an evil spellcaster. When a suitable tree reaches maturity, the next full moon, the bajang's dormant essence is absorbed by the tree, appearing as a tumor-like growth in its roots that gradually moves up its trunk. When the swelling reaches the highest limb, it bursts and the bajang is reborn, ready to cause new misery.
* VoluntaryShapeshifting: Bajangs can ''polymorph'' themselves into orange-eyed wildcats, and also into humans in their 2nd Edition rules.
[[/folder]]

[[folder:Balhannoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors that use their magic to help ambush their victims.
----

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[[caption-width-right:300:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_braxat_2e.jpg[[/labelnote]]]]



30-foot-long insectoid monsters that unleashes swarms of their voracious offspring in battle.

to:

30-foot-long insectoid monsters that unleashes unleash swarms of their voracious offspring in battle.



* AttackAnimal: While brood keepers' belligerance makes them ill-suited as guard creatures, some have used them as guardians by sneaking a valuable item beneath their chitin plating.

to:

* AttackAnimal: While brood keepers' belligerance makes them ill-suited as guard creatures, some have used them as guardians walking vaults by sneaking a valuable item beneath their chitin plating.



* ItCanThink: Brood keepers are intelligent enough to learn a language if taught one, but do not speak, and view other creatures as nothing more than food.

to:

* ItCanThink: Brood keepers are intelligent enough have the Intelligence score necessary to learn a language if taught one, taught, but do not speak, and view other creatures as nothing more than food.



* TheSwarm: Brood keeper larva fight in clouds of foot-long grubs resembling winged maggots.
* WeaponizedOffspring: Brood keepers carry their many young within their carapace, and can take a full-round action to lift the plates of chitin on their backs (reducing the brood keeper's Armor Class) to release a flying swarm of larva, typically so their young can feed, or to go after distant foes. Brood keepers are willing to risk their offspring in combat, since the larva don't grow while sheltering on their parent, and if the single swarm they support is destroyed, the monsters can asexually create a new one within a month.

to:

* TheSwarm: Brood keeper larva fight in clouds of foot-long grubs resembling foot-long, winged maggots.
grubs.
* WeaponizedOffspring: Brood keepers carry their many young within their carapace, carapaces, and can take a full-round action to lift the plates of chitin on their backs (reducing the brood keeper's Armor Class) to release a flying swarm of larva, typically so their young can feed, or to go send after distant foes. Brood keepers are willing to risk their offspring in combat, since the larva don't grow while sheltering on their parent, and if the single swarm they support is destroyed, the monsters can asexually create a new one within a month.

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Plant creatures created for war, and named for the deadly throns covering their bodies.

to:

Plant creatures created for war, and named for the deadly throns thorns covering their bodies.



[[folder:Bugbear]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_bugbear_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 2 (3E), 1 (5E)\\
'''Alignment:''' ChaoticEvil

The biggest of the goblinoids, and suprisingly sneaky for their size and strength. See the [[Characters/DungeonsAndDragonsRaces Playable Races]] subpage for details.
[[/folder]]

[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bulette_3e.png]]

to:

[[folder:Bugbear]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_bugbear_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 2 (3E), 1 (5E)\\
'''Alignment:''' ChaoticEvil

The biggest of the goblinoids, and suprisingly sneaky for their size and strength. See the [[Characters/DungeonsAndDragonsRaces Playable Races]] subpage for details.
[[/folder]]

[[folder:Bulette]]
[[folder:Brood Keeper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bulette_3e.org/pmwiki/pub/images/d&d_brood_keeper_3e.png]]



->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)

Armored, shark-like predators that burrow through sand and soil.

to:

->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
(3E)\\
'''Challenge Rating:''' 7 (3E), 5 (5E)\\
16 (3E)\\
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)

Armored, shark-like predators
TrueNeutral

30-foot-long insectoid monsters
that burrow through sand and soil.unleashes swarms of their voracious offspring in battle.



* ExtremeOmnivore: Bulettes are indiscriminate predators that will attack whatever they can hear moving on the surface. They will eagerly devour any other living thing (except elves and dwarves, whose taste they dislike), and their powerful stomach acids will allow them to digest even the clothing, armor and weapons of their prey -- hungry bulettes aren't above eating whatever gear and belongings their victims left scattered around.
* MobySchtick: The ''Ecology of the Bulette'' article in ''Dragon'' #74 focuses chiefly on a hunter named A'ahb retelling his hunt of a legendary albino bulette named Mobh Idich.
* SandWorm: Their sharklike shape aside, bulettes are classic examples of this trope. They're subterranean, burrowing predators that spend most of their time belowground, using their sensitivity to tremors in the earth to detect the presence of creatures above them. As soon as a bulette feels something walking around on the ground above, it surfaces, attacks and tries to devour it.
* ThreateningShark: While not true sharks, bulettes are in many ways a terrestrial version of this. They're voracious predators that specialize in preying on helpless creatures on top of the medium they move through, unseen except for their triangular dorsal fin cutting through the surface, and are often referred to as land sharks for this reason.

to:

* ExtremeOmnivore: Bulettes are indiscriminate predators that will attack whatever they can hear moving on the surface. They will eagerly devour any other living thing (except elves and dwarves, whose taste they dislike), and AttackAnimal: While brood keepers' belligerance makes them ill-suited as guard creatures, some have used them as guardians by sneaking a valuable item beneath their powerful stomach acids will allow them to digest even the clothing, armor and weapons of their prey -- hungry bulettes aren't above eating whatever gear and belongings their victims left scattered around.
chitin plating.
* MobySchtick: The ''Ecology of the Bulette'' article in ''Dragon'' #74 focuses chiefly on a hunter named A'ahb retelling his hunt of a legendary albino bulette named Mobh Idich.
* SandWorm: Their sharklike shape aside, bulettes
BigCreepyCrawlies: They are classic examples of this trope. Huge creatures resembling wingless beetles with six cat-like eyes.
* FoodChainOfEvil:
They're subterranean, burrowing predators that spend most of their time belowground, using their sensitivity strong and fearless enough to tremors in the earth go after giants and dragons.
* ItCanThink: Brood keepers are intelligent enough
to detect the presence of learn a language if taught one, but do not speak, and view other creatures above them. As soon as nothing more than food.
* SupernaturalFearInducer: Any creature who sees
a bulette feels something walking around on the ground above, it surfaces, attacks and tries brood keeper rend a foe in combat, or unleash its swarm of offspring, has to devour it.
save against fear.
* ThreateningShark: While not true sharks, bulettes are TheSwarm: Brood keeper larva fight in many ways a terrestrial version clouds of this. They're voracious predators that specialize in preying on helpless creatures on top of the medium they move through, unseen except for foot-long grubs resembling winged maggots.
* WeaponizedOffspring: Brood keepers carry
their triangular dorsal fin cutting through many young within their carapace, and can take a full-round action to lift the surface, plates of chitin on their backs (reducing the brood keeper's Armor Class) to release a flying swarm of larva, typically so their young can feed, or to go after distant foes. Brood keepers are willing to risk their offspring in combat, since the larva don't grow while sheltering on their parent, and are often referred to as land sharks for this reason.if the single swarm they support is destroyed, the monsters can asexually create a new one within a month.



[[folder:Bullywug]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bullywug_d&d_5e.png]]
[[caption-width-right:350:5e]]

to:

[[folder:Bullywug]]
[[quoteright:350:https://static.
[[folder:Bugbear]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/bullywug_d&d_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_bugbear_3e.jpg]]
[[caption-width-right:349:3e]]



'''Challenge Rating:''' 1 (3E), 1/4 (5E)
->'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)

Brutish and malicious thugs who live in swamps and raid nearby civilization for both useful goods and shiny trinkets to use as status symbols.
----
* EnemySummoner: Their 3rd edition write-up notes that bullywug spellcasters have a dangerous enthusiasm for ''summon monster'' spells, one that outstrips their ability to control what they call up. This means there's a chance for a bullywug cleric to summon more monsters than normal with a spell, as well as a chance for said monsters to be outside the cleric's control. Which leads to some bullywug spellcasters spending more time fighting their own summoned reinforcements than the enemy.
* FrogMen: They resemble humanoid frogs, and live in wet, swampy habitats. Naturally, they're amphibious, adept at hiding in marshy terrain, and are powerful jumpers.
* HorseOfADifferentColor: Some bullywugs, particularly their nobility, ride into battle on giant toads.
* InferioritySuperiorityComplex: Their main defining trait as of 5e is that they will always try to show off to visitors and get very angry if insulted. On the upside, this means that captives who grovel and flatter their bullywug captors will usually be let go after providing suitable tribute to the mighty frog-monarch who captured them.
* SpeaksFluentAnimal: Bullywugs can communicate simple concepts with frogs and toads when speaking Bullywug.

to:

'''Challenge Rating:''' 1 2 (3E), 1/4 (5E)
->'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)

Brutish
1 (5E)\\
'''Alignment:''' ChaoticEvil

The biggest of the goblinoids,
and malicious thugs who live in swamps and raid nearby civilization suprisingly sneaky for both useful goods and shiny trinkets to use as status symbols.
----
* EnemySummoner: Their 3rd edition write-up notes that bullywug spellcasters have a dangerous enthusiasm for ''summon monster'' spells, one that outstrips
their ability to control what they call up. This means there's a chance size and strength. See the [[Characters/DungeonsAndDragonsRaces Playable Races]] subpage for a bullywug cleric to summon more monsters than normal with a spell, as well as a chance for said monsters to be outside the cleric's control. Which leads to some bullywug spellcasters spending more time fighting their own summoned reinforcements than the enemy.
* FrogMen: They resemble humanoid frogs, and live in wet, swampy habitats. Naturally, they're amphibious, adept at hiding in marshy terrain, and are powerful jumpers.
* HorseOfADifferentColor: Some bullywugs, particularly their nobility, ride into battle on giant toads.
* InferioritySuperiorityComplex: Their main defining trait as of 5e is that they will always try to show off to visitors and get very angry if insulted. On the upside, this means that captives who grovel and flatter their bullywug captors will usually be let go after providing suitable tribute to the mighty frog-monarch who captured them.
* SpeaksFluentAnimal: Bullywugs can communicate simple concepts with frogs and toads when speaking Bullywug.
details.


Added DiffLines:

[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bulette_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)

Armored, shark-like predators that burrow through sand and soil.
----
* ExtremeOmnivore: Bulettes are indiscriminate predators that will attack whatever they can hear moving on the surface. They will eagerly devour any other living thing (except elves and dwarves, whose taste they dislike), and their powerful stomach acids will allow them to digest even the clothing, armor and weapons of their prey -- hungry bulettes aren't above eating whatever gear and belongings their victims left scattered around.
* MobySchtick: The ''Ecology of the Bulette'' article in ''Dragon'' #74 focuses chiefly on a hunter named A'ahb retelling his hunt of a legendary albino bulette named Mobh Idich.
* SandWorm: Their sharklike shape aside, bulettes are classic examples of this trope. They're subterranean, burrowing predators that spend most of their time belowground, using their sensitivity to tremors in the earth to detect the presence of creatures above them. As soon as a bulette feels something walking around on the ground above, it surfaces, attacks and tries to devour it.
* ThreateningShark: While not true sharks, bulettes are in many ways a terrestrial version of this. They're voracious predators that specialize in preying on helpless creatures on top of the medium they move through, unseen except for their triangular dorsal fin cutting through the surface, and are often referred to as land sharks for this reason.
[[/folder]]

[[folder:Bullywug]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bullywug_d&d_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 1/4 (5E)
->'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)

Brutish and malicious thugs who live in swamps and raid nearby civilization for both useful goods and shiny trinkets to use as status symbols.
----
* EnemySummoner: Their 3rd edition write-up notes that bullywug spellcasters have a dangerous enthusiasm for ''summon monster'' spells, one that outstrips their ability to control what they call up. This means there's a chance for a bullywug cleric to summon more monsters than normal with a spell, as well as a chance for said monsters to be outside the cleric's control. Which leads to some bullywug spellcasters spending more time fighting their own summoned reinforcements than the enemy.
* FrogMen: They resemble humanoid frogs, and live in wet, swampy habitats. Naturally, they're amphibious, adept at hiding in marshy terrain, and are powerful jumpers.
* HorseOfADifferentColor: Some bullywugs, particularly their nobility, ride into battle on giant toads.
* InferioritySuperiorityComplex: Their main defining trait as of 5e is that they will always try to show off to visitors and get very angry if insulted. On the upside, this means that captives who grovel and flatter their bullywug captors will usually be let go after providing suitable tribute to the mighty frog-monarch who captured them.
* SpeaksFluentAnimal: Bullywugs can communicate simple concepts with frogs and toads when speaking Bullywug.
[[/folder]]

Added: 2050

Changed: 275

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[[folder:Behir]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_behir_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 8 (3E), 11 (5E)\\
'''Alignment:''' NeutralEvil (1E-2E, 5E), TrueNeutral (3E), Unaligned (4E)

40-foot-long, twelve-legged serpents who breathe lightning and hate dragons.

to:

[[folder:Behir]]
[[folder:Battlebriar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_behir_5e.jpeg]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_battlebriar_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Natural Magical Beast (4E), Monstrosity (5E)\\
Plant (3E)\\
'''Challenge Rating:''' 8 (3E), 11 (5E)\\
7 (lesser), 15 (standard) (3E)\\
'''Alignment:''' NeutralEvil (1E-2E, 5E), TrueNeutral (3E), Unaligned (4E)

40-foot-long, twelve-legged serpents who breathe lightning
TrueNeutral

Plant creatures created for war,
and hate dragons.named for the deadly throns covering their bodies.


Added DiffLines:

* BioweaponBeast: The original battlebriars were intended to be living siege engines, and while the Large-sized, "lesser" battlebriars are often found serving other creatures, most Huge battlebriars have gone rogue. A single full-sized battlebriar is more than capable of wiping out a village by itself.
* ImpaledWithExtremePrejudice: Hence the nickname "warbound impaler." Battlebriars can attempt to impale a grappled opponent on the thorns covering their bodies, allowing them to carry on fighting while their foe in pinned.
* ItCanThink: Downplayed; battlebriars only possess a rudimentary intelligence, and can't speak. Druids and other spellcasters who use magical means to communicate with them have found battlebriars to be intractable and uncaring. They're just smart enough to use their combat abilities to the fullest advantage, by trampling masses of small enemies, firing thorns at fleeing opponents, wading into melee to expose as many creatures as possible to their spines, etc.
* MultiArmedAndDangerous: Battlebriars have six limbs, and typically rear up onto their hind legs in combat so they can attack with both pairs of forelimbs.
* SpikeShooter: Against distant opponents, battlebriars can rear up and snap their bodies forward, launching a volley of thorns that hits everything in a 10-foot radius around the impact site.
* TheSpiny: The long thorns that cover these creatures give them additional attacks of opportunity each round, and make it harder for opponents to Tumble through their threatened area.
* TrampledUnderfoot: Battlebriars are large enough to deal trample damage to anything they move over.
[[/folder]]

[[folder:Behir]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_behir_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 8 (3E), 11 (5E)\\
'''Alignment:''' NeutralEvil (1E-2E, 5E), TrueNeutral (3E), Unaligned (4E)

40-foot-long, twelve-legged serpents who breathe lightning and hate dragons.
----

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Changed: 1615

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[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
->'''Alignment:''' TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane of librarians everywhere.

to:

[[folder:Bookworm]]
[[quoteright:350:https://static.
[[folder:Boneleaf]]
[[quoteright:250:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
->'''Alignment:''' TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather
org/pmwiki/pub/images/d&d_boneleaf_3e.png]]
[[caption-width-right:250:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil

Creatures that use illusions to lure prey into reach of their tendrils
and wood makes them the bane of librarians everywhere.razor-sharp leaves.



* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change their hue to blend in with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.

to:

* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change HiveMind: Subverted; each individual boneleaf "plant" is just one part of a much larger creature, and their hue nerves run underground for miles between the "trees" above the surface. Practically speaking, the difference is trivial, and anything that "one" boneleaf experiences becomes known to blend in with the "rest."
* ManEatingPlant: Subverted; while boneleaves are often mistaken for plants, a DC 15 Spot check will pick up on
their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually
off-white, green-tinted coloration, and their vines' tendency to move without a breeze. Closer inspection will reveal that their vines and leaves have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that,
blood vessels and cartilage, while harmless to people, can prove to be the undoing their "roots" are a nervous system.
* MasterOfIllusion: Boneleaves hunt with an illusory lure, a variant
of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest
''major image'' that only lasts a few rounds at a time, and which builds up typically takes the form of someone crying for aid, or a glimpse of something valuable in or next to the "tree."
* ScrewThisImOuttaHere: If sorely pressed in combat, a boneleaf will use its modest burrow speed to vanish beneath the earth and soil, leading to the bizarre sight of a "tree" disappearing as if yanked down by something below.
* TentacleRope: Boneleaves attack with tendrils that can grab and constrict prey, all while
their bodies until it poisons them. On the plus side, the ink stored inside their corpses is razor-sharp leaves deal a potent ingredient for AntiMagic.bit of additional damage.


Added DiffLines:

[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
->'''Alignment:''' TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane of librarians everywhere.
----
* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change their hue to blend in with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.
[[/folder]]

Added: 114

Changed: 105

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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_3e.png]]
[[caption-width-right:300:3e]]



Of no relation to fiendish imps, these murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict with the imps' strange code of honor.

to:

Of no relation to fiendish imps, these These murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict with the imps' strange code of honor.honor. Despite their names, they have no relation to fiendish imps.



* PoisonousPerson: A bog imp's claw attacks force victims to save for be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to try and drag them beneath the water or mud. This process can take as little as one round, though creatures with Strength bonuses can resist for correspondingly longer, but unless someone pulls the victim out, drags them to solid ground, or kills the bog imp, said victim will begin drowning.

to:

* PoisonousPerson: A bog imp's claw attacks force victims to save for or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to try and drag them beneath the water or mud. This process can take as little as one round, though creatures with Strength bonuses can resist for correspondingly longer, but unless someone pulls the victim out, drags them to solid ground, or kills the bog imp, said victim will begin drowning.

Added: 1500

Changed: 5162

Removed: 348

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[[folder:Boggle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E), 1/8 (5E)\\
'''Alignment:''' ChaoticNeutral

Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances of themselves.

to:

[[folder:Boggle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
[[folder:Bog Imp]]
->'''Classification:''' Monstrous Humanoid (3E), Fey (5E)\\
(3E)\\
'''Challenge Rating:''' 3 (3E), 1/8 (5E)\\
6 (3E)\\
'''Alignment:''' ChaoticNeutral

Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances
LawfulEvil

Of no relation to fiendish imps, these murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict with the imps' strange code
of themselves.honor.



* MischiefMakingMonkey: Their behavior, if not bodies, fit the trope.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although a boggle's antics might cause distress and unintentional harm, its intent is usually mischief, not mayhem.
* RubberMan: 3rd Edition boggles are noted for their rubbery skin and stretchy limbs, giving them an extraordinary 15-foot reach for a Small, 3-foot-tall creature.
* SlipperySkid: They can secrete a nonflammable oil from their skin that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles can create a glue-like puddle to restrain other creatures.
* ThinkingUpPortals: Boggles in 5th Edition can use existing doorways and spaces to create short-ranged dimensional rifts, allowing them to reach (or attack) something within 30 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by a friendless child, old widow, or hermit. Unfortunately, the boggles' attempts to amuse themselves always come at their "host"'s expense.

to:

* MischiefMakingMonkey: Their behavior, if not bodies, fit BlueAndOrangeMorality: These fey are unusually lawful, and bound by customs and a system of honor that they are psychologically incapable of breaking. While the trope.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although a boggle's antics might cause distress and unintentional harm, its intent is usually mischief, not mayhem.
* RubberMan: 3rd Edition boggles are noted
specifics vary between clutches of bog imps, they provide ways for their rubbery skin and stretchy limbs, giving them an extraordinary 15-foot reach for would-be victims to spare themselves, such as having someone defeat the bog imp in a Small, 3-foot-tall creature.
* SlipperySkid: They can secrete a nonflammable oil
race through the marsh or game of wits, or successfully guessing the bog imp's family name. Bog imps who were formerly elves may also spare any elves from their skin former communities.
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is
that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles
it can create a glue-like puddle only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims
to restrain other creatures.
save for be sickened for several rounds.
* ThinkingUpPortals: Boggles in 5th Edition SupernaturalSuffocation: Bog imps can use existing doorways simply glance at a victim and spaces cause a phantom force to create short-ranged dimensional rifts, allowing try and drag them beneath the water or mud. This process can take as little as one round, though creatures with Strength bonuses can resist for correspondingly longer, but unless someone pulls the victim out, drags them to reach (or attack) something solid ground, or kills the bog imp, said victim will begin drowning.
* TheVirus: If an elf succumbs to a bog imp's signature attack, they don't die but instead enter a form of stasis, shriveling and "pickling" over 13 days before being reborn as a bog imp with an instinctive understanding of the local clutch's code of conduct.
* WalkingWasteland: Any nonmagical liquid, from water to wine to milk, becomes stagnant as soon as it comes
within 30 60 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings
a bog imp, and will cause hours of loneliness, such as that felt by a friendless child, old widow, or hermit. Unfortunately, the boggles' attempts nausea if drank. Fortunately, potions are immune to amuse themselves always come at their "host"'s expense.this effect.



[[folder:Bogun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral

Tiny clumps of ambulatory compost created by druids as helpers.

to:

[[folder:Bogun]]
[[folder:Boggle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E)\\
Monstrous Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 1 (3E)\\
3 (3E), 1/8 (5E)\\
'''Alignment:''' TrueNeutral

Tiny clumps
ChaoticNeutral

Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances
of ambulatory compost created by druids as helpers.themselves.



* ArtificialInsolence: Since they're self-aware and sometimes willful, boguns have a 1-in-20 chance to ignore a given order. If their creator cannot pass a Diplomacy check to convince the bogun to behave, it may defiantly do the opposite of the prior order, or refuse to do anything at all for the rest of the day.
* OurHomunculiAreDifferent: Boguns are small nature servants, created by druids as an extension of themselves.
* PoisonousPerson: They aren't intended for combat, but boguns are covered in nettles that can inject a Dexterity-damaging poison.
* {{Synchronization}}: Part of the ritual to create a bogun involves the caster putting a part of themselves - a clump of hair, a few drops of blood -- into the construct to create a bond. Thus, a bogun's destruction inflicts damage to its creator, while if its creator dies, the bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with their creators.

to:

* ArtificialInsolence: Since they're self-aware MischiefMakingMonkey: Their behavior, if not bodies, fit the trope.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although a boggle's antics might cause distress
and sometimes willful, boguns have a 1-in-20 chance to ignore a given order. If unintentional harm, its intent is usually mischief, not mayhem.
* RubberMan: 3rd Edition boggles are noted for
their creator cannot pass a Diplomacy check to convince the bogun to behave, it may defiantly do the opposite of the prior order, or refuse to do anything at all rubbery skin and stretchy limbs, giving them an extraordinary 15-foot reach for the rest of the day.
a Small, 3-foot-tall creature.
* OurHomunculiAreDifferent: Boguns are small nature servants, created by druids as an extension of themselves.
* PoisonousPerson:
SlipperySkid: They aren't intended for combat, but boguns are covered in nettles can secrete a nonflammable oil from their skin that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles
can inject create a Dexterity-damaging poison.
glue-like puddle to restrain other creatures.
* {{Synchronization}}: Part of the ritual ThinkingUpPortals: Boggles in 5th Edition can use existing doorways and spaces to create short-ranged dimensional rifts, allowing them to reach (or attack) something within 30 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by
a bogun involves friendless child, old widow, or hermit. Unfortunately, the caster putting a part of boggles' attempts to amuse themselves - a clump of hair, a few drops of blood -- into the construct to create a bond. Thus, a bogun's destruction inflicts damage to its creator, while if its creator dies, the bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with
always come at their creators."host"'s expense.



[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
->'''Alignment:''' TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane of librarians everywhere.

to:

[[folder:Bookworm]]
[[folder:Bogun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
->'''Alignment:''' [[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:'''
TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane Tiny clumps of librarians everywhere.ambulatory compost created by druids as helpers.



* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change their hue to blend in with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.

to:

* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change ArtificialInsolence: Since they're self-aware and sometimes willful, boguns have a 1-in-20 chance to ignore a given order. If their hue creator cannot pass a Diplomacy check to blend convince the bogun to behave, it may defiantly do the opposite of the prior order, or refuse to do anything at all for the rest of the day.
* OurHomunculiAreDifferent: Boguns are small nature servants, created by druids as an extension of themselves.
* PoisonousPerson: They aren't intended for combat, but boguns are covered
in nettles that can inject a Dexterity-damaging poison.
* {{Synchronization}}: Part of the ritual to create a bogun involves the caster putting a part of themselves - a clump of hair, a few drops of blood -- into the construct to create a bond. Thus, a bogun's destruction inflicts damage to its creator, while if its creator dies, the bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link
with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.
creators.


Added DiffLines:

[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
->'''Alignment:''' TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane of librarians everywhere.
----
* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change their hue to blend in with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.
[[/folder]]

Added: 2053

Changed: 4657

Removed: 110

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[[folder:Boggle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E), 1/8 (5E)\\
'''Alignment:''' ChaoticNeutral

Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances of themselves.

to:

[[folder:Boggle]]
[[quoteright:350:https://static.
[[folder:Bog Hound]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E), 1/8 (5E)\\
'''Alignment:''' ChaoticNeutral

Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances
org/pmwiki/pub/images/d&d_bog_hound_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil

Murderous canines spawned from a moor, the result
of themselves.either a fel curse or an evil conjuring.



* MischiefMakingMonkey: Their behavior, if not bodies, fit the trope.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although a boggle's antics might cause distress and unintentional harm, its intent is usually mischief, not mayhem.
* RubberMan: 3rd Edition boggles are noted for their rubbery skin and stretchy limbs, giving them an extraordinary 15-foot reach for a Small, 3-foot-tall creature.
* SlipperySkid: They can secrete a nonflammable oil from their skin that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles can create a glue-like puddle to restrain other creatures.
* ThinkingUpPortals: Boggles in 5th Edition can use existing doorways and spaces to create short-ranged dimensional rifts, allowing them to reach (or attack) something within 30 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by a friendless child, old widow, or hermit. Unfortunately, the boggles' attempts to amuse themselves always come at their "host"'s expense.

to:

* MischiefMakingMonkey: Their behavior, TheBattleDidntCount: A moor hound can't be slain in normal circumstances -- even if not bodies, fit reduced to 0 hit points, it will flee combat, leaving behind a trail of blood that disappears into a bog or pool of quicksand, and the trope.
* ThePrankster: Boggles engage
monster will fully regenerate in petty pranks to amuse themselves. Although a boggle's antics might cause distress and unintentional harm, its intent is usually mischief, not mayhem.
time for the next night's hunt.
* RubberMan: 3rd Edition boggles GlowingEyesOfDoom: Moor hounds are noted for coal-black creatures with flaming red eyes.
* KeystoneArmy: Should
their rubbery skin and stretchy limbs, giving them an extraordinary 15-foot reach for moor hound be slain, the rest of a Small, 3-foot-tall creature.
* SlipperySkid: They can secrete a nonflammable oil from
bog hound pack instantly crumbles, howling as they follow their skin pack leader.
* LargeAndInCharge: The moor hound
that replicates leads a ''grease'' effect.
bog hound pack is a Large creature compared to its Medium-sized packmates.
* StickySituation: Alternatively, 5th Edition boggles ResurrectiveImmortality: Standard bog hounds can create a glue-like puddle to restrain other creatures.
* ThinkingUpPortals: Boggles in 5th Edition can use existing doorways and spaces to create short-ranged dimensional rifts, allowing them to reach (or attack) something within 30 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by a friendless child, old widow, or hermit. Unfortunately, the boggles' attempts to amuse themselves always come
be slain, at which point their "host"'s expense.bodies will crumble to inanimate matter as their breaths escape, but the creatures will continue to spawn from the bog each night, so long as their pack leader survives.
* SwampMonster: The standard bog hounds are empty-eyed beasts made from the mud and straw of their home marsh, while the moor hound that leads them is comprised from the vapors of the bog, which incidentally means that only magic weapons can hit them.
* SwampsAreEvil: In some cases, bog hounds are spawned "naturally" from swamps that have powerful curses laid upon them.
* WeakenedByTheLight: Bog hounds' bane is natural sunlight. When exposed to it, ordinary bog hounds will instantly go inert, becoming mere sculptures of mud and straw trapped in the pose the sun caught them in, statues that crumble apart at the slightest touch. In the case of the moor hound, sunlight causes any damage it sustained that evening to properly apply to it, potentially killing it outright. At any rate, a moor hound in sunlight can be slain by even mundane weapons, and will let out one last ghostly howl before fading into nothingness.



[[folder:Bogun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral

Tiny clumps of ambulatory compost created by druids as helpers.

to:

[[folder:Bogun]]
[[folder:Boggle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E)\\
Monstrous Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 1 (3E)\\
3 (3E), 1/8 (5E)\\
'''Alignment:''' TrueNeutral

Tiny clumps
ChaoticNeutral

Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances
of ambulatory compost created by druids as helpers.themselves.



* ArtificialInsolence: Since they're self-aware and sometimes willful, boguns have a 1-in-20 chance to ignore a given order. If their creator cannot pass a Diplomacy check to convince the bogun to behave, it may defiantly do the opposite of the prior order, or refuse to do anything at all for the rest of the day.
* OurHomunculiAreDifferent: Boguns are small nature servants, created by druids as an extension of themselves.
* PoisonousPerson: They aren't intended for combat, but boguns are covered in nettles that can inject a Dexterity-damaging poison.
* {{Synchronization}}: Part of the ritual to create a bogun involves the caster putting a part of themselves - a clump of hair, a few drops of blood -- into the construct to create a bond. Thus, a bogun's destruction inflicts damage to its creator, while if its creator dies, the bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with their creators.

to:

* ArtificialInsolence: Since they're self-aware MischiefMakingMonkey: Their behavior, if not bodies, fit the trope.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although a boggle's antics might cause distress
and sometimes willful, boguns have a 1-in-20 chance to ignore a given order. If unintentional harm, its intent is usually mischief, not mayhem.
* RubberMan: 3rd Edition boggles are noted for
their creator cannot pass a Diplomacy check to convince the bogun to behave, it may defiantly do the opposite of the prior order, or refuse to do anything at all rubbery skin and stretchy limbs, giving them an extraordinary 15-foot reach for the rest of the day.
a Small, 3-foot-tall creature.
* OurHomunculiAreDifferent: Boguns are small nature servants, created by druids as an extension of themselves.
* PoisonousPerson:
SlipperySkid: They aren't intended for combat, but boguns are covered in nettles can secrete a nonflammable oil from their skin that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles
can inject create a Dexterity-damaging poison.
glue-like puddle to restrain other creatures.
* {{Synchronization}}: Part of the ritual ThinkingUpPortals: Boggles in 5th Edition can use existing doorways and spaces to create short-ranged dimensional rifts, allowing them to reach (or attack) something within 30 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by
a bogun involves friendless child, old widow, or hermit. Unfortunately, the caster putting a part of boggles' attempts to amuse themselves - a clump of hair, a few drops of blood -- into the construct to create a bond. Thus, a bogun's destruction inflicts damage to its creator, while if its creator dies, the bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with
always come at their creators."host"'s expense.



[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
->'''Alignment:''' TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane of librarians everywhere.

to:

[[folder:Bookworm]]
[[folder:Bogun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
->'''Alignment:''' [[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:'''
TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane Tiny clumps of librarians everywhere.ambulatory compost created by druids as helpers.



* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change their hue to blend in with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.

to:

* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change ArtificialInsolence: Since they're self-aware and sometimes willful, boguns have a 1-in-20 chance to ignore a given order. If their hue creator cannot pass a Diplomacy check to blend convince the bogun to behave, it may defiantly do the opposite of the prior order, or refuse to do anything at all for the rest of the day.
* OurHomunculiAreDifferent: Boguns are small nature servants, created by druids as an extension of themselves.
* PoisonousPerson: They aren't intended for combat, but boguns are covered
in nettles that can inject a Dexterity-damaging poison.
* {{Synchronization}}: Part of the ritual to create a bogun involves the caster putting a part of themselves - a clump of hair, a few drops of blood -- into the construct to create a bond. Thus, a bogun's destruction inflicts damage to its creator, while if its creator dies, the bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link
with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.
creators.


Added DiffLines:

[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
->'''Alignment:''' TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane of librarians everywhere.
----
* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change their hue to blend in with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.
[[/folder]]

Added: 559

Changed: 106

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* ApeShallNeverKillApe: Zig-zagged. Young braxats commonly fight one another as they compete for treasure, mates, lairs, etc. But once a braxat has joined a hunting warband, conflict within that group is strictly forbidden, and killing a bandmate is punished by executing both the offender and their family.
* ArtEvolution: Their ''AD&D'' art mixes rhino and reptilian features, giving them leathery grey hides beneath scaly armor plates, and has them standing fully upright. Their 3rd Edition art depicts them hunched over, with colorful, insectoid carapaces.



* HuntingTheMostDangerousGame: Braxats can eat just about anything, but only properly hunt other intelligent beings. Sometimes other creatures [[TheHunterBecomesTheHunted try and turn this around]] and attempt to harvest braxats' shells or horns, but in most cases the braxats are more than a match for such would-be hunters of hunters.

to:

* HuntingTheMostDangerousGame: Braxats can eat just about anything, but only properly hunt other intelligent beings.beings, and in fact their entire society is structured around raiding and stalking their neighbors. Sometimes other creatures [[TheHunterBecomesTheHunted try and turn this around]] and attempt to harvest braxats' shells or horns, but in most cases the braxats are more than a match for such would-be hunters of hunters.



* SandWorm: Their sharlike shape aside, bulettes are classic examples of this trope. They're subterranean, burrowing predators that spend most of their time belowground, using their sensitivity to tremors in the earth to detect the presence of creatures above them. As soon as a bulette feels something walking around on the surface, it surfaces, attacks and tries to devour it.

to:

* SandWorm: Their sharlike sharklike shape aside, bulettes are classic examples of this trope. They're subterranean, burrowing predators that spend most of their time belowground, using their sensitivity to tremors in the earth to detect the presence of creatures above them. As soon as a bulette feels something walking around on the surface, ground above, it surfaces, attacks and tries to devour it.

Added: 2729

Changed: 4608

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[[folder:Breathdrinker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_breathdrinker_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil

Cruel elemental creatures that steal the very air from their victims' lungs.

to:

[[folder:Breathdrinker]]
[[quoteright:350:https://static.
[[folder:Braxat]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_breathdrinker_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_braxat_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Elemental Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 7 9 (3E)\\
'''Alignment:''' ChaoticEvil

Cruel elemental creatures
NeutralEvil

15-foot-tall psionic humanoids
that steal relish hunting intelligent prey by the very air from their victims' lungs. light of the moon.



* InvisibleMonsters: The breathdrinker is normally invisible until it attacks, at which point it mimics the form of its current target.
* SupernaturalFearInducer: A breathdrinker's glowing red eyes can strike fear into its prey, rendering them helpless so it could follow up with stealing their breath.
* SupernaturalSuffocation: The breathdrinker feeds on air extracted from the lungs of living creatures, causing them to eventually suffocate.

to:

* InvisibleMonsters: The breathdrinker is normally invisible until BreathWeapon: They can breathe a cone of [[AcidAttack acid]] (in 2E) or [[AnIcePerson cold]] (in 3E), but only use this attack in emergencies, since it attacks, at which point it mimics tends to leave prey unfit for consumption.
* HuntingTheMostDangerousGame: Braxats can eat just about anything, but only properly hunt other intelligent beings. Sometimes other creatures [[TheHunterBecomesTheHunted try and turn this around]] and attempt to harvest braxats' shells or horns, but in most cases
the form braxats are more than a match for such would-be hunters of its current target.
hunters.
* SupernaturalFearInducer: A breathdrinker's glowing red eyes can strike fear into its prey, rendering them helpless so it could follow up MixAndMatchCritters: They're towering bipeds with stealing their breath.
rhino-like bodies but beetle-like shells.
* SupernaturalSuffocation: The breathdrinker feeds on air extracted PsychicPowers: Like most life from the lungs world of living creatures, causing them [[TabletopGame/DarkSun Athas]], braxats are naturally psionic. Beyond powers such as ''[[{{Intangibility}} blink]]'' and ''[[{{Teleportation}} dimension door]]'', they can also use a ''Mind Blast'' to eventually suffocate.stun prey.
* {{Sadist}}: Braxats try and maximize their victims' fear as they close in, and never kill quickly.
* {{Telepathy}}: They can communicate psychically out to a range of a mile, and often use this power to [[HopeSpot create false hope]] for their victims, or [[ToThePain describe the grisly fate in store for their prey.]]



[[folder:Briarvex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_briarvex_3e.jpg]]

to:

[[folder:Briarvex]]
[[folder:Breathdrinker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_briarvex_3e.org/pmwiki/pub/images/d&d_breathdrinker_3e.jpg]]



->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' NeutralEvil

Sometimes called "vine ogres," these hulking ambulatory plants seek only to fill the woodlands with their spawn, and view all other creatures as threats to their existence.

to:

->'''Classification:''' Plant Elemental (3E)\\
'''Challenge Rating:''' 6 7 (3E)\\
'''Alignment:''' NeutralEvil

Sometimes called "vine ogres," these hulking ambulatory plants seek only to fill the woodlands with their spawn, and view all other
ChaoticEvil

Cruel elemental
creatures as threats to that steal the very air from their existence.victims' lungs.



* AbsoluteXenophobe: Briarvexes only rarely seek peaceful relations with neighboring creatures such as gnolls, and even then consider such lesser beings to be nuisances, no better than fertiliser. In most cases, the only time briarvexes don't try to kill or drive out other creatures is because said creatures are strong enough that the briarvexes are waiting to build up overwhelming numbers. They're so nasty that some sages think briarvexes originated in the Nine Hells before being transplanted to the Material Plane.
* ArchEnemy: Briarvexes and treants hate each other and fight on sight, seeing each other as their most powerful competitor for control of the forest.
* ExplosiveBreeder: There have been instances, in lush terrain, where briarvexes have planted nearly a thousand of their kind in the space of a year, and since a briarvex takes only two years to mature, the result is a mighty [[TheHorde horde]] of plant monsters that overruns settlements near their forests.
* GreenThumb: A briarvex can control the plants around it, causing them to grapple and hold its foes as per the ''entangle'' spell.
* NoSell: They can move through the thorniest of undergrowth without being slowed or taking damage, and are similarly immune to magical attempts to impede them with plants. This means groups of briarvexes can use their ''entangle'' ability without fear of hampering each other.
* PowerFist: An organic example; briarvexes' fists are studded with thorny spikes, which break off when they punch foes and embed themselves in their victims' flesh, at which point the briarvex can take a swift action to make the thorns twist and burrow deeper for additional damage. A victim can use an action to dislodge the thorns, thankfully.
* WeakToFire: Like most plant monsters, briarvexes are vulnerable to fire damage, and as such take care to appraise threats before leaping into combat, in case any are carrying sources of fire.

to:

* AbsoluteXenophobe: Briarvexes only rarely seek peaceful relations InvisibleMonsters: The breathdrinker is normally invisible until it attacks, at which point it mimics the form of its current target.
* SupernaturalFearInducer: A breathdrinker's glowing red eyes can strike fear into its prey, rendering them helpless so it could follow up
with neighboring creatures such as gnolls, and even then consider such lesser beings to be nuisances, no better than fertiliser. In most cases, the only time briarvexes don't try to kill or drive out other creatures is because said creatures are strong enough that the briarvexes are waiting to build up overwhelming numbers. They're so nasty that some sages think briarvexes originated in the Nine Hells before being transplanted to the Material Plane.
* ArchEnemy: Briarvexes and treants hate each other and fight on sight, seeing each other as
stealing their most powerful competitor for control of breath.
* SupernaturalSuffocation: The breathdrinker feeds on air extracted from
the forest.
* ExplosiveBreeder: There have been instances, in lush terrain, where briarvexes have planted nearly a thousand
lungs of their kind in the space of a year, and since a briarvex takes only two years to mature, the result is a mighty [[TheHorde horde]] of plant monsters that overruns settlements near their forests.
* GreenThumb: A briarvex can control the plants around it,
living creatures, causing them to grapple and hold its foes as per the ''entangle'' spell.
* NoSell: They can move through the thorniest of undergrowth without being slowed or taking damage, and are similarly immune to magical attempts to impede them with plants. This means groups of briarvexes can use their ''entangle'' ability without fear of hampering each other.
* PowerFist: An organic example; briarvexes' fists are studded with thorny spikes, which break off when they punch foes and embed themselves in their victims' flesh, at which point the briarvex can take a swift action to make the thorns twist and burrow deeper for additional damage. A victim can use an action to dislodge the thorns, thankfully.
* WeakToFire: Like most plant monsters, briarvexes are vulnerable to fire damage, and as such take care to appraise threats before leaping into combat, in case any are carrying sources of fire.
eventually suffocate.



[[folder:Brigganock]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brigganock_soul_light_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 1/8 (5E)\\
'''Alignment:''' NeutralGood

Tiny, mouse-like denizens of the Feywild, who make their living mining for rare gems.

to:

[[folder:Brigganock]]
[[folder:Briarvex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brigganock_soul_light_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_briarvex_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (5E)\\
Plant (3E)\\
'''Challenge Rating:''' 1/8 (5E)\\
6 (3E)\\
'''Alignment:''' NeutralGood

Tiny, mouse-like denizens of
NeutralEvil

Sometimes called "vine ogres," these hulking ambulatory plants seek only to fill
the Feywild, who make woodlands with their living mining for rare gems.spawn, and view all other creatures as threats to their existence.



* BigEater: Brigganocks never turn down a good meal and eat a lot for a creature of their size.
* HitodamaLight: These fey's souls exist outside their bodies, appearing as bulbs of pale light. [[MundaneUtility They use them to help see in the dark]], and can take a bonus action to send their soul-lights up to thirty feet to illuminate an area before returning.
* MakeAWish: Mortal wishes take physical form in the Feywild, becoming lodged in "wish stones." The brigganocks seek these out, collecting and polishing those containing good wishes into proper gems, and leaving behind malicious wishes. The resulting polished wish stones are then traded to other fey for use as scrying stones, or to power charms or animated objects.
* OurKoboldsAreDifferent: They're arguably closer to the source material than ''D&D''[='s=] draconic kobolds, as brigganocks are explicitly fey creatures that work in mines, though they're more benign than most folkloric kobolds. Their rodent-like appearance also makes brigganocks look quite similar to ''VideoGame/{{Warcraft}}''[='s=] take on kobolds.
* TimeMaster: A brigganock can accelerate time around itself, allowing it to finish an hour's work in mere seconds, so long as said work takes place within a single room-sized area.

to:

* BigEater: Brigganocks never turn down a good meal and eat a lot for a creature of their size.
* HitodamaLight: These fey's souls exist outside their bodies, appearing as bulbs of pale light. [[MundaneUtility They use them to help see in the dark]], and can take a bonus action to send their soul-lights up to thirty feet to illuminate an area before returning.
* MakeAWish: Mortal wishes take physical form in the Feywild, becoming lodged in "wish stones." The brigganocks
AbsoluteXenophobe: Briarvexes only rarely seek these out, collecting peaceful relations with neighboring creatures such as gnolls, and polishing those containing good wishes into proper gems, and leaving behind malicious wishes. The resulting polished wish stones are even then traded consider such lesser beings to be nuisances, no better than fertiliser. In most cases, the only time briarvexes don't try to kill or drive out other fey for use as scrying stones, or creatures is because said creatures are strong enough that the briarvexes are waiting to power charms or animated objects.
* OurKoboldsAreDifferent:
build up overwhelming numbers. They're arguably closer so nasty that some sages think briarvexes originated in the Nine Hells before being transplanted to the source material than ''D&D''[='s=] draconic kobolds, Material Plane.
* ArchEnemy: Briarvexes and treants hate each other and fight on sight, seeing each other
as brigganocks are explicitly fey creatures their most powerful competitor for control of the forest.
* ExplosiveBreeder: There have been instances, in lush terrain, where briarvexes have planted nearly a thousand of their kind in the space of a year, and since a briarvex takes only two years to mature, the result is a mighty [[TheHorde horde]] of plant monsters
that work in mines, though they're more benign than most folkloric kobolds. Their rodent-like appearance also makes brigganocks look quite similar to ''VideoGame/{{Warcraft}}''[='s=] take on kobolds.
overruns settlements near their forests.
* TimeMaster: GreenThumb: A brigganock briarvex can accelerate time control the plants around itself, allowing it it, causing them to finish grapple and hold its foes as per the ''entangle'' spell.
* NoSell: They can move through the thorniest of undergrowth without being slowed or taking damage, and are similarly immune to magical attempts to impede them with plants. This means groups of briarvexes can use their ''entangle'' ability without fear of hampering each other.
* PowerFist: An organic example; briarvexes' fists are studded with thorny spikes, which break off when they punch foes and embed themselves in their victims' flesh, at which point the briarvex can take a swift action to make the thorns twist and burrow deeper for additional damage. A victim can use
an hour's work action to dislodge the thorns, thankfully.
* WeakToFire: Like most plant monsters, briarvexes are vulnerable to fire damage, and as such take care to appraise threats before leaping into combat,
in mere seconds, so long as said work takes place within a single room-sized area.case any are carrying sources of fire.


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[[folder:Brigganock]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brigganock_soul_light_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 1/8 (5E)\\
'''Alignment:''' NeutralGood

Tiny, mouse-like denizens of the Feywild, who make their living mining for rare gems.
----
* BigEater: Brigganocks never turn down a good meal and eat a lot for a creature of their size.
* HitodamaLight: These fey's souls exist outside their bodies, appearing as bulbs of pale light. [[MundaneUtility They use them to help see in the dark]], and can take a bonus action to send their soul-lights up to thirty feet to illuminate an area before returning.
* MakeAWish: Mortal wishes take physical form in the Feywild, becoming lodged in "wish stones." The brigganocks seek these out, collecting and polishing those containing good wishes into proper gems, and leaving behind malicious wishes. The resulting polished wish stones are then traded to other fey for use as scrying stones, or to power charms or animated objects.
* OurKoboldsAreDifferent: They're arguably closer to the source material than ''D&D''[='s=] draconic kobolds, as brigganocks are explicitly fey creatures that work in mines, though they're more benign than most folkloric kobolds. Their rodent-like appearance also makes brigganocks look quite similar to ''VideoGame/{{Warcraft}}''[='s=] take on kobolds.
* TimeMaster: A brigganock can accelerate time around itself, allowing it to finish an hour's work in mere seconds, so long as said work takes place within a single room-sized area.
[[/folder]]
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Removing redundant images of the Beholder. I feel its design has not changed significantly enough to warrant pictures of how it looked in 2nd and 3rd edition.


[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_3e.png[[/labelnote]] ]]
[[caption-width-right:350:[[labelnote:2e]] https://static.tvtropes.org/pmwiki/pub/images/Beholder_2594.JPG[[/labelnote]] ]]
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%% Not every folder needs an image for every edition in the game.
%% Unless a creature was given a significant redesign between editions, one image is plenty.
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%% We're not a D&D wiki, and it's not the end of the world if we don't have a folder for every creature to appear in a D&D supplement.
%% Before creating new folders, ask yourself if there's enough material to make the folder interesting to read.
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[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\\
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | '''B''' | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

This page covers general ''TabletopGame/DungeonsAndDragons'' monsters such as can be found in the ''Monster Manual'' or in setting-agnostic books such as ''Volo's Guide to Monsters'' or ''Mordenkainen's Tome of Foes''. The creatures on this page can be found in any world of the ''D&D'' multiverse and can be encountered in just about any campaign.

For the game's iconic dragons, see ''Characters/DungeonsAndDragonsDragons''. For demons and devils, see ''Characters/DungeonsAndDragonsFiends''. For the various undead creatures, see ''Characters/DungeonsAndDragonsUndead''. For creatures found only in specific settings, see ''Characters/DungeonsAndDragonsSettingSpecificCreatures''.

[[foldercontrol]]

!!B

[[folder:Balhannoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)

Tentacled horrors that use their magic to help ambush their victims.
----
* AntiMagic: 3rd Edition balhannoths suppress the magic of anything grappled in their tentacles, preventing spellcasting and temporarily nullifying magic items.
* AttackAnimal: In 5th Edition, some drow make expeditions into the Shadowfell to capture balhannoths, then install them as guardians along key passages.
* ChameleonCamouflage: In 3rd Edition, balhannoths can change the color of their skin to blend in with their surroundings. The 5th Edition balhannoths just turn invisible instead.
* HopeSpot: A 5th Edition balhannoth can sense the desires of other creatures, then reshape its environment so that it looks like the place its prey seeks. The imitation is good enough to fool desperate creatures into stumbling into the balhannoth's clutches.
-->'''Mordenkainen:''' There are no virtues in the Shadowfell. Thanks to the balhannoth, even hope is punished with death.
* MagicEater: Similarly to beholders, 3rd Edition balhannoths feed on both flesh and the magical auras of enchanted items they collect. This "feeding" does not damage the magic item in any way, but a balhannoth will eventually grow bored of its "taste," and seek out new magic.
* MasterOfIllusion: The Shadowfell-native balhannoths can warp reality around their lairs, creating an imitation of what their would-be victim is seeking. But there's [[GlamorFailure always an imperfection that reveals the illusion]]: gold items that are obviously counterfeit on close inspection, shelves of {{Blank Book}}s, and so forth.
* NoWarpingZone: 3rd Edition balhannoths can create a ''dimensional lock'' effect emanating from them.
* {{Retcon}}: Balhannoths' abilities and habitat vary greatly by edition. Their 3rd Edition incarnation lairs in the Underdark and is feared for its anti-magic abilities, while 5th Edition balhannoths are native to the Shadowfell and are potent illusionists instead.
* SupernaturalSensitivity: 3rd Edition balhannoths have "dweomersight," allowing them to sense the presence and strength of magical auras. They cannot, however, distinguish between a magic item and an ongoing spell effect.
* TentacleRope: They can make two to four tentacle attacks reach round, and grapple and restrain victims with them.
[[/folder]]

[[folder:Banderhobb]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_banderhobb_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' NeutralEvil
Banderhobbs are artificial creatures of flesh and shadow, brought to life by evil mages to do their bidding.
----
* AnimalisticAbomination: They are supernatural entities which look like oversized bipedal frogs -- the first of many, ''many'' such froglike creatures that you'll find on this list, in fact.
* ShadowWalker: A banderhobb can teleport over short distances, always materializing within a dark or dimly lit spot.
* SwallowedWhole: A banderhobb can stuff one Medium or smaller creature into its gaping mouth, storing its victim there until the banderhobb dies or regurgitates.
* UndyingLoyalty: During its brief existence, a banderhobb only seeks to carry out the bidding of the one who birthed it, with no concern for the harm it suffers or creates.
* YouWillNotEvadeMe: Like any good frog monster, the banderhobb can use its tongue to ensnare distant enemies and drag them into biting distance.
[[/folder]]

[[folder:Banshrae]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_banshrae_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' ChaoticEvil

Spiteful and cruel fey who use their supernatural music to torment other creatures, despite their lack of mouths with which to play their flutes.
----
* {{Curse}}: Banshraes can ''curse'' a victim once per day, causing them to inspire irrational anger in other creatures, which translates into a penalty on social interaction rolls and Armor Class.
* EatingOptional: Banshraes don't eat in a conventional sense, they absorb nutriants from the earth and nearby plants when they rest. But they'll try to ruin any food or drink they come across, to ensure that other creatures can't enjoy it either.
* FlechetteStorm: Once per day, a banshrae can use its blowgun-flute to fire a whole cone of darts for extra damage.
* InstrumentOfMurder: Their flutes also double as {{blowgun}}s.
* MagicMusic: They can conjure up a masterwork flute at will, and use it to [[SupernaturalFearInducer frighten creatures with a dreadful dirge]], start a sing-along that forces listeners to babble along, or play a tune that compels creatures to move at least 20 feet during their turn.
* TheNoseless: Banshares breath through holes in the sides of their heads, hidden by their hair.
* {{Sadist}}: Even among the evil fey, banshraes are notoriously cruel to their weaker underlings, and in combat they'll quickly dispose of powerful foes so they can take their time toying with weaker opponents.
* SpawnBroodling: Banshraes can also, once each day, fire a special dart that causes a swarm of locusts to erupt from the victim's body, sickening them and dealing damage. The swarm then hangs around for a few rounds, following the banshrae's commands.
* WipeThatSmileOffYourFace: In ages past, a treacherous banshrae elder made the mistake of betraying a fey queen, who retaliated by cursing all banshraes, stealing their mouths. While a verdant prince was later able to restore the banshraes' musical ability, their faces remain [[TheBlank blank]] save for their insectile eyes.
[[/folder]]

[[folder:Basilisk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_basilisk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)

Hulking, eight-legged reptiles with deadly gazes.
----
* BasiliskAndCockatrice: Large, many-legged lizards whose gaze turns people to stone.
* EatDirtCheap: Basilisks are robust omnivores, and can feed upon the statues of creatures killed by their gaze.
* TakenForGranite: Meeting a basilisk's supernatural gaze can be enough to rapidly transform a victim into porous stone, and their lairs are often strewn with the petrified remnants of other creatures.
* UndergroundMonkey:
** Venom-eye basilisks inflict poisoning with their gaze rather than causing petrification.
** Greater basilisks kill victims outright with their gaze.
** Abyssal greater basilisks are a fiendish version of regular greater basilisks, are found in the Abyss and can smite good once per day.
* VertebrateWithExtraLimbs: They typically have eight legs despite looking like lizards.
[[/folder]]

[[folder:Behir]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_behir_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 8 (3E), 11 (5E)\\
'''Alignment:''' NeutralEvil (1E-2E, 5E), TrueNeutral (3E), Unaligned (4E)

40-foot-long, twelve-legged serpents who breathe lightning and hate dragons.
----
* BioweaponBeast: In 5E, behirs were created by the storm giants to serve as living weapons against dragons.
* BreathWeapon: Behirs exhale a line of lightning that can incinerate most creatures.
* FantasticRacism: Behirs loathe dragons, and will attempt to drive off any dragon that enters their territory. 5E explains this as being due to behirs having originally been created by giants to fight in their war against the dragons.
* UndergroundMonkey: "The Ecology of the Behir" describes two environmental variants of the species -- the desert behir, with yellow-orange scales and a fiery red belly, which breathes fire, and the green-scaled, acid-spitting jungle behir.
* VertebrateWithExtraLimbs: They have twelve legs.
[[/folder]]

[[folder:Beholderkin]]
Beholderkin are strange creatures that live in caverns deep beneath the earth. They're a wide family with many branches, but almost all beholderkin are floating, orb-like creatures with a single central eye, an additional set of eyestalks capable of projecting magical beams, and a very alien, hostile and often insane outlook on life.
----
* AntiMagic: The central eye of most beholders projects an anti-magic cone that shuts down magic. Unfortunately, this cone also affects their own eye beams.
* BlueAndOrangeMorality: Beholder morality is very, ''very'' weird. For one thing, they're ''so'' self-centered that they actually hate other beholders (for being deviants from true beholderdom) more than they hate other races, and their extraordinary paranoia means they hate other races quite a lot.
* EyeBeams: One of their signature powers is their ability to fire rays from their stalk eyes, which can simulate the effect of a number of powerful spells.
* FlyingFace: Beholders resemble floating heads with a single eye and fang-lined maws, and "hair" made out of eyestalks. There is considerable speculation in-universe as to how they make this body shape work, and they have some interesting organ placement to compensate -- their stomachs are in their lower jaws, for instance.
* {{Oculothorax}}: Beholders have a spheroid body with a great bulging eye sitting above a wide, toothy maw. They are the TropeCodifier for these monsters in fantasy games.
* ThemeNaming: Most type of beholderkin are named after a synonym for "beholder" (gazer, spectator, examiner, watcher, observer, etcetera).

!True Beholders
!!Beholder
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/beholder_5e.png]]
[[caption-width-right:350:''Every beholder thinks it is the epitome of beholderkind, and the only thing it fears is that it might be wrong." --Valkara Ironfell, dwarf sage]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_3e.png[[/labelnote]] ]]
[[caption-width-right:350:[[labelnote:2e]] https://static.tvtropes.org/pmwiki/pub/images/Beholder_2594.JPG[[/labelnote]] ]]
->'''Classification:''' Aberration (3.5E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 13 (3.5E), 19 (4E), 13 (5E)\\
'''Alignment:''' LawfulEvil (3.5-5E), Evil (4E)

Beholders, sometimes referred to as eye tyrants, are bizarre creatures that live deep underground. They resemble fleshy orbs dominated by a single huge eye above a fang-filled mouth, topped by a cluster of smaller eyestalks, but exhibit extreme mutability within this template in terms of flesh color, skin and eyestalk texture, or the size of their body parts. Beholders believe themselves to be the pinnacle of living things, and each and every beholder views itself as the apex of beholderkind. When two beholders meet each other, they will scrutinize each other for the smallest flaws and deviations from the ideal beholder form (that is, from their own personal form); on inevitably finding some minute difference, they will then attempt to kill each other for being repulsive abominations.
----
* AppearanceIsInTheEyeOfTheBeholder: The beholders' creator deity is the Great Mother, who they venerate so much that each chooses to remember being personally birthed by her, regardless of the actual circumstances of their creation. Sometimes her avatar appears to a crowd of beholders, which would seem to settle the question of which is the true ideal beholder form -- except for the fact that any beholder who looks upon the Great Mother only sees their own features, scaled up. In other words, [[StealthPun beauty lies in the eye of the beholder.]]
* BattleTrophy: Beholders enjoy taking trophies from slain foes, and their lairs are decorated with the petrified remnants of defeated adventures, pieces of other beholders, and magical items taken from powerful foes.
* BerserkButton: The one time when adventurers might be ''happy'' to encounter a beholder is if they're already fighting another one and it looks in any way different from the new arrival, as both beholders will then try to bite each other to death for being "imperfect".
* BizarreAlienPsychology: Beholders have two brains, an emotional one and a logical one. They process their data through the emotional part before transferring it to the logical part, which means that if something is against a beholder's beliefs (which, through genetic memory, always amount to an AlwaysChaoticEvil racist monster) it won't ever get far enough to apply to its logic.
* BizarreAlienReproduction: Beholders, depending on edition, are either asexual or hermaphroditic, but in either case reproduction ends with the beholder puking up its uterus so that its offspring can then eat their way free. Once it recovers, it tends to kill and/or eat the ones it thinks look the least like itself. More recently they've been re-skinned as literal nightmares made manifest, and reproduce both their own kind and various beholderkin by involuntarily ''dreaming'' them into existence.
* CombatBreakdown: Beholders are fearsome enemies thanks to their multitude of eye-rays, but when two beholders fight one another, their mutual use of their anti-magic central eyes means that the aberrations must resort to crashing against and biting each other to deal damage.
* DisintegratorRay: One of the eye beams they can project functions as the spell ''disintegrate'', which they like to use against any foe that seems like a real threat.
* EliteMook
** Elder orbs, unusually long-lived and ancient beholders that are biologically immortal and develop sorcerous powers.
** Beholder mages undergo a ritual removal of their central eye, becoming powerful spellcasters in exchange.
* MagicEater: ''Lords of Madness'' describes beholders as a downplayed example of this trope. Each beholder has specialized "evocularies" in its central eye connected to "dweomerlobes" in its brain, which power its eye-stalks' spell-like abilities by absorbing magic by viewing it through its main eye (the same one that can generate a cone of AntiMagic). The actual magic drained from looking at something like a scroll or wand is minuscule, and it would take extended viewing to drain the item to uselessness, but beholders get more benefit from examining new and different magic items.
* MundaneUtility: Beholders often use their disintegrator eye beam to excavate their lairs.
* RealityWarper: A beholder's dreams can distort reality in 5th edition. If it dreams of another beholder, or of seeing its reflection, it will wake up to find that its dream has brought one or more new beholders into existence. If it dreams of ways to live on after death, it will wake up as an undead death tyrant.
* SanityHasAdvantages: Beholders are ''incredibly'' destructive and would be a terrifying threat to the world if they weren't so batshit crazy. They can disintegrate matter at will, control minds, kill with a glance and nullify any magic, but they're also all individually convinced that they and they alone are created in the true image of their goddess, and any beholders that look slightly different must be destroyed, even their own offspring. They can't even come together to form a coherent society because they all hate each other so much.
* SupernaturalFearInducer: One of the eyebeams they can project causes its target to become frightened. They use this ray to disorient their opponents during combat, and as a form of psychological torture out of combat.
* TakenForGranite: One of the eye beams they can project functions as the spell ''flesh to stone''. Beholders tend to favor this one when fighting spellcasters, although they also use it on creatures that they find interesting in order to use them as decorations.
* TrulySingleParent: Beholders reproduce without any need for mating. Instead, after reaching adulthood, the womb located beneath every beholder's tongue will spontaneously generate a litter of offspring. In 5th Edition, beholders instead reproduce by dreaming each other into existence, a process that, once again, involves a single "parent" individual.

!!Death Tyrant
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_death_tyrant_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Undead (3E, 5E)\\
'''Challenge Rating:''' 13 (3E), 14 (5E)\\
'''Alignment:''' LawfulEvil

Undead beholders that sometimes arise as a result of an obsessive desire to endure beyond death.
----
* AnimateDead: Any humanoid that dies while a death tyrant is looking at it with its central eye becomes a zombie under the death tyrant's command. There’s no limit to the number of zombies a death tyrant can command this way, so it can easily create a small army of the dead from its victims.
* AntiRegeneration: instead of the anti-magic cone of a regular Beholder's gaze, the Death Tyrant's central eye prevents healing both magic and non-magical for anything in its line of sight.
* GlowingEyelightsOfUndeath: The death tyrant's 5E artwork shows it with a glowing red light in the center of its main eye socket and ten smaller dots floating around its head, marking where its smaller eyestalks would have been in life.
* NonHumanUndead: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform into an undead death tyrant.

!!Hive Mother
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_hive_mother_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 16 (3.5E)\\
'''Alignment:''' LawfulEvil

Rare, powerful beholders capable of magically controlling other beholderkin, hive mothers rule over cities of beholders with iron wills.
----
* HiveQueen: Hive mothers can telepathically control beholders and beholder-kin, and use this ability to set themselves up as the rulers of hives of mentally linked eye tyrants.
* KingMook: Hive mothers are very rare, large and powerful beholders capable of magically dominating their lesser kin, and are usually found ruling over communities of beholder and beholderkin with iron wills.
* MindControl: Hive mothers can exert complete control over beholders and beholderkin, and can additionally cast ''charm monster'' and ''charm person'' from their smaller eyes to attempt to control other beings.
* StraightForTheCommander: A hive mother's telepathic control is usually the only thing keeping the other beholder's hatred for each other under control, and if she's killed her minions will instantly turn on each other or disperse.

!Beholderkin
Beholderkin are a broad grouping of creatures related and physically similar to, but distinct from, true beholders. Almost all are as evil and cruel as beholders are, although they do not share their intense xenophobia. Beholders consider beholderkin to be abominations -- although, of course, beholders also consider each other to be abominations.
----
* {{Tulpa}}: When beholders dream obsessively about a specific subject, their dreams can manifest as the beholderkin, beholder-like entities with bodies and abilities shaped by the traits of the dreams that gave them birth.

!!Death Kiss
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/death_kiss_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 11 (3.5E), 10 (5E)\\
'''Alignment:''' NeutralEvil

Death kisses, also called bleeders or eyes of terror, are beholderkin whose long stalks end in blood-draining mouths. In 5th Edition, death kisses arise when a beholder dreams of blood.
----
* BodyToJewel: Death kisses have a nerve node within their bodies that hardens into a red gem when the creature dies. These jewels are called bloodeyes, and are prized for their soft glow that intensifies with the wearer's emotions.
* CombatTentacles: A death kiss' tentacles are its primary weapons, and can deal damage both through their barded tips and by sucking blood.
* ShockAndAwe: While they cannot actively control it, death kisses are surrounded by an electric aura that can harm those who tangle with them in melee.
* TakingYouWithMe: When a death kiss dies, it internal electrical charges shoot out of its corpse in a last area attack.
* TooManyMouths: A death kiss has ten long tentacles, each ending in a mouth full of teeth.

!!Eyeball/Gazer
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_gazer_5e.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 1/2 (3.5-5E)\\
'''Alignment:''' NeutralEvil

Tiny beholderkin no smarter than animals, sometimes taken as familiars. They're called eyeballs in earlier editions, and renamed to gazers in 5E.
----
* {{Familiar}}: Gazers can be taken as familiars by evil spellcasters, usually true beholders or humanoid wizards associated with aberrations in some way.
* AnIcePerson: Gazers can cast ''ray of frost'' through one of their eyestalks, which serves as their main weapon when hunting or fighting.
* MiniMook: They're essentially tinier, weaker beholders about eight inches across.

!!Eye of the Deep
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eye_of_the_deep.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3.5E)\\
'''Alignment:''' LawfulEvil

Aquatic beholders with two eyestalks and a pair of crablike claws.
----
* AquaticMook: They're a fairly straightforward variant of beholder that you find underwater.
* BlindedByTheLight: An eye of the deep's central eye can emit flashes of intense light that can blind and stun victims.
* MasterOfIllusion: They hunt by attracting victims with a ''persistent image'' illusion of something like shipwreck survivors, small islands, or comely mermaids.
* PowerPincers: Their clawed hands can grapple and constrict opponents.

!!Gauth
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gauth_5e_2.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3.5E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 6 (3.5E, 5E)\\
'''Alignment:''' NeutralEvil (2E), LawfulEvil (3.5E, 5E), Evil (4E)

Lesser beholders with four tentacles growing from their bottom and a ring of smaller eyes surrounding their central one. Gauths originate from an unknown plane, and are occasionally called into the material plane by failed attempts to summon spectators.
----
* AnIcePerson: They can cast ''cone of cold'' through one of their eyestalks.
* ArtEvolution: Their 2nd Edition art shows them with a downward-pointing circular mouth on the lower section of their bodies and with a set of tough ridges separating the eyelets around their central eye, but modern artwork shows them with a regular, forward-facing set of jaws and omits the ridges.
* MagicEater: Gauth feed on the magic of enchanted objects. One of their eye beams allows them to do this in combat, draining one charge at a time from magical items or, for permanently enchanted ones, rendering them useless for a round. They can also swallow magical items, where items with charges lose one per round and permanently magical ones are drained over a day; the items are spat back out once the gauth has sucked them dry. They cannot, however, drain magic or spells from living creatures. They can live fine on meat, but prefer to eat magic.
* ShockAndAwe: They can cast ''lightning bolt'' through one of their eyestalks.

!!Gouger
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_gouger_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3.5E)\\
'''Alignment:''' NeutralEvil

Spear-tongued monsters bred to hunt other beholders.
----
* EyeScream: When fighting other beholderkin, gougers specialize in using their tongues to sever eyestalks and gouge out the central eyes.
* FoodChainOfEvil: Beholders are powerful monsters that can easily wipe out an unprepared party. Gougers are the monsters that hunt and kill beholders.
-->''The gouger was bred to stalk and kill normal beholders. What can kill a beholder can destroy a party of adventurers.''
* MultipurposeTongue: A gouger's tongue is fifteen feet long, very strong and very sharp, and serves as its primary weapon in combat.

!!Spectator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spectator_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' LawfulNeutral

Spectators are unusually non-hostile beholders from the Outer Planes, which can be summoned to stand watch over valuable items.
----
* AttackReflector: As long as their central eye is intact, spectators can reflect one ranged spell per round back at its caster.
* {{Telepathy}}: Spectators are naturally telepathic, and use this as their primary means of communication.
* TokenHeroicOrc: On a species-wide scale, spectators are this to the rest of beholderkin. They're no saints, but they're fairly even-tempered, aren't terribly interested in fighting other beings if not given a reason to, are usually quite willing to carry on a civil conversation, and can even form friendships with each other or with other beings -- traits no other beholderkin displays.

!Other
!!Eyedrake
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_eyedrake_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration\\
'''Challenge Rating:''' 8 (5E)\\
'''Alignment:''' LawfulEvil

When a beholder grows obsessed with a draconic rival, its fevered dreams can manifest as an eyedrake, a beholder-like creature with draconic features.
----
* BreathWeapon: The eyedrake's mouth emits a breath-like wave of antimagic energy.
* DragonHoard: If left to its own devices, an eyedrake exhibits a dragon's stereotypical behaviour to gather and jealously protect its hoard.
* EyesDoNotBelongThere: An eyedrake's wings are made of eyestalks, and its mouth is perpetually open, showing a large central eye.

!!Gas Spore
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_gas_spore_5e.jpeg]]
[[caption-width-right:349:5e]]
->'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral

Gas spores aren't true beholderkin, but instead a kind of fungus that strongly resembles beholders and is often used by the aberrations as a living trap for would-be beholder slayers.
----
* FesteringFungus: Gas spores reproduce by spreading clouds of aggressively parasitic spores, which infest living being, rapidly turn them into piles of mush, and grow a new clutch of gas spores from their remains.
* LivingGasbag: Unlike beholders, who float supernaturally, gas spores float through sacs filled with buoyant gas.
* TakingYouWithMe: When slain, a gas spore explodes in a cloud of deadly parasitic spores.
[[/folder]]

[[folder:Berbalang]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_berbalang_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 2 (5E)\\
'''Alignment:''' NeutralEvil

Winged humanoids that dwell upon the petrified carcasses of deities that drift across the Astral Plane. They're obsessed with gathering secrets from the living and dead.
----
* AstralProjection: They can create a "spectral duplicate" to explore other planes and spy on other creatures, though the berbalang's body is unconscious and vulnerable while it's perceiving the multiverse through its spectral form.
* CreepySouvenir: They collect the bones of the creatures whose spirits they call up, and record what they've learned on them.
* DeadPersonConversation: Berbalangs prefer talking to the dead over the living, and can freely use ''speak with dead'' to converse with spirits.
* KnowledgeBroker: They're willing to share some of what they've learned, but will only exchange knowledge for other knowledge... or the bones of interesting creatures.
[[/folder]]

[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_belker_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' NeutralEvil

Reclusive but malicious creatures from the Paraelemental Plane of Smoke.
----
* AchillesHeel: As per their ''AD&D'' rules, belkers are particularly vulnerable to the ''gust of wind'' spell, which can send them flying up to a mile away, while a ''wind wall'' holds them in place.
* OrificeInvasion: A belker's signature attack is to engulf opponents with their gaseous forms, so that their victim inhales part of the belker. It then solidifies a claw within their victim's lungs and rips them apart from the inside, dealing damage until said victim succeeds in coughing out the semivaporous claw.
* {{Sadist}}: If a belker is hungry, its prey dies quickly. Otherwise, the belker might play with its food and see just how loud it can make something scream in pain.
* SuperSmoke: Belkers are mostly-solid monsters that can temporarily transform into smoke. Incidentally, their nature means that they can attack creatures with a similar ability that might normally be immune to damage, such as a vampire trying to flee in mist form.
[[/folder]]

[[folder:Bladeling]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
->'''Classification:''' Outsider (3E), Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' LawfulEvil or LawfulNeutral

Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of the Infinite Battlefield of Acheron.
----
* AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their home city of Zoronor can be courteous and amiable among strangers. But they're superstitious and xenophobic beings at heart, and anyone who intrudes upon their city is swiftly slain.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel: Though bladelings normally resist fire damage, the ''heat metal'' spell deals double damage to them.
* AlienBlood: Theirs is the color and consistency of oil.
* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but spikes in ''AD&D'' to being majority smooth-skinned in 4E. They were also noted to be made of wood, ice and steel in 2E, before becoming metallic in subsequent editions.
* ChromeChampion: Bladelings' skin has a dull metallic color and is studded with patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in the face of an external danger.
* FlechetteStorm: Once per day they can fire a short, conical blast of shrapnel from their skin, though this reduces their natural armor bonus for the next 24 hours.
* NoSell: They resist cold and fire damage, as well as slashing and piercing damage from non-magical weapons, and they're fully immune to acid damage and rusting effects. The latter is the result of magical experimentation, as shortly after the bladelings' arrival on Acheron, they were nearly wiped out by the native rust dragons.
* TheTheocracy: What little is known about bladeling society is that it's ruled by a priest-king who directs the worship of their unknown gods.
[[/folder]]

[[folder:Blazewyrm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight in immolating everything they come across.
----
* AchillesHeel: Like anything with the (fire) subtype, they take extra damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through an opponent's square on the battle map, dealing heavy fire damage. They do have a bite attack they can fall back on, but it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in the shape of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
[[/folder]]

[[folder:Blight]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_blights_5e.jpg]]
[[caption-width-right:349:Vine, needle and twig blights (5e)]]
->'''Classification:''' Plant (5E)\\
'''Challenge Rating:''' 1/8 (twig blight), 1/4 (needle blight), 1/2 (vine blight) (5E)\\
'''Alignment:''' NeutralEvil

Blights are malevolent humanoid plants which spring up in forests tainted by evil. They carry out the whims of whatever dark force spawned them, spreading their corruption throughout the land.
----
* BotanicalAbomination: The first blights came into being when a particularly evil vampire named Gulthias was staked through the heart. His foul blood seeped into the stake, and in time it grew into a sapling called the Gulthias tree. The seeds of this tree became the first blights. Any sufficiently evil force can contaminate an ordinary tree and turn it into a new Gulthias tree, from which new blights emerge.
* CombatTentacles: Vine blights, as you might imagine, attack by constricting enemies with their vines.
* TheCorruption: A Gulthias tree taints its surroundings with its evil presence. Nearby trees which are not killed by this corruption are transformed into blights, which spread the corruption further throughout the forest.
* GreenThumb: Vine blights can make roots and vines erupt from the ground in their immediate vicinity. They use this power to ensnare and slow down their enemies.
* KillItWithFire: Twig blights are vulnerable to fire damage on account of how dry and brittle they are. Needle and vine blights do not share this vulnerability.
* MonsterProgenitor: The Gulthias trees which spawn blights are named after Gulthias, the vampire whose blood gave rise to the first such tree.
* MouthOfSauron: Vine blights have a direct connection to their Gulthias tree and speak on its behalf, using the voice of whatever evil entity gave rise to the tree.
* PlantPerson: They resemble humanoids made of twigs, needles, or vines.
* SpikeShooter: Needle blights can launch their needles at distant enemies like crossbow bolts. They pack quite a punch.
* ThatsNoMoon: Twig and vine blights look like ordinary plants while they aren’t moving. Twig blights exploit this fact to conceal themselves near places frequented by travelers and ambush unwary victims.
[[/folder]]

[[folder:Blink Dog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blink_dog_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Fey (5E)\\
'''Challenge Rating:''' 2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood

Intelligent canines named for their ability to teleport short distances.
----
* AnimalJingoism: Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight -- the classic cat/dog rivalry, it seems, extends even to magical canine and feline beasts.
* HitAndRunTactics: 5th Edition lets blink dogs make bite attacks before or after a teleport.
* HorseOfADifferentColor: Blink dogs have been known to serve as mounts for halfling or gnome paladins, who they treat as the leaders of the "pack" of adventurers they've joined. With a ''ring of blinking'' a rider can take advantage of the creature's ''blink'' ability, though no known item lets a blink dog take its rider along when it uses ''dimension door''.
* LanguageBarrier: Blink dogs have human-level intelligence and their own language of barks, yips and growls, but while they can understand Sylvan, they can't speak it.
* MamaBear[=/=]PapaWolf: Blink dogs are normally playful, but ''very'' protective of their pups, due to other creatures sometimes trying to steal them to train as guard animals.
* TeleportSpam: In 3rd Edition they can use the ''blink'' spell at will to give them a chance to evade attacks, or ''dimension door'' once per round as a free action. 5th Edition instead gives them a straighforward teleport action they can combine with a bite attack.
[[/folder]]

[[folder:Blood Ape]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blood_ape_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned

Red-furred apes that can grow in size in response to danger.
----
* GentleGiant: Blood apes are generally peaceful foragers, but when pressed they can be very nasty in combat.
* KingKongCopy: They start out Large and can grow to Huge size, putting them in the same size category as giants.
* MakeMyMonsterGrow: Blood ape alpha males have the ability to use the ''animal growth'' spell on themselves and others in their group, enhancing their combat capacity.
[[/folder]]

[[folder:Boggle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E), 1/8 (5E)\\
'''Alignment:''' ChaoticNeutral

Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances of themselves.
----
* MischiefMakingMonkey: Their behavior, if not bodies, fit the trope.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although a boggle's antics might cause distress and unintentional harm, its intent is usually mischief, not mayhem.
* RubberMan: 3rd Edition boggles are noted for their rubbery skin and stretchy limbs, giving them an extraordinary 15-foot reach for a Small, 3-foot-tall creature.
* SlipperySkid: They can secrete a nonflammable oil from their skin that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles can create a glue-like puddle to restrain other creatures.
* ThinkingUpPortals: Boggles in 5th Edition can use existing doorways and spaces to create short-ranged dimensional rifts, allowing them to reach (or attack) something within 30 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by a friendless child, old widow, or hermit. Unfortunately, the boggles' attempts to amuse themselves always come at their "host"'s expense.
[[/folder]]

[[folder:Bogun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral

Tiny clumps of ambulatory compost created by druids as helpers.
----
* ArtificialInsolence: Since they're self-aware and sometimes willful, boguns have a 1-in-20 chance to ignore a given order. If their creator cannot pass a Diplomacy check to convince the bogun to behave, it may defiantly do the opposite of the prior order, or refuse to do anything at all for the rest of the day.
* OurHomunculiAreDifferent: Boguns are small nature servants, created by druids as an extension of themselves.
* PoisonousPerson: They aren't intended for combat, but boguns are covered in nettles that can inject a Dexterity-damaging poison.
* {{Synchronization}}: Part of the ritual to create a bogun involves the caster putting a part of themselves - a clump of hair, a few drops of blood -- into the construct to create a bond. Thus, a bogun's destruction inflicts damage to its creator, while if its creator dies, the bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with their creators.
[[/folder]]

[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
->'''Alignment:''' TrueNeutral

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them the bane of librarians everywhere.
----
* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change their hue to blend in with their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack that can deal damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and scrolls, such as magic users.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in their bodies until it poisons them. On the plus side, the ink stored inside their corpses is a potent ingredient for AntiMagic.
[[/folder]]

[[folder:Brain Mole]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_mole_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral

Burrowing mammals all but indistinguishable from their mundane cousins, but which feed upon psychic energy.
----
* AntiTrueSight: Brain moles can hide their minds from clairsentience powers or divination magic.
* AttackAnimal: Non-psions have been known to keep brain moles as protection against psionic attackers.
* ManaDrain: They can use ''power leech'' as an at-will psi-like ability, which they use to feed upon other psionic creatures' power points.
* PoisonousPerson: Their bite attacks at most deal 2 points of damage on a critical hit, but can infect other creatures with cascade flu, a malady that can cause them to [[PowerIncontinence inadvertantly manifest an increasing number of psionic powers until their power point reserve is completely spent.]]
* PsychicPowers: Besides ''power leech'', brain moles use ''detect psionics'' to find prey, and when pressed will use ''aversion'' or ''mind thrust'' to defend themselves.
[[/folder]]

[[folder:Breathdrinker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_breathdrinker_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil

Cruel elemental creatures that steal the very air from their victims' lungs.
----
* InvisibleMonsters: The breathdrinker is normally invisible until it attacks, at which point it mimics the form of its current target.
* SupernaturalFearInducer: A breathdrinker's glowing red eyes can strike fear into its prey, rendering them helpless so it could follow up with stealing their breath.
* SupernaturalSuffocation: The breathdrinker feeds on air extracted from the lungs of living creatures, causing them to eventually suffocate.
[[/folder]]

[[folder:Briarvex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_briarvex_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' NeutralEvil

Sometimes called "vine ogres," these hulking ambulatory plants seek only to fill the woodlands with their spawn, and view all other creatures as threats to their existence.
----
* AbsoluteXenophobe: Briarvexes only rarely seek peaceful relations with neighboring creatures such as gnolls, and even then consider such lesser beings to be nuisances, no better than fertiliser. In most cases, the only time briarvexes don't try to kill or drive out other creatures is because said creatures are strong enough that the briarvexes are waiting to build up overwhelming numbers. They're so nasty that some sages think briarvexes originated in the Nine Hells before being transplanted to the Material Plane.
* ArchEnemy: Briarvexes and treants hate each other and fight on sight, seeing each other as their most powerful competitor for control of the forest.
* ExplosiveBreeder: There have been instances, in lush terrain, where briarvexes have planted nearly a thousand of their kind in the space of a year, and since a briarvex takes only two years to mature, the result is a mighty [[TheHorde horde]] of plant monsters that overruns settlements near their forests.
* GreenThumb: A briarvex can control the plants around it, causing them to grapple and hold its foes as per the ''entangle'' spell.
* NoSell: They can move through the thorniest of undergrowth without being slowed or taking damage, and are similarly immune to magical attempts to impede them with plants. This means groups of briarvexes can use their ''entangle'' ability without fear of hampering each other.
* PowerFist: An organic example; briarvexes' fists are studded with thorny spikes, which break off when they punch foes and embed themselves in their victims' flesh, at which point the briarvex can take a swift action to make the thorns twist and burrow deeper for additional damage. A victim can use an action to dislodge the thorns, thankfully.
* WeakToFire: Like most plant monsters, briarvexes are vulnerable to fire damage, and as such take care to appraise threats before leaping into combat, in case any are carrying sources of fire.
[[/folder]]

[[folder:Brigganock]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brigganock_soul_light_5e.png]]
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->'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 1/8 (5E)\\
'''Alignment:''' NeutralGood

Tiny, mouse-like denizens of the Feywild, who make their living mining for rare gems.
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* BigEater: Brigganocks never turn down a good meal and eat a lot for a creature of their size.
* HitodamaLight: These fey's souls exist outside their bodies, appearing as bulbs of pale light. [[MundaneUtility They use them to help see in the dark]], and can take a bonus action to send their soul-lights up to thirty feet to illuminate an area before returning.
* MakeAWish: Mortal wishes take physical form in the Feywild, becoming lodged in "wish stones." The brigganocks seek these out, collecting and polishing those containing good wishes into proper gems, and leaving behind malicious wishes. The resulting polished wish stones are then traded to other fey for use as scrying stones, or to power charms or animated objects.
* OurKoboldsAreDifferent: They're arguably closer to the source material than ''D&D''[='s=] draconic kobolds, as brigganocks are explicitly fey creatures that work in mines, though they're more benign than most folkloric kobolds. Their rodent-like appearance also makes brigganocks look quite similar to ''VideoGame/{{Warcraft}}''[='s=] take on kobolds.
* TimeMaster: A brigganock can accelerate time around itself, allowing it to finish an hour's work in mere seconds, so long as said work takes place within a single room-sized area.
[[/folder]]

[[folder:Bronze Serpent]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bronze_serpent_d&d.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' Unaligned

Twenty-foot-long constructs originally built to guard the temples of snake-worshipping jungle cultures, until the secret of their creation spread to other lands.
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* AnimalMecha: Bronze serpents are magical metal constructs consisting of bronze rings assembled in the shape of giant snakes.
* FeedItWithFire: Due to their affinity for it, bronze serpents are healed by electricity-based attacks.
* GlowingEyes: A bronze serpent's eyes glow with blue-white electricity.
* ShockAndAwe: The jaws of a bronze serpent drip electrical sparks, dealing extra damage to victims of its bite. It also gets an attack bonus against targets wearing metal armor.
[[/folder]]

[[folder:Bugbear]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_bugbear_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 2 (3E), 1 (5E)\\
'''Alignment:''' ChaoticEvil

The biggest of the goblinoids, and suprisingly sneaky for their size and strength. See the [[Characters/DungeonsAndDragonsRaces Playable Races]] subpage for details.
[[/folder]]

[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bulette_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)

Armored, shark-like predators that burrow through sand and soil.
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* ExtremeOmnivore: Bulettes are indiscriminate predators that will attack whatever they can hear moving on the surface. They will eagerly devour any other living thing (except elves and dwarves, whose taste they dislike), and their powerful stomach acids will allow them to digest even the clothing, armor and weapons of their prey -- hungry bulettes aren't above eating whatever gear and belongings their victims left scattered around.
* MobySchtick: The ''Ecology of the Bulette'' article in ''Dragon'' #74 focuses chiefly on a hunter named A'ahb retelling his hunt of a legendary albino bulette named Mobh Idich.
* SandWorm: Their sharlike shape aside, bulettes are classic examples of this trope. They're subterranean, burrowing predators that spend most of their time belowground, using their sensitivity to tremors in the earth to detect the presence of creatures above them. As soon as a bulette feels something walking around on the surface, it surfaces, attacks and tries to devour it.
* ThreateningShark: While not true sharks, bulettes are in many ways a terrestrial version of this. They're voracious predators that specialize in preying on helpless creatures on top of the medium they move through, unseen except for their triangular dorsal fin cutting through the surface, and are often referred to as land sharks for this reason.
[[/folder]]

[[folder:Bullywug]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bullywug_d&d_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 1/4 (5E)
->'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)

Brutish and malicious thugs who live in swamps and raid nearby civilization for both useful goods and shiny trinkets to use as status symbols.
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* EnemySummoner: Their 3rd edition write-up notes that bullywug spellcasters have a dangerous enthusiasm for ''summon monster'' spells, one that outstrips their ability to control what they call up. This means there's a chance for a bullywug cleric to summon more monsters than normal with a spell, as well as a chance for said monsters to be outside the cleric's control. Which leads to some bullywug spellcasters spending more time fighting their own summoned reinforcements than the enemy.
* FrogMen: They resemble humanoid frogs, and live in wet, swampy habitats. Naturally, they're amphibious, adept at hiding in marshy terrain, and are powerful jumpers.
* HorseOfADifferentColor: Some bullywugs, particularly their nobility, ride into battle on giant toads.
* InferioritySuperiorityComplex: Their main defining trait as of 5e is that they will always try to show off to visitors and get very angry if insulted. On the upside, this means that captives who grovel and flatter their bullywug captors will usually be let go after providing suitable tribute to the mighty frog-monarch who captured them.
* SpeaksFluentAnimal: Bullywugs can communicate simple concepts with frogs and toads when speaking Bullywug.
[[/folder]]

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