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* DumbMuscle: They're big, strong, and very stupid -- despite having the same Intelligence stat as an ogre, b'rohgs have no language beyond grunts and gestures, don't seem to grasp ther concept of death, and in their home setting, haven't even discovered fire (though they at least have no irrational fear of it).
to:
* DumbMuscle: They're big, strong, and very stupid -- despite having the same Intelligence stat as an ogre, b'rohgs have no language beyond grunts and gestures, don't seem to grasp ther the concept of death, death (they ignore anything showing no sign of life, but will give a downed opponent a thump to keep them from getting back up), and in their home setting, haven't even discovered fire (though they at least have no irrational fear of it).
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[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_brohg_5e.jpeg]]
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'''ALignment:''' Neutral (2E), Unaligned (5E), Any (5E)
to:
* BecauseYouWereNiceToMe: B'rohgs' primitism and lack of intelligence makes it difficult for them to bond with other creatures, but 5th Edition mentions that if a stranger helps a b'rohg, the giant will be at first puzzled, then wary, but may eventually come to trust the smaller being, tagging along for a time and repaying their kindness by carrying heavy loads or helping their friend cross dangerous terrain, before leaving to seek out other b'rohgs.
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* GladiatorGames: As mentioned, b'rohgs' strength and the spectacle of their four-armed combat style make them popular in gladiatorial arenas, especially on [[TabletopGame/DarkSun Athas]], where they tend to be treated as exotic animals rather than giant humanoids and are never given the chance to earn their freedom. B'rohgs who escape captivity do so with a new appreciation for weapons and armor, but they can never go back to their home societies, both out of shame for being captured, and out of shame for their people's primitive lifestyle.
to:
* GladiatorGames: As mentioned, b'rohgs' strength and the spectacle of their four-armed combat style make them popular in gladiatorial arenas, especially on [[TabletopGame/DarkSun Athas]], where they tend to be treated as exotic animals rather than giant humanoids and are never given the chance to earn their freedom. B'rohgs who escape captivity do so with a new appreciation for weapons and armor, but they can never go back to their home societies, both out of due to the shame for of being captured, and out of shame for their people's primitive lifestyle.
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[[folder:B'rohg]]
->'''Classification:''' Natural Humanoid (4E), Giant (5E)\\
'''Challenge Rating:''' 10 (4E), 6 (5E)\\
'''ALignment:''' Neutral (2E), Unaligned (5E), Any (5E)
Primitive four-armed giants who are often captured for use in gladiatorial combat.
----
* DumbMuscle: They're big, strong, and very stupid -- despite having the same Intelligence stat as an ogre, b'rohgs have no language beyond grunts and gestures, don't seem to grasp ther concept of death, and in their home setting, haven't even discovered fire (though they at least have no irrational fear of it).
* GladiatorGames: As mentioned, b'rohgs' strength and the spectacle of their four-armed combat style make them popular in gladiatorial arenas, especially on [[TabletopGame/DarkSun Athas]], where they tend to be treated as exotic animals rather than giant humanoids and are never given the chance to earn their freedom. B'rohgs who escape captivity do so with a new appreciation for weapons and armor, but they can never go back to their home societies, both out of shame for being captured, and out of shame for their people's primitive lifestyle.
* MultiArmedAndDangerous: They can make four attacks per round with their fists, weapons or [[BoulderBludgeon hurled rocks]]. In 5th Edition, a b'rohg can also make a special attack to grapple a foe with a "Hideous Rend," dealing damage each turn until their victim is torn into four pieces.
* TheSpeechless: The b'rohg language consists of grunts and hand signals, and their limited intellects make them incapable of learning spoken or written languages (and hamstrings attempts at telepathic communication).
[[/folder]]
->'''Classification:''' Natural Humanoid (4E), Giant (5E)\\
'''Challenge Rating:''' 10 (4E), 6 (5E)\\
'''ALignment:''' Neutral (2E), Unaligned (5E), Any (5E)
Primitive four-armed giants who are often captured for use in gladiatorial combat.
----
* DumbMuscle: They're big, strong, and very stupid -- despite having the same Intelligence stat as an ogre, b'rohgs have no language beyond grunts and gestures, don't seem to grasp ther concept of death, and in their home setting, haven't even discovered fire (though they at least have no irrational fear of it).
* GladiatorGames: As mentioned, b'rohgs' strength and the spectacle of their four-armed combat style make them popular in gladiatorial arenas, especially on [[TabletopGame/DarkSun Athas]], where they tend to be treated as exotic animals rather than giant humanoids and are never given the chance to earn their freedom. B'rohgs who escape captivity do so with a new appreciation for weapons and armor, but they can never go back to their home societies, both out of shame for being captured, and out of shame for their people's primitive lifestyle.
* MultiArmedAndDangerous: They can make four attacks per round with their fists, weapons or [[BoulderBludgeon hurled rocks]]. In 5th Edition, a b'rohg can also make a special attack to grapple a foe with a "Hideous Rend," dealing damage each turn until their victim is torn into four pieces.
* TheSpeechless: The b'rohg language consists of grunts and hand signals, and their limited intellects make them incapable of learning spoken or written languages (and hamstrings attempts at telepathic communication).
[[/folder]]
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Changed line(s) 19,20 (click to see context) from:
A creature entry's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of party balance. A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
to:
A creature entry's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30. Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of party balance. A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
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'''Alignment:''' LawfulEvil (2E-3E), Evil (4E)
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'''Alignment:''' LawfulEvil (2E-3E), LawfulEvil, Evil (4E)
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'''Alignment:''' LawfulEvil (3E-5E), Evil (4E)
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'''Alignment:''' LawfulEvil (3E-5E), LawfulEvil, Evil (4E)
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'''Alignment:''' ChaoticNeutral (2E-3E, 5E), Evil (4E)
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'''Alignment:''' ChaoticNeutral (2E-3E, 5E), ChaoticNeutral, Evil (4E)
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[[caption-width-right:300:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_braxat_2e.jpg[[/labelnote]]]]
->'''Classification:''' Monstrous Humanoid (3E), Humanoid (4E)\\
'''Challenge Rating:''' 9 (3E), 14 (4E)\\
'''Alignment:''' NeutralEvil (2E-3E), Evil (4E)
[[caption-width-right:300:3e]]
[[caption-width-right:300:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_braxat_2e.jpg[[/labelnote]]]]
->'''Classification:''' Monstrous Humanoid (3E), Humanoid (4E)\\
'''Challenge Rating:''' 9 (3E), 14 (4E)\\
'''Alignment:''' NeutralEvil (2E-3E), Evil (4E)
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->'''Classification:''' Monstrous Humanoid (3E), Humanoid
'''Challenge Rating:''' 9 (3E), 14
'''Alignment:'''
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* 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. 4th Edition splits the difference, covering them in a rhino-gray, bug-like carapace with a leathery, horned texture.
* 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 tends to leave prey unfit for consumption.
* 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 tends to leave prey unfit for consumption.
to:
* 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 instead depicts them hunched over, with colorful, insectoid carapaces. 4th Edition splits the difference, covering reverts to their original design, then 5th Edition depicts them in as something like a rhino-gray, bug-like carapace with Huge, bipedal mix of a leathery, horned texture.
ceratopian and ankylosaur.
* BreathWeapon: They can breathe a cone of [[AcidAttack acid]](in 2E) or (or [[AnIcePerson cold]] (in in 3E), but only use this attack in emergencies, since it tends to leave prey unfit for consumption.
* BreathWeapon: They can breathe a cone of [[AcidAttack acid]]
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* PsychicPowers: Like most life from the world of [[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 stun prey.
to:
* PsychicPowers: Like most life from the world of [[TabletopGame/DarkSun Athas]], braxats are naturally psionic. Beyond powers such as ''[[{{Intangibility}} blink]]'' and blink]]'', ''[[{{Teleportation}} dimension door]]'', door]]'' or ''[[SupernaturalFearInducer fear]]'' (the specific powers varying by edition), they can also use a ''Mind Blast'' ''mind blast'' to stun prey.prey in 3rd Edition, while 4th and 5th Edition lets braxats throw up a telekinetic barrier to block an incoming attack.
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* {{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.]]
to:
* {{Telepathy}}: They In 2nd and 3rd Edition, 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.]]
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'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)
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'''Alignment:''' ChaoticEvil (3E-4E), ChaoticEvil, NeutralEvil (5E)
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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]]
->'''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.
[[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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->'''Classification:''' Aberration
'''Challenge Rating:'''
'''Alignment:'''
Tiny
Also known as "astereaters," these beholderkin
Changed line(s) 338,341 (click to see context) from:
* {{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.
* 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.
to:
* {{Familiar}}: Gazers can be taken as familiars by evil spellcasters, usually FantasticRacism: All true beholders or humanoid wizards associated with aberrations in some way.
* AnIcePerson: Gazers can cast ''rayhate beholderkin, but astereaters are particularly despised as "vile errors of frost'' through one of creation" owing to their eyestalks, which serves as stupidity and lack of magical ability.
* SwallowedWhole: They can swallow Medium-sized or smaller creatures they bite, and in 5th Edition, a swallowed victim is also subject to an AntiMagic effect.
* ThatsNoMoon: With theirmain weapon when hunting or fighting.
* MiniMook: They're essentially tinier, weaker beholders about eight inches across.
eye and mouth shut, an eye monger can easily be mistaken for an ordinary asteroid.
* AnIcePerson: Gazers can cast ''ray
* SwallowedWhole: They can swallow Medium-sized or smaller creatures they bite, and in 5th Edition, a swallowed victim is also subject to an AntiMagic effect.
* ThatsNoMoon: With their
* MiniMook: They're essentially tinier, weaker beholders about eight inches across.
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!!Gouger
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_gouger_3e.jpg]]
[[caption-width-right:350:3e]]
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'''Challenge Rating:''' 11 (3.5E)\\
to:
'''Challenge Rating:''' 11 1/2 (3.5E)\\5-5E)\\
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Spear-tongued monsters bred to hunt other beholders.
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* {{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.
!!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.
----
* 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.
!!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.
----
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[[folder:Burbur]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_burbur_2e.jpg]]
[[caption-width-right:290:2e]]
->'''Alignment:''' Unaligned
Strange little creatures that feed upon dangerous slimes and molds.
----
* BigEater: Burburs won't stop feeding until they've dealt thrice as much damage to an ooze as they had starting hit points. After feeding, the burbur will be bloated and sluggish, and retreat to its nest to rest.
* BizarreAlienReproduction: Once each year in the spring, a burbur develops a bulge on its tail that grows into a second head, then sprouts arms, until finally a second, entirely new creature splits off the end of the first.
* HelpfulMook: They're unintelligent monsters, but their ability to consume dangerous dungeon oozes make them prized by adventurers and valuable as exotic pets (though not to plasmoids, for obvious reasons).
* NoSell: They can not only safely eat the likes of green slime and russet mold, they're also immune to the effects of dangerous plants or fungi like yellow musk creepers or violet fungi, and will frequently make their nests behind such hazards.
* OurMonstersAreWeird: Burburs have foot-long, worm-like bodies, mosquito-like heads complete with a straw-like proboscis they use to slurp up prey, and pair of dextrous arms.
[[/folder]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_burbur_2e.jpg]]
[[caption-width-right:290:2e]]
->'''Alignment:''' Unaligned
Strange little creatures that feed upon dangerous slimes and molds.
----
* BigEater: Burburs won't stop feeding until they've dealt thrice as much damage to an ooze as they had starting hit points. After feeding, the burbur will be bloated and sluggish, and retreat to its nest to rest.
* BizarreAlienReproduction: Once each year in the spring, a burbur develops a bulge on its tail that grows into a second head, then sprouts arms, until finally a second, entirely new creature splits off the end of the first.
* HelpfulMook: They're unintelligent monsters, but their ability to consume dangerous dungeon oozes make them prized by adventurers and valuable as exotic pets (though not to plasmoids, for obvious reasons).
* NoSell: They can not only safely eat the likes of green slime and russet mold, they're also immune to the effects of dangerous plants or fungi like yellow musk creepers or violet fungi, and will frequently make their nests behind such hazards.
* OurMonstersAreWeird: Burburs have foot-long, worm-like bodies, mosquito-like heads complete with a straw-like proboscis they use to slurp up prey, and pair of dextrous arms.
[[/folder]]
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Changed line(s) 972,973 (click to see context) from:
->'''Alignment:''' LawfulGood (brownie), NeutralGood (dobie), TrueNeutral (buckawn)
to:
'''Challenge Rating:''' 1 (4E)\\
'''Alignment:''' LawfulGood (brownie), NeutralGood (dobie), TrueNeutral (buckawn)
* ArchEnemy: 4th Edition states that brownies despise goblins and boggles in particular, and will slice off the fingers of any boggle reaching into a brownie's home. This means goblins or boggles will hesitate to enter a home under a brownie's protection.
* {{Familiar}}: While most brownies prefer to work without any recognition, some brownies who have moved into the home of a good wizard are known to offer their services as familiars, helping organize arcane components, copy spells from one tome to another, and keep the wizard's robes tidy.
* {{Familiar}}: While most brownies prefer to work without any recognition, some brownies who have moved into the home of a good wizard are known to offer their services as familiars, helping organize arcane components, copy spells from one tome to another, and keep the wizard's robes tidy.
Changed line(s) 980,981 (click to see context) from:
* 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.
* 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.
to:
* MasterOfIllusion: They can use magic like ''ventriloquism'', ''dancing lights'' and ''mirror image'' each once per day.
* 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 practicallyinvisible.
invisible. And when they do need to escape in an emergency, they know ''dimension door.''
* UnwantedAssistance: This is the gimmick of dobies, more rustic brownies (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 are 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.
* 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
* UnwantedAssistance: This is the gimmick of dobies, more rustic brownies (i.e. they're depicted in denim overalls)
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Changed line(s) 429,432 (click to see context) from:
->'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral
to:
->'''Classification:''' Plant (3E, 5E)\\
5E), Fey Beast (4E)\\
'''Challenge Rating:''' 3 (3E), 4 (4E), 1/2 (5E)\\
'''Alignment:'''TrueNeutral
Unaligned
'''Challenge Rating:''' 3 (3E), 4 (4E), 1/2 (5E)\\
'''Alignment:'''
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Added DiffLines:
A creature entry's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of party balance. A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
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Changed line(s) 125 (click to see context) from:
* SwallowedWhole: A banderhobb can stuff one Medium or smaller creature into its gaping mouth, storing its victim there until the banderhobb dies or regurgitates its victim.
to:
* SwallowedWhole: A banderhobb can stuff one Medium or smaller creature into its gaping mouth, storing its victim there until the banderhobb dies or regurgitates its victim.them.
Deleted line(s) 163 (click to see context) :
* MusicSoothesTheSavageBeast: 4th Edition banshraes are incapable of playing music themselves, but might be calmed by a performance on a wind instrument.
* {{Retcon}}: 4th Edition turned banshraes from sinister fey musicians into sometimes-sadistic, sometimes-trickster blowgun warriors who are explicitly incapable of playing music, [[MusicSoothesTheSavageBeast but might be calmed by a performance on a wind instrument.]]
Changed line(s) 666 (click to see context) from:
Briar-like, blood-drinking plants found in arid parts of the Lower Planes and the Outlands, though rarely a specimen with survive being transplanted to Material Plane wastelands.
to:
Briar-like, blood-drinking plants found in arid parts of the Lower Planes and the Outlands, though rarely a specimen with will survive being transplanted to Material Plane wastelands.
Changed line(s) 831,832 (click to see context) from:
* 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.
* 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.
to:
* NoSell: As creatures with the cold subtype, brantas are immune to the frostfell's cold.
* SuperSenses:TheNoseKnows: 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.
* SuperSenses:
Changed line(s) 1003 (click to see context) from:
* CraftedFromAnimals: Their armored head-plates can at least be fashioned into shields, and dwarven smiths can make enchanted items from them.
to:
* CraftedFromAnimals: Their armored head-plates can at least be fashioned into shields, and dwarven smiths can make enchanted items from ones if a dwarven smith works with them.
Changed line(s) 1019 (click to see context) from:
Brutish and malicious thugs who live in swamps and raid nearby civilization for both useful goods and shiny trinkets to use as status symbols.
to:
Brutish and malicious thugs who live in swamps and raid swamps, raiding nearby civilization civilizations for both useful goods and shiny trinkets to use as status symbols.
Changed line(s) 1024 (click to see context) from:
* 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.
to:
* InferioritySuperiorityComplex: Their main defining trait as of 5e is that they will always try to show off to visitors 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 set free after providing suitable tribute to the mighty frog-monarch who captured them.
Changed line(s) 1039 (click to see context) from:
* BarrierMaiden: Neutral or Evil buommans tend to believe that the petrified deities on the Astral Plane are dead and must not be awakened, and thus go through their rituals to prevent that from happening. Good buommans, on the other hand, invert this trope and sing their songs in the hope that the sleeping deities will awaken someday.
to:
* BarrierMaiden: Neutral or Evil buommans tend to believe that the petrified deities on the Astral Plane are dead and must not be awakened, revived, and thus go through their rituals to prevent that from happening. Good buommans, on the other hand, invert this trope and sing their songs in the hope that the sleeping deities will awaken someday.
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* DayHurtsDarkAdjustedEyes: 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.
Deleted line(s) 88 (click to see context) :
* 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.
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Changed line(s) 711,714 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E), 1/8 (5E)\\
'''Alignment:''' ChaoticNeutral
'''Challenge Rating:''' 3 (3E), 1/8 (5E)\\
'''Alignment:''' ChaoticNeutral
to:
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 3(3E), (3E, 4E), 1/8 (5E)\\
'''Alignment:'''ChaoticNeutral
ChaoticNeutral (2E-3E, 5E), Evil (4E)
'''Challenge Rating:''' 3
'''Alignment:'''
Changed line(s) 717 (click to see context) from:
* MischiefMakingMonkey: Their behavior, if not bodies, fit the trope.
to:
* MischiefMakingMonkey: Their behavior, if not bodies, fit behavior fits the trope.trope, and 4th Edition directly compares boggles' relationship to banderhobbs and goblins to that between apes and humans.
Changed line(s) 719 (click to see context) from:
* 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.
to:
* RubberMan: 3rd Edition boggles Boggles are noted for their rubbery skin and stretchy limbs, giving them an extraordinary 15-foot a much longer reach for a Small, 3-foot-tall creature.than their 3-foot stature would suggest.
Changed line(s) 722 (click to see context) from:
* 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.
to:
* ThingsThatGoBumpInTheNight: 4th Edition casts boggles as "bogeymen" that lurk in the corner of children's vision before disappearing. "Parents dismiss such stories as phantoms of an overactive imagination -- until the boggle snatches the child away."
* ThinkingUpPortals: Bogglesin 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.
* ThinkingUpPortals: Boggles
Changed line(s) 776,777 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutral
Unaligned
Changed line(s) 808,809 (click to see context) from:
'''Alignment:''' TrueNeutral
to:
'''Alignment:''' TrueNeutral
Unaligned
Changed line(s) 838,842 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' NeutralEvil
15-foot-tall psionic humanoids that relish hunting intelligent prey by moonlight.
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' NeutralEvil
15-foot-tall psionic humanoids that relish hunting intelligent prey by moonlight.
to:
->'''Classification:''' Monstrous Humanoid (3E)\\
(3E), Humanoid (4E)\\
'''Challenge Rating:''' 9(3E)\\
(3E), 14 (4E)\\
'''Alignment:'''NeutralEvil
NeutralEvil (2E-3E), Evil (4E)
15-foot-tall psionic humanoidsthat who relish hunting intelligent prey by moonlight.
'''Challenge Rating:''' 9
'''Alignment:'''
15-foot-tall psionic humanoids
Changed line(s) 845 (click to see context) from:
* 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.
to:
* 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. 4th Edition splits the difference, covering them in a rhino-gray, bug-like carapace with a leathery, horned texture.
'''Playable:''' 2E-5E\\
Changed line(s) 996,998 (click to see context) from:
'''Challenge Rating:''' 7 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)
to:
'''Challenge Rating:''' 7 (3E), 9 (4E), 5 (5E)\\
'''Alignment:'''TrueNeutral (1E-3.5E), Unaligned (4E-5E)
Unaligned
'''Alignment:'''
* CraftedFromAnimals: Their armored head-plates can at least be fashioned into shields, and dwarven smiths can make enchanted items from them.
* TheDreaded: As their ''AD&D'' entry explains, "Ogres, trolls, and even some giants all move off in search of greener and safer pastures when a bulette appears. A bulette can turn a peaceful farming community into a wasteland in a few short weeks, for no sane human or demihuman will remain in a region where a bulette has been sighted."
* TheDreaded: As their ''AD&D'' entry explains, "Ogres, trolls, and even some giants all move off in search of greener and safer pastures when a bulette appears. A bulette can turn a peaceful farming community into a wasteland in a few short weeks, for no sane human or demihuman will remain in a region where a bulette has been sighted."
Changed line(s) 1010,1013 (click to see context) from:
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 1/4 (5E)
->'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)
'''Challenge Rating:''' 1 (3E), 1/4 (5E)
->'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)
to:
->'''Classification:''' Humanoid (3E, 5E)\\
5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1(3E), (3E, 4E), 1/4 (5E)
->'''Alignment:'''(5E)\\
'''Playable:''' 2E, 4E\\
'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)
'''Challenge Rating:''' 1
->'''Alignment:'''
'''Playable:''' 2E, 4E\\
'''Alignment:''' ChaoticEvil (3E-4E), NeutralEvil (5E)
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Changed line(s) 194,197 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 7 (lesser), 15 (standard) (3E)\\
'''Alignment:''' TrueNeutral
'''Challenge Rating:''' 7 (lesser), 15 (standard) (3E)\\
'''Alignment:''' TrueNeutral
to:
->'''Classification:''' Plant (3E)\\
(3E), Natural Animate (4E)\\
'''Challenge Rating:''' 7 (lesser), 15 (standard)(3E)\\
(3E); 14 (4E)\\
'''Alignment:'''TrueNeutral
TrueNeutral (3E), Unaligned (4E)
'''Challenge Rating:''' 7 (lesser), 15 (standard)
'''Alignment:'''
Changed line(s) 213 (click to see context) from:
'''Challenge Rating:''' 8 (3E), 11 (5E)\\
to:
'''Challenge Rating:''' 8 (3E), 14 (4E), 11 (5E)\\
* CraftedFromAnimals: Their scales are valued for their color and hardness, and can be used to make an ornate set of scale mail armor.
* ItCanThink: They're no geniuses, but behirs are more than intelligent enough to speak, despite their monstrous appearance.
* OrganDrops: Their ''AD&D'' entry explains that a behir's horns, talons and heart can be rendered into ink to pen scrolls of ''lightning bolt'', ''neutralize poison'' and ''protection from poison'', respectively.
* OrganDrops: Their ''AD&D'' entry explains that a behir's horns, talons and heart can be rendered into ink to pen scrolls of ''lightning bolt'', ''neutralize poison'' and ''protection from poison'', respectively.
Changed line(s) 240,242 (click to see context) from:
'''Challenge Rating:''' 13 (3.5E), 19 (4E), 13 (5E)\\
'''Alignment:''' LawfulEvil (3.5-5E), Evil (4E)
'''Alignment:''' LawfulEvil (3.5-5E), Evil (4E)
to:
'''Challenge Rating:''' 13 (3.5E), (3E), 19 (4E), 13 (5E)\\
'''Alignment:''' LawfulEvil(3.5-5E), (3E-5E), Evil (4E)
'''Alignment:''' LawfulEvil
Changed line(s) 355,357 (click to see context) from:
'''Challenge Rating:''' 6 (3.5E, 5E)\\
'''Alignment:''' NeutralEvil (2E), LawfulEvil (3.5E, 5E), Evil (4E)
'''Alignment:''' NeutralEvil (2E), LawfulEvil (3.5E, 5E), Evil (4E)
to:
'''Challenge Rating:''' 6 (3.5E, 5E)\\
(3E, 5E), 5 (4E)\\
'''Alignment:''' NeutralEvil (2E), LawfulEvil(3.5E, (3E, 5E), Evil (4E)
'''Alignment:''' NeutralEvil (2E), LawfulEvil
Changed line(s) 452,455 (click to see context) from:
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 2 (5E)\\
'''Alignment:''' NeutralEvil
'''Challenge Rating:''' 2 (5E)\\
'''Alignment:''' NeutralEvil
to:
->'''Classification:''' Immortal Humanoid (4E), Aberration (5E)\\
'''Challenge Rating:''' 10 (4E), 2 (5E)\\
'''Alignment:'''NeutralEvil
ChaoticEvil (2E), Evil (4E), NeutralEvil (5E)
'''Challenge Rating:''' 10 (4E), 2 (5E)\\
'''Alignment:'''
'''Playable:''' 3E\\
Changed line(s) 554,556 (click to see context) from:
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' LawfulEvil or LawfulNeutral
'''Alignment:''' LawfulEvil or LawfulNeutral
to:
'''Challenge Rating:''' 1 (3E)\\
(3E), 6 (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' LawfulEvil orLawfulNeutral
LawfulNeutral (3E), Any (4E)
'''Playable:''' 4E\\
'''Alignment:''' LawfulEvil or
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Changed line(s) 94,97 (click to see context) from:
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)
'''Challenge Rating:''' 10 (3E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (5E)
to:
->'''Classification:''' Aberration (3E, 5E)\\
5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E), 13 (4E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil(5E)
(4E, 5E)
'''Challenge Rating:''' 10 (3E), 13 (4E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil
Changed line(s) 102 (click to see context) from:
* 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.
to:
* ChameleonCamouflage: In 3rd Edition, balhannoths can change the color of their skin to blend in with their surroundings. The 4th and 5th Edition balhannoths just turn invisible instead.
Changed line(s) 108 (click to see context) from:
* {{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.
to:
* {{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, in 4th Edition they instead teleport to ambush prey, while 5th Edition balhannoths are native to the Shadowfell and are potent illusionists instead.illusionists.
* {{Teleportation}}: 4th Edition balhannoths can make a "reality shift" to appear next to prey.
Changed line(s) 116,119 (click to see context) from:
->'''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.
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' NeutralEvil
Banderhobbs are artificial creatures of flesh and shadow, brought to life by evil mages to do their bidding.
to:
->'''Classification:''' Shadow Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 16 (4E), 5 (5E)\\
'''Alignment:'''NeutralEvil
Banderhobbs are artificial creatures of flesh and shadow, brought to life by evil mages to doEvil (4E), NeutralEvil (5E)
Big, frog-headed brutes that abduct victims for theirbidding. masters.
'''Challenge Rating:''' 16 (4E), 5 (5E)\\
'''Alignment:'''
Banderhobbs are artificial creatures of flesh and shadow, brought to life by evil mages to do
Big, frog-headed brutes that abduct victims for their
Changed line(s) 121 (click to see context) from:
* 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.
to:
* AnimalisticAbomination: FrogMen: 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.
Changed line(s) 123 (click to see context) from:
* SwallowedWhole: A banderhobb can stuff one Medium or smaller creature into its gaping mouth, storing its victim there until the banderhobb dies or regurgitates.
to:
* SwallowedWhole: A banderhobb can stuff one Medium or smaller creature into its gaping mouth, storing its victim there until the banderhobb dies or regurgitates. regurgitates its victim.
* ThingsThatGoBumpInTheNight: 4th Edition mentions that parents scare children by saying banderhobbs will come to take them away if they misbehave.
* ThingsThatGoBumpInTheNight: 4th Edition mentions that parents scare children by saying banderhobbs will come to take them away if they misbehave.
Changed line(s) 132 (click to see context) from:
'''Challenge Rating:''' 5 (3E)\\
to:
'''Challenge Rating:''' 5 (3E)\\(3E), 18 (4E)\\
Changed line(s) 149,152 (click to see context) from:
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' ChaoticEvil
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' ChaoticEvil
to:
->'''Classification:''' Fey (3E)\\
(3E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 8(3E)\\
(3E), 11 (4E)\\
'''Alignment:'''ChaoticEvil
ChaoticEvil (3E), Unaligned (4E)
'''Challenge Rating:''' 8
'''Alignment:'''
* MusicSoothesTheSavageBeast: 4th Edition banshraes are incapable of playing music themselves, but might be calmed by a performance on a wind instrument.
Changed line(s) 170,172 (click to see context) from:
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)
'''Alignment:''' TrueNeutral (1E-3.5E), Unaligned (4E-5E)
to:
'''Challenge Rating:''' 5 (3E), 10 (4E), 3 (5E)\\
'''Alignment:'''TrueNeutral (1E-3.5E), Unaligned (4E-5E)
Unaligned
'''Alignment:'''
Added DiffLines:
* DragonAncestry: Dracolisks are {{Hybrid Monster}}s thought to be descended from a black dragon. They have six legs and a pair of wings that are only capable of short bursts of flight, and on top of their petrifying glares can use an acidic BreathWeapon a few times per day.
Added DiffLines:
* PoisonousPerson: ''AD&D''[='s=] greater basilisks not only retain the petrifying stare of their lesser cousins, their foul breaths are so poisonous that adjacent creatures have to save or die.
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Changed line(s) 1025 (click to see context) from:
* ElectiveMute: Buommans take a vow agianst speech at an early age, though not a vow of silence -- their monks get their nickname for conversing in low, throaty singing. They're not constantly singing, but buommans sing during daily rituals, and have songs for occasions such as waking, sleeping or eating, as well as for less concrete concepts. A buomman who breaks their vow against speech takes Wisdom damage and a penalty on rolls for the next 24 hours, cumulative for each offense. For this reason, buomman spellcasters rely on metamagic feats like Silent Spell, or use the Nonverbal Spell feat to cast spells using other sounds besides speech.
to:
* ElectiveMute: Buommans take a vow agianst speech at an early age, though not a vow of silence -- their monks get their nickname for conversing in low, throaty singing. singing, and their proper name from the first note each learns to vocalize before learning to walk, "buomm." They're not constantly ''constantly'' singing, but buommans sing during daily rituals, and have songs for occasions such as waking, sleeping or eating, as well as for less concrete concepts. A buomman who breaks their vow against speech takes Wisdom damage and a penalty on rolls for the next 24 hours, cumulative for each offense. For this reason, buomman spellcasters rely on metamagic feats like Silent Spell, or use the Nonverbal Spell feat to cast spells using other sounds besides speech.speech.
* HumanSubspecies: The first buommans were human visitors to the Astral Plane, but thousands of years later they're considered natives, humanoids with the extraplanar subtype rather than the human subtype.
* OnlyKnownByTheirNickname: Buommans' names for themselves are short melodies in specific keys, so for the convenience of other races, adventuring buommans accept nicknames from their companions, as long as they aren't too harsh. "Jak" would be uncomfortable, while "Moony" is acceptable.
* HumanSubspecies: The first buommans were human visitors to the Astral Plane, but thousands of years later they're considered natives, humanoids with the extraplanar subtype rather than the human subtype.
* OnlyKnownByTheirNickname: Buommans' names for themselves are short melodies in specific keys, so for the convenience of other races, adventuring buommans accept nicknames from their companions, as long as they aren't too harsh. "Jak" would be uncomfortable, while "Moony" is acceptable.
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Changed line(s) 909 (click to see context) from:
[[caption-width-right:341:3e]]
to:
Added DiffLines:
[[folder:Buomman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_buomman_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulGood or LawfulNeutral
Humanoids known as the "moaning monks," who dwell in shrines and temples on the Astral Plane, amidst the remains of forgotten deities.
----
* BareFistedMonk: Their lifestyle is monastic to begin with, so most buomman characters progress as monks.
* BarrierMaiden: Neutral or Evil buommans tend to believe that the petrified deities on the Astral Plane are dead and must not be awakened, and thus go through their rituals to prevent that from happening. Good buommans, on the other hand, invert this trope and sing their songs in the hope that the sleeping deities will awaken someday.
* CreepyLongFingers: Their fingers and toes are noticably elongated, adding to their otherworldly air.
* ElectiveMute: Buommans take a vow agianst speech at an early age, though not a vow of silence -- their monks get their nickname for conversing in low, throaty singing. They're not constantly singing, but buommans sing during daily rituals, and have songs for occasions such as waking, sleeping or eating, as well as for less concrete concepts. A buomman who breaks their vow against speech takes Wisdom damage and a penalty on rolls for the next 24 hours, cumulative for each offense. For this reason, buomman spellcasters rely on metamagic feats like Silent Spell, or use the Nonverbal Spell feat to cast spells using other sounds besides speech.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_buomman_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulGood or LawfulNeutral
Humanoids known as the "moaning monks," who dwell in shrines and temples on the Astral Plane, amidst the remains of forgotten deities.
----
* BareFistedMonk: Their lifestyle is monastic to begin with, so most buomman characters progress as monks.
* BarrierMaiden: Neutral or Evil buommans tend to believe that the petrified deities on the Astral Plane are dead and must not be awakened, and thus go through their rituals to prevent that from happening. Good buommans, on the other hand, invert this trope and sing their songs in the hope that the sleeping deities will awaken someday.
* CreepyLongFingers: Their fingers and toes are noticably elongated, adding to their otherworldly air.
* ElectiveMute: Buommans take a vow agianst speech at an early age, though not a vow of silence -- their monks get their nickname for conversing in low, throaty singing. They're not constantly singing, but buommans sing during daily rituals, and have songs for occasions such as waking, sleeping or eating, as well as for less concrete concepts. A buomman who breaks their vow against speech takes Wisdom damage and a penalty on rolls for the next 24 hours, cumulative for each offense. For this reason, buomman spellcasters rely on metamagic feats like Silent Spell, or use the Nonverbal Spell feat to cast spells using other sounds besides speech.
[[/folder]]
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Not a stealth pun, in fact blatantly obvious
Changed line(s) 239 (click to see context) from:
* 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.]]
to:
* 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.]]
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Changed line(s) 831 (click to see context) from:
15-foot-tall psionic humanoids that relish hunting intelligent prey by the light of the moon.
to:
15-foot-tall psionic humanoids that relish hunting intelligent prey by the light of the moon.moonlight.
Added DiffLines:
[[folder:Brixashulty]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brixashulty_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Brixas for short, these goatlike creatures have long been domesticated by halflings, who boast that the beasts are "as surefooted as a mule, as loyal as a dog, as calm as a milk cow, and as tough as a badger."
----
* AttackAnimal: Their does are often trained for guard duty in addition to work, and are valid animal companions for classes like druids and rangers.
* FantasticLivestock: Brixas are quite useful livestock, providing wool, milk, and meat that's somewhat tough and stringy, but well-flavored (though some find the taste overpowering).
* HornAttack: They attack by goring with their horns, which can also inflict KnockBack.
* HorseOfADifferentColor: Small humanoids can easily ride brixashulties, whose bucks are often trained as combat mounts.
* SweetSheep: They're mostly even-tempered, but brixashulties are always alert and sensitive to strange sights, sounds or smells, tend to charge and gore offenders when annoyed, and a herd of agitated brixas can fend off even packs of wolves by concentrating their attacks and covering each other's flanks. Of course, these are all positive qualities for livestock in a halfling caravan traveling through potentially dangerous lands.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brixashulty_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Brixas for short, these goatlike creatures have long been domesticated by halflings, who boast that the beasts are "as surefooted as a mule, as loyal as a dog, as calm as a milk cow, and as tough as a badger."
----
* AttackAnimal: Their does are often trained for guard duty in addition to work, and are valid animal companions for classes like druids and rangers.
* FantasticLivestock: Brixas are quite useful livestock, providing wool, milk, and meat that's somewhat tough and stringy, but well-flavored (though some find the taste overpowering).
* HornAttack: They attack by goring with their horns, which can also inflict KnockBack.
* HorseOfADifferentColor: Small humanoids can easily ride brixashulties, whose bucks are often trained as combat mounts.
* SweetSheep: They're mostly even-tempered, but brixashulties are always alert and sensitive to strange sights, sounds or smells, tend to charge and gore offenders when annoyed, and a herd of agitated brixas can fend off even packs of wolves by concentrating their attacks and covering each other's flanks. Of course, these are all positive qualities for livestock in a halfling caravan traveling through potentially dangerous lands.
[[/folder]]
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Added DiffLines:
[[folder:Broken One]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_broken_ones_2e.jpg]]
[[caption-width-right:341:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Sometimes called "animal men," these twisted beings are the survivors of magical mishaps or scientific experiments that have left them horrid combinations of beast and humanoid.
----
* BarbarianTribe: Broken ones usually dwell within small communities of their own kind, occasionally raiding caravans or nearby settlements for supplies, in self-defense, or out of vengeance for real or imagined wrongs. Though given the opportunity, they'll try to hunt down and kill the person responsible for their condition.
* BeastMan: A particularly haphazard example, with asymmetrical mixes of beast and man for a generallly grotesque appearance. On the upside, broken ones enjoy SuperToughness, a HealingFactor, and often additional powers based on the animal they've been mingled with.
* CameBackWrong: Rumor has it that some broken ones are the result of ''resurrection'' or ''reincarnation'' spells gone awry.
* HumanoidAbomination: While other, "natural" bestial humanoids might be labeled Humanoids or {{Monstrous Humanoid}}s, broken ones are classified as Aberrations in 3rd Edition.
* SpeaksFluentAnimal: One-in-ten broken ones can communicate with the type of creature they resemble.
[[/folder]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_broken_ones_2e.jpg]]
[[caption-width-right:341:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Sometimes called "animal men," these twisted beings are the survivors of magical mishaps or scientific experiments that have left them horrid combinations of beast and humanoid.
----
* BarbarianTribe: Broken ones usually dwell within small communities of their own kind, occasionally raiding caravans or nearby settlements for supplies, in self-defense, or out of vengeance for real or imagined wrongs. Though given the opportunity, they'll try to hunt down and kill the person responsible for their condition.
* BeastMan: A particularly haphazard example, with asymmetrical mixes of beast and man for a generallly grotesque appearance. On the upside, broken ones enjoy SuperToughness, a HealingFactor, and often additional powers based on the animal they've been mingled with.
* CameBackWrong: Rumor has it that some broken ones are the result of ''resurrection'' or ''reincarnation'' spells gone awry.
* HumanoidAbomination: While other, "natural" bestial humanoids might be labeled Humanoids or {{Monstrous Humanoid}}s, broken ones are classified as Aberrations in 3rd Edition.
* SpeaksFluentAnimal: One-in-ten broken ones can communicate with the type of creature they resemble.
[[/folder]]
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''[[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]]\\
to:
''[[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]]\\Edition]]''\\
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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]]\\
to:
''[[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]]\\Deities]]''\\
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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]]) | Characters/{{Spelljammer}} ]] -]]]
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}} ]] -]]]
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Changed line(s) 775,776 (click to see context) from:
[[folder:Brain Mole]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_mole_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_mole_3e.jpg]]
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[[quoteright:350:https://static.tvtropes.
Changed line(s) 779,782 (click to see context) from:
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral
Burrowing mammals all but indistinguishable from their mundane cousins, but which feed upon psychic energy.
'''Alignment:''' TrueNeutral
Burrowing mammals all but indistinguishable from their mundane cousins, but which feed upon psychic energy.
to:
'''Challenge Rating:''' 1/2 23 (3E)\\
'''Alignment:'''TrueNeutral
Burrowing mammals all but indistinguishable fromLawfulNeutral
Extraordinarily large and vicious wolves, who roam lost extraplanar wilderlands or walk among theirmundane cousins, but which feed upon psychic energy.lesser kin as living myths.
'''Alignment:'''
Burrowing mammals all but indistinguishable from
Extraordinarily large and vicious wolves, who roam lost extraplanar wilderlands or walk among their
Changed line(s) 784,788 (click to see context) from:
* 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.
* 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.
to:
* AntiTrueSight: Brain moles can hide their minds from clairsentience powers or divination magic.
CanisMajor: They're Large wolves with bristling manes and overlarge, but perfectly functional, teeth and claws.
*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 psionicTheHunterBecomesTheHunted: A brachyurus pelt is a tempting prize for esoteric hunters, but more often than not such would-be hunters end up in the creatures' power points.
bellies.
*PoisonousPerson: Their bite attacks at most deal 2 KickThemWhileTheyreDown: Brachyuruses can make a special "savage" attack against any enemy that goes prone in their threatened area, dealing potentially over 100 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 as the beast latches onto their power point reserve is completely spent.]]
* PsychicPowers: Besides ''power leech'', brain moles use ''detect psionics'' to find prey,victim's body and when pressed will use ''aversion'' or ''mind thrust'' tears their flesh. This combos nastily with the creature's Improved Trip feat.
* LightningBruiser: They have a blistering 80-foot movement speed, and thanks todefend themselves.their Blinding Speed epic feat, they can ''haste'' themselves for a total of 10 rounds per day.
* MonsterProgenitor: They're said to be "the primordial stock from which all lesser wolves and canines devolved," and their descendants include the mythical Fenris Wolf.
* SupernaturalFearInducer: A brachyurus' frightful howl can make even the most hardened warriors quake in their boots, an ability the beast uses to break up opponents.
*
* ManaDrain: They can use ''power leech'' as an at-will psi-like ability, which they use to feed upon other psionic
*
* PsychicPowers: Besides ''power leech'', brain moles use ''detect psionics'' to find prey,
* LightningBruiser: They have a blistering 80-foot movement speed, and thanks to
* MonsterProgenitor: They're said to be "the primordial stock from which all lesser wolves and canines devolved," and their descendants include the mythical Fenris Wolf.
* SupernaturalFearInducer: A brachyurus' frightful howl can make even the most hardened warriors quake in their boots, an ability the beast uses to break up opponents.
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[[folder:Branta]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_branta_3e.jpg]]
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Changed line(s) 795,798 (click to see context) from:
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Hardy herbivores adapted to life in the frostfell.
'''Alignment:''' Unaligned
Hardy herbivores adapted to life in the frostfell.
to:
'''Challenge Rating:''' 2 1/2 (3E)\\
'''Alignment:'''Unaligned
Hardy herbivores adapted to life in the frostfell.TrueNeutral
Burrowing mammals all but indistinguishable from their mundane cousins, but which feed upon psychic energy.
'''Alignment:'''
Hardy herbivores adapted to life in the frostfell.
Burrowing mammals all but indistinguishable from their mundane cousins, but which feed upon psychic energy.
Changed line(s) 800,803 (click to see context) from:
* 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.
* 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.
to:
* 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 AntiTrueSight: Brain moles can hide their tight, light-hued, nourishing meat.
minds from clairsentience powers or divination magic.
*HornAttack: Brantas prefer AttackAnimal: Non-psions have been known to flee rather than fight, 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, butwhen 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 ofcan infect other creatures within 30 feet, but they have to get right on top of with cascade flu, a malady that can cause them to pinpoint [[PowerIncontinence inadvertantly manifest an unseen creature's location.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.
*
* 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
* 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
* PsychicPowers: Besides ''power leech'', brain moles use ''detect psionics'' to find prey, and when pressed will use ''aversion'' or ''mind thrust'' to defend themselves.
Added DiffLines:
[[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]]
[[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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Changed line(s) 602,609 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:350:https://static.
[[quoteright:285:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Fey (5E)\\
'''Challenge Rating:''' 2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Intelligent canines named for
[[caption-width-right:285:2e]]
->'''Alignment:''' ChaoticEvil
Froglike creatures that lurk in watery subterranean areas, blinding prey with their
Changed line(s) 611,616 (click to see context) from:
* 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.
* 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.
to:
* 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 alongBlindedByTheLight: Blindheims' eyes shine like searchlights when it uses ''dimension door''.
* LanguageBarrier: Blink dogs have human-level intelligence andtheir own language two sets of barks, yips and growls, but while they can understand Sylvan, they can't speak it.
* MamaBear[=/=]PapaWolf: Blink dogseyelids are normally playful, but ''very'' protective of their pups, due to fully opened, potentially blinding other creatures sometimes trying for as long as 20 rounds -- creatures with infravision or sensitivity to steal them bright light, such as goblins or drow, are particularly susceptible to train as guard animals.
this attack.
*TeleportSpam: In 3rd Edition they EyeBeams: "Advanced" blindheims have eyes with additional or alternate effects than normal. Amber- and blue-eyed blindheims can't blind foes with their eye beams, but can replicate a ''hypnotic pattern'' or ''faerie fire'' effect, respectively. White-eyed blindheims can use the ''blink'' spell at a ''sunburst'' every few rounds in addition to blinding foes.
* FrogMen: A barely-sapient example; most blindheims are primitive even compared to bullywugs, with an animal intelligence that leaves them unable to use even simple tools. "Advanced" blindheims are those who live in crude villages, croak a rudimentary language, and throw darts in combat; such tribes are known to worship slaadi.
* TheHorde: Blindheims usually dwell in small groups, but every so often willto 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 gather into ravening hordes that can combine with a number in the hundreds, overrunning and consuming everything in their path before suddenly dispersing.
* PlayingWithFire: Gold-eyed blindheims can spit small ''fireballs'' every few rounds.
* SwallowedWhole: Their biteattack.attacks can snap up Tiny creatures such as jermlaine, which at least keeps the little gremlins' numbers down.
* 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
* LanguageBarrier: Blink dogs have human-level intelligence and
* MamaBear[=/=]PapaWolf: Blink dogs
*
* FrogMen: A barely-sapient example; most blindheims are primitive even compared to bullywugs, with an animal intelligence that leaves them unable to use even simple tools. "Advanced" blindheims are those who live in crude villages, croak a rudimentary language, and throw darts in combat; such tribes are known to worship slaadi.
* TheHorde: Blindheims usually dwell in small groups, but every so often will
* PlayingWithFire: Gold-eyed blindheims can spit small ''fireballs'' every few rounds.
* SwallowedWhole: Their bite
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[[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.
[[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.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast
'''Challenge Rating:'''
'''Alignment:'''
Red-furred apes that can grow in size in response
Intelligent canines named for their ability to
Changed line(s) 628,630 (click to see context) from:
* 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.
* 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.
to:
* GentleGiant: Blood apes are generally peaceful foragers, but 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 whenpressed it uses ''dimension door''.
* LanguageBarrier: Blink dogs have human-level intelligence and their own language of barks, yips and growls, but while they canbe very nasty in combat.
understand Sylvan, they can't speak it.
*KingKongCopy: They start out Large and can grow MamaBear[=/=]PapaWolf: Blink dogs are normally playful, but ''very'' protective of their pups, due to Huge size, putting other creatures sometimes trying to steal them in the same size category to train as giants.
guard animals.
*MakeMyMonsterGrow: Blood ape alpha males have the ability to TeleportSpam: In 3rd Edition they can use the ''animal growth'' ''blink'' spell on themselves and others in their group, enhancing their combat capacity. 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.
* 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
* LanguageBarrier: Blink dogs have human-level intelligence and their own language of barks, yips and growls, but while they can
*
*
Changed line(s) 633,634 (click to see context) from:
[[folder:Bloodthorn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodthorn_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodthorn_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 636,637 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Challenge Rating:''' 3 (3E)\\
to:
->'''Classification:''' Plant Magical Beast (3E)\\
'''Challenge Rating:'''3 6 (3E)\\
'''Challenge Rating:'''
Changed line(s) 640 (click to see context) from:
Briar-like, blood-drinking plants found in arid parts of the Lower Planes and the Outlands, though rarely a specimen with survive being transplanted to Material Plane wastelands.
to:
Changed line(s) 642,645 (click to see context) from:
* CombatTentacles: Bloodthorns attack and feed by lashing out with their tendrils, trying to grapple opponents to drain blood.
* EerilyOutOfPlaceObject: Since bloodthorns sustain themselves on blood rather than water or sunlight, one big clue about their nature is that they're plants that are flourishing where a normal plant should not survive.
* MainliningTheMonster: Subverted; a bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack, but the berries are bitter and provide no sustenance.
* VampiricDraining: Anyone grappled by a bloodthorn takes [[NonHealthDamage Constitution damage]] as its three-inch-long, hollow thorns pierce their flesh and drain their blood. Even if the victim tears themselves free with an opposed Strength check, one of the thorny tendrils comes lose from the bloodthorn, resulting in a bleeding wound that deals 1 point of DamageOverTime until healed.
* EerilyOutOfPlaceObject: Since bloodthorns sustain themselves on blood rather than water or sunlight, one big clue about their nature is that they're plants that are flourishing where a normal plant should not survive.
* MainliningTheMonster: Subverted; a bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack, but the berries are bitter and provide no sustenance.
* VampiricDraining: Anyone grappled by a bloodthorn takes [[NonHealthDamage Constitution damage]] as its three-inch-long, hollow thorns pierce their flesh and drain their blood. Even if the victim tears themselves free with an opposed Strength check, one of the thorny tendrils comes lose from the bloodthorn, resulting in a bleeding wound that deals 1 point of DamageOverTime until healed.
to:
* CombatTentacles: Bloodthorns attack GentleGiant: Blood apes are generally peaceful foragers, but when pressed they can be very nasty in combat.
* KingKongCopy: They start out Large andfeed by lashing out with their tendrils, trying can grow to grapple opponents Huge size, putting them in the same size category as giants.
* MakeMyMonsterGrow: Blood ape alpha males have the ability todrain blood.
* EerilyOutOfPlaceObject: Since bloodthorns sustainuse the ''animal growth'' spell on themselves on blood rather than water or sunlight, one big clue about and others in their nature is that they're plants that are flourishing where a normal plant should not survive.
* MainliningTheMonster: Subverted; a bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack, but the berries are bitter and provide no sustenance.
* VampiricDraining: Anyone grappled by a bloodthorn takes [[NonHealthDamage Constitution damage]] as its three-inch-long, hollow thorns piercegroup, enhancing their flesh and drain their blood. Even if the victim tears themselves free with an opposed Strength check, one of the thorny tendrils comes lose from the bloodthorn, resulting in a bleeding wound that deals 1 point of DamageOverTime until healed.combat capacity.
* KingKongCopy: They start out Large and
* MakeMyMonsterGrow: Blood ape alpha males have the ability to
* EerilyOutOfPlaceObject: Since bloodthorns sustain
* MainliningTheMonster: Subverted; a bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack, but the berries are bitter and provide no sustenance.
* VampiricDraining: Anyone grappled by a bloodthorn takes [[NonHealthDamage Constitution damage]] as its three-inch-long, hollow thorns pierce
Changed line(s) 648,653 (click to see context) from:
[[folder:Bog Hound]]
[[quoteright:300:https://static.tvtropes.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 a fel curse or evil conjuring.
[[quoteright:300:https://static.tvtropes.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 a fel curse or evil conjuring.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil
Murderous canines spawned from a moor,
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' Unaligned
Briar-like, blood-drinking plants found in arid parts of the
Changed line(s) 655,662 (click to see context) from:
* 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, 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.
* GlowingEyesOfDoom: Moor hounds are coal-black creatures with flaming red eyes.
* KeystoneArmy: Should their moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths 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.
* 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.
* GlowingEyesOfDoom: Moor hounds are coal-black creatures with flaming red eyes.
* KeystoneArmy: Should their moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths 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.
* 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.
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, leaving behind a trail of blood that disappears into a bog or pool of quicksand, CombatTentacles: Bloodthorns attack and the monster will fully regenerate in time for the next night's hunt.
* GlowingEyesOfDoom: Moor hounds are coal-black creaturesfeed by lashing out with flaming red eyes.
* KeystoneArmy: Shouldtheir moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature comparedtendrils, trying to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumblegrapple opponents to inanimate matter as their breaths 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.drain blood.
*SwampMonster: The standard bog hounds EerilyOutOfPlaceObject: Since bloodthorns sustain themselves on blood rather than water or sunlight, one big clue about their nature is that they're plants that are empty-eyed beasts made flourishing where a normal plant should not survive.
* MainliningTheMonster: Subverted; a bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack, but the berries are bitter and provide no sustenance.
* VampiricDraining: Anyone grappled by a bloodthorn takes [[NonHealthDamage Constitution damage]] as its three-inch-long, hollow thorns pierce their flesh and drain their blood. Even if the victim tears themselves free with an opposed Strength check, one of the thorny tendrils comes lose from themud and straw of their home marsh, while the moor hound bloodthorn, resulting in a bleeding wound that leads them is comprised from the vapors deals 1 point 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.DamageOverTime until healed.
* GlowingEyesOfDoom: Moor hounds are coal-black creatures
* KeystoneArmy: Should
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble
*
* MainliningTheMonster: Subverted; a bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack, but the berries are bitter and provide no sustenance.
* VampiricDraining: Anyone grappled by a bloodthorn takes [[NonHealthDamage Constitution damage]] as its three-inch-long, hollow thorns pierce their flesh and drain their blood. Even if the victim tears themselves free with an opposed Strength check, one of the thorny tendrils comes lose from the
* 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.
Changed line(s) 665,672 (click to see context) from:
[[folder:Bog Imp]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulEvil
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. Despite their names, they have no relation to fiendish imps.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulEvil
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. Despite their names, they have no relation to fiendish imps.
to:
[[folder:Bog Imp]]
Hound]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulEvil
These murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict withorg/pmwiki/pub/images/d&d_bog_hound_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil
Murderous canines spawned from a moor, theimps' strange code result of honor. Despite their names, they have no relation to fiendish imps.a fel curse or evil conjuring.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:300:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulEvil
These murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict with
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil
Murderous canines spawned from a moor, the
Changed line(s) 674,679 (click to see context) from:
* BlueAndOrangeMorality: These fey are unusually lawful, and bound by customs and a system of honor that they are psychologically incapable of breaking. While the specifics vary between clutches of bog imps, they provide ways for would-be victims to spare themselves, such as having someone defeat the bog imp in a 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 former communities.
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that it can only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims to save or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to 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.
* 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 60 feet of a bog imp, and will cause hours of nausea if drank. Fortunately, potions are immune to this effect.
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that it can only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims to save or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to 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.
* 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 60 feet of a bog imp, and will cause hours of nausea if drank. Fortunately, potions are immune to this effect.
to:
* BlueAndOrangeMorality: These fey are unusually lawful, and bound by customs and 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, leaving behind a system trail of honor blood that they disappears into a bog or pool of quicksand, and the monster will fully regenerate in time for the next night's hunt.
* GlowingEyesOfDoom: Moor hounds arepsychologically incapable of breaking. While the specifics vary between clutches of bog imps, they provide ways for would-be victims to spare themselves, such as having someone defeat the bog imp in a 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 former communities.
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that it can only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims to save or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to drag them beneath the water or mud. This process can take as little as one round, thoughcoal-black creatures with Strength bonuses can resist for correspondingly longer, but unless someone pulls flaming red eyes.
* KeystoneArmy: Should their moor hound be slain, thevictim out, drags them to 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 60 feetrest of a bog imp, hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths 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.
* 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 willcause hours of nausea if drank. Fortunately, potions are immune to this effect.let out one last ghostly howl before fading into nothingness.
* GlowingEyesOfDoom: Moor hounds are
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that it can only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims to save or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to drag them beneath the water or mud. This process can take as little as one round, though
* KeystoneArmy: Should their moor hound be slain, the
* 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 60 feet
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths 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.
* 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
Changed line(s) 682,689 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:300:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances
These murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict with the imps' strange code of
Changed line(s) 691,697 (click to see context) from:
* 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.
* 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 notedspecifics 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 oilrace 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 thatreplicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition bogglesit 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 torestrain other creatures.
save or 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 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 within30 60 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelingsa 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.
* 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
* SlipperySkid: They can secrete a nonflammable oil
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that
* StickySituation: Alternatively, 5th Edition boggles
* PoisonousPerson: A bog imp's claw attacks force victims to
*
* 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
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny clumps
Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances of
Changed line(s) 709,713 (click to see context) from:
* 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.
* 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 andsometimes 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 theircreator 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 caninject 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 abogun 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 withalways come at their creators."host"'s expense.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although a boggle's antics might cause distress and
* RubberMan: 3rd Edition boggles are noted for their
*
* PoisonousPerson:
* StickySituation: Alternatively, 5th Edition boggles can
*
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by a
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with
Added DiffLines:
[[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]]
[[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]]
Is there an issue? Send a MessageReason:
None
* AchillesHeel: As rock creatures, ''passwall'' stuns them for several rounds, while ''rock to mud'' can instantly kill them. On the upside, ''stone shape'' will heal them of nearly all their hit points.
* DishingOutDirt: They can cast ''dig'', ''stone shape'' and ''wall of stone'' each once per day.
Changed line(s) 503 (click to see context) from:
* SuperSenses: Bi-nou are blind ([[UnreliableIllustrator their creature art notwithstanding]]), but can perceive their surroundings through a mixture of echolocation and infravision.
to:
* SuperSenses: Bi-nou are blind ([[UnreliableIllustrator their creature art notwithstanding]]), but can perceive their surroundings through a mixture of echolocation and infravision.infravision, foiling both magical darkness and ''invisibility'' spells.
Is there an issue? Send a MessageReason:
None
Changed line(s) 490,497 (click to see context) from:
[[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.
[[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.
to:
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[[quoteright:300:https://static.tvtropes.
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Female nature spirits bound
->'''Alignment:''' ChaoticEvil
Subterranean creatures that resemble natural stone columns, a trait they use to
Changed line(s) 499,505 (click to see context) from:
* 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.
* 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 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 reflectBioweaponBeast: No one knows for sure where the coloration of their tree.
* OurNymphsAreDifferent: Bisan are a spin on the classic dryad,bi-nou came from, though the prevailing theories are that they're appropriately more waspish than charming. They'll act the result of drow experiments, or were created by the mad mage [[TabletopGame/ForgottenRealms Halaster Blackcloak]] to serve as protectors for guardians. At any trees of the same type as rate, and despite their "home" tree in an area, but bisan are willing innate hostility towards warm-blooded life, bi-nou have been known to let humans harvest sap, fruit, leaves or branches from those trees, or even cut down trees near ally with drow, guarding the end borders of their lifespan, settlements from intruders.
* CraftedFromAnimals: Bi-nou eggs look like gemstones and are valued as such, leading other races to snatch and chill the things solong as humans leave an appropriate offering in exchange. Anyone who touches a bisan's trees without her permission is sure they never hatch. Some dwarves also hunt the largest rockworms, the so-called "rocklords," to feel her wrath.
convert their stony hides into naturally-enchanted maces.
*{{Reincarnation}}: If HeWasRightThereAllAlong: Bi-nou are all but indistinguishable from a bisan's tree dies of natural causes, rock formation when at rest, 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 withintelligent enough supernatural force to stun take advantage of this fact.
* KillerBearHug: They hunt by grabbing victims anddamage crushing them based on how far against the bi-nou's stony bodies until they suffocate, then the creatures move over the corpses to absorb their alignment is from True Neutral.flesh.
* RockMonster: Bi-nou look like columns of rock with a pair of craggy arms.
* SnakePeople: Comparatively-speaking; "rockworms" are creatures closely related to bi-nou but aren't capable of an upright stance, leaving them to crawl on cave floors on their bellies and arms. Rockworms don't bother with ambushes and simply move to attack any prey they see.
* SuperSenses: Bi-nou are blind ([[UnreliableIllustrator their creature art notwithstanding]]), but can perceive their surroundings through a mixture of echolocation and infravision.
* 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
* OurNymphsAreDifferent: Bisan are a spin on the classic dryad,
* CraftedFromAnimals: Bi-nou eggs look like gemstones and are valued as such, leading other races to snatch and chill the things so
*
* 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
* KillerBearHug: They hunt by grabbing victims and
* RockMonster: Bi-nou look like columns of rock with a pair of craggy arms.
* SnakePeople: Comparatively-speaking; "rockworms" are creatures closely related to bi-nou but aren't capable of an upright stance, leaving them to crawl on cave floors on their bellies and arms. Rockworms don't bother with ambushes and simply move to attack any prey they see.
* SuperSenses: Bi-nou are blind ([[UnreliableIllustrator their creature art notwithstanding]]), but can perceive their surroundings through a mixture of echolocation and infravision.
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[[folder:Blackstone Gigant]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_blackstone_gigant.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' Unaligned
Gargantuan statues of fearsome, eight-armed women usually created to guard a sacred site.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_blackstone_gigant.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' Unaligned
Gargantuan statues of fearsome, eight-armed women usually created to guard a sacred site.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:3e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Gargantuan statues
Female nature spirits bound to a camphor, teak or mahogany tree, known for preferring the shape of
Changed line(s) 517,523 (click to see context) from:
* CreepySouvenir: Blackstone gigants often take trophies from their victims, wearing belts of petrified arms or necklaces of petrified heads.
* {{Flight}}: Despite their 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 time to smash any useless statues, to prevent any applications of ''stone to flesh'' mid-fight.
* MultiArmedAndDangerous: They have eight limbs, and thus fearlessly wade into combat, flailing about with their arms to try and 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 to creatures they move over.
* {{Flight}}: Despite their 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 time to smash any useless statues, to prevent any applications of ''stone to flesh'' mid-fight.
* MultiArmedAndDangerous: They have eight limbs, and thus fearlessly wade into combat, flailing about with their arms to try and 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 to creatures they move over.
to:
* CreepySouvenir: Blackstone gigants 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 oftentake trophies wear flowers from their victims, wearing belts of petrified arms or necklaces of petrified heads.
* {{Flight}}: Despitetree in their size hair, 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 time to smash any useless statues, to prevent any applications of ''stone to flesh'' mid-fight.
* MultiArmedAndDangerous: They have eight limbs, and thus fearlessly wade into combat, flailing about withsometimes their arms 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 totry 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, andpetrify as many foes as possible.
* SnakePeople: Some blackstone gigantsthe gods are carved pleased with serpentine lower torsos, specifically her behavior, her essence will take up residence in imitation 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 demonic mariliths.
the nature spirits.
*TakenForGranite: Anything hit by a blackstone gigant's slam attack has VoluntaryShapeshifting: They can use ''polymorph self'' at will, typically to save assume the form of a normal or be turned to stone.
giant wasp.
*TrampledUnderfoot: They're large and heavy WordsCanBreakMyBones: Bisans can use ''castigate'' every turn, belittling opponents with enough supernatural force to deal trample stun and damage to creatures they move over.them based on how far their alignment is from True Neutral.
* 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
* {{Flight}}: Despite
* 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 time to smash any useless statues, to prevent any applications of ''stone to flesh'' mid-fight.
* MultiArmedAndDangerous: They have eight limbs, and thus fearlessly wade into combat, flailing about with
* 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
* {{Reincarnation}}: If a bisan's tree dies of natural causes, and
* SnakePeople: Some blackstone gigants
*
*
Changed line(s) 526,533 (click to see context) from:
[[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.
[[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:
[[quoteright:320:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer
Gargantuan statues of
Changed line(s) 535,544 (click to see context) from:
* 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.
-->'''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 shrapnelCreepySouvenir: Blackstone gigants often take trophies from their skin, though this reduces victims, wearing belts of petrified arms or necklaces of petrified heads.
* {{Flight}}: Despite theirnatural 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 thenext 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 damagefrom 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.
-->'''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
* {{Flight}}: Despite their
* 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
*
* 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
* 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.
Changed line(s) 547,554 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:320:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Dragon-shaped fire elementals that delight in immolating everything they come across.
Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of the Infinite Battlefield of Acheron.
Changed line(s) 556,560 (click to see context) from:
* 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.
* 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 firesubtype, 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 fromcold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirlingnon-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'snot nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire inruled 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.
-->'''Velassi Shade's Doom:''' I suppose you might call us a little "prickly" on some matters.
* AchillesHeel:
* 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
* NoSell: They resist cold and fire damage, as well as slashing and piercing damage from
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling
* TheTheocracy: What little is known about bladeling society is that it's
* EvilLivingFlames: Blazewyrms are creatures of living fire in
* 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.
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]]
[[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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Changed line(s) 138 (click to see context) from:
* BewareMyStingerTail: Their tail attacks carry a poison that causes both [[NonHealthDamage Constitution damage]] and [[InducedSleep unconsciousness]] for several hours, with the side effect of turning the victim's skin blue.
to:
* BewareMyStingerTail: Their tail attacks carry a poison that causes both [[NonHealthDamage Constitution damage]] and [[InducedSleep [[ForcedSleep unconsciousness]] for several hours, with the side effect of turning the victim's skin blue.
Changed line(s) 141 (click to see context) from:
* TheParanoiac: Though banelars are willing to form alliances with "lesser" and "greater" creatures, they're always concerned about betrayal and sneak attacks, and obsessed with shoring up their defenses and overcoming personal weaknesses. To this end they'll hoard magical items for use or barter, try to twist agreements to their advantage by following the letter of a deal while ignoring its intent, and will think nothing of ordering their minions to break their bargains.
to:
* TheParanoiac: Though banelars are willing to form alliances with "lesser" and "greater" other creatures, they're always concerned about betrayal and sneak attacks, and obsessed with shoring up their defenses and overcoming personal weaknesses. To this end they'll hoard magical items for use or barter, try to twist agreements to their advantage by following the letter of a deal while ignoring its intent, and will think nothing of ordering their minions to break their bargains.
Changed line(s) 143 (click to see context) from:
* TentacleBeard: They have "beards" of thin tentacles around their mouths, which aren't strong enough to wield weapons, but can handle food, wear enchanted rings, or wield magic wands.
to:
* TentacleBeard: TentacleHair: They have "beards" of thin tentacles around their mouths, which aren't strong enough to wield weapons, but can handle food, wear enchanted rings, or wield magic wands.
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Changed line(s) 128,129 (click to see context) from:
[[folder:Banshrae]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_banshrae_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_banshrae_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 131,135 (click to see context) from:
->'''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.
'''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.
to:
->'''Classification:''' Fey (3E)\\
Magical Beast (3E), Immortal Magical Beast (4E)\\
'''Challenge Rating:'''8 5 (3E)\\
'''Alignment:'''ChaoticEvil
Spiteful and cruel fey who useLawfulEvil (2E-3E), Evil (4E)
Huge, human-headed serpents with "beards" of dextrous tentacles, named for theirsupernatural music to torment other creatures, despite their lack of mouths alliances with which to play their flutes.the priesthood of [[Characters/ForgottenRealmsGods Bane]].
'''Challenge Rating:'''
'''Alignment:'''
Spiteful and cruel fey who use
Huge, human-headed serpents with "beards" of dextrous tentacles, named for their
Changed line(s) 137,145 (click to see context) from:
* {{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.
* 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.
to:
* {{Curse}}: Banshraes can ''curse'' a victim once per day, causing BeastWithAHumanFace: This trait makes them quite similar 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 ensurenagas, enough so that other 4th Edition classified the creatures can't enjoy it either.
as "banelar nagas."
*FlechetteStorm: Once per day, a banshrae can use its blowgun-flute to fire a whole cone of darts for extra damage.
* InstrumentOfMurder:BewareMyStingerTail: Their flutes also double as {{blowgun}}s.
* MagicMusic: They can conjure uptail attacks carry 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 dartpoison that causes a swarm both [[NonHealthDamage Constitution damage]] and [[InducedSleep unconsciousness]] for several hours, with the side effect of locusts to erupt from turning the victim's body, sickening skin blue.
* {{Hermaphrodite}}: According to their ''AD&D'' entry, banelars mate whenever two of them encounter each other, anddealing damage. The swarm each then hangs around goes their separate ways to give birth to a single offspring in the winter, which they raise until the new banelar can fend for a few rounds, itself.
* NoSell: They're immune to acid and poison, the latter of which allows banelars to dine upon venomous serpents.
* TheParanoiac: Though banelars are willing to form alliances with "lesser" and "greater" creatures, they're always concerned about betrayal and sneak attacks, and obsessed with shoring up their defenses and overcoming personal weaknesses. To this end they'll hoard magical items for use or barter, try to twist agreements to their advantage by following thebanshrae's commands.
* WipeThatSmileOffYourFace: In ages past, a treacherous banshrae elder made the mistakeletter of betraying a fey queen, who retaliated by cursing all banshraes, stealing deal while ignoring its intent, and will think nothing of ordering their mouths. While a verdant prince was later able minions to restore the banshraes' musical ability, break their faces remain [[TheBlank blank]] save for bargains.
* TheRedMage: Banelars have the spellcasting abilities of both mid-level wizards and clerics with the Evil, Magic and Water domains.
* TentacleBeard: They have "beards" of thin tentacles around theirinsectile eyes.mouths, which aren't strong enough to wield weapons, but can handle food, wear enchanted rings, or wield magic wands.
* 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
*
* InstrumentOfMurder:
* MagicMusic: They can conjure up
* 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
* {{Hermaphrodite}}: According to their ''AD&D'' entry, banelars mate whenever two of them encounter each other, and
* NoSell: They're immune to acid and poison, the latter of which allows banelars to dine upon venomous serpents.
* TheParanoiac: Though banelars are willing to form alliances with "lesser" and "greater" creatures, they're always concerned about betrayal and sneak attacks, and obsessed with shoring up their defenses and overcoming personal weaknesses. To this end they'll hoard magical items for use or barter, try to twist agreements to their advantage by following the
* WipeThatSmileOffYourFace: In ages past, a treacherous banshrae elder made the mistake
* TheRedMage: Banelars have the spellcasting abilities of both mid-level wizards and clerics with the Evil, Magic and Water domains.
* TentacleBeard: They have "beards" of thin tentacles around their
Changed line(s) 148,155 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Hulking, eight-legged reptiles
Spiteful and cruel fey who use their supernatural music to torment other creatures, despite their lack of mouths with
Changed line(s) 157,164 (click to see context) from:
* 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.
* 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.
to:
* BasiliskAndCockatrice: Large, many-legged lizards whose gaze turns people {{Curse}}: Banshraes can ''curse'' a victim once per day, causing them to stone.
* EatDirtCheap: Basilisks are robust omnivores,inspire irrational anger in other creatures, which translates into a penalty on social interaction rolls and can feed upon Armor Class.
* EatingOptional: Banshraes don't eat in a conventional sense, they absorb nutriants from thestatues of 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 killed 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 theirgaze.
hair.
*TakenForGranite: Meeting a basilisk's supernatural gaze can be enough {{Sadist}}: Even among the evil fey, banshraes are notoriously cruel to rapidly transform a victim into porous stone, and their lairs are often strewn with the petrified remnants weaker underlings, and in combat they'll quickly dispose of other creatures.
* UndergroundMonkey:
** Venom-eye basilisks inflict poisoning withpowerful foes so they can take their gaze rather than causing petrification.
** Greater basilisks kill victims outrighttime 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 theirgaze.
** Abyssal greater basilisks aremouths. While a fiendish version of regular greater basilisks, are found in verdant prince was later able to restore the Abyss and can smite good once per day.
* VertebrateWithExtraLimbs: They typically have eight legs despite looking like lizards.banshraes' musical ability, their faces remain [[TheBlank blank]] save for their insectile eyes.
* EatDirtCheap: Basilisks are robust omnivores,
* EatingOptional: Banshraes don't eat in a conventional sense, they absorb nutriants from the
* 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
*
* UndergroundMonkey:
** Venom-eye basilisks inflict poisoning with
** Greater basilisks kill victims outright
* 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
** Abyssal greater basilisks are
* VertebrateWithExtraLimbs: They typically have eight legs despite looking like lizards.
Changed line(s) 167,174 (click to see context) from:
[[folder:Battlebriar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_battlebriar_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 7 (lesser), 15 (standard) (3E)\\
'''Alignment:''' TrueNeutral
Plant creatures created for war, and named for the deadly thorns covering their bodies.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_battlebriar_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 7 (lesser), 15 (standard) (3E)\\
'''Alignment:''' TrueNeutral
Plant creatures created for war, and named for the deadly thorns covering their bodies.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Plant creatures created for war, and named for the
Hulking, eight-legged reptiles with deadly
Changed line(s) 176,182 (click to see context) from:
* 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 upon the thorns covering their bodies, allowing them to carry on fighting while their foe is 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.
* ImpaledWithExtremePrejudice: Hence the nickname "warbound impaler." Battlebriars can attempt to impale a grappled opponent upon the thorns covering their bodies, allowing them to carry on fighting while their foe is 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.
to:
* BioweaponBeast: The original battlebriars were intended BasiliskAndCockatrice: Large, many-legged lizards whose gaze turns people to be living siege engines, stone.
* EatDirtCheap: Basilisks are robust omnivores, andwhile can feed upon the Large-sized, "lesser" battlebriars 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 foundserving 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: Hencein the nickname "warbound impaler." Battlebriars Abyss and can attempt to impale a grappled opponent upon the thorns covering their bodies, allowing them to carry on fighting while their foe is pinned.
smite good once per day.
*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, andVertebrateWithExtraLimbs: They typically rear up onto their hind have eight 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.despite looking like lizards.
* EatDirtCheap: Basilisks are robust omnivores, and
* 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
* ImpaledWithExtremePrejudice: Hence
*
* MultiArmedAndDangerous: Battlebriars have six limbs, and
* 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.
Changed line(s) 185,192 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
40-foot-long, twelve-legged serpents who breathe lightning
Plant creatures created for war, and
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 upon the thorns covering their bodies, allowing them to carry on fighting while their foe is 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.
----
* ImpaledWithExtremePrejudice: Hence the nickname "warbound impaler." Battlebriars can attempt to impale a grappled opponent upon the thorns covering their bodies, allowing them to carry on fighting while their foe is 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 line(s) 43,50 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:340:https://static.
[[quoteright:255:https://static.tvtropes.
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Malicious nature spirits resembling squat, taloned, sneering humanoids, bound
->'''Alignment:''' NeutralEvil
Flightless humanoid bats who roam the upper levels of the Underdark, scavenging what they can to
Changed line(s) 52,57 (click to see context) from:
* 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.
* 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 the BatPeople: Leaning more benign dryads, bajangs' lives towards "bat" than people -- bainligors are tied to considered hideous even by the most charitable observer.
* DodgeTheBullet: Their reflexes are fast enough that if they're aren't distracted by aspecific tree in melee, they get an improved Armor Class against missile attacks.
* MakeMeWannaShout: Once per hour, a bainligor can emit a burst of ultrasound that deals damage and may stun theirhome forest, victim, or even leave them permanently deafened.
* TheNecrocracy: Bainligor tribes are led by the oldest members, who go through a number of magical transformations as they age, growing in size each time. Eventually the eldest bainligors feel a calling to seek out a dry, empty cavern where they transition into an undead creature. These Revered Ones act as warlords and high priests for their swarms, and may lead for generations. Bainligor legend has it that the Deep Tribes from the harshest depths of the Underdark have starved until being reduced to nothing but Revered Ones, who continue to attack other creatures for the joy of it.
* StarfishLanguage: Zig-zagged; most of bainligors' speech is too high-frequency for humanoids to hear (though dogs and cats can), but the bat folk can pitch their voices low enough to speak with normal races (though even then, they sound high-pitched and squeaky). But since bainligors have nothing of value to trade, they rarely bother to communicate.
* SuperSenses: They can ignore darkness thanks to their echolocation, though this gets shut down if they're deafened by an effect like ''silence''.
* TooDesperateToBePicky: Bainligors will eat anything, from rothé to insects to fungi to rotting flesh. This is actually a point of pride for bainligors, evidence that they can survive anywhere, and they'lldie 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.boast about eating noxious foods.
* DodgeTheBullet: Their reflexes are fast enough that if they're aren't distracted by a
* MakeMeWannaShout: Once per hour, a bainligor can emit a burst of ultrasound that deals damage and may stun their
* TheNecrocracy: Bainligor tribes are led by the oldest members, who go through a number of magical transformations as they age, growing in size each time. Eventually the eldest bainligors feel a calling to seek out a dry, empty cavern where they transition into an undead creature. These Revered Ones act as warlords and high priests for their swarms, and may lead for generations. Bainligor legend has it that the Deep Tribes from the harshest depths of the Underdark have starved until being reduced to nothing but Revered Ones, who continue to attack other creatures for the joy of it.
* StarfishLanguage: Zig-zagged; most of bainligors' speech is too high-frequency for humanoids to hear (though dogs and cats can), but the bat folk can pitch their voices low enough to speak with normal races (though even then, they sound high-pitched and squeaky). But since bainligors have nothing of value to trade, they rarely bother to communicate.
* SuperSenses: They can ignore darkness thanks to their echolocation, though this gets shut down if they're deafened by an effect like ''silence''.
* TooDesperateToBePicky: Bainligors will eat anything, from rothé to insects to fungi to rotting flesh. This is actually a point of pride for bainligors, evidence that they can survive anywhere, and they'll
* 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.
Changed line(s) 60,64 (click to see context) from:
[[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)\\
[[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:
[[quoteright:350:https://static.
[[quoteright:340:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 67 (click to see context) from:
Small, misshapen humanoids that launch haphazard raids on everyone around them.
to:
Changed line(s) 69,72 (click to see context) from:
* 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.
* 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 theirgear. victims are sleeping.
* JediMindTrick: Theydon'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, andorder 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 arestand 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 bedumber 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 Editionincarnation, 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.
* CombatPragmatist: Bajangs prefer weak or helpless prey, attacking from ambush or while their
* JediMindTrick: They
* 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
* TookALevelInDumbass: In 2nd Edition, bakemono are
* 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
* VoluntaryShapeshifting: Bajangs can ''polymorph'' themselves into orange-eyed wildcats, and also into humans in their 2nd Edition
* 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.
Changed line(s) 75,76 (click to see context) from:
[[folder:Balhannoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_balhannoth_3e.png]]
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->'''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.
'''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 horrorsChaoticEvil
Small, misshapen humanoids thatuse their magic to help ambush their victims.launch haphazard raids on everyone around them.
'''Challenge Rating:'''
'''Alignment:'''
Tentacled horrors
Small, misshapen humanoids that
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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.
----
* 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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* 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.
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* MindControl: Overseers can use ''dominate person'' with an eyestalk, eye ray, as well as a variant of ''dominate monster'' that affects beholders and beholderkin, with the exception of other overseers and hive mothers.
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* MainliningTheMonster: Subverted; a bloodthorn produces succulet, bright red berries year-round, whose fragrance lures in prey for the plant to attack, but the berries are bitter and provide no sustenance.
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* MainliningTheMonster: Subverted; a bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack, but the berries are bitter and provide no sustenance.
Changed line(s) 691 (click to see context) from:
* ImpaledWithExtremePrejudice: Bonespears hunt by using a powerful blast of compressed air from specialized bladders in its head to launch its two horns at a victim. If this attack hits, the victim is impaled and takes a minor penalty on rolls as well as damage each round until the horn is removed, though pulling the barbed spear of bone free will deal additional damage (which can be lessened with a successful Heal check).
to:
* ImpaledWithExtremePrejudice: Bonespears hunt A bonespear hunts by using a powerful blast of compressed air from specialized bladders in its head to launch its two horns at a victim. If this attack hits, the victim is impaled and takes a minor penalty on rolls as well as damage each round until the horn is removed, though pulling the barbed spear of bone horn free will deal additional damage (which can be lessened with a successful Heal check).
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* YouShallNotEvadeMe: A bonespear's signature weapons are tethered by long lengths of sinew, allowing them to reel in an impaled victim at a rate of 10 feet per round with an opposed Strength check.
to:
* YouShallNotEvadeMe: A bonespear's Bonespears' signature weapons are tethered by long lengths of sinew, allowing them to reel in an impaled victim at a rate of 10 feet per round with an opposed Strength check.
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Changed line(s) 680,684 (click to see context) from:
[[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.
[[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.
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[[quoteright:350:https://static.tvtropes.
->'''Alignment:''' TrueNeutral
Remarkably speedy inch-long worms whose hunger for paper, leather and wood
[[caption-width-right:350:3e]]
->'''Classification:''' Vermin (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' Unaligned
Giant insects native to Acheron, though they've since spread to other planes, where their ability to harpoon prey makes them
Changed line(s) 686,689 (click to see context) from:
* 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.
* 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 AnchoredAttackStance: A bonespear can change their hue anchor itself to blend in the ground with their surroundings.
all six legs, giving it a huge bonus to opposed Strength checks and attempts to be moved against its will.
*LampreyMouth: It's just for feeding, though, they don't actually have an BigCreepyCrawlies: They're insectoid predators some eight feet long.
* ImpaledWithExtremePrejudice: Bonespears hunt by using a powerful blast of compressed air from specialized bladders in its head to launch its two horns at a victim. If this attackthat can deal hits, the victim is impaled and takes a minor penalty on rolls as well as damage to a living creature.
* LiteralBookworm: They are tiny worms that, while harmless to people,each round until the horn is removed, though pulling the barbed spear of bone free will deal additional damage (which can prove to be the undoing lessened with a successful Heal check).
* PoisonousPerson: Each ofanyone 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 intheir bodies until it poisons them. On horns carries a different poison, one dealing [[NonHealthDamage Dexterity damage, the plus side, the ink stored inside their corpses is other Strength damage.]]
* YouShallNotEvadeMe: A bonespear's signature weapons are tethered by long lengths of sinew, allowing them to reel in an impaled victim at apotent ingredient for AntiMagic.rate of 10 feet per round with an opposed Strength check.
*
* ImpaledWithExtremePrejudice: Bonespears hunt by using a powerful blast of compressed air from specialized bladders in its head to launch its two horns at a victim. If this attack
* LiteralBookworm: They are tiny worms that, while harmless to people,
* PoisonousPerson: Each of
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in
* YouShallNotEvadeMe: A bonespear's signature weapons are tethered by long lengths of sinew, allowing them to reel in an impaled victim at a
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]]
[[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]]
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Changed line(s) 581,586 (click to see context) from:
[[folder:Bog Hound]]
[[quoteright:300:https://static.tvtropes.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 a fel curse or evil conjuring.
[[quoteright:300:https://static.tvtropes.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 a fel curse or evil conjuring.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil
Murderous canines spawned from a moor,
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' Unaligned
Briar-like, blood-drinking plants found in arid parts of the
Changed line(s) 588,595 (click to see context) from:
* 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, 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.
* GlowingEyesOfDoom: Moor hounds are coal-black creatures with flaming red eyes.
* KeystoneArmy: Should their moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths 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.
* 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.
* GlowingEyesOfDoom: Moor hounds are coal-black creatures with flaming red eyes.
* KeystoneArmy: Should their moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths 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.
* 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.
to:
* TheBattleDidntCount: A moor hound can't be slain in CombatTentacles: Bloodthorns attack and feed by lashing out with their tendrils, trying to grapple opponents to drain blood.
* EerilyOutOfPlaceObject: Since bloodthorns sustain themselves on blood rather than water or sunlight, one big clue about their nature is that they're plants that are flourishing where a normalcircumstances -- even if reduced to 0 hit points, it won't collapse but will instead try to flee combat, leaving behind plant should not survive.
* MainliningTheMonster: Subverted; atrail of blood that disappears into a bog or pool of quicksand, and the monster will fully regenerate bloodthorn produces succulet, bright red berries year-round, whose fragrance lures in time prey for the next night's hunt.
* GlowingEyesOfDoom: Moor hounds are coal-black creatures with flaming red eyes.
* KeystoneArmy: Should their moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature comparedplant to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths escape like wisps of marsh mist,attack, but the creatures will continue to spawn berries are bitter and provide no sustenance.
* VampiricDraining: Anyone grappled by a bloodthorn takes [[NonHealthDamage Constitution damage]] as its three-inch-long, hollow thorns pierce their flesh and drain their blood. Even if the victim tears themselves free with an opposed Strength check, one of the thorny tendrils comes lose from thebog 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 houndbloodthorn, resulting in a bleeding wound that leads them is comprised from the vapors deals 1 point 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.DamageOverTime until healed.
* EerilyOutOfPlaceObject: Since bloodthorns sustain themselves on blood rather than water or sunlight, one big clue about their nature is that they're plants that are flourishing where a normal
* MainliningTheMonster: Subverted; a
* GlowingEyesOfDoom: Moor hounds are coal-black creatures with flaming red eyes.
* KeystoneArmy: Should their moor hound be slain, the rest of a bog hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths escape like wisps of marsh mist,
* VampiricDraining: Anyone grappled by a bloodthorn takes [[NonHealthDamage Constitution damage]] as its three-inch-long, hollow thorns pierce their flesh and drain their blood. Even if the victim tears themselves free with an opposed Strength check, one of the thorny tendrils comes lose from the
* SwampMonster: The standard bog hounds are empty-eyed beasts made from the mud and straw of their home marsh, while the moor hound
* 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.
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[[folder:Bog Imp]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulEvil
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. Despite their names, they have no relation to fiendish imps.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulEvil
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. Despite their names, they have no relation to fiendish imps.
to:
[[folder:Bog Imp]]
Hound]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulEvil
These murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict withorg/pmwiki/pub/images/d&d_bog_hound_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil
Murderous canines spawned from a moor, theimps' strange code result of honor. Despite their names, they have no relation to fiendish imps.a fel curse or evil conjuring.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:300:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulEvil
These murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict with
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil
Murderous canines spawned from a moor, the
Changed line(s) 607,612 (click to see context) from:
* BlueAndOrangeMorality: These fey are unusually lawful, and bound by customs and a system of honor that they are psychologically incapable of breaking. While the specifics vary between clutches of bog imps, they provide ways for would-be victims to spare themselves, such as having someone defeat the bog imp in a 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 former communities.
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that it can only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims to save or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to 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.
* 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 60 feet of a bog imp, and will cause hours of nausea if drank. Fortunately, potions are immune to this effect.
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that it can only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims to save or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to 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.
* 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 60 feet of a bog imp, and will cause hours of nausea if drank. Fortunately, potions are immune to this effect.
to:
* BlueAndOrangeMorality: These fey are unusually lawful, and bound by customs and 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, leaving behind a system trail of honor blood that they disappears into a bog or pool of quicksand, and the monster will fully regenerate in time for the next night's hunt.
* GlowingEyesOfDoom: Moor hounds arepsychologically incapable of breaking. While the specifics vary between clutches of bog imps, they provide ways for would-be victims to spare themselves, such as having someone defeat the bog imp in a 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 former communities.
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that it can only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims to save or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to drag them beneath the water or mud. This process can take as little as one round, thoughcoal-black creatures with Strength bonuses can resist for correspondingly longer, but unless someone pulls flaming red eyes.
* KeystoneArmy: Should their moor hound be slain, thevictim out, drags them to 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 60 feetrest of a bog imp, hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths 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.
* 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 willcause hours of nausea if drank. Fortunately, potions are immune to this effect.let out one last ghostly howl before fading into nothingness.
* GlowingEyesOfDoom: Moor hounds are
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that it can only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims to save or be sickened for several rounds.
* SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to drag them beneath the water or mud. This process can take as little as one round, though
* KeystoneArmy: Should their moor hound be slain, the
* 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 60 feet
* LargeAndInCharge: The moor hound that leads a bog hound pack is a Large creature compared to its Medium-sized packmates.
* ResurrectiveImmortality: Standard bog hounds can be slain, at which point their bodies will crumble to inanimate matter as their breaths 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.
* 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
Changed line(s) 615,622 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:300:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances
These murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict with the imps' strange code of
Changed line(s) 624,630 (click to see context) from:
* 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.
* 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 notedspecifics 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 oilrace 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 thatreplicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition bogglesit 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 torestrain other creatures.
save or 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 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 within30 60 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelingsa 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.
* 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
* SlipperySkid: They can secrete a nonflammable oil
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is that
* StickySituation: Alternatively, 5th Edition boggles
* PoisonousPerson: A bog imp's claw attacks force victims to
*
* 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
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings
Changed line(s) 633,640 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny clumps
Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances of
Changed line(s) 642,646 (click to see context) from:
* 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.
* 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 andsometimes 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 theircreator 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 caninject 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 abogun 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 withalways come at their creators."host"'s expense.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although a boggle's antics might cause distress and
* RubberMan: 3rd Edition boggles are noted for their
*
* PoisonousPerson:
* StickySituation: Alternatively, 5th Edition boggles can
*
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by a
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with
Added DiffLines:
[[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]]
[[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]]