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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | '''B''' | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\

to:

''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | '''B''' | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\



Beholderkin are strange creatures that live in caverns deep beneath the earth. They're a wide family with many branches, but almost all beholderkin are floating, orb-like creatures with a single central eye, an additional set of eyestalks capable of projecting magical beams, and a very alien, hostile and often insane outlook on life.

to:

Beholderkin are strange creatures that live in caverns deep beneath the earth. They're a wide family with many branches, but almost all beholderkin are floating, orb-like creatures resembling floating heads with a single central eye, an additional set of eyestalks capable of projecting magical beams, and a very alien, hostile and often insane outlook on life.life. See [[Characters/DungeonsAndDragonsBeholderkin the beholderkin subpage]] for more information.
[[/folder]]

[[folder:Belgoi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_belgoi_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (4E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (4E)

Murderous demihumans who use bone bells to lure victims into the wastes to be devoured.



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

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

Beholders, sometimes referred to as eye tyrants, are bizarre creatures that live deep underground. They resemble fleshy orbs dominated by a single huge eye above a fang-filled mouth, topped by a cluster of smaller eyestalks, but exhibit extreme mutability within this template in terms of flesh color, skin and eyestalk texture, or the size of their body parts. Beholders believe themselves to be the pinnacle of living things, and each and every beholder views itself as the apex of beholderkind. When two beholders meet each other, they will scrutinize each other for the smallest flaws and deviations from the ideal beholder form (that is, from their own personal form); on inevitably finding some minute difference, they will then attempt to kill each other for being repulsive abominations.

to:

* AntiMagic: The central eye of DesertBandits: They live in the most beholders projects an anti-magic cone that shuts down magic. Unfortunately, this cone also affects their own eye beams.
* BlueAndOrangeMorality: Beholder morality is very, ''very'' weird. For one thing, they're ''so'' self-centered that they actually hate other beholders (for being deviants from true beholderdom) more than they hate other races,
forlorn parts of the desert wastes, raiding caravans and their extraordinary paranoia means they hate other races quite a lot.
unprotected villages for plunder and food.
* EyeBeams: One TheFairFolk: Their 4th Edition lore paints belgoi as proud but evil fey, who ended up stranded in Athas' barrens after the destruction of their signature powers is their ability to fire rays homeland, which they blame on the eladrin. The belgoi have since degenerated into despoiling marauders that scour the land around them of life and prey upon intelligent beings.
* ForDoomTheBellTolls: They carry bells made by shamans
from their stalk eyes, which can simulate the effect tribe's own dead. The dissonant chiming of a number of powerful spells.
* FlyingFace: Beholders resemble floating heads with a single eye and fang-lined maws, and "hair" made out of eyestalks. There is considerable speculation in-universe as to how they make this body shape work, and they have
these macabre instruments will herald either some interesting organ placement to compensate -- lone victim's death, or accompany an all-out attack by a belgoi tribe.
* LuringInPrey: A belgoi can use one of
their stomachs are in bone bells to make a psionic attack, collapsing their lower jaws, for instance.
mental defenses so the creature can use powers like ''domination'' or ''attraction'' to make the victim leave their camp and move towards the belgoi. 4th Edition simplifies things so that the bell can shift a target around on the battlefield.
* {{Oculothorax}}: Beholders have ToServeMan: Belgoi are omnivores, but particularly savor the flesh of intelligent beings. 4th Edition elaborates that they don't just prefer a spheroid body meal "seasoned with a great bulging eye sitting above a wide, toothy maw. They are the TropeCodifier for these monsters in fantasy games.
* ThemeNaming: Most type
terror that a sentient creature feels when it faces impending death," belgoi also believe that they gain some of beholderkin are named after a synonym for "beholder" (gazer, spectator, examiner, watcher, observer, etcetera).

!True Beholders
!!Beholder
the power of those whose flesh they consume.
[[/folder]]

[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/beholder_5e.png]]
[[caption-width-right:350:''Every beholder thinks it is the epitome of beholderkind, and the only thing it fears is that it might be wrong." --Valkara Ironfell, dwarf sage]]
->'''Classification:''' Aberration (3.5E, 5E), Aberrant Magical Beast (4E)\\
org/pmwiki/pub/images/d&d_belker_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' 13 (3E), 19 (4E), 13 (5E)\\
6 (3E)\\
'''Alignment:''' LawfulEvil, Evil (4E)

Beholders, sometimes referred to as eye tyrants, are bizarre
NeutralEvil

Reclusive but malicious
creatures that live deep underground. They resemble fleshy orbs dominated by a single huge eye above a fang-filled mouth, topped by a cluster of smaller eyestalks, but exhibit extreme mutability within this template in terms of flesh color, skin and eyestalk texture, or the size of their body parts. Beholders believe themselves to be the pinnacle of living things, and each and every beholder views itself as the apex of beholderkind. When two beholders meet each other, they will scrutinize each other for the smallest flaws and deviations from the ideal beholder form (that is, from their own personal form); on inevitably finding some minute difference, they will then attempt to kill each other for being repulsive abominations.Paraelemental Plane of Smoke.



* 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, beauty lies in the eye of the beholder.
* BattleTrophy: Beholders enjoy taking trophies from slain foes, and their lairs are decorated with the petrified remnants of defeated adventures, pieces of other beholders, and magical items taken from powerful foes.
* BerserkButton: The one time when adventurers might be ''happy'' to encounter a beholder is if they're already fighting another one and it looks in any way different from the new arrival, as both beholders will then try to bite each other to death for being "imperfect".
* BizarreAlienPsychology: Beholders have two brains, an emotional one and a logical one. They process their data through the emotional part before transferring it to the logical part, which means that if something is against a beholder's beliefs (which, through genetic memory, always amount to an AlwaysChaoticEvil racist monster) it won't ever get far enough to apply to its logic.
* BizarreAlienReproduction: Beholders, depending on edition, are either asexual or hermaphroditic, but in either case reproduction ends with the beholder puking up its uterus so that its offspring can then eat their way free. Once it recovers, it tends to kill and/or eat the ones it thinks look the least like itself. More recently they've been re-skinned as literal nightmares made manifest, and reproduce both their own kind and various beholderkin by involuntarily ''dreaming'' them into existence.
* CombatBreakdown: Beholders are fearsome enemies thanks to their multitude of eye-rays, but when two beholders fight one another, their mutual use of their anti-magic central eyes means that the aberrations must resort to crashing against and biting each other to deal damage.
* DisintegratorRay: One of the eye beams they can project functions as the spell ''disintegrate'', which they like to use against any foe that seems like a real threat.
* EliteMook: Elder orbs, unusually long-lived and ancient beholders that are biologically immortal and develop sorcerous powers.
* MagicEater: ''Lords of Madness'' describes beholders as a downplayed example of this trope. Each beholder has specialized "evocularies" in its central eye connected to "dweomerlobes" in its brain, which power its eye-stalks' spell-like abilities by absorbing magic by viewing it through its main eye (the same one that can generate a cone of AntiMagic). The actual magic drained from looking at something like a scroll or wand is minuscule, and it would take extended viewing to drain the item to uselessness, but beholders get more benefit from examining new and different magic items.
* MundaneUtility: Beholders often use their disintegrator eye beam to excavate their lairs.
* RealityWarper: A beholder's dreams can distort reality in 5th edition. If it dreams of another beholder, or of seeing its reflection, it will wake up to find that its dream has brought one or more new beholders into existence. If it dreams of ways to live on after death, it will wake up as an undead death tyrant.
* SanityHasAdvantages: Beholders are ''incredibly'' destructive and would be a terrifying threat to the world if they weren't so batshit crazy. They can disintegrate matter at will, control minds, kill with a glance and nullify any magic, but they're also all individually convinced that they and they alone are created in the true image of their goddess, and any beholders that look slightly different must be destroyed, even their own offspring. They can't even come together to form a coherent society because they all hate each other so much.
* SelfHarmInducedSuperpower: Beholders are already potent arcanists thanks to their eye-rays, but if one wants to learn ''new'' magic, they have to do something about their central anti-magic eye. Thus, beholder magi must put out their central eye at the start of their arcane study, but gain the ability to convert their existing eyestalks into "spellstalks" that cast additional magic.
* SupernaturalFearInducer: One of the eyebeams they can project causes its target to become frightened. They use this ray to disorient their opponents during combat, and as a form of psychological torture out of combat.
* TakenForGranite: One of the eye beams they can project functions as the spell ''flesh to stone''. Beholders tend to favor this one when fighting spellcasters, although they also use it on creatures that they find interesting in order to use them as decorations.
* TrulySingleParent: Beholders reproduce without any need for mating. Instead, after reaching adulthood, the womb located beneath every beholder's tongue will spontaneously generate a litter of offspring. In 5th Edition, beholders instead reproduce by dreaming each other into existence, a process that, once again, involves a single "parent" individual.

!!Death Tyrant
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_tyrant_5e_transparent.png]]

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 AchillesHeel: As per their creation. Sometimes her avatar appears ''AD&D'' rules, belkers are particularly vulnerable to a crowd the ''gust of beholders, wind'' spell, which would seem can send them flying up 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, beauty lies a mile away, while a ''wind wall'' holds them in the eye of the beholder.
* BattleTrophy: Beholders enjoy taking trophies from slain foes, and their lairs are decorated with the petrified remnants of defeated adventures, pieces of other beholders, and magical items taken from powerful foes.
place.
* BerserkButton: The one time when adventurers might be ''happy'' OrificeInvasion: A belker's signature attack is to encounter engulf opponents with their gaseous forms, so that their victim inhales part of the belker. It then solidifies a beholder is if they're already fighting another one claw within their victim's lungs and it looks in any way different rips them apart from the new arrival, as both beholders will then try to bite each other to death for being "imperfect".
inside, dealing damage until said victim succeeds in coughing out the semivaporous claw.
* BizarreAlienPsychology: Beholders have two brains, an emotional one {{Sadist}}: If a belker is hungry, its prey dies quickly. Otherwise, the belker might play with its food and a logical one. They process see just how loud it can make something scream in pain.
* SuperSmoke: Belkers are mostly-solid monsters that can temporarily transform into smoke. Incidentally,
their data through the emotional part before transferring it to the logical part, which nature means that if something is against a beholder's beliefs (which, through genetic memory, always amount to an AlwaysChaoticEvil racist monster) it won't ever get far enough to apply to its logic.
* BizarreAlienReproduction: Beholders, depending on edition, are either asexual or hermaphroditic, but in either case reproduction ends with the beholder puking up its uterus so that its offspring can then eat their way free. Once it recovers, it tends to kill and/or eat the ones it thinks look the least like itself. More recently they've been re-skinned as literal nightmares made manifest, and reproduce both their own kind and various beholderkin by involuntarily ''dreaming'' them into existence.
* CombatBreakdown: Beholders are fearsome enemies thanks to their multitude of eye-rays, but when two beholders fight one another, their mutual use of their anti-magic central eyes means that the aberrations must resort to crashing against and biting each other to deal damage.
* DisintegratorRay: One of the eye beams
they can project functions as the spell ''disintegrate'', which they like to use against any foe that seems like a real threat.
* EliteMook: Elder orbs, unusually long-lived and ancient beholders that are biologically immortal and develop sorcerous powers.
* MagicEater: ''Lords of Madness'' describes beholders as a downplayed example of this trope. Each beholder has specialized "evocularies" in its central eye connected to "dweomerlobes" in its brain, which power its eye-stalks' spell-like abilities by absorbing magic by viewing it through its main eye (the same one that can generate a cone of AntiMagic). The actual magic drained from looking at something like a scroll or wand is minuscule, and it would take extended viewing to drain the item to uselessness, but beholders get more benefit from examining new and different magic items.
* MundaneUtility: Beholders often use their disintegrator eye beam to excavate their lairs.
* RealityWarper: A beholder's dreams can distort reality in 5th edition. If it dreams of another beholder, or of seeing its reflection, it will wake up to find that its dream has brought one or more new beholders into existence. If it dreams of ways to live on after death, it will wake up as an undead death tyrant.
* SanityHasAdvantages: Beholders are ''incredibly'' destructive and would be a terrifying threat to the world if they weren't so batshit crazy. They can disintegrate matter at will, control minds, kill with a glance and nullify any magic, but they're also all individually convinced that they and they alone are created in the true image of their goddess, and any beholders that look slightly different must be destroyed, even their own offspring. They can't even come together to form a coherent society because they all hate each other so much.
* SelfHarmInducedSuperpower: Beholders are already potent arcanists thanks to their eye-rays, but if one wants to learn ''new'' magic, they have to do something about their central anti-magic eye. Thus, beholder magi must put out their central eye at the start of their arcane study, but gain the ability to convert their existing eyestalks into "spellstalks" that cast additional magic.
* SupernaturalFearInducer: One of the eyebeams they can project causes its target to become frightened. They use this ray to disorient their opponents during combat, and as a form of psychological torture out of combat.
* TakenForGranite: One of the eye beams they can project functions as the spell ''flesh to stone''. Beholders tend to favor this one when fighting spellcasters, although they also use it on
attack creatures with a similar ability that they find interesting might normally be immune to damage, such as a vampire trying to flee in order to use them as decorations.
* TrulySingleParent: Beholders reproduce without any need for mating. Instead, after reaching adulthood, the womb located beneath every beholder's tongue will spontaneously generate a litter of offspring. In 5th Edition, beholders instead reproduce by dreaming each other into existence, a process that, once again, involves a single "parent" individual.

!!Death Tyrant
mist form.
[[/folder]]

[[folder:Berbalang]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_tyrant_5e_transparent.org/pmwiki/pub/images/d&d_berbalang_5e.png]]



->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Undead (3E, 5E)\\
'''Challenge Rating:''' 13 (3E), 14 (5E)\\
'''Alignment:''' LawfulEvil

Undead beholders that sometimes arise as a result of an obsessive desire to endure beyond death.

to:

->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
''TabletopGame/ForgottenRealms''\\
'''Classification:''' Undead (3E, 5E)\\
Immortal Humanoid (4E), Aberration (5E)\\
'''Challenge Rating:''' 13 (3E), 14 10 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil

Undead beholders
ChaoticEvil (2E), Evil (4E), NeutralEvil (5E)

Winged humanoids
that sometimes arise as a result dwell upon the petrified carcasses of an obsessive desire to endure beyond death.deities that drift across the Astral Plane. They're obsessed with gathering secrets from the living and dead.



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

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

Rare, powerful beholders capable of magically controlling other beholderkin, hive mothers rule over cities of beholders with iron wills.

to:

* AnimateDead: Any humanoid that dies while a death tyrant is looking at it with its central eye becomes a zombie under the death tyrant's command. There’s no limit to the number of zombies a death tyrant AstralProjection: They can command this way, so it can easily create a small army "spectral duplicate" to explore other planes and spy on other creatures, though the berbalang's body is unconscious and vulnerable while it's perceiving the multiverse through its spectral form.
* CreepySouvenir: They collect the bones
of the creatures whose spirits they call up, and record what they've learned on them.
* DeadPersonConversation: Berbalangs prefer talking to
the dead from its victims.
* AntiRegeneration: instead of
over the anti-magic cone of a regular Beholder's gaze, the Death Tyrant's central eye prevents healing both magic living, and non-magical for anything in its line of sight.
* GlowingEyelightsOfUndeath: The death tyrant's 5E artwork shows it
can freely use ''speak with a glowing red light in dead'' to converse with spirits.
* KnowledgeBroker: They're willing to share some of what they've learned, but will only exchange knowledge for other knowledge... or
the center bones of its main eye socket and ten smaller dots floating around its head, marking where its smaller eyestalks would have been in life.
* NonHumanUndead: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform into an undead death tyrant.

!!Hive Mother
[[quoteright:350:https://static.
interesting creatures.
[[/folder]]

[[folder:Bhuka]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_beholder_hive_mother_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration
org/pmwiki/pub/images/d&d_bhuka_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Humanoid
(3E)\\
'''Challenge Rating:''' 16 (3.5E)\\
1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulEvil

Rare, powerful beholders capable of magically controlling other beholderkin, hive mothers rule over cities of beholders with iron wills.
LawfulGood

Goblinoids who are much more benign and peaceful than their kin, and have several adaptations to help them thrive in arid lands.



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

!Beholderkin
Beholderkin are a broad grouping of creatures related and physically similar to, but distinct from, true beholders. Almost all are as evil and cruel as beholders are, although they do not share their intense xenophobia. Beholders consider beholderkin to be abominations -- although, of course, beholders also consider each other to be abominations.

to:

* HiveQueen: Hive mothers can telepathically control beholders and beholder-kin, and BodyPaint: They use this to signify social position, ranging from simple stripes on a young bhuka's neck frill to elaborate patterns covering a matriarch's upper body.
* HiddenElfVillage: Bhukas are not a violent people, and have learned to avoid conflict by simply not being seen by potential threats. They prefer to watch strangers from hiding while gauging their intent, and even if a bhuka does make contact, they'll never reveal anything about their kin and their settlement.
* {{Matriarchy}}: Bhuka settlements are led by a Grandmother, who serves as a link between them and their mother deity Kikanuti.
* MySpeciesDothProtestTooMuch: They're the only goblinoids who aren't on board with murder, thuggery or conquest, and have nothing to do with their distant kin.
* NatureHero: The bhuka have several adaptations to help them thrive in the desert -- broad feet to help them balance on sand, dark skin around their eyes to fight the glare of the sun, frills on their necks to dissipate heat -- as well as a racial bonus on Knowledge (Nature) checks, and the extraordinary
ability to set themselves up as the rulers of hives of mentally linked eye tyrants.
locate drinkable water within 100 feet.
* KingMook: Hive mothers are very rare, large and powerful beholders capable of magically dominating UndergroundCity: Distinctly averted; bhuka culture holds that their lesser kin, and are usually found ruling over communities of beholder and beholderkin with iron wills.
* MindControl: Hive mothers can exert complete control over beholders and beholderkin, and can additionally cast ''charm monster'' and ''charm person''
ancestors emerged from underground, a Lower World that is also considered the Second Womb. As such, the bhuka make their smaller eyes dwellings in cliffs that require ladders or lifts to attempt to control reach, while each village contains a single ceremonial pit decorated with depictions of the Emergence. The bhuka consider the fact that other beings.
* StraightForTheCommander: A hive mother's telepathic control is usually
goblinoids dwell in caves as evidence that they're not yet mature enough to live on the only thing keeping surface, while conversely, the other beholder's hatred for each other under control, and if she's killed her minions will instantly turn on each other or disperse.

!Beholderkin
Beholderkin are a broad grouping
sand-swimming asherati's habit of building settlements beneath the desert surface disturbs the bhuka's entire conception of reality.
[[/folder]]

[[folder:Bi-nou]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bi_nou_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' ChaoticEvil

Subterranean
creatures related and physically similar to, but distinct from, true beholders. Almost all are as evil and cruel as beholders are, although that resemble natural stone columns, a trait they do not share their intense xenophobia. Beholders consider beholderkin use to be abominations -- although, of course, beholders also consider each other to be abominations.ambush prey.



* {{Tulpa}}: In 5th Edition, when beholders dream obsessively about a specific subject, their dreams can manifest as the beholderkin, beholder-like entities with bodies and abilities shaped by the traits of the dreams that gave them birth.

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

Death kisses, also called bleeders or eyes of terror, are beholderkin whose long stalks end in blood-draining mouths. In 5th Edition, death kisses arise when a beholder dreams of blood.

to:

* {{Tulpa}}: In 5th Edition, when beholders dream obsessively about a specific subject, 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 dreams can manifest as hit points.
* BioweaponBeast: No one knows for sure where
the beholderkin, beholder-like entities bi-nou came from, though the prevailing theories are that they're the result of drow experiments, or were created by the mad mage Halaster Blackcloak to serve as guardians. At any rate, and despite their innate hostility towards warm-blooded life, bi-nou have been known to ally with drow, guarding the borders of their settlements from intruders.
* CraftedFromAnimals: Bi-nou eggs look like gemstones and are valued as such, leading other races to snatch and chill the things so they never hatch. Some dwarves also hunt the largest rockworms, the so-called "rocklords," to convert their stony hides into naturally-enchanted maces.
* DishingOutDirt: They can cast ''dig'', ''stone shape'' and ''wall of stone'' each once per day.
* HeWasRightThereAllAlong: Bi-nou are all but indistinguishable from a natural rock formation when at rest, and intelligent enough to take advantage of this fact.
* KillerBearHug: They hunt by grabbing victims and crushing them against the bi-nou's stony
bodies and abilities shaped by until they suffocate, then the traits of creatures move over the dreams that gave corpses to absorb their 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 birth.

!!Death Kiss
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, foiling both magical darkness and ''invisibility'' spells.
[[/folder]]

[[folder:Bisan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/death_kiss_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_bisan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
''TabletopGame/KaraTur''\\
'''Classification:''' Aberration (3E, 5E)\\
Fey (3E)\\
'''Challenge Rating:''' 11 (3.5E), 10 (5E)\\
5 (3E)\\
'''Alignment:''' NeutralEvil

Death kisses, also called bleeders
TrueNeutral

Female nature spirits bound to a camphor, teak
or eyes mahogany tree, known for preferring the shape of terror, are beholderkin whose long stalks end in blood-draining mouths. In 5th Edition, death kisses arise when a beholder dreams of blood.wasps.



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

!!Director
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_director_3e.jpg]]

to:

* BodyToJewel: Death kisses have a nerve node within CantLiveWithoutYou: Much like bajangs and dryads, bisan will die if their bodies that hardens into a red gem when the creature dies. These jewels are called bloodeyes, tree is destroyed.
* GreenThumb: They can cast ''animate wood'', ''plant growth''
and are prized for ''wood shape'' at will.
* MorphicResonance: A bisan's natural, human form looks as old as
their soft glow that intensifies 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 wearer's emotions.
nature spirits.
* CombatTentacles: A death kiss' tentacles are its primary weapons, 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 can deal damage both through them based on how far their barded tips and by sucking blood.
* ShockAndAwe: While they cannot actively control it, death kisses are surrounded by an electric aura that can harm those who tangle with them in melee.
* TakingYouWithMe: When a death kiss dies, it internal electrical charges shoot out of its corpse in a last area attack.
* TooManyMouths: A death kiss has ten long tentacles, each ending in a mouth full of teeth.

!!Director
alignment is from True Neutral.
[[/folder]]

[[folder:Black Willow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_director_3e.jpg]] org/pmwiki/pub/images/d&d_black_willow_3e.png]]



->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' LawfulEvil

Tentacled beholderkin that act as cavalry units for beholder cities.

to:

->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration Plant (3E)\\
'''Challenge Rating:''' 8 13 (3E)\\
'''Alignment:''' LawfulEvil

Tentacled beholderkin that act as cavalry units for beholder cities.
NeutralEvil

Intelligent and malevolent dark-barked willow trees, which relish killing helpless creatures.



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

!!Eye Monger
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_eye_monger_5e.jpg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 10 (5E)\\
'''Alignment:''' LawfulEvil

Also known as "astereaters," these beholderkin hide in asteroid fields, disguising themselves as space rocks until prey draws close.

to:

* DeflectorShields: Their central eye projects an invisible force field that improves the Armor Class and Reflex saves of both the director and its mount.
* HorseOfADifferentColor: These beholderkin are often found riding various giant vermin, using their tentacles to grasp their steeds just behind their head while the director fires off ''burning rays'' or ''force missiles''
CombatTentacles: They can make a whopping twelve attacks each round with their eyestalks. They've even developed specialized mounts such as "crawlers," spider-centipedes tendrils, which they also use to [[TentacleRope grapple prey]].
* ForcedSleep: Before attacking with its lashing tendrils, a black willow generates an aura of drowsiness that replicates a ''sleep'' spell -- and in their 2nd Edition rules, anyone who was already in the process of taking a nap beneath the tree automatically fails their saving throw.
* ManEatingPlant: Black willows get only a portion of their nourishment from soil, water and photosynthesis, the rest comes from eating live prey, particularly humans, elves and gnomes.
* SwallowedWhole: Once they get their tendrils around something, a black willow stuffs their victim into a large internal cavity filled with digestive juices that both [[TheParalyzer paralyze]] and deal [[AcidAttack acid damage]] to their prey. A swallowed victim who resists the paralysis effect can try to cut their way out
with a paralyzing venom.
small, sharp weapon.
* PuppeteerParasite: A director can ''dominate'' any vermin they grasp with WhenTreesAttack: They're slow but mobile trees out to stuff other creatures into their tentacles, an effect that lasts as long as the two gullets for digestion. Naturally, black willows are in physical contact. As easy to mistake for a side benefit, when bonded this way both the director normal plant, and its mount take half damage from attacks.

!!Eye Monger
[[quoteright:350:https://static.
can even disguise themselves as ordinary willow trees.
[[/folder]]

[[folder:Blackroot Marauder]]
[[quoteright:346:https://static.
tvtropes.org/pmwiki/pub/images/d&d_eye_monger_5e.jpg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (5E)\\
org/pmwiki/pub/images/d&d_blackroot_marauder_3e.png]]
[[caption-width-right:346:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 10 (5E)\\
5 (3E)\\
'''Alignment:''' LawfulEvil

Also known
NeutralEvil

Dark, thorny saplings the size and shape of humanoids, created by evil clerics or druids
as "astereaters," these beholderkin hide in asteroid fields, disguising themselves as space rocks until prey draws close.sentinels and hunters.



* FantasticRacism: All true beholders hate beholderkin, but astereaters are particularly despised as "vile errors of creation" owing to their 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 their eye and mouth shut, an eye monger can easily be mistaken for an ordinary asteroid.

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

Aquatic beholders with two eyestalks and a pair of crablike claws.

to:

* FantasticRacism: All true beholders hate beholderkin, but astereaters HeWasRightThereAllAlong: They are particularly despised as "vile errors expectedly good at blending into wooded surroundings, and cunning and patient enough to make the most of creation" owing to their stupidity natural camouflage. "A swarm of marauders might slowly creep up on an encampment or castle, shifting into position so slowly that their prey fails to notice the gradual rise in the number of trees and lack the density of magical ability.
the underbrush in the area."
* SwallowedWhole: PoisonousPerson: Their claws and thorns carry a damaging poison.
* SpikeShooter:
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
fire volleys of thorns from their eye bodies as a ranged attack, which does more damage than their claws.
* SupernaturalSensitivity: Beyond [[SuperSenses tremorsense]], blackroot marauders can ''detect good'' at will, helping them spot
and mouth shut, an eye monger can easily be mistaken stalk any do-gooders who might trouble their creators.
* WhenTreesAttack: Blackroot marauders are made in a fairly simple ritual in which a wild sapling no more than seven feet tall is kept out of direct sunlight
for a month, over which time it's watered with the blood of an ordinary asteroid.

!!Eye
intelligent creature at sunrise and sunset. At the end of the Deep
[[quoteright:350:https://static.
month, the spells ''animate plants'', ''command plants'', ''detect good'' and ''poison'' are cast on the sapling, and 5,000 gp of crushed rubies are scattered around it, turning it into an intelligent, ambulatory guardian. The catch is that this procss creates a woody, thorny ''construct'', not a plant monster, though blackroot marauders retain enough vitality to be able to slowly recover hit points if they rest in loamy soil.
[[/folder]]

[[folder:Blackstone Gigant]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/eye_of_the_deep.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_blackstone_gigant.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Aberration Construct (3E)\\
'''Challenge Rating:''' 8 (3.5E)\\
18 (3E)\\
'''Alignment:''' LawfulEvil

Aquatic beholders with two eyestalks and a pair
Unaligned

Gargantuan statues
of crablike claws.fearsome, eight-armed women usually created to guard a sacred site.



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

!!Gauth
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gauth_5e_2.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3.5E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 6 (3E, 5E), 5 (4E)\\
'''Alignment:''' NeutralEvil (2E), LawfulEvil (3E, 5E), Evil (4E)

Lesser beholders with four tentacles growing from their bottom and a ring of smaller eyes surrounding their central one. Gauths originate from an unknown plane, and are occasionally called into the material plane by failed attempts to summon spectators.

to:

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

!!Gauth
[[quoteright:350:https://static.
heavy enough to deal trample damage to creatures they move over.
[[/folder]]

[[folder:Bladeling]]
[[quoteright:320:https://static.
tvtropes.org/pmwiki/pub/images/gauth_5e_2.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3.5E, 5E), Aberrant Magical Beast Outsider (3E), Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E), 6 (3E, 5E), 5 (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' NeutralEvil (2E), LawfulEvil (3E, 5E), Evil or LawfulNeutral (3E), Any (4E)

Lesser beholders with four tentacles growing from their bottom and a ring Spiny, metal-skinned humanoids who have settled on Ocanthus, fourth layer of smaller eyes surrounding their central one. Gauths originate from an unknown plane, and are occasionally called into the material plane by failed attempts to summon spectators.Infinite Battlefield of Acheron.



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

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

Also known as "eyeballs," these tiny beholderkin are no smarter than animals, and sometimes taken as familiars.

to:

* AnIcePerson: They can cast ''cone of cold'' through one of AbsoluteXenophobe: Downplayed; bladelings encountered on other planes or outside their eyestalks.
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: Their 2nd Edition art shows them 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 a downward-pointing circular mouth on patches of metal spines.
* EnemyMine: Bladeling society is characterized by infighting and politicking, but this ends immediately in
the lower section 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 bodies and with a set of tough ridges separating the eyelets around their central eye, but modern artwork shows them with a regular, forward-facing set of jaws and omits the ridges.
* MagicEater: Gauth feed on the magic of enchanted objects. One of their eye beams allows them to do this in combat, draining one charge at a time from magical items or, for permanently enchanted ones, rendering them useless for a round. They can also swallow magical items, where items with charges lose one per round and permanently magical ones are drained over a day; the items are spat back out once the gauth has sucked them dry. They cannot, however, drain magic or spells from living creatures. They can live fine on meat, but prefer to eat magic.
* ShockAndAwe: They can cast ''lightning bolt'' through one of their eyestalks.

!!Gazer
[[quoteright:300:https://static.
unknown gods.
[[/folder]]

[[folder:Blazewyrm]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_beholder_gazer_5e.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:300:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
[[caption-width-right:350:4e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 1/2 (3.5-5E)\\
5 (3E), 4 (4E)\\
'''Alignment:''' NeutralEvil

Also known as "eyeballs," these tiny beholderkin are no smarter than animals, and sometimes taken as familiars.
ChaoticEvil (3E), Unaligned (4E)

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



* {{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]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3.5E)\\

to:

* {{Familiar}}: Gazers can be taken as familiars by evil spellcasters, usually true beholders or humanoid wizards associated AchillesHeel: Like anything with aberrations in some way.
the fire subtype, they take extra damage from cold attacks.
* AnIcePerson: Gazers can cast ''ray of frost'' DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through one 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 eyestalks, which serves 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 their main weapon when hunting or fighting.
* MiniMook: They're essentially tinier, weaker beholders about eight inches across.

!!Gouger
[[quoteright:350:https://static.
such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
[[/folder]]

[[folder:Blight]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_beholder_gouger_3e.org/pmwiki/pub/images/d&d_blights_5e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
[[caption-width-right:349:Vine, needle and twig blights (5e)]]
->'''Classification:''' Plant (5E)\\
'''Challenge Rating:''' 11 (3.5E)\\1/8 (twig blight), 1/4 (needle blight), 1/2 (vine blight) (5E)\\



Spear-tongued monsters bred to hunt other beholders.

to:

Spear-tongued monsters bred to hunt other beholders.Blights are malevolent humanoid plants which spring up in forests tainted by evil. They carry out the whims of whatever dark force spawned them, spreading their corruption throughout the land.



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

!!Overseer
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_overseer_3e.jpg]]
[[caption-width-right:275:3e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' LawfulEvil

Appearing like rubbery, fleshy trees, these beholderkin often serve as lieutenants to hive mothers in beholder cities.

to:

* EyeScream: When fighting other beholderkin, gougers specialize BotanicalAbomination: The first blights came into being when a particularly evil vampire named Gulthias was staked through the heart. His foul blood seeped into the stake, and in time it grew into a sapling called the Gulthias tree. The seeds of this tree became the first blights. Any sufficiently evil force can contaminate an ordinary tree and turn it into a new Gulthias tree, from which new blights emerge.
* CombatTentacles: Vine blights, as you might imagine, attack by constricting enemies with their vines.
* TheCorruption: A Gulthias tree taints its surroundings with its evil presence. Nearby trees which are not killed by this corruption are transformed into blights, which spread the corruption further throughout the forest.
* GreenThumb: Vine blights can make roots and vines erupt from the ground in their immediate vicinity. They use this power to ensnare and slow down their enemies.
* KillItWithFire: Twig blights are vulnerable to fire damage on account of how dry and brittle they are. Needle and vine blights do not share this vulnerability.
* MonsterProgenitor: The Gulthias trees which spawn blights are named after Gulthias, the vampire whose blood gave rise to the first such tree.
* MouthOfSauron: Vine blights have a direct connection to their Gulthias tree and speak on its behalf,
using the voice of whatever evil entity gave rise to the tree.
* PlantPerson: They resemble humanoids made of twigs, needles, or vines.
* SpikeShooter: Needle blights can launch
their tongues to sever eyestalks needles at distant enemies like crossbow bolts. They pack quite a punch.
* ThatsNoMoon: Twig
and gouge out the central eyes.
* FoodChainOfEvil: Beholders are powerful monsters that can easily wipe out an unprepared party. Gougers are the monsters that hunt
vine blights look like ordinary plants while they aren’t moving. Twig blights exploit this fact to conceal themselves near places frequented by travelers and kill beholders.
-->''The gouger was bred to stalk and kill normal beholders. What can kill a beholder can destroy a party of adventurers.''
* MultipurposeTongue: A gouger's tongue is fifteen feet long, very strong and very sharp, and serves as its primary weapon in combat.

!!Overseer
[[quoteright:275:https://static.
ambush unwary victims.
[[/folder]]

[[folder:Blindheim]]
[[quoteright:285:https://static.
tvtropes.org/pmwiki/pub/images/d&d_overseer_3e.org/pmwiki/pub/images/d&d_blindheim_2e.jpg]]
[[caption-width-right:275:3e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration
[[caption-width-right:285:2e]]
->'''Classification:''' Monstrous Humanoid
(3E)\\
'''Challenge Rating:''' 15 3 (3E)\\
'''Alignment:''' LawfulEvil

Appearing like rubbery, fleshy trees, these beholderkin often serve as lieutenants to hive mothers
ChaoticEvil

Froglike creatures that lurk
in beholder cities.watery subterranean areas, blinding prey with their luminous eyes.



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

!!Spectator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spectator_5e.png]]

to:

* CombatTentacles: They can make eight tentacle attacks in melee, which can also [[TentacleRope grab and constrict]] foes.
* MindControl: Overseers can use ''dominate person'' with an eye ray, as well as a variant
BlindedByTheLight: Blindheims' eyes shine like searchlights when their two sets of ''dominate monster'' that affects beholders and beholderkin, with the exception of eyelids are fully opened, potentially blinding other overseers creatures for a minute or so -- creatures with infravision or sensitivity to bright light, such as goblins or drow, are particularly susceptible to this attack.
* EyeBeams: "Advanced" blindheims have eyes with additional or alternate effects than normal. Amber-
and hive mothers.
* LivingMoodRing: The thick, wiry fungus that covers an overseer not only provides bonuses to their Armor Class, it changes color in reaction to the creature's emotions.
* ManipulativeBastard: In the rare event an overseer isn't keeping order in a beholder city, it seeks out another community it can infiltrate and dominate from behind the scenes, amassing a number of minions to tend to its real (or imagined) needs.
* MightyGlacier: Overseers
blue-eyed blindheims can't fly and can only move one square per round, but they have a very high Armor Class, and are nearly as effective blind foes with their physical eye beams, but can replicate a ''hypnotic pattern'' or ''faerie fire'' effect, respectively. White-eyed blindheims can use 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 will gather into ravening hordes that can 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 bite
attacks as they are while using eye rays can snap up Tiny creatures such as ''chain lightning'' or ''polar ray''.

!!Spectator
jermlaine, which at least keeps the little gremlins' numbers down.
[[/folder]]

[[folder:Blink Dog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spectator_5e.png]]org/pmwiki/pub/images/d&d_blink_dog_5e.png]]



->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' LawfulNeutral

Spectators are unusually non-hostile beholders from the Outer Planes, which can be summoned to stand watch over valuable items.

to:

->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E, 5E)\\
->'''Classification:''' Magical Beast (3E), Fey (5E)\\
'''Challenge Rating:''' 4 2 (3E), 3 1/4 (5E)\\
'''Alignment:''' LawfulNeutral

Spectators are unusually non-hostile beholders from the Outer Planes, which can be summoned
LawfulGood

Intelligent canines named for their ability
to stand watch over valuable items.teleport short distances.



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

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

When a beholder grows obsessed with a draconic rival, its fevered dreams can manifest as an eyedrake, a beholder-like creature with draconic features.

to:

* AttackReflector: As long 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 central eye is intact, spectators own language of barks, yips and growls, but while they can reflect one ranged 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 back at its caster.
* {{Telepathy}}: Spectators are naturally telepathic, and use this
as their primary means of communication.
* TokenHeroicOrc: On
a species-wide scale, spectators are this to the rest of beholderkin. They're no saints, but they're fairly even-tempered, aren't terribly interested in fighting other beings if not given free action. 5th Edition instead gives them a reason to, are usually quite willing to carry on a civil conversation, and straighforward teleport action they can even form friendships combine with each other or with other beings -- traits no other beholderkin displays.

!Other
!!Eyedrake
a bite attack.
[[/folder]]

[[folder:Blood Ape]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_eyedrake_5e.jpeg]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_blood_ape_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration\\
Magical Beast (3E)\\
'''Challenge Rating:''' 8 (5E)\\
6 (3E)\\
'''Alignment:''' LawfulEvil

When a beholder grows obsessed with a draconic rival, its fevered dreams
Unaligned

Red-furred apes that
can manifest as an eyedrake, a beholder-like creature with draconic features.grow in size in response to danger.



* BreathWeapon: The eyedrake's mouth emits a breath-like wave of antimagic energy.
* DragonHoard: If left to its own devices, an eyedrake exhibits a dragon's stereotypical behaviour to gather and jealously protect its hoard.
* EyesDoNotBelongThere: An eyedrake's wings are made of eyestalks, and its mouth is perpetually open, showing a large central eye.

!!Gas Spore
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_gas_spore_5e.jpeg]]
[[caption-width-right:349:5e]]
->'''Classification:''' Plant (3E, 5E), Fey Beast (4E)\\
'''Challenge Rating:''' 3 (3E), 4 (4E), 1/2 (5E)\\

to:

* BreathWeapon: The eyedrake's mouth emits a breath-like wave of antimagic energy.
GentleGiant: Blood apes are generally peaceful foragers, but when pressed they can be very nasty in combat.
* DragonHoard: If left to its own devices, an eyedrake exhibits a dragon's stereotypical behaviour to gather KingKongCopy: They start out Large and jealously protect its hoard.
can grow to Huge size, putting them in the same size category as giants.
* EyesDoNotBelongThere: An eyedrake's wings are made of eyestalks, MakeMyMonsterGrow: Blood ape alpha males have the ability to use the ''animal growth'' spell on themselves and its mouth is perpetually open, showing a large central eye.

!!Gas Spore
[[quoteright:349:https://static.
others in their group, enhancing their combat capacity.
[[/folder]]

[[folder:Bloodthorn]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_beholder_gas_spore_5e.jpeg]]
[[caption-width-right:349:5e]]
org/pmwiki/pub/images/d&d_bloodthorn_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E, 5E), Fey Beast (4E)\\
(3E)\\
'''Challenge Rating:''' 3 (3E), 4 (4E), 1/2 (5E)\\(3E)\\



Gas spores aren't true beholderkin, but instead a kind of fungus that strongly resembles beholders and is often used by the aberrations as a living trap for would-be beholder slayers.

to:

Gas spores aren't true beholderkin, but instead a kind Briar-like, blood-drinking plants found in arid parts of fungus that strongly resembles beholders the Lower Planes and is often used by the aberrations as Outlands, though rarely a living trap for would-be beholder slayers.specimen will survive being transplanted to Material Plane wastelands.



* FesteringFungus: Gas spores reproduce by spreading clouds of aggressively parasitic spores, which infest living being, rapidly turn them into piles of mush, and grow a new clutch of gas spores from their remains.
* LivingGasbag: Unlike beholders, who float supernaturally, gas spores float through sacs filled with buoyant gas.
* MimicSpecies: Gas spores greatly resemble much more dangerous beholders. They are almost completely harmless if left alone, but their mimicry goads beholder-slayers into attacking them and releasing their clouds of toxic spores.
* MultipleChoicePast: Nobody truly knows where they came from, though since they resemble Beholders to a startling degree, the prevailing theory is that they came from parasitic fungi that fed on the corpses of Beholders and were changed by the latent magic of the aberrations. However, other theories posit that they were created on purpose by beholder mages, illithids or even [[MushroomMan myconids]].
* OneHitPointWonder: According to the 5E ''Monster Manual'', the average Gas Spore only has a single hit point.[[note]] 1d10 - 4 hit points. [[/note]]
* TakingYouWithMe: When slain, a gas spore explodes in a cloud of deadly parasitic spores.

!!Gorbel
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_gorbel_2e.jpg]]

to:

* FesteringFungus: Gas spores reproduce by spreading clouds of aggressively parasitic spores, which infest living being, rapidly turn them into piles of mush, CombatTentacles: Bloodthorns attack and grow a new clutch of gas spores from feed by lashing out with their remains.
tendrils, trying to grapple opponents to drain blood.
* LivingGasbag: Unlike beholders, DeathTrap: A bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack. Any who float supernaturally, gas spores float through sacs filled with buoyant gas.
* MimicSpecies: Gas spores greatly resemble much more dangerous beholders. They
survive the plant's attacks will be disappointed to find that the fruits are almost completely harmless if left alone, but bitter and provide no sustenance.
* EerilyOutOfPlaceObject: Since bloodthorns sustain themselves on blood rather than water or sunlight, one big clue about
their mimicry goads beholder-slayers into attacking them and releasing their clouds of toxic spores.
* MultipleChoicePast: Nobody truly knows where they came from, though since they resemble Beholders to a startling degree, the prevailing theory
nature is that they came from parasitic fungi that fed on they're flourishing where a normal plant should not survive.
* 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 corpses of Beholders and were changed by the latent magic victim tears themselves free with an opposed Strength check, one of the aberrations. However, other theories posit thorny tendrils comes lose from the bloodthorn, resulting in a bleeding wound that they were created on purpose by beholder mages, illithids or even [[MushroomMan myconids]].
* OneHitPointWonder: According to the 5E ''Monster Manual'', the average Gas Spore only has a single hit point.[[note]] 1d10 - 4 hit points. [[/note]]
* TakingYouWithMe: When slain, a gas spore explodes in a cloud
deals 1 point of deadly parasitic spores.

!!Gorbel
DamageOverTime until healed.
[[/folder]]

[[folder:Bodytaker Plant]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_gorbel_2e.org/pmwiki/pub/images/d&d_doppelganger_plant_2e.jpg]]



->'''Alignment:''' Unaligned

Three-foot-wide spherical animals that are either a distant relative of true beholders or the product of a mage's experiments

to:

->'''Alignment:''' Unaligned

Three-foot-wide spherical animals
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Plant (5E)\\
'''Challenge Rating:''' 7 (bodytaker plant), 1/2 (podling) (5E)\\
'''Alignment:''' ChaoticEvil (2E)

Also known as "doppelganger plants," these strange plants abduct innocents and replace them with "podlings"
that are either a distant relative of true beholders or the product of a mage's experimentshelp them take over whole societies.



* ArmedLegs: They attack by quickly drifting into a target and latching on with their clawed feet, and once attached a gorbel will keep dealing clawing damage each round until either it or its target are dead. On the upside, they're quite easy to hit once they've attached to a foe.
* AttackAttackAttack: These unintelligent creatures attack and try to eat anything that moves, which can include trees swaying in the breeze.
* ConstantlyCurious: They tend to investigate anything out of the ordinary in their territory (such as an adventuring party's camp), frantically mewing like a kitten if they find something that catches their interest... which they then try to attack and eat.
* DefeatEqualsExplosion: Their rubbery hides are immune to blunt weapons, but any hit with a piercing or slashing weapon, or any sort of magical damage, will make a gorbel explode for minor damage in a 5-foot radius. Since gorbels aren't immune to each others' blast damage, this means that one well-placed attack can trigger a chain reaction that wipes out an entire gorbel herd at once.
* LivingGasbag: Zig-zagged; gorbels' rubbery red bodies are filled with a pyrophoric gas, and they're much faster drifting through the air than plodding on the ground, but sages believe their actual method of propulsion is magic similar to a ''levitation'' spell.
* OrganDrops: Their six eyes, while incapable of producing magic rays like true beholders, can be harvested as components for ''wizard eye'' spells or similar magic. Similarly, gorbels' pyrophoric gas can be collected to make ''potions of fire breath'', and their rubbery hides, if harvested intact, can be used to make lighter-than-air craft.

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

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

to:

* ArmedLegs: They attack by quickly drifting into a target AssimilationPlot: Bodytaker plants usually set up near communities and latching on with systematically go about replacing every denizen. "To their clawed feet, minds, a world would be healthier and once attached a gorbel will keep dealing clawing damage each round until more efficient were they in control. Anyone who disagrees either it lacks perspective or its target are dead. On the upside, they're quite easy is fit only to hit once they've attached to a foe.
* AttackAttackAttack: These unintelligent creatures attack and try to eat anything that moves, which can include trees swaying in the breeze.
* ConstantlyCurious: They tend to investigate anything out of the ordinary in their territory (such
serve as an adventuring party's camp), frantically mewing like a kitten if they find something that catches their interest... which they then try to attack and eat.
fertilizer."
* DefeatEqualsExplosion: EyeOfNewt: Their rubbery hides are immune to blunt weapons, but any hit with a piercing sap or slashing weapon, or any sort of magical damage, will make a gorbel explode for minor damage in a 5-foot radius. Since gorbels aren't immune to each others' blast damage, this means that one well-placed attack can trigger a chain reaction that wipes out an entire gorbel herd at once.
* LivingGasbag: Zig-zagged; gorbels' rubbery red bodies are filled with a pyrophoric gas, and they're much faster drifting through the air than plodding on the ground, but sages believe their actual method of propulsion is magic similar to a ''levitation'' spell.
* OrganDrops: Their six eyes, while incapable of producing magic rays like true beholders, can be harvested as components for ''wizard eye'' spells or similar magic. Similarly, gorbels' pyrophoric gas can be collected to make ''potions of fire breath'', and their rubbery hides, if harvested intact,
pods' flesh can be used to make lighter-than-air craft.

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

Much like how humans may take monkeys
craft mind-affecting potions and magic items, such as companions, some beholders keep these flying eyeballs as pets a superior ''potion of human control.''
* GenreRefugee: They seem out of place in GothicHorror-rich ''Ravenloft'', until you remember
that resemble themselves.
----
* EyeBeams: They can fire rays that act as
the ''[[SupernaturalFearInducer cause fear]]'' setting dabbles in ''all'' kinds of horror, even something as "sci-fi" as {{alien abduction}}s.
* KillAndReplace: 5E bodytaker plants work by grappling a victim with a lashing vine
and ''[[ForcedSleep sleep]]'' spells.
* FacelessEye: They're just a pair of free-flying eyeballs, bound together by a cord of muscles
* SinisterSuffocation: A lurking strangler can use
pulling them into its three-foot-long strand of striated muscle as pod. After a garrote, causing a few hours soaking in enzymes, the helpless victim -- such dies and is immediately transformed into a loyal podling; before this process is complete, a victim can be torn out of the pod with a Strength check, while killing the bodytaker plant enables an easier escape.
* NoBodyLeftBehind: Dead podlings quickly melt into a "slurry" when they or their host plant dies.
* NotQuiteDead: These malevolent plants are quite difficult to kill, since if any of its roots or pods is left intact after its main "body" is seemingly destroyed, the plant will simply regrow in a matter of months. [[SaltTheEarth Salting the earth]] or soaking the ground with poison can do the job.
* PlantAliens: They're implied to be
as someone hit such, often turning up after an [[CometOfDoom "inauspicious comet or meteor shower"]] is sighted in the night sky.
* PossessionBurnout: In 2nd Edition, a doppelganger plant needs only to target a sleeping or unconscious creature with its ''mind bondage'' power to take them over, no conversion in a central pod needed. While under the plant's mental control, the new podling is fed upon
by its ''sleep'' ray -- to die host, losing 1d4 hit points each day as its life force is transferred into one of suffocation in three rounds.
* StarfishLanguage:
the plant's pods. The creatures are smart enough to understand Beholder podling will gradually lose weight, and Common, they just have no verbal means of communication. Instead they twist those who fight it with melee weapons might notice that their bodies, opponent is partially hollowed-out. By the time it's fully consumed by the doppelganger plant, a podling is little more than "a hollow shell of flesh with a wide-open posture signifying assent or a spiral denoting disagreement or tension, for example.some muscle tissue and subcutaneous fat."
* ShoutOut: They're obviously inspired by the antagonists of ''Film/InvasionOfTheBodySnatchers''.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]], and in 5E ping as plants under spells that detect creature types.



[[folder:Belgoi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_belgoi_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (4E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (4E)

Murderous demihumans who use bone bells to lure victims into the wastes to be devoured.

to:

[[folder:Belgoi]]
[[quoteright:350:https://static.
[[folder:Bog Hound]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_belgoi_4e.org/pmwiki/pub/images/d&d_bog_hound_2e.jpg]]
[[caption-width-right:350:4e]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (4E)\\
''TabletopGame/{{Ravenloft}}''\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (4E)

NeutralEvil

Murderous demihumans who use bone bells to lure victims into canines spawned from a moor, the wastes to be devoured.result of a fel curse or evil conjuring.



* DesertBandits: They live in the most forlorn parts of the desert wastes, raiding caravans and unprotected villages for plunder and food.
* TheFairFolk: Their 4th Edition lore paints belgoi as proud but evil fey, who ended up stranded in Athas' barrens after the destruction of their homeland, which they blame on the eladrin. The belgoi have since degenerated into despoiling marauders that scour the land around them of life and prey upon intelligent beings.
* ForDoomTheBellTolls: They carry bells made by shamans from their tribe's own dead. The dissonant chiming of these macabre instruments will herald either some lone victim's death, or accompany an all-out attack by a belgoi tribe.
* LuringInPrey: A belgoi can use one of their bone bells to make a psionic attack, collapsing their mental defenses so the creature can use powers like ''domination'' or ''attraction'' to make the victim leave their camp and move towards the belgoi. 4th Edition simplifies things so that the bell can shift a target around on the battlefield.
* ToServeMan: Belgoi are omnivores, but particularly savor the flesh of intelligent beings. 4th Edition elaborates that they don't just prefer a meal "seasoned with the terror that a sentient creature feels when it faces impending death," belgoi also believe that they gain some of the power of those whose flesh they consume.

to:

* DesertBandits: They live 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 most forlorn parts of monster will fully regenerate in time for the desert wastes, raiding caravans 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 unprotected villages for plunder and food.
* TheFairFolk: Their 4th Edition lore paints belgoi as proud but evil fey, who ended up stranded in Athas' barrens after the destruction
straw of their homeland, which they blame on home marsh, while the eladrin. The belgoi have since degenerated into despoiling marauders moor hound that scour the land around leads them of life and prey upon intelligent beings.
* ForDoomTheBellTolls: They carry bells made by shamans
is comprised from their tribe's own dead. The dissonant chiming of these macabre instruments will herald either some lone victim's death, or accompany an all-out attack by a belgoi tribe.
* LuringInPrey: A belgoi can use one of their bone bells to make a psionic attack, collapsing their mental defenses so
the creature can use powers like ''domination'' or ''attraction'' to make the victim leave their camp and move towards the belgoi. 4th Edition simplifies things so that the bell can shift a target around on the battlefield.
* ToServeMan: Belgoi are omnivores, but particularly savor the flesh of intelligent beings. 4th Edition elaborates that they don't just prefer a meal "seasoned with the terror that a sentient creature feels when it faces impending death," belgoi also believe that they gain some
vapors of the power 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 those whose flesh they consume.mud and straw trapped in the pose the sun caught them in, statues that crumble apart at the slightest touch. In the case of the moor hound, sunlight causes any damage it sustained that evening to properly apply to it, potentially killing it outright. At any rate, a moor hound in sunlight can be slain by even mundane weapons, and will let out one last ghostly howl before fading into nothingness.



[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_belker_3e.jpg]]

to:

[[folder:Belker]]
[[folder:Bog Imp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_belker_3e.org/pmwiki/pub/images/d&d_bog_imp_fix_3e.jpg]]



->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Elemental (3E)\\

to:

->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Elemental
->'''Classification:''' Fey (3E)\\



'''Alignment:''' NeutralEvil

Reclusive but malicious creatures from the Paraelemental Plane of Smoke.

to:

'''Alignment:''' NeutralEvil

Reclusive but malicious
LawfulEvil

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



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

to:

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



[[folder:Berbalang]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_berbalang_5e.png]]

to:

[[folder:Berbalang]]
[[folder:Boggle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_berbalang_5e.png]] org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]



->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Immortal Humanoid (4E), Aberration (5E)\\
'''Challenge Rating:''' 10 (4E), 2 (5E)\\
'''Alignment:''' ChaoticEvil (2E), Evil (4E), NeutralEvil (5E)

Winged humanoids that dwell upon the petrified carcasses of deities that drift across the Astral Plane. They're obsessed with gathering secrets from the living and dead.

to:

->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Immortal
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Aberration Fey (5E)\\
'''Challenge Rating:''' 10 (4E), 2 3 (3E, 4E), 1/8 (5E)\\
'''Alignment:''' ChaoticEvil (2E), ChaoticNeutral, Evil (4E), NeutralEvil (5E)

Winged
(4E)

Small
humanoids that dwell upon the petrified carcasses of deities that drift across the Astral Plane. They're obsessed with gathering secrets from the living behave much like obnoxious monkeys, stealing trinkets and dead.making nuisances of themselves.



* AstralProjection: They can create a "spectral duplicate" to explore other planes and spy on other creatures, though the berbalang's body is unconscious and vulnerable while it's perceiving the multiverse through its spectral form.
* CreepySouvenir: They collect the bones of the creatures whose spirits they call up, and record what they've learned on them.
* DeadPersonConversation: Berbalangs prefer talking to the dead over the living, and can freely use ''speak with dead'' to converse with spirits.
* KnowledgeBroker: They're willing to share some of what they've learned, but will only exchange knowledge for other knowledge... or the bones of interesting creatures.

to:

* AstralProjection: MischiefMakingMonkey: Their behavior fits the trope, and 4th Edition directly compares boggles' relationship to banderhobbs and goblins to that between apes and humans.
* 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: Boggles are noted for their rubbery skin and stretchy limbs, giving them a much longer reach than their 3-foot stature would suggest.
* SlipperySkid:
They can secrete a nonflammable oil from their skin that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles
can create a "spectral duplicate" glue-like puddle to explore restrain other planes creatures.
* 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: Boggles can use existing doorways
and spy on other creatures, though 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 berbalang's body is unconscious and vulnerable while it's perceiving the multiverse through its spectral form.
* CreepySouvenir: They collect the bones of the creatures whose spirits they call up, and record what they've learned on them.
* DeadPersonConversation: Berbalangs prefer talking
boggles' attempts to the dead over the living, and can freely use ''speak with dead'' to converse with spirits.
* KnowledgeBroker: They're willing to share some of what they've learned, but will only exchange knowledge for other knowledge... or the bones of interesting creatures.
amuse themselves always come at their "host"'s expense.



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

Goblinoids who are much more benign and peaceful than their kin, and have several adaptations to help them thrive in arid lands.

to:

[[folder:Bhuka]]
[[quoteright:349:https://static.
[[folder:Bogun]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bhuka_3e.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
[[caption-width-right:349:3e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid Construct (3E)\\
'''Challenge Rating:''' 1/2 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulGood

Goblinoids who are much more benign and peaceful than their kin, and have several adaptations to help them thrive in arid lands.
TrueNeutral

Tiny clumps of ambulatory compost created by druids as helpers.



* BodyPaint: They use this to signify social position, ranging from simple stripes on a young bhuka's neck frill to elaborate patterns covering a matriarch's upper body.
* HiddenElfVillage: Bhukas are not a violent people, and have learned to avoid conflict by simply not being seen by potential threats. They prefer to watch strangers from hiding while gauging their intent, and even if a bhuka does make contact, they'll never reveal anything about their kin and their settlement.
* {{Matriarchy}}: Bhuka settlements are led by a Grandmother, who serves as a link between them and their mother deity Kikanuti.
* MySpeciesDothProtestTooMuch: They're the only goblinoids who aren't on board with murder, thuggery or conquest, and have nothing to do with their distant kin.
* NatureHero: The bhuka have several adaptations to help them thrive in the desert -- broad feet to help them balance on sand, dark skin around their eyes to fight the glare of the sun, frills on their necks to dissipate heat -- as well as a racial bonus on Knowledge (Nature) checks, and the extraordinary ability to locate drinkable water within 100 feet.
* UndergroundCity: Distinctly averted; bhuka culture holds that their ancestors emerged from underground, a Lower World that is also considered the Second Womb. As such, the bhuka make their dwellings in cliffs that require ladders or lifts to reach, while each village contains a single ceremonial pit decorated with depictions of the Emergence. The bhuka consider the fact that other goblinoids dwell in caves as evidence that they're not yet mature enough to live on the surface, while conversely, the sand-swimming asherati's habit of building settlements beneath the desert surface disturbs the bhuka's entire conception of reality.

to:

* BodyPaint: They use this to signify social position, ranging from simple stripes on a young bhuka's neck frill to elaborate patterns covering a matriarch's upper body.
* HiddenElfVillage: Bhukas are not a violent people, and have learned to avoid conflict by simply not being seen by potential threats. They prefer to watch strangers from hiding while gauging their intent, and even if a bhuka does make contact, they'll never reveal anything about their kin and their settlement.
* {{Matriarchy}}: Bhuka settlements are led by a Grandmother, who serves as a link between them and their mother deity Kikanuti.
* MySpeciesDothProtestTooMuch: They're the only goblinoids who aren't on board with murder, thuggery or conquest, and have nothing to do with their distant kin.
* NatureHero: The bhuka have several adaptations to help them thrive in the desert -- broad feet to help them balance on sand, dark skin around their eyes to fight the glare of the sun, frills on their necks to dissipate heat -- as well as a racial bonus on Knowledge (Nature) checks, and the extraordinary ability to locate drinkable water within 100 feet.
* UndergroundCity: Distinctly averted; bhuka culture holds that their ancestors emerged from underground, a Lower World that is also considered the Second Womb. As such, the bhuka make their dwellings in cliffs that require ladders or lifts to reach, while each village contains a single ceremonial pit decorated with depictions of the Emergence. The bhuka consider the fact that other goblinoids dwell in caves as evidence that
ArtificialInsolence: Since they're not yet mature enough self-aware and sometimes willful, boguns have a 1-in-20 chance to live on ignore a given order. If their creator cannot pass a Diplomacy check to convince the surface, 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 conversely, if its creator dies, the sand-swimming asherati's habit of building settlements beneath the desert surface disturbs the bhuka's entire conception of reality.bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with their creators.



[[folder:Bi-nou]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bi_nou_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\

to:

[[folder:Bi-nou]]
[[quoteright:300:https://static.
[[folder:Boneleaf]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bi_nou_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
org/pmwiki/pub/images/d&d_boneleaf_fix_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 6 (3E)\\



Subterranean creatures that resemble natural stone columns, a trait they use to ambush prey.

to:

Subterranean creatures Creatures that resemble natural stone columns, a trait they use illusions to ambush prey.lure prey into reach of their tendrils and razor-sharp leaves.



* 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.
* BioweaponBeast: No one knows for sure where the bi-nou came from, though the prevailing theories are that they're the result of drow experiments, or were created by the mad mage Halaster Blackcloak to serve as guardians. At any rate, and despite their innate hostility towards warm-blooded life, bi-nou have been known to ally with drow, guarding the borders of their settlements from intruders.
* CraftedFromAnimals: Bi-nou eggs look like gemstones and are valued as such, leading other races to snatch and chill the things so they never hatch. Some dwarves also hunt the largest rockworms, the so-called "rocklords," to convert their stony hides into naturally-enchanted maces.
* DishingOutDirt: They can cast ''dig'', ''stone shape'' and ''wall of stone'' each once per day.
* HeWasRightThereAllAlong: Bi-nou are all but indistinguishable from a natural rock formation when at rest, and intelligent enough to take advantage of this fact.
* KillerBearHug: They hunt by grabbing victims and crushing them against the bi-nou's stony bodies until they suffocate, then the creatures move over the corpses to absorb their 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, foiling both magical darkness and ''invisibility'' spells.

to:

* 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 HiveMind: Subverted; each individual boneleaf in an area is just one part of nearly all a much larger organism, and their hit points.
* BioweaponBeast: No one knows
nerves run underground for sure where miles between the bi-nou came from, though "trees" above the prevailing theories are surface. Practically speaking, the difference is trivial, and anything that they're the result of drow experiments, or were created by the mad mage Halaster Blackcloak to serve as guardians. At any rate, and despite their innate hostility towards warm-blooded life, bi-nou have been "one" boneleaf experiences becomes known to ally with drow, guarding the borders of their settlements from intruders.
"rest."
* CraftedFromAnimals: Bi-nou eggs look like gemstones and ManEatingPlant: Subverted; while boneleaves are valued as such, leading other races to snatch and chill the things so they never hatch. Some dwarves also hunt the largest rockworms, the so-called "rocklords," to convert their stony hides into naturally-enchanted maces.
* DishingOutDirt: They can cast ''dig'', ''stone shape'' and ''wall of stone'' each once per day.
* HeWasRightThereAllAlong: Bi-nou are all but indistinguishable from
often mistaken for plants, a natural rock formation when at rest, and intelligent enough to take advantage of this fact.
* KillerBearHug: They hunt by grabbing victims and crushing them against the bi-nou's stony bodies until they suffocate, then the creatures move over the corpses to absorb their 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
DC 15 Spot check will pick up on their bellies off-white, green-tinted coloration, and arms. Rockworms don't bother their vines' tendency to move without a breeze. Dissecting one reveals that its vines and leaves have blood vessels and cartilage, while its roots are in fact a nervous system. They feed on the blood shed by their victims more than their flesh, supplemented by nutrients from the soil.
* MasterOfIllusion: Boneleaves hunt
with ambushes an illusory lure, a variant of ''major image'' that only lasts a few rounds at a time, and simply move which typically takes the form of someone crying for aid, or a glimpse of something valuable in or next to the "tree."
* ScrewThisImOuttaHere: If sorely pressed in combat, a boneleaf will use its modest burrow speed to vanish beneath the earth and soil, leading to the bizarre sight of a "tree" disappearing as if yanked down by something below.
* TentacleRope: Boneleaves
attack any prey they see.
* SuperSenses: Bi-nou are blind ([[UnreliableIllustrator
with tendrils that can grab and constrict prey, all while their creature art notwithstanding]]), but can perceive their surroundings through razor-sharp leaves deal a mixture bit of echolocation and infravision, foiling both magical darkness and ''invisibility'' spells.additional damage.



[[folder:Bisan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bisan_3e.jpg]]

to:

[[folder:Bisan]]
[[folder:Bonespear]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bisan_3e.jpg]] org/pmwiki/pub/images/d&d_bonespear_3e.png]]



->'''Origin:''' ''TabletopGame/KaraTur''\\
'''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:

->'''Origin:''' ''TabletopGame/KaraTur''\\
''TabletopGame/{{Planescape}}''\\
'''Classification:''' Fey Vermin (3E)\\
'''Challenge Rating:''' 5 12 (3E)\\
'''Alignment:''' TrueNeutral

Female nature spirits bound
Unaligned

Giant insects native
to a camphor, teak or mahogany tree, known for preferring the shape of wasps.Acheron, though they've since spread to other planes, where their ability to harpoon prey makes them deadly hunters.



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

to:

* CantLiveWithoutYou: Much like bajangs AnchoredAttackStance: A bonespear can anchor itself to the ground with all six legs, giving it a huge bonus to opposed Strength checks and dryads, bisan will die if their tree is destroyed.
* GreenThumb: They can cast ''animate wood'', ''plant growth'' and ''wood shape'' at
attempts to be moved against its will.
* MorphicResonance: BigCreepyCrawlies: They're insectoid predators some eight feet long.
* ImpaledWithExtremePrejudice:
A bisan's natural, human form looks as old as their tree, they often wear flowers bonespear hunts by using a powerful blast of compressed air from their tree specialized bladders in their hair, its head to launch its two horns at a victim. If this attack hits, the victim is impaled and sometimes their skin tone takes a minor penalty on rolls as well as damage each round until the horn is removed, though pulling the barbed horn free will reflect the coloration deal additional damage (which can be lessened with a successful Heal check).
* PoisonousPerson: Each
of their tree.
horns carries a different poison, one dealing [[NonHealthDamage Dexterity damage, the other Strength damage.]]
* OurNymphsAreDifferent: Bisan YouShallNotEvadeMe: Bonespears' signature weapons are a spin on the classic dryad, though they're appropriately more waspish than charming. They'll act as protectors for any trees tethered by long lengths of the same type as their "home" tree sinew, allowing them to reel 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 impaled victim at a rate 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
10 feet per round 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.
an opposed Strength check.



[[folder:Black Willow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_willow_3e.png]]

to:

[[folder:Black Willow]]
[[folder:Bonetree]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_willow_3e.org/pmwiki/pub/images/d&d_bonetree_3e.png]]



->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 13 (3E)\\
'''Alignment:''' NeutralEvil

Intelligent and malevolent dark-barked willow trees, which relish killing helpless creatures.

to:

->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:'''
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 13 5 (3E)\\
'''Alignment:''' NeutralEvil

Intelligent and malevolent dark-barked willow
Unaligned

Horrible swamp-dwelling carnivorous
trees, which relish killing helpless creatures.subsist upon their prey's bones. They're unrelated to the boneleaves above.



* CombatTentacles: They can make a whopping twelve attacks each round with their tendrils, which they also use to [[TentacleRope grapple prey]].
* ForcedSleep: Before attacking with its lashing tendrils, a black willow generates an aura of drowsiness that replicates a ''sleep'' spell -- and in their 2nd Edition rules, anyone who was already in the process of taking a nap beneath the tree automatically fails their saving throw.
* ManEatingPlant: Black willows get only a portion of their nourishment from soil, water and photosynthesis, the rest comes from eating live prey, particularly humans, elves and gnomes.
* SwallowedWhole: Once they get their tendrils around something, a black willow stuffs their victim into a large internal cavity filled with digestive juices that both [[TheParalyzer paralyze]] and deal [[AcidAttack acid damage]] to their prey. A swallowed victim who resists the paralysis effect can try to cut their way out with a small, sharp weapon.
* WhenTreesAttack: They're slow but mobile trees out to stuff other creatures into their gullets for digestion. Naturally, black willows are easy to mistake for a normal plant, and can even disguise themselves as ordinary willow trees.

to:

* BlindedByTheLight: A bonetree's trunk is charged with energy, which is released in a flash of light whenever it takes damage, forcing all nearby to save or be blinded for a round.
* BotanicalAbomination: They look something like a bulbous mangrove tree with exposed roots and leafless branches, covered in hundreds of knots and jagged holes that hide its stinging vines.
* CombatTentacles: They can make As soon as a whopping twelve attacks each round with their tendrils, which they also use to [[TentacleRope grapple prey]].
* ForcedSleep: Before
bonetree senses prey, a mass of tentacles erupt from the holes in its trunk, attacking with its lashing tendrils, a black willow generates an aura everything within 30 feet of drowsiness it.
* IncreasinglyLethalEnemy: After a bonetree has drained 3 points of Constitution from one or more victims, it can "sweat" a mixture of enzymes and liquified bone
that replicates a ''sleep'' spell -- and in instantly hardens into interlocking armored plates that double its natural armor bonus. After draining 6 points of Constitution, it can similarly add bony spurs to its vines, tripling their 2nd Edition rules, anyone who was already in damage. The spurs drop off after 10 minutes (and are picked up and re-eaten by the process of taking a nap beneath tree), while its improved natural armor decays over the tree automatically fails their saving throw.
next three hours before similarly being re-absorbed.
* ManEatingPlant: Black willows get only a portion of their nourishment from soil, water and photosynthesis, the rest comes from eating live prey, particularly humans, elves and gnomes.
* SwallowedWhole: Once
Downplayed in that while they get their tendrils around something, prey upon animals, bonetrees are specifically after bone, not meat. Also, unlike most ''D&D'' plant monsters, bonetrees are completely immobile.
* NonHealthDamage: Their vines can attach filaments to
a black willow stuffs their paralyzed victim into a large internal cavity filled with digestive juices that both [[TheParalyzer paralyze]] and deal [[AcidAttack acid damage]] to their prey. A swallowed excrete an enzyme that dissolves bone without harming the surrounding tissues. In gameplay terms, this means a point of Constitution drain each round (with NoSavingThrow) until the victim who resists the paralysis is torn free by an opposed Strength check.
* TheParalyzer: A bonetree's stinging vines carry a poison that deals Dexterity damage, with a secondary
effect can try of paralyzing victims.
* RoarBeforeBeating: A variant; when a bonetree senses prey, its tentacle-branches rattle in anticipation, producing a sound similar
to cut their way out with a small, sharp weapon.
nest of rattlesnakes.
* WhenTreesAttack: They're slow but mobile trees out to stuff other creatures into their gullets for digestion. Naturally, black willows WeakToFire: Averted; unlike most plant enemies, bonetrees are easy resistant to mistake for a normal plant, and can even disguise themselves as ordinary willow trees.fire damage.



[[folder:Blackroot Marauder]]
[[quoteright:346:https://static.tvtropes.org/pmwiki/pub/images/d&d_blackroot_marauder_3e.png]]
[[caption-width-right:346:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil

Dark, thorny saplings the size and shape of humanoids, created by evil clerics or druids as sentinels and hunters.

to:

[[folder:Blackroot Marauder]]
[[quoteright:346:https://static.
[[folder:Bookworm]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blackroot_marauder_3e.png]]
[[caption-width-right:346:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil

Dark, thorny saplings
org/pmwiki/pub/images/d&d_bookworm.jpg]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them
the size and shape bane of humanoids, created by evil clerics or druids as sentinels and hunters.librarians everywhere.



* HeWasRightThereAllAlong: They are expectedly good at blending into wooded surroundings, and cunning and patient enough to make the most of their natural camouflage. "A swarm of marauders might slowly creep up on an encampment or castle, shifting into position so slowly that their prey fails to notice the gradual rise in the number of trees and the density of the underbrush in the area."
* PoisonousPerson: Their claws and thorns carry a damaging poison.
* SpikeShooter: They can fire volleys of thorns from their bodies as a ranged attack, which does more damage than their claws.
* SupernaturalSensitivity: Beyond [[SuperSenses tremorsense]], blackroot marauders can ''detect good'' at will, helping them spot and stalk any do-gooders who might trouble their creators.
* WhenTreesAttack: Blackroot marauders are made in a fairly simple ritual in which a wild sapling no more than seven feet tall is kept out of direct sunlight for a month, over which time it's watered with the blood of an intelligent creature at sunrise and sunset. At the end of the month, the spells ''animate plants'', ''command plants'', ''detect good'' and ''poison'' are cast on the sapling, and 5,000 gp of crushed rubies are scattered around it, turning it into an intelligent, ambulatory guardian. The catch is that this procss creates a woody, thorny ''construct'', not a plant monster, though blackroot marauders retain enough vitality to be able to slowly recover hit points if they rest in loamy soil.

to:

* HeWasRightThereAllAlong: 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 expectedly good at blending into wooded surroundings, tiny worms that, while harmless to people, can prove to be the undoing of anyone dependent on books and cunning and patient enough to make the most of their natural camouflage. "A swarm of marauders might slowly creep up on an encampment or castle, shifting into position so slowly that their prey fails to notice the gradual rise in the number of trees and the density of the underbrush in the area."
scrolls, such as magic users.
* PoisonousPerson: Their claws and thorns carry a damaging poison.
* SpikeShooter:
NonMaliciousMonster: They can fire volleys of thorns from just simply feed on any printed material and are relatively harmless.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in
their bodies as a ranged attack, which does more damage than until it poisons them. On the plus side, the ink stored inside their claws.
* SupernaturalSensitivity: Beyond [[SuperSenses tremorsense]], blackroot marauders can ''detect good'' at will, helping them spot and stalk any do-gooders who might trouble their creators.
* WhenTreesAttack: Blackroot marauders are made in a fairly simple ritual in which a wild sapling no more than seven feet tall
corpses is kept out of direct sunlight a potent ingredient for a month, over which time it's watered with the blood of an intelligent creature at sunrise and sunset. At the end of the month, the spells ''animate plants'', ''command plants'', ''detect good'' and ''poison'' are cast on the sapling, and 5,000 gp of crushed rubies are scattered around it, turning it into an intelligent, ambulatory guardian. The catch is that this procss creates a woody, thorny ''construct'', not a plant monster, though blackroot marauders retain enough vitality to be able to slowly recover hit points if they rest in loamy soil. AntiMagic.



[[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.

to:

[[folder:Blackstone Gigant]]
[[quoteright:300:https://static.
[[folder:Brachyurus]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blackstone_gigant.png]]
[[caption-width-right:300:3e]]
org/pmwiki/pub/images/d&d_brachyurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct Magical Beast (3E)\\
'''Challenge Rating:''' 18 23 (3E)\\
'''Alignment:''' Unaligned

Gargantuan statues of fearsome, eight-armed women usually created to guard a sacred site.
LawfulNeutral

Extraordinarily large and vicious wolves, who roam lost extraplanar wilderlands or walk among their lesser kin as living myths.



* 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.

to:

* 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:
CanisMajor: They're large Large wolves with bristling manes and heavy enough to deal trample overlarge, but perfectly functional, teeth and claws.
* TheHunterBecomesTheHunted: A brachyurus pelt is a tempting prize for esoteric hunters, but more often than not such would-be hunters end up in the creatures' bellies.
* 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 as the beast latches onto their victim's body and tears their flesh. This combos nastily with the creature's Improved Trip feat.
* LightningBruiser: They have a blistering 80-foot movement speed, and thanks
to creatures their Blinding Speed epic feat, they move over.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.
* SavageWolves: They are a different species of wolves and can attack any enemy in sight.
* 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.



[[folder:Bladeling]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E), Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E), 6 (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' LawfulEvil or LawfulNeutral (3E), Any (4E)

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

to:

[[folder:Bladeling]]
[[quoteright:320:https://static.
[[folder:Brain Mole]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:320:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E), Humanoid (4E)\\
org/pmwiki/pub/images/d&d_brain_mole_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 1 (3E), 6 (4E)\\
'''Playable:''' 4E\\
1/2 (3E)\\
'''Alignment:''' LawfulEvil or LawfulNeutral (3E), Any (4E)

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

Burrowing mammals all but indistinguishable from their mundane cousins, but which feed upon psychic energy.



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

to:

* AbsoluteXenophobe: Downplayed; bladelings encountered on 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 planes or outside their home city psionic creatures' power points.
* PoisonousPerson: Their bite attacks at most deal 2 points
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
on a dull metallic color and is studded critical hit, but can infect other creatures 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
cascade flu, a malady that can fire a short, conical blast cause them to [[PowerIncontinence inadvertantly manifest an increasing number of shrapnel from psionic powers until their skin, though this reduces their natural armor bonus for the next 24 hours.
power point reserve is completely spent.]]
* NoSell: They resist cold PsychicPowers: Besides ''power leech'', brain moles use ''detect psionics'' to find prey, and fire damage, as well as slashing and piercing damage from non-magical weapons, and they're fully immune when pressed will use ''aversion'' or ''mind thrust'' 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.
defend themselves.



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

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

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[[folder:Blazewyrm]]
[[folder:Branta]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.png]]
[[caption-width-right:350:4e]]
org/pmwiki/pub/images/d&d_branta_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Elemental (3E), Elemental Magical Beast (4E)\\
(3E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E)\\
2 (3E)\\
'''Alignment:''' ChaoticEvil (3E), Unaligned (4E)

Dragon-shaped fire elementals that delight
Unaligned

Hardy herbivores adapted to life
in immolating everything they come across.the frostfell.



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

to:

* AchillesHeel: Like anything 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 the fire subtype, they take extra damage from cold attacks.
their horns.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has TheNoseKnows: Downplayed; brantas' sense of smell is developed enough for them whirling and crackling through an opponent's square on to detect 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
presence of other 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,
within 30 feet, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms
have been likened to the Elemental Plane get right on top of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.them to pinpoint an unseen creature's location.



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

Blights are malevolent humanoid plants which spring up in forests tainted by evil. They carry out the whims of whatever dark force spawned them, spreading their corruption throughout the land.

to:

[[folder:Blight]]
[[quoteright:349:https://static.
[[folder:Braxat]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blights_5e.jpg]]
[[caption-width-right:349:Vine, needle and twig blights (5e)]]
->'''Classification:''' Plant
org/pmwiki/pub/images/d&d_braxat_5e.jpeg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_braxat_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_braxat_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Monstrous Humanoid (3E), Humanoid (4E), Giant
(5E)\\
'''Challenge Rating:''' 1/8 (twig blight), 1/4 (needle blight), 1/2 (vine blight) 9 (3E), 14 (4E), 9 (5E)\\
'''Alignment:''' NeutralEvil

Blights are malevolent humanoid plants which spring up in forests tainted
NeutralEvil, Evil (4E)

15-foot-tall psionic humanoids who relish hunting intelligent prey
by evil. They carry out the whims of whatever dark force spawned them, spreading their corruption throughout the land. moonlight.



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

to:

* BotanicalAbomination: The first blights came into being when ApeShallNeverKillApe: Zig-zagged. Young braxats commonly fight one another as they compete for treasure, mates, lairs, etc. But once a particularly evil vampire named Gulthias was staked through braxat has joined a hunting warband, conflict within that group is strictly forbidden, and killing a bandmate is punished by executing both the heart. His foul blood seeped into the stake, offender and their family.
* ArtEvolution: Their 2nd Edition 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 reverts to their original design, then 5th Edition depicts them as something like a Huge, bipedal mix of a ceratopian and ankylosaur.
* BreathWeapon: They can breathe a cone of [[AcidAttack acid]] (or [[AnIcePerson cold]] in 3E), but only use this attack in emergencies, since it tends to leave prey unfit for consumption.
* HuntingTheMostDangerousGame: Braxats can eat just about anything, but only properly hunt other intelligent beings,
and in time it grew into a sapling called the Gulthias tree. The seeds of this tree became the first blights. Any sufficiently evil force can contaminate an ordinary tree fact their entire society is structured around raiding and stalking their neighbors. Sometimes other creatures [[TheHunterBecomesTheHunted try and turn it into this around]] and attempt to harvest braxats' shells or horns, but in most cases the braxats are more than a new Gulthias tree, from which new blights emerge.
match for such would-be hunters of hunters.
* CombatTentacles: Vine blights, as you might imagine, attack by constricting enemies MixAndMatchCritters: They're towering bipeds with their vines.
rhino-like bodies but beetle-like shells.
* TheCorruption: A Gulthias tree taints its surroundings with its evil presence. Nearby trees which are not killed by this corruption are transformed into blights, which spread the corruption further throughout the forest.
* GreenThumb: Vine blights can make roots and vines erupt
PsychicPowers: Like most life from the ground world of Athas, braxats are naturally psionic. Beyond powers such as ''[[{{Intangibility}} blink]]'', ''[[{{Teleportation}} dimension door]]'' or ''[[SupernaturalFearInducer fear]]'' (the specific powers varying by edition), they can also use a ''mind blast'' to stun prey in 3rd Edition, while 4th and 5th Edition let braxats throw up a telekinetic barrier to block an incoming attack.
* {{Sadist}}: Braxats try and maximize
their immediate vicinity. They victims' fear as they close in, and never kill quickly.
* {{Telepathy}}: In 2nd and 3rd Edition, they can communicate psychically out to a range of a mile, and often
use this power to ensnare and slow down [[HopeSpot create false hope]] for their enemies.
* KillItWithFire: Twig blights are vulnerable to fire damage on account of how dry and brittle they are. Needle and vine blights do not share this vulnerability.
* MonsterProgenitor: The Gulthias trees which spawn blights are named after Gulthias,
victims, or [[ToThePain describe the vampire whose blood gave rise to the first such tree.
* MouthOfSauron: Vine blights have a direct connection to
grisly fate in store for their Gulthias tree and speak on its behalf, using the voice of whatever evil entity gave rise to the tree.
* PlantPerson: They resemble humanoids made of twigs, needles, or vines.
* SpikeShooter: Needle blights can launch their needles at distant enemies like crossbow bolts. They pack quite a punch.
* ThatsNoMoon: Twig and vine blights look like ordinary plants while they aren’t moving. Twig blights exploit this fact to conceal themselves near places frequented by travelers and ambush unwary victims.
prey.]]



[[folder:Blindheim]]
[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/d&d_blindheim_2e.jpg]]
[[caption-width-right:285:2e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (3E)\\

to:

[[folder:Blindheim]]
[[quoteright:285:https://static.
[[folder:Breathdrinker]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blindheim_2e.org/pmwiki/pub/images/d&d_breathdrinker_3e.jpg]]
[[caption-width-right:285:2e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid Elemental (3E)\\
'''Challenge Rating:''' 3 7 (3E)\\



Froglike creatures that lurk in watery subterranean areas, blinding prey with their luminous eyes.

to:

Froglike Cruel elemental creatures that lurk in watery subterranean areas, blinding prey with steal the very air from their luminous eyes.victims' lungs.



* BlindedByTheLight: Blindheims' eyes shine like searchlights when their two sets of eyelids are fully opened, potentially blinding other creatures for a minute or so -- creatures with infravision or sensitivity to bright light, such as goblins or drow, are particularly susceptible to this attack.
* 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 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 will gather into ravening hordes that can 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 bite attacks can snap up Tiny creatures such as jermlaine, which at least keeps the little gremlins' numbers down.

to:

* BlindedByTheLight: Blindheims' InvisibleMonsters: The breathdrinker is normally invisible until it attacks, at which point it mimics the form of its current target.
* SupernaturalFearInducer: A breathdrinker's glowing red
eyes shine like searchlights when can strike fear into its prey, rendering them helpless so it could follow up with stealing their two sets breath.
* SupernaturalSuffocation: The breathdrinker feeds on air extracted from the lungs
of eyelids are fully opened, potentially blinding other creatures for a minute or so -- creatures with infravision or sensitivity to bright light, such as goblins or drow, are particularly susceptible to this attack.
* 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 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
living creatures, causing 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 gather into ravening hordes that can 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 bite attacks can snap up Tiny creatures such as jermlaine, which at least keeps the little gremlins' numbers down.
eventually suffocate.



[[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.

to:

[[folder:Blink Dog]]
[[folder:Briarvex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blink_dog_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_briarvex_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Fey (5E)\\
Plant (3E)\\
'''Challenge Rating:''' 2 (3E), 1/4 (5E)\\
6 (3E)\\
'''Alignment:''' LawfulGood

Intelligent canines named for
NeutralEvil

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



* 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.

to:

* AnimalJingoism: Blink dogs harbor a long-standing hatred for displacer beasts AbsoluteXenophobe: Briarvexes only rarely seek peaceful relations with neighboring creatures such as gnolls, and attack them on sight -- the classic cat/dog rivalry, it seems, extends even then consider such lesser beings 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
be nuisances, no better than fertiliser. In most cases, 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
only time briarvexes don't try to kill or drive out other creatures sometimes trying is because said creatures are strong enough that the briarvexes are waiting to steal build up overwhelming numbers. They're so nasty that some sages think briarvexes originated in the Nine Hells before being transplanted to the Material Plane.
* ArchEnemy: Briarvexes and treants hate each other and fight on sight, seeing each other as their most powerful competitor for control of the forest.
* ExplosiveBreeder: There have been instances, in lush terrain, where briarvexes have planted nearly a thousand of their kind in the space of a year, and since a briarvex takes only two years to mature, the result is a mighty [[TheHorde horde]] of plant monsters that overruns settlements near their forests.
* GreenThumb: A briarvex can control the plants around it, causing
them to train grapple and hold its foes as guard animals.
per the ''entangle'' spell.
* TeleportSpam: In 3rd Edition they NoSell: They can move through the thorniest of undergrowth without being slowed or taking damage, and are similarly immune to magical attempts to impede them with plants. This means groups of briarvexes can use their ''entangle'' ability without fear of hampering each other.
* PowerFist: An organic example; briarvexes' fists are studded with thorny spikes, which break off when they punch foes and embed themselves in their victims' flesh, at which point
the ''blink'' spell at will to give them briarvex can take a chance to evade attacks, or ''dimension door'' once per round as a free action. 5th Edition instead gives them a straighforward teleport swift action they to make the thorns twist and burrow deeper for additional damage. A victim can combine with a bite attack.use an action to dislodge the thorns, thankfully.
* WeakToFire: Like most plant monsters, briarvexes are vulnerable to fire damage, and as such take care to appraise threats before leaping into combat, in case any are carrying sources of fire.



[[folder: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.

to:

[[folder:Blood Ape]]
[[folder:Brigganock]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_blood_ape_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_brigganock_soul_light_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E)\\
Fey (5E)\\
'''Challenge Rating:''' 6 (3E)\\
1/8 (5E)\\
'''Alignment:''' Unaligned

Red-furred apes that can grow in size in response to danger.
NeutralGood

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



* 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.

to:

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



[[folder:Bloodthorn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodthorn_3e.png]]

to:

[[folder:Bloodthorn]]
[[folder:Brixashulty]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodthorn_3e.png]] org/pmwiki/pub/images/d&d_brixashulty_3e.jpg]]



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

to:

->'''Classification:''' Plant Animal (3E)\\
'''Challenge Rating:''' 3 1 (3E)\\



Briar-like, blood-drinking plants found in arid parts of the Lower Planes and the Outlands, though rarely a specimen will survive being transplanted to Material Plane wastelands.

to:

Briar-like, blood-drinking plants found in arid parts of Brixas for short, these goatlike creatures have long been domesticated by halflings, who boast that the Lower Planes beasts are "as surefooted as a mule, as loyal as a dog, as calm as a milk cow, and the Outlands, though rarely as tough as a specimen will survive being transplanted to Material Plane wastelands.badger."



* CombatTentacles: Bloodthorns attack and feed by lashing out with their tendrils, trying to grapple opponents to drain blood.
* DeathTrap: A bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack. Any who survive the plant's attacks will be disappointed to find that the fruits are bitter and provide no sustenance.
* EerilyOutOfPlaceObject: Since bloodthorns sustain themselves on blood rather than water or sunlight, one big clue about their nature is that they're flourishing where a normal plant should not survive.
* 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 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 and feed by lashing out goring with their tendrils, trying to grapple opponents to drain blood.
horns, which can also inflict KnockBack.
* DeathTrap: A bloodthorn produces succulet, bright red berries year-round, HorseOfADifferentColor: Small humanoids can easily ride brixashulties, whose appealing fragrance lures in prey for the plant bucks are often trained as combat mounts.
* SweetSheep: They're mostly even-tempered, but brixashulties are always alert and sensitive
to attack. Any who survive the plant's 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 will be disappointed to find that the fruits and covering each other's flanks. Of course, these are bitter and provide no sustenance.
* EerilyOutOfPlaceObject: Since bloodthorns sustain themselves on blood rather than water or sunlight, one big clue about their nature is that they're flourishing where a normal plant should not survive.
* 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
all positive qualities for livestock in a bleeding wound that deals 1 point of DamageOverTime until healed.halfling caravan traveling through potentially dangerous lands.



[[folder:Bodytaker Plant]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_plant_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Plant (5E)\\
'''Challenge Rating:''' 7 (bodytaker plant), 1/2 (podling) (5E)\\
'''Alignment:''' ChaoticEvil (2E)

Also known as "doppelganger plants," these strange plants abduct innocents and replace them with "podlings" that help them take over whole societies.

to:

[[folder:Bodytaker Plant]]
[[quoteright:300:https://static.
[[folder:B'rohg]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_doppelganger_plant_2e.jpg]]
[[caption-width-right:300:2e]]
org/pmwiki/pub/images/d&d_brohg_5e.jpeg]]
[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
''TabletopGame/DarkSun''\\
'''Classification:''' Plant Natural Humanoid (4E), Giant (5E)\\
'''Challenge Rating:''' 7 (bodytaker plant), 1/2 (podling) 10 (4E), 6 (5E)\\
'''Alignment:''' ChaoticEvil (2E)

Also known as "doppelganger plants," these strange plants abduct innocents and replace them with "podlings" that help them take over whole societies.
Neutral (2E), Unaligned (4E), Any (5E)

Primitive four-armed giants who are often captured for use in gladiatorial combat.



* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen. "To their minds, a world would be healthier and more efficient were they in control. Anyone who disagrees either lacks perspective or is fit only to serve as fertilizer."
* EyeOfNewt: Their sap or pods' flesh can be used to craft mind-affecting potions and magic items, such as a superior ''potion of human control.''
* GenreRefugee: They seem out of place in GothicHorror-rich ''Ravenloft'', until you remember that the setting dabbles in ''all'' kinds of horror, even something as "sci-fi" as {{alien abduction}}s.
* KillAndReplace: 5E bodytaker plants work by grappling a victim with a lashing vine and pulling them into its pod. After a few hours soaking in enzymes, the helpless victim dies and is immediately transformed into a loyal podling; before this process is complete, a victim can be torn out of the pod with a Strength check, while killing the bodytaker plant enables an easier escape.
* NoBodyLeftBehind: Dead podlings quickly melt into a "slurry" when they or their host plant dies.
* NotQuiteDead: These malevolent plants are quite difficult to kill, since if any of its roots or pods is left intact after its main "body" is seemingly destroyed, the plant will simply regrow in a matter of months. [[SaltTheEarth Salting the earth]] or soaking the ground with poison can do the job.
* PlantAliens: They're implied to be as such, often turning up after an [[CometOfDoom "inauspicious comet or meteor shower"]] is sighted in the night sky.
* PossessionBurnout: In 2nd Edition, a doppelganger plant needs only to target a sleeping or unconscious creature with its ''mind bondage'' power to take them over, no conversion in a central pod needed. While under the plant's mental control, the new podling is fed upon by its host, losing 1d4 hit points each day as its life force is transferred into one of the plant's pods. The podling will gradually lose weight, and those who fight it with melee weapons might notice that their opponent is partially hollowed-out. By the time it's fully consumed by the doppelganger plant, a podling is little more than "a hollow shell of flesh with some muscle tissue and subcutaneous fat."
* ShoutOut: They're obviously inspired by the antagonists of ''Film/InvasionOfTheBodySnatchers''.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]], and in 5E ping as plants under spells that detect creature types.

to:

* AssimilationPlot: Bodytaker plants usually set up near communities BecauseYouWereNiceToMe: B'rohgs' primitism and systematically go about replacing every denizen. "To their minds, a world would be healthier and more efficient were they in control. Anyone who disagrees either lacks perspective or is fit only to serve as fertilizer."
* EyeOfNewt: Their sap or pods' flesh can be used to craft mind-affecting potions and magic items, such as a superior ''potion
lack of human control.''
* GenreRefugee: They seem out of place in GothicHorror-rich ''Ravenloft'', until you remember that the setting dabbles in ''all'' kinds of horror, even something as "sci-fi" as {{alien abduction}}s.
* KillAndReplace: 5E bodytaker plants work by grappling a victim with a lashing vine and pulling them into its pod. After a few hours soaking in enzymes, the helpless victim dies and is immediately transformed into a loyal podling; before this process is complete, a victim can be torn out of the pod with a Strength check, while killing the bodytaker plant enables an easier escape.
* NoBodyLeftBehind: Dead podlings quickly melt into a "slurry" when they or their host plant dies.
* NotQuiteDead: These malevolent plants are quite
intelligence makes it difficult for them to kill, since bond with other creatures, but 5th Edition mentions that if any of its roots or pods is left intact after its main "body" is seemingly destroyed, a stranger helps a b'rohg, the plant giant will simply regrow in a matter of months. [[SaltTheEarth Salting be at first puzzled, then wary, but may eventually come to trust the earth]] smaller being, tagging along for a time and repaying their kindness by carrying heavy loads or soaking the ground with poison can do the job.
helping their friend cross dangerous terrain, before leaving to seek out other b'rohgs.
* PlantAliens: DumbMuscle: They're implied 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 the concept of 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).
* GladiatorGames: As mentioned, b'rohgs' strength and the spectacle of their four-armed combat style make them popular in gladiatorial arenas, especially on Athas, where they tend
to be treated as such, often turning up after an [[CometOfDoom "inauspicious comet or meteor shower"]] is sighted in exotic animals rather than giant humanoids and are never given the night sky.
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 due to the shame of being captured, and out of shame for their people's primitive lifestyle.
* PossessionBurnout: MultiArmedAndDangerous: They can make four attacks per round with their fists, weapons or [[BoulderBludgeon hurled rocks]]. In 2nd 5th Edition, a doppelganger plant needs only b'rohg can also make a special attack to target grapple a sleeping or unconscious creature foe with its ''mind bondage'' power to take them over, no conversion in a central pod needed. While under the plant's mental control, the new podling is fed upon by its host, losing 1d4 hit points "Hideous Rend," dealing damage each day as its life force is transferred into one of the plant's pods. The podling will gradually lose weight, and those who fight it with melee weapons might notice that turn until their opponent victim is partially hollowed-out. By the time it's fully consumed by the doppelganger plant, a podling is little more than "a hollow shell torn into four pieces.
* TheSpeechless: The b'rohg language consists
of flesh with some muscle tissue grunts and subcutaneous fat."
* ShoutOut: They're obviously inspired by the antagonists of ''Film/InvasionOfTheBodySnatchers''.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]],
hand signals, and in 5E ping as plants under spells that detect creature types.their limited intellects make them incapable of learning spoken or written languages (and hamstrings attempts at telepathic communication).



[[folder:Bog Hound]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_hound_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\

to:

[[folder:Bog Hound]]
[[quoteright:300:https://static.
[[folder:Broken One]]
[[quoteright:341:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bog_hound_2e.org/pmwiki/pub/images/d&d_broken_ones_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
[[caption-width-right:341:2e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\



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

to:

Murderous canines spawned from a moor, Sometimes called "animal men," these twisted beings are the result survivors of a fel curse magical mishaps or evil conjuring.scientific experiments that have left them horrid combinations of beast and humanoid.



* 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.

to:

* TheBattleDidntCount: A moor hound can't be slain BarbarianTribe: Broken ones usually dwell within small communities of their own kind, occasionally raiding caravans or nearby settlements for supplies, in normal circumstances -- even if reduced to 0 hit points, it won't collapse but will instead self-defense, or out of vengeance for real or imagined wrongs. Though given the opportunity, they'll try to flee combat, leaving behind a trail of blood that disappears into a bog or pool of quicksand, hunt down and kill the monster will fully regenerate in time person responsible for the next night's hunt.
* GlowingEyesOfDoom: Moor hounds are coal-black creatures with flaming red eyes.
* KeystoneArmy: Should
their moor hound be slain, condition.
* BeastMan: A particularly haphazard example, with asymmetrical mixes of beast and man for a generallly grotesque appearance. On
the rest of upside, broken ones enjoy SuperToughness, a bog hound pack instantly crumbles, howling as they follow their pack leader into oblivion.
HealingFactor, and often additional powers based on the animal they've been mingled with.
* LargeAndInCharge: The moor hound CameBackWrong: Rumor has it that leads a bog hound pack is a Large 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 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.
they resemble.



[[folder:Bog Imp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_fix_3e.jpg]]

to:

[[folder:Bog Imp]]
[[folder:Bronze Serpent]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_fix_3e.jpg]] org/pmwiki/pub/images/bronze_serpent_d&d.png]]



->'''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:

->'''Classification:''' Fey Construct (3E)\\
'''Challenge Rating:''' 6 10 (3E)\\
'''Alignment:''' LawfulEvil

These murderous little fey delight in drowning
Unaligned

Twenty-foot-long constructs originally built to guard the temples of snake-worshipping jungle cultures, until the secret of their creation spread to
other 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.lands.



* 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.

to:

* BlueAndOrangeMorality: These fey AnimalMecha: Bronze serpents are unusually lawful, and bound by customs and a system magical metal constructs consisting of honor that they bronze rings assembled in the shape of giant snakes.
* FeedItWithFire: Due to their affinity for it, bronze serpents
are psychologically incapable healed by electricity-based attacks.
* GlowingEyes: A bronze serpent's eyes glow with blue-white electricity.
* ShockAndAwe: The jaws
of breaking. While the specifics vary between clutches of bog imps, they provide ways for would-be a bronze serpent drip electrical sparks, dealing extra damage to 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 its bite. It 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
gets 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.
attack bonus against targets wearing metal armor.



[[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 Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E, 4E), 1/8 (5E)\\
'''Alignment:''' ChaoticNeutral, Evil (4E)

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

to:

[[folder:Boggle]]
[[folder:Brood Keeper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_brood_keeper_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)\\
Magical Beast (3E)\\
'''Challenge Rating:''' 3 (3E, 4E), 1/8 (5E)\\
16 (3E)\\
'''Alignment:''' ChaoticNeutral, Evil (4E)

Small humanoids
TrueNeutral

30-foot-long insectoid monsters
that behave much like obnoxious monkeys, stealing trinkets and making nuisances unleash swarms of themselves.their voracious offspring in battle.



* MischiefMakingMonkey: Their behavior fits the trope, and 4th Edition directly compares boggles' relationship to banderhobbs and goblins to that between apes and humans.
* 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: Boggles are noted for their rubbery skin and stretchy limbs, giving them a much longer reach than their 3-foot stature would suggest.
* 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.
* 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: Boggles 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 fits the trope, and 4th Edition directly compares boggles' relationship to banderhobbs and goblins to that between apes and humans.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although
AttackAnimal: While brood keepers' belligerance makes them ill-suited as guard creatures, some have used them as walking vaults by sneaking a boggle's antics might cause distress and unintentional harm, its intent is usually mischief, not mayhem.
* RubberMan: Boggles are noted for
valuable item beneath their rubbery skin chitin plating.
* BigCreepyCrawlies: They are Huge creatures resembling wingless beetles with six cat-like eyes.
* FoodChainOfEvil: They're strong
and stretchy limbs, giving them fearless enough to go after giants and dragons.
* ItCanThink: Brood keepers have the Intelligence score necessary to learn
a much longer reach language if taught, but do not speak, and view other creatures as nothing more than food.
* SupernaturalFearInducer: Any creature who sees a brood keeper rend a foe in combat, or unleash its swarm of offspring, has to save against fear.
* TheSwarm: Brood keeper larva fight in clouds of foot-long, winged grubs.
* WeaponizedOffspring: Brood keepers carry
their 3-foot stature would suggest.
* SlipperySkid: They can secrete a nonflammable oil from
many young within their skin that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles
carapaces, and can take a full-round action to lift the plates of chitin on their backs (reducing the brood keeper's Armor Class) to release a flying swarm of larva, typically so their young can feed, or to send after distant foes. Brood keepers are willing to risk their offspring in combat, since the larva don't grow while sheltering on their parent, and if the single swarm they support is destroyed, the monsters can asexually create a glue-like puddle to restrain other creatures.
* 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: Boggles can use existing doorways and spaces to create short-ranged dimensional rifts, allowing them to reach (or attack) something
new one 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.month.



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

Tiny clumps of ambulatory compost created by druids as helpers.

to:

[[folder:Bogun]]
[[quoteright:350:https://static.
[[folder:Brownie]]
[[quoteright:270:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bogun_3e.org/pmwiki/pub/images/d&d_brownie_2e.jpg]]
[[caption-width-right:350:3e]]
[[caption-width-right:270:2e]]
->'''Classification:''' Construct (3E)\\
Fey Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E)\\
(4E)\\
'''Alignment:''' TrueNeutral

Tiny clumps of ambulatory compost created by druids as helpers.
LawfulGood (brownie), NeutralGood (dobie), TrueNeutral (buckawn)

Two-foot-tall, friendly humanoids who live in rural areas, coexisting with larger folk.



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

to:

* ArtificialInsolence: Since 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.
* FriendToAllLivingThings: Watchdogs and other domestic animals know that brownies are friendly, and never bark at or attack them.
* OurGnomesAreDifferent: A type of brownie known as buckawns better fits the "forest gnome" mold than the "house fey" archtype. Buckawns dwell in forests, their clans living in single homes carved into the bowels of a great tree. They're reclusive and distrustful of outsiders, even other buckawn clans, and known for employing both [[MasterOfIllusion illusions]] and [[MasterPoisoner potent, fast-acting poisons]] against threats.
* {{Hobbits}}: Brownies are possibly related to halflings, and when they aren't inhabiting abandoned structures will dwell within burrows in pastoral areas.
* HouseFey: They usually live in or close to farms, quietly doing chores in exchange for taking a minor portion of milk and grain. "House" brownies are those who have moved into the homes of families who meet their moral standards, offering them further assistance in exchange for a bit of fruit or bread. But their etiquette demands that their hosts take no notice of them, and brownies will leave a home if its owners boast of having assistants.
* 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 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 just so good 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
blending 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.surroundings that they're practically 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) 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.



[[folder:Boneleaf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_boneleaf_fix_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 6 (3E)\\

to:

[[folder:Boneleaf]]
[[quoteright:350:https://static.
[[folder:Bugbear]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_boneleaf_fix_3e.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_bugbear_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Aberration (3E)\\
Humanoid (3E, 5E)\\
'''Challenge Rating:''' 6 (3E)\\2 (3E), 1 (5E)\\
'''Playable:''' 2E-5E\\



Creatures that use illusions to lure prey into reach of their tendrils and razor-sharp leaves.
----
* HiveMind: Subverted; each individual boneleaf in an area is just one part of a much larger organism, and their nerves run underground for miles between the "trees" above the surface. Practically speaking, the difference is trivial, and anything that "one" boneleaf experiences becomes known to the "rest."
* ManEatingPlant: Subverted; while boneleaves are often mistaken for plants, a DC 15 Spot check will pick up on their off-white, green-tinted coloration, and their vines' tendency to move without a breeze. Dissecting one reveals that its vines and leaves have blood vessels and cartilage, while its roots are in fact a nervous system. They feed on the blood shed by their victims more than their flesh, supplemented by nutrients from the soil.
* MasterOfIllusion: Boneleaves hunt with an illusory lure, a variant of ''major image'' that only lasts a few rounds at a time, and which typically takes the form of someone crying for aid, or a glimpse of something valuable in or next to the "tree."
* ScrewThisImOuttaHere: If sorely pressed in combat, a boneleaf will use its modest burrow speed to vanish beneath the earth and soil, leading to the bizarre sight of a "tree" disappearing as if yanked down by something below.
* TentacleRope: Boneleaves attack with tendrils that can grab and constrict prey, all while their razor-sharp leaves deal a bit of additional damage.

to:

Creatures that use illusions to lure prey into reach The biggest of the goblinoids, and suprisingly sneaky for their tendrils size and razor-sharp leaves.
----
* HiveMind: Subverted; each individual boneleaf in an area is just one part of a much larger organism, and their nerves run underground
strength. See the [[Characters/DungeonsAndDragonsRaces Playable Races]] subpage for miles between the "trees" above the surface. Practically speaking, the difference is trivial, and anything that "one" boneleaf experiences becomes known to the "rest."
* ManEatingPlant: Subverted; while boneleaves are often mistaken for plants, a DC 15 Spot check will pick up on their off-white, green-tinted coloration, and their vines' tendency to move without a breeze. Dissecting one reveals that its vines and leaves have blood vessels and cartilage, while its roots are in fact a nervous system. They feed on the blood shed by their victims more than their flesh, supplemented by nutrients from the soil.
* MasterOfIllusion: Boneleaves hunt with an illusory lure, a variant of ''major image'' that only lasts a few rounds at a time, and which typically takes the form of someone crying for aid, or a glimpse of something valuable in or next to the "tree."
* ScrewThisImOuttaHere: If sorely pressed in combat, a boneleaf will use its modest burrow speed to vanish beneath the earth and soil, leading to the bizarre sight of a "tree" disappearing as if yanked down by something below.
* TentacleRope: Boneleaves attack with tendrils that can grab and constrict prey, all while their razor-sharp leaves deal a bit of additional damage.
details.



[[folder:Bonespear]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bonespear_3e.png]]

to:

[[folder:Bonespear]]
[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bonespear_3e.org/pmwiki/pub/images/d&d_bulette_3e.png]]



->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Vermin (3E)\\
'''Challenge Rating:''' 12 (3E)\\

to:

->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Vermin (3E)\\
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E)\\7 (3E), 9 (4E), 5 (5E)\\



Giant insects native to Acheron, though they've since spread to other planes, where their ability to harpoon prey makes them deadly hunters.

to:

Giant insects native to Acheron, though they've since spread to other planes, where their ability to harpoon prey makes them deadly hunters.Armored, shark-like predators that burrow through sand and soil.



* AnchoredAttackStance: A bonespear can anchor itself to the ground with all six legs, giving it a huge bonus to opposed Strength checks and attempts to be moved against its will.
* BigCreepyCrawlies: They're insectoid predators some eight feet long.
* ImpaledWithExtremePrejudice: 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 horn free will deal additional damage (which can be lessened with a successful Heal check).
* PoisonousPerson: Each of their horns carries a different poison, one dealing [[NonHealthDamage Dexterity damage, the other Strength damage.]]
* YouShallNotEvadeMe: 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.

to:

* AnchoredAttackStance: A bonespear CraftedFromAnimals: Their armored head-plates can anchor itself to the ground at least be fashioned into shields, enchanted ones if a dwarven smith works with them.
* TheDreaded: As their ''AD&D'' entry explains, "Ogres, trolls, and even some giants
all six legs, giving it a huge bonus to opposed Strength checks move off in search of greener and attempts 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."
* ExtremeOmnivore: Bulettes are indiscriminate predators that will attack whatever they can hear moving on the surface. They will eagerly devour any other living thing (except elves and dwarves, whose taste they dislike), and their powerful stomach acids will allow them
to be moved against its will.
digest even the clothing, armor and weapons of their prey -- hungry bulettes aren't above eating whatever gear and belongings their victims left scattered around.
* BigCreepyCrawlies: LandShark: Bulettes are armored, shark-shaped monsters that burrow through earth and sand, often with just their dorsal fins poking through, attacking anything they can find.
* MobySchtick: The ''Ecology of the Bulette'' article in ''Magazine/{{Dragon}}'' #74 focuses chiefly on a hunter named A'ahb retelling his hunt of a legendary albino bulette named Mobh Idich.
* SandWorm: Their sharklike shape aside, bulettes are classic examples of this trope.
They're insectoid subterranean, burrowing predators some eight feet long.
* ImpaledWithExtremePrejudice: 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 horn free will deal additional damage (which can be lessened with a successful Heal check).
* PoisonousPerson: Each
that spend most of their horns carries a different poison, one dealing [[NonHealthDamage Dexterity damage, time belowground, using their sensitivity to tremors in the other Strength damage.]]
earth to detect the presence of creatures above them. As soon as a bulette feels something walking around on the ground above, it surfaces, attacks and tries to devour it.
* YouShallNotEvadeMe: Bonespears' signature weapons ThreateningShark: While not true sharks, bulettes are tethered by long lengths in many ways a terrestrial version of sinew, allowing them this. They're voracious predators that specialize in preying on helpless creatures on top of the medium they move through, unseen except for their triangular dorsal fin cutting through the surface, and are often referred to reel in an impaled victim at a rate of 10 feet per round with an opposed Strength check.as land sharks for this reason.



[[folder:Bonetree]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bonetree_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' Unaligned

Horrible swamp-dwelling carnivorous trees, which subsist upon their prey's bones. They're unrelated to the boneleaves above.

to:

[[folder:Bonetree]]
[[folder:Bullywug]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bonetree_3e.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/bullywug_d&d_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Plant (3E)\\
Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 5 (3E)\\
1 (3E, 4E), 1/4 (5E)\\
'''Playable:''' 2E, 4E\\
'''Alignment:''' Unaligned

Horrible swamp-dwelling carnivorous trees, which subsist upon their prey's bones. They're unrelated
ChaoticEvil, NeutralEvil (5E)

Brutish and malicious thugs who live in swamps, raiding nearby civilizations for both useful goods and shiny trinkets
to the boneleaves above.use as status symbols.



* BlindedByTheLight: A bonetree's trunk is charged with energy, which is released in a flash of light whenever it takes damage, forcing all nearby to save or be blinded for a round.
* BotanicalAbomination: They look something like a bulbous mangrove tree with exposed roots and leafless branches, covered in hundreds of knots and jagged holes that hide its stinging vines.
* CombatTentacles: As soon as a bonetree senses prey, a mass of tentacles erupt from the holes in its trunk, attacking everything within 30 feet of it.
* IncreasinglyLethalEnemy: After a bonetree has drained 3 points of Constitution from one or more victims, it can "sweat" a mixture of enzymes and liquified bone that instantly hardens into interlocking armored plates that double its natural armor bonus. After draining 6 points of Constitution, it can similarly add bony spurs to its vines, tripling their damage. The spurs drop off after 10 minutes (and are picked up and re-eaten by the tree), while its improved natural armor decays over the next three hours before similarly being re-absorbed.
* ManEatingPlant: Downplayed in that while they prey upon animals, bonetrees are specifically after bone, not meat. Also, unlike most ''D&D'' plant monsters, bonetrees are completely immobile.
* NonHealthDamage: Their vines can attach filaments to a paralyzed victim that excrete an enzyme that dissolves bone without harming the surrounding tissues. In gameplay terms, this means a point of Constitution drain each round (with NoSavingThrow) until the victim is torn free by an opposed Strength check.
* TheParalyzer: A bonetree's stinging vines carry a poison that deals Dexterity damage, with a secondary effect of paralyzing victims.
* RoarBeforeBeating: A variant; when a bonetree senses prey, its tentacle-branches rattle in anticipation, producing a sound similar to a nest of rattlesnakes.
* WeakToFire: Averted; unlike most plant enemies, bonetrees are resistant to fire damage.

to:

* BlindedByTheLight: A bonetree's trunk is charged with energy, which is released in a flash AxCrazy: 4th edition describes them as being "Among the [[EvilIsPetty pettiest]] and [[StupidEvil most mindlessly destructive]] of light whenever it takes damage, forcing all nearby humanoid societies."
* EnemySummoner: Their 3rd edition write-up notes that bullywug spellcasters have a dangerous enthusiasm for ''summon monster'' spells, one that outstrips their ability
to save or be blinded control what they call up. This means there's a chance for a round.
* BotanicalAbomination: They look something like a bulbous mangrove tree
bullywug cleric to summon more monsters than normal with exposed roots and leafless branches, covered in hundreds of knots and jagged holes that hide its stinging vines.
* CombatTentacles: As soon
a spell, as well as a bonetree senses prey, a mass of tentacles erupt from chance for said monsters to be outside the holes in its trunk, attacking everything within 30 feet of it.
* IncreasinglyLethalEnemy: After a bonetree has drained 3 points of Constitution from one or
cleric's control. Which leads to some bullywug spellcasters spending more victims, it can "sweat" a mixture of enzymes and liquified bone that instantly hardens into interlocking armored plates that double its natural armor bonus. After draining 6 points of Constitution, it can similarly add bony spurs to its vines, tripling time fighting their damage. The spurs drop off after 10 minutes (and own summoned reinforcements than the enemy.
* FrogMen: They resemble humanoid frogs, and live in wet, swampy habitats. Naturally, they're amphibious, adept at hiding in marshy terrain, and
are picked up and re-eaten by the tree), while its improved natural armor decays over the next three hours before similarly being re-absorbed.
powerful jumpers.
* ManEatingPlant: Downplayed in that while they prey upon animals, bonetrees are specifically after bone, not meat. Also, unlike most ''D&D'' plant monsters, bonetrees are completely immobile.
HorseOfADifferentColor: Some bullywugs, particularly their nobility, ride into battle on giant toads.
* NonHealthDamage: InferioritySuperiorityComplex: Their vines can attach filaments to a paralyzed victim main defining trait as of 5e is that excrete an enzyme that dissolves bone without harming they will always try to show off to visitors, and get very angry if insulted. On the surrounding tissues. In gameplay terms, upside, this means a point of Constitution drain each round (with NoSavingThrow) until the victim is torn that captives who grovel and flatter their bullywug captors will usually be set free by an opposed Strength check.
after providing suitable tribute to the mighty frog-monarch who captured them.
* TheParalyzer: A bonetree's stinging vines carry a poison that deals Dexterity damage, SpeaksFluentAnimal: Bullywugs can communicate simple concepts with a secondary effect of paralyzing victims.
* RoarBeforeBeating: A variant;
frogs and toads when a bonetree senses prey, its tentacle-branches rattle in anticipation, producing a sound similar to a nest of rattlesnakes.
* WeakToFire: Averted; unlike most plant enemies, bonetrees are resistant to fire damage.
speaking Bullywug.



[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned

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

to:

[[folder:Bookworm]]
[[folder:Buomman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.org/pmwiki/pub/images/d&d_buomman_3e.jpg]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned

Remarkably speedy inch-long worms whose hunger for paper, leather
[[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 wood makes them temples on the bane Astral Plane, amidst the remains of librarians everywhere.forgotten deities.



* 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.
* NonMaliciousMonster: They just simply feed on any printed material and are relatively harmless.
* 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: BareFistedMonk: Their bodies 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 normally gray, but bookworms can change dead and must not be revived, and thus go through their hue rituals to blend in with prevent that from happening. Good buommans, on the other hand, invert this trope and sing their surroundings.
* LampreyMouth: It's just for feeding, though, they don't actually have an attack
songs in the hope 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.sleeping deities will awaken someday.
* NonMaliciousMonster: They just simply feed on any printed material CreepyLongFingers: Their fingers and toes are relatively harmless.
* OrganDrops: The bookworms' own bane is ink, which they can't digest and which builds up in
noticably elongated, adding to their bodies until it poisons them. On the plus side, the ink stored inside otherworldly air.
* ElectiveMute: Buommans take a vow agianst speech at an early age, though not a vow of silence --
their corpses is a potent ingredient monks get their nickname for AntiMagic.conversing in low, throaty singing, and their proper name from the first note each learns to vocalize before learning to walk, "buomm." 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.
* 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.



[[folder:Brachyurus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brachyurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 23 (3E)\\
'''Alignment:''' LawfulNeutral

Extraordinarily large and vicious wolves, who roam lost extraplanar wilderlands or walk among their lesser kin as living myths.

to:

[[folder:Brachyurus]]
[[quoteright:350:https://static.
[[folder:Burbur]]
[[quoteright:290:https://static.
tvtropes.org/pmwiki/pub/images/d&d_brachyurus_3e.org/pmwiki/pub/images/d&d_burbur_2e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 23 (3E)\\
[[caption-width-right:290:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' LawfulNeutral

Extraordinarily large
Unaligned

Strange little creatures that feed upon dangerous slimes
and vicious wolves, who roam lost extraplanar wilderlands or walk among their lesser kin as living myths.molds.



* CanisMajor: They're Large wolves with bristling manes and overlarge, but perfectly functional, teeth and claws.
* TheHunterBecomesTheHunted: A brachyurus pelt is a tempting prize for esoteric hunters, but more often than not such would-be hunters end up in the creatures' bellies.
* 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 as the beast latches onto their victim's body and tears their flesh. This combos nastily with the creature's Improved Trip feat.
* LightningBruiser: They have a blistering 80-foot movement speed, and thanks to 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.
* SavageWolves: They are a different species of wolves and can attack any enemy in sight.
* 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.

to:

* CanisMajor: 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 Large wolves with bristling manes and overlarge, unintelligent monsters, but perfectly functional, teeth and claws.
* TheHunterBecomesTheHunted: A brachyurus pelt is a tempting prize for esoteric hunters, but more often than not such would-be hunters end up in the creatures' bellies.
* 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 as the beast latches onto their victim's body and tears their flesh. This combos nastily with the creature's Improved Trip feat.
* LightningBruiser: They have a blistering 80-foot movement speed, and thanks to 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.
* SavageWolves: They are a different species of wolves and can attack any enemy in sight.
* SupernaturalFearInducer: A brachyurus' frightful howl can make even the most hardened warriors quake in their boots, an
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 beast uses likes of green slime and russet mold, they're also immune to break 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 opponents.prey, and pair of dextrous arms.



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

to:

[[folder:Brain Mole]]
[[quoteright:350:https://static.
[[folder:Burrow Root]]
[[quoteright:240:https://static.
tvtropes.org/pmwiki/pub/images/d&d_brain_mole_3e.org/pmwiki/pub/images/d&d_burrow_root_3e.jpg]]
[[caption-width-right:350:3e]]
[[caption-width-right:240:3e]]
->'''Classification:''' Magical Beast Plant (3E)\\
'''Challenge Rating:''' 1/2 8 (3E)\\



Burrowing mammals all but indistinguishable from their mundane cousins, but which feed upon psychic energy.

to:

Burrowing mammals all but indistinguishable Carnivorous plants over 12 feet long, which burst from the soil, attack prey with their mundane cousins, but which thorny maws, then retreat underground to feed upon psychic energy.on the blood seeping into the earth.



* 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.

to:

* AntiTrueSight: Brain moles can hide their minds from clairsentience powers AsteroidsMonster: Once per day, when a burrow root is reduced to half its full hit points, it splits into two creatures, each of which receives half the original's remaining hit points (the "newborn" then has to wait another day before it has a chance to split). This is in fact how burrow roots reproduce, so they'll remain in combat until they either win or divination magic.
split, at which point both burrow roots typically flee beneath the surface.
* AttackAnimal: Non-psions have been known to keep brain moles as protection against psionic attackers.
DamageOverTime: Their attacks cause persistent bleeding damage.
* ManaDrain: They FastTunnelling: Their base burrow speed is only 20 feet per round, but three times per day they can use ''power leech'' as an at-will psi-like ability, which they use immediate action to feed upon other psionic creatures' power points.
* PoisonousPerson: Their bite
burrow an extra 20 feet, moving fast enough to avoid attacks at of opportunity.
* SandWorm: They hit
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 the beats 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.
the trope, they're just plant monsters rather than animals.



[[folder:Branta]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_branta_3e.jpg]]

to:

[[folder:Branta]]
[[folder:Buso]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_branta_3e.org/pmwiki/pub/images/d&d_tigbanua_buso_3e.jpg]]



->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned

Hardy herbivores adapted to life in the frostfell.

to:

->'''Classification:''' Magical Beast ->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Monstrous Humanoid
(3E)\\
'''Challenge Rating:''' 2 3 (3E)\\
'''Alignment:''' Unaligned

Hardy herbivores adapted
ChaoticEvil

Tigbanua buso are ghoulish, one-eyed creatures whose filthy claws curse others
to life in the frostfell.transform at night into similar monsters called tagamaling buso.



* 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.
* 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.

to:

* FantasticLivestock[=/=]HorseOfADifferentColor: Averted; nobody's managed {{Cyclops}}: Buso's distinguishing characteristic is their single eye, a lurid red and yellow color.
* OurGhoulsAreDifferent: Tigbanua buso are often compared
to domesticate brantas yet. However, some orc tribes or dragons will block off mountain valleys to trap a herd ghouls, being filthy, feral humanoids that ambush their victims in the area, to take advantage of night, but they're not actually undead.
* OurWerebeastsAreDifferent: A tigbanua buso's claws carry the tagamaling curse, causing those who fail
their tight, light-hued, nourishing meat.
* HornAttack: Brantas prefer
saving throws to flee rather than fight, but when cornered will lower have a cumulative 1% chance each night of transforming into a tagamaling buso -- their heads and charge at a threat to make gore attacks, and potentially toss enemies around with eyes fuse together, their horns.
* TheNoseKnows: Downplayed; brantas' sense of smell is developed enough for them
hands twist into claws, their Intelligence score falls to detect 2, and they attack everything they see. When dawn arrives, the presence victim returns to their natural form and has no memory of what they did the previous night, but is considered fatigued all day. While this condition can be cured by ''remove disease'' or ''remove curse'', if 99 days pass and the victim reaches a 100% chance of transforming, from that point on their nightly transformations can only be stopped by a ''wish'' or ''miracle''.
* SupernaturalFearInducer: Tigbanua buso are surrounded by a 10-foot aura that can cause
other creatures within 30 feet, but they have to get right on top of them to pinpoint an unseen creature's location.cower in fear.



[[folder:Braxat]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_braxat_5e.jpeg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_braxat_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_braxat_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Monstrous Humanoid (3E), Humanoid (4E), Giant (5E)\\
'''Challenge Rating:''' 9 (3E), 14 (4E), 9 (5E)\\
'''Alignment:''' NeutralEvil, Evil (4E)

15-foot-tall psionic humanoids who relish hunting intelligent prey by moonlight.
----
* ApeShallNeverKillApe: Zig-zagged. Young braxats commonly fight one another as they compete for treasure, mates, lairs, etc. But once a braxat has joined a hunting warband, conflict within that group is strictly forbidden, and killing a bandmate is punished by executing both the offender and their family.
* ArtEvolution: Their 2nd Edition 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 reverts to their original design, then 5th Edition depicts them as something like a Huge, bipedal mix of a ceratopian and ankylosaur.
* BreathWeapon: They can breathe a cone of [[AcidAttack acid]] (or [[AnIcePerson cold]] in 3E), but only use this attack in emergencies, since it tends to leave prey unfit for consumption.
* HuntingTheMostDangerousGame: Braxats can eat just about anything, but only properly hunt other intelligent beings, and in fact their entire society is structured around raiding and stalking their neighbors. Sometimes other creatures [[TheHunterBecomesTheHunted try and turn this around]] and attempt to harvest braxats' shells or horns, but in most cases the braxats are more than a match for such would-be hunters of hunters.
* MixAndMatchCritters: They're towering bipeds with rhino-like bodies but beetle-like shells.
* PsychicPowers: Like most life from the world of Athas, braxats are naturally psionic. Beyond powers such as ''[[{{Intangibility}} blink]]'', ''[[{{Teleportation}} dimension door]]'' or ''[[SupernaturalFearInducer fear]]'' (the specific powers varying by edition), they can also use a ''mind blast'' to stun prey in 3rd Edition, while 4th and 5th Edition let braxats throw up a telekinetic barrier to block an incoming attack.
* {{Sadist}}: Braxats try and maximize their victims' fear as they close in, and never kill quickly.
* {{Telepathy}}: 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.]]
[[/folder]]

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

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

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

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

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

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

[[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]]

[[folder:B'rohg]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_brohg_5e.jpeg]]
[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Natural Humanoid (4E), Giant (5E)\\
'''Challenge Rating:''' 10 (4E), 6 (5E)\\
'''Alignment:''' Neutral (2E), Unaligned (4E), Any (5E)

Primitive four-armed giants who are often captured for use in gladiatorial combat.
----
* 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.
* 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 the concept of 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).
* GladiatorGames: As mentioned, b'rohgs' strength and the spectacle of their four-armed combat style make them popular in gladiatorial arenas, especially on 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 due to the shame of 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]]

[[folder:Broken One]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_broken_ones_2e.jpg]]
[[caption-width-right:341:2e]]
->'''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]]

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

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

[[folder:Brood Keeper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_brood_keeper_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 16 (3E)\\
'''Alignment:''' TrueNeutral

30-foot-long insectoid monsters that unleash swarms of their voracious offspring in battle.
----
* AttackAnimal: While brood keepers' belligerance makes them ill-suited as guard creatures, some have used them as walking vaults by sneaking a valuable item beneath their chitin plating.
* BigCreepyCrawlies: They are Huge creatures resembling wingless beetles with six cat-like eyes.
* FoodChainOfEvil: They're strong and fearless enough to go after giants and dragons.
* ItCanThink: Brood keepers have the Intelligence score necessary to learn a language if taught, but do not speak, and view other creatures as nothing more than food.
* SupernaturalFearInducer: Any creature who sees a brood keeper rend a foe in combat, or unleash its swarm of offspring, has to save against fear.
* TheSwarm: Brood keeper larva fight in clouds of foot-long, winged grubs.
* WeaponizedOffspring: Brood keepers carry their many young within their carapaces, and can take a full-round action to lift the plates of chitin on their backs (reducing the brood keeper's Armor Class) to release a flying swarm of larva, typically so their young can feed, or to send after distant foes. Brood keepers are willing to risk their offspring in combat, since the larva don't grow while sheltering on their parent, and if the single swarm they support is destroyed, the monsters can asexually create a new one within a month.
[[/folder]]

[[folder:Brownie]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_brownie_2e.jpg]]
[[caption-width-right:270:2e]]
->'''Classification:''' Fey Humanoid (4E)\\
'''Challenge Rating:''' 1 (4E)\\
'''Alignment:''' LawfulGood (brownie), NeutralGood (dobie), TrueNeutral (buckawn)

Two-foot-tall, friendly humanoids who live in rural areas, coexisting with larger folk.
----
* 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.
* FriendToAllLivingThings: Watchdogs and other domestic animals know that brownies are friendly, and never bark at or attack them.
* OurGnomesAreDifferent: A type of brownie known as buckawns better fits the "forest gnome" mold than the "house fey" archtype. Buckawns dwell in forests, their clans living in single homes carved into the bowels of a great tree. They're reclusive and distrustful of outsiders, even other buckawn clans, and known for employing both [[MasterOfIllusion illusions]] and [[MasterPoisoner potent, fast-acting poisons]] against threats.
* {{Hobbits}}: Brownies are possibly related to halflings, and when they aren't inhabiting abandoned structures will dwell within burrows in pastoral areas.
* HouseFey: They usually live in or close to farms, quietly doing chores in exchange for taking a minor portion of milk and grain. "House" brownies are those who have moved into the homes of families who meet their moral standards, offering them further assistance in exchange for a bit of fruit or bread. But their etiquette demands that their hosts take no notice of them, and brownies will leave a home if its owners boast of having assistants.
* 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 practically 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) 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.
[[/folder]]

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

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

[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bulette_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 9 (4E), 5 (5E)\\
'''Alignment:''' Unaligned

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

[[folder:Bullywug]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bullywug_d&d_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E, 4E), 1/4 (5E)\\
'''Playable:''' 2E, 4E\\
'''Alignment:''' ChaoticEvil, NeutralEvil (5E)

Brutish and malicious thugs who live in swamps, raiding nearby civilizations for both useful goods and shiny trinkets to use as status symbols.
----
* AxCrazy: 4th edition describes them as being "Among the [[EvilIsPetty pettiest]] and [[StupidEvil most mindlessly destructive]] of all humanoid societies."
* EnemySummoner: Their 3rd edition write-up notes that bullywug spellcasters have a dangerous enthusiasm for ''summon monster'' spells, one that outstrips their ability to control what they call up. This means there's a chance for a bullywug cleric to summon more monsters than normal with a spell, as well as a chance for said monsters to be outside the cleric's control. Which leads to some bullywug spellcasters spending more time fighting their own summoned reinforcements than the enemy.
* FrogMen: They resemble humanoid frogs, and live in wet, swampy habitats. Naturally, they're amphibious, adept at hiding in marshy terrain, and are powerful jumpers.
* HorseOfADifferentColor: Some bullywugs, particularly their nobility, ride into battle on giant toads.
* InferioritySuperiorityComplex: Their main defining trait as of 5e is that they will always try to show off to visitors, and get very angry if insulted. On the upside, this means that captives who grovel and flatter their bullywug captors will usually be set free after providing suitable tribute to the mighty frog-monarch who captured them.
* SpeaksFluentAnimal: Bullywugs can communicate simple concepts with frogs and toads when speaking Bullywug.
[[/folder]]

[[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 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.
* 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, and their proper name from the first note each learns to vocalize before learning to walk, "buomm." 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.
* 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.
[[/folder]]

[[folder:Burbur]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_burbur_2e.jpg]]
[[caption-width-right:290:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''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]]

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

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

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

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

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migrating from the Fiends page


[[folder:Bariaur]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bariaur_3e.png]]

to:

[[folder:Bariaur]]
[[folder:Barghest]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bariaur_3e.png]] org/pmwiki/pub/images/d&d_barghest_3e.png]]



->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' ChaoticGood

Natives of the Heroic Domains of Ysgard, these tauric beings possess the upper bodies of humanoids and the lower bodies of mountain sheep or goats

to:

->'''Classification:''' Outsider (3E)\\
(3E), Natural Humanoid (4E), Fiend (5E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 2E-3E\\
4 (3E-5E)\\
'''Alignment:''' ChaoticGood

Natives of
NeutralEvil, Evil (4E)

Lupine fiends that can assume
the Heroic Domains forms of Ysgard, these tauric beings possess ordinary goblins, and are feared for consuming the upper bodies very souls of humanoids and the lower bodies of mountain sheep or goatstheir victims.



* AllThereInTheManual: Very little information was provided about the bariaur in the original ''TabletopGame/{{Planescape}}'' run; instead, their creator went on to write two sourcebooks all about them and made them freely available online, fleshing out their culture and their spirituality.
* AnimalGenderBender: A small minority of females are born with horns like a ram, whilst an even smaller minority of males are born hornless.
* GenderRestrictedAbility: Cultural more than physical, but in bariaur society, only ewes (or hornless rams) practice magic, whilst rams (and horned ewes) practice martial combat.
* IResembleThatRemark: Literally! Bariaur ''hate'' to be compared to centaurs, and regard it as quite insulting, but they share the exact same body structure, the same herbivorous appetite, and even many cultural traits.
* NoGuyWantsAnAmazon: Horned ewes are considered very unlucky and unappealing in bariaur culture, which actually drives many of them to study martial combat; they're outcasts anyway, so they may as well gain the strength to force others to respect them.
* OurCentaursAreDifferent: They're extraplanar beings who resemble mountain sheep or goats with the torso of a humanoid being growing from where the head should be.
* SpiritedCompetitor: Bariaur flocks often meet on Ysgard's plains to engage in singing or tale-telling contests, or play a game much like polo. "Human observers often mistake the rivalry for pride or pettiness, and are often completely flabbergasted when, at the end of a festival, the bariaur depart on the friendliest terms." It's not unknown for two questing bariaur who happen to meet to abandon their mission for a few hours (or days) to have a good-natured race or other contest.
* UseYourHead: It goes without saying that horned bariaur can deliver killer headbutts, especially if they can build up ramming speed first.
* WanderingCulture: Bariaurs' natural wanderlust keeps them from establishing permanent settlements (with the exception of the town of Steadfast), and most don't bother constructing houses for themselves.

to:

* AllThereInTheManual: Very little information was provided about AsskickingLeadsToLeadership: They often use the bariaur in the original ''TabletopGame/{{Planescape}}'' run; instead, power of their creator went on fiendish forms to write two sourcebooks all about them and made them freely available online, fleshing out conquer goblin tribes. For their culture and their spirituality.
* AnimalGenderBender: A small minority of females are born with horns like a ram, whilst an even smaller minority of males are born hornless.
* GenderRestrictedAbility: Cultural more than physical, but in bariaur society, only ewes (or hornless rams) practice magic, whilst rams (and horned ewes) practice martial combat.
* IResembleThatRemark: Literally! Bariaur ''hate'' to be compared to centaurs, and regard it as quite insulting, but they share
part, the exact same body structure, the same herbivorous appetite, and even many cultural traits.
* NoGuyWantsAnAmazon: Horned ewes are considered very unlucky and unappealing in bariaur culture, which actually drives many of
goblins suck up to them to study martial combat; in hopes of convincing the barghest they're outcasts anyway, so they may of better use as well gain slaves, or at least too pathetic to make a good meal.
* {{Retcon}}: In past editions, barghests were fiends native to Gehenna that sent their whelps to hunt on
the strength to force others to respect them.
* OurCentaursAreDifferent: They're extraplanar beings who resemble mountain sheep or goats with the torso of a humanoid being
Material Plane, consuming souls and growing from where the head should be.
* SpiritedCompetitor: Bariaur flocks often meet on Ysgard's plains
in power until they were able to engage in singing or tale-telling contests, or play a game much like polo. "Human observers often mistake the rivalry for pride or pettiness, and are often completely flabbergasted when, at the end ''plane shift'' home. 5th Edition instead has barghests be spontaneously grown to goblin parents as part of a festival, yugoloth revenge plot.
* RevengeByProxy: According to ''Volo's Guide to Monsters'', barghests were created by
the bariaur depart General of Gehenna to get revenge on the friendliest terms." It's not unknown goblin god Maglubiyet for two questing bariaur who happen to meet to abandon their mission stiffing him on payment for a few hours (or days) to have a good-natured race or other contest.
* UseYourHead: It goes without saying that horned bariaur can deliver killer headbutts, especially if they can build up ramming speed first.
* WanderingCulture: Bariaurs' natural wanderlust keeps
services rendered. They do this by devouring the souls of goblinoids, preventing them from establishing permanent settlements (with joining Maglubiyet's armies in the exception of afterlife.
* SoulEating: Barghests devour their victims whole, body and soul. It takes a barghest an entire day to digest a devoured soul, and killing it before then will free
the town soul, but once it's fully consumed, there's even odds that the soul is gone forever, beyond the reach of Steadfast), mortal magic.
* VoluntaryShapeshifting: They can change between their natural form, some sort of horrible goblin-wolf hybrid, into one indistinguishable from an ordinary goblin,
and most don't bother constructing houses in previous editions could take the form of normal wolves as well.
* YouHaveFailedMe: Barghests inherently fear being banished to their home plane of Gehenna before they fulfil their purpose, as a stronger yugoloth is likely to slay or enslave them
for themselves. their failure.



[[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), 10 (4E), 3 (5E)\\
'''Alignment:''' Unaligned

Hulking, eight-legged reptiles with deadly gazes.

to:

[[folder:Basilisk]]
[[folder:Bariaur]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_basilisk_5e.org/pmwiki/pub/images/d&d_bariaur_3e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
Outsider (3E)\\
'''Challenge Rating:''' 5 (3E), 10 (4E), 3 (5E)\\
1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' Unaligned

Hulking, eight-legged reptiles with deadly gazes.
ChaoticGood

Natives of the Heroic Domains of Ysgard, these tauric beings possess the upper bodies of humanoids and the lower bodies of mountain sheep or goats


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* AllThereInTheManual: Very little information was provided about the bariaur in the original ''TabletopGame/{{Planescape}}'' run; instead, their creator went on to write two sourcebooks all about them and made them freely available online, fleshing out their culture and their spirituality.
* AnimalGenderBender: A small minority of females are born with horns like a ram, whilst an even smaller minority of males are born hornless.
* GenderRestrictedAbility: Cultural more than physical, but in bariaur society, only ewes (or hornless rams) practice magic, whilst rams (and horned ewes) practice martial combat.
* IResembleThatRemark: Literally! Bariaur ''hate'' to be compared to centaurs, and regard it as quite insulting, but they share the exact same body structure, the same herbivorous appetite, and even many cultural traits.
* NoGuyWantsAnAmazon: Horned ewes are considered very unlucky and unappealing in bariaur culture, which actually drives many of them to study martial combat; they're outcasts anyway, so they may as well gain the strength to force others to respect them.
* OurCentaursAreDifferent: They're extraplanar beings who resemble mountain sheep or goats with the torso of a humanoid being growing from where the head should be.
* SpiritedCompetitor: Bariaur flocks often meet on Ysgard's plains to engage in singing or tale-telling contests, or play a game much like polo. "Human observers often mistake the rivalry for pride or pettiness, and are often completely flabbergasted when, at the end of a festival, the bariaur depart on the friendliest terms." It's not unknown for two questing bariaur who happen to meet to abandon their mission for a few hours (or days) to have a good-natured race or other contest.
* UseYourHead: It goes without saying that horned bariaur can deliver killer headbutts, especially if they can build up ramming speed first.
* WanderingCulture: Bariaurs' natural wanderlust keeps them from establishing permanent settlements (with the exception of the town of Steadfast), and most don't bother constructing houses for themselves.
[[/folder]]

[[folder:Basilisk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_basilisk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 10 (4E), 3 (5E)\\
'''Alignment:''' Unaligned

Hulking, eight-legged reptiles with deadly gazes.
----
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!!Swavain Basilisk
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_swavain_basilisk_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''WebVideo/CriticalRole''\\
'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 7 (5E)\\
'''Alignment:''' Unaligned

Distant oceanic cousins of the terrestrial basilisk.
----
* SeaSerpents: Whereas terrestrial basilisks are eight-legged reptiles, the oceanic Swavain basilisks are limbless, serpentine creatures resembling giant eels. They are in fact amphibious, and capable of slithering to slowly move across land.
* SewerGator: These basilisk are known to explore inland waterways in search of food, and might end up in a community's underground sewage system.
* TakenForGranite: Like their land-dwelling cousins, Swavain basilisks can turn enemies to stone, albeit by secreting a thick oil.
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* NonMaliciousMonster: They just simply feed on any printed material and are relatively harmless.


Added DiffLines:

* SavageWolves: They are a different species of wolves and can attack any enemy in sight.

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[[folder:Blackroot Marauder]]
[[quoteright:346:https://static.tvtropes.org/pmwiki/pub/images/d&d_blackroot_marauder_3e.png]]
[[caption-width-right:346:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 5 (3E)\\

to:

[[folder:Blackroot Marauder]]
[[quoteright:346:https://static.
[[folder:Black Willow]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blackroot_marauder_3e.org/pmwiki/pub/images/d&d_black_willow_3e.png]]
[[caption-width-right:346:3e]]
->'''Classification:''' Construct
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Plant
(3E)\\
'''Challenge Rating:''' 5 13 (3E)\\



Dark, thorny saplings the size and shape of humanoids, created by evil clerics or druids as sentinels and hunters.

to:

Dark, thorny saplings the size Intelligent and shape of humanoids, created by evil clerics or druids as sentinels and hunters.malevolent dark-barked willow trees, which relish killing helpless creatures.



* HeWasRightThereAllAlong: They are expectedly good at blending into wooded surroundings, and cunning and patient enough to make the most of their natural camouflage. "A swarm of marauders might slowly creep up on an encampment or castle, shifting into position so slowly that their prey fails to notice the gradual rise in the number of trees and the density of the underbrush in the area."
* PoisonousPerson: Their claws and thorns carry a damaging poison.
* SpikeShooter: They can fire volleys of thorns from their bodies as a ranged attack, which does more damage than their claws.
* SupernaturalSensitivity: Beyond [[SuperSenses tremorsense]], blackroot marauders can ''detect good'' at will, helping them spot and stalk any do-gooders who might trouble their creators.
* WhenTreesAttack: Blackroot marauders are made in a fairly simple ritual in which a wild sapling no more than seven feet tall is kept out of direct sunlight for a month, over which time it's watered with the blood of an intelligent creature at sunrise and sunset. At the end of the month, the spells ''animate plants'', ''command plants'', ''detect good'' and ''poison'' are cast on the sapling, and 5,000 gp of crushed rubies are scattered around it, turning it into an intelligent, ambulatory guardian. The catch is that this procss creates a woody, thorny ''construct'', not a plant monster, though blackroot marauders retain enough vitality to be able to slowly recover hit points if they rest in loamy soil.

to:

* HeWasRightThereAllAlong: CombatTentacles: They are expectedly good at blending into wooded surroundings, and cunning and patient enough to can make a whopping twelve attacks each round with their tendrils, which they also use to [[TentacleRope grapple prey]].
* ForcedSleep: Before attacking with its lashing tendrils, a black willow generates an aura of drowsiness that replicates a ''sleep'' spell -- and in their 2nd Edition rules, anyone who was already in
the most process of taking a nap beneath the tree automatically fails their saving throw.
* ManEatingPlant: Black willows get only a portion
of their natural camouflage. "A swarm of marauders might slowly creep up on an encampment or castle, shifting into position so slowly that nourishment from soil, water and photosynthesis, the rest comes from eating live prey, particularly humans, elves and gnomes.
* SwallowedWhole: Once they get
their prey fails to notice the gradual rise in the number of trees and the density of the underbrush in the area."
* PoisonousPerson: Their claws and thorns carry
tendrils around something, a damaging poison.
* SpikeShooter: They can fire volleys of thorns from
black willow stuffs their bodies as victim into a ranged attack, which does more damage than large internal cavity filled with digestive juices that both [[TheParalyzer paralyze]] and deal [[AcidAttack acid damage]] to their claws.
* SupernaturalSensitivity: Beyond [[SuperSenses tremorsense]], blackroot marauders
prey. A swallowed victim who resists the paralysis effect can ''detect good'' at will, helping them spot and stalk any do-gooders who might trouble try to cut their creators.
way out with a small, sharp weapon.
* WhenTreesAttack: Blackroot marauders They're slow but mobile trees out to stuff other creatures into their gullets for digestion. Naturally, black willows are made in a fairly simple ritual in which a wild sapling no more than seven feet tall is kept out of direct sunlight easy to mistake for a month, over which time it's watered with the blood of an intelligent creature at sunrise normal plant, and sunset. At the end of the month, the spells ''animate plants'', ''command plants'', ''detect good'' and ''poison'' are cast on the sapling, and 5,000 gp of crushed rubies are scattered around it, turning it into an intelligent, ambulatory guardian. The catch is that this procss creates a woody, thorny ''construct'', not a plant monster, though blackroot marauders retain enough vitality to be able to slowly recover hit points if they rest in loamy soil. can even disguise themselves as ordinary willow trees.



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

to:

[[folder:Blackstone Gigant]]
[[quoteright:300:https://static.
[[folder:Blackroot Marauder]]
[[quoteright:346:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blackstone_gigant.org/pmwiki/pub/images/d&d_blackroot_marauder_3e.png]]
[[caption-width-right:300:3e]][[caption-width-right:346:3e]]



'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' Unaligned

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

to:

'''Challenge Rating:''' 18 5 (3E)\\
'''Alignment:''' Unaligned

Gargantuan statues
NeutralEvil

Dark, thorny saplings the size and shape
of fearsome, eight-armed women usually humanoids, created to guard a sacred site.by evil clerics or druids as sentinels and hunters.



* 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.

to:

* CreepySouvenir: Blackstone gigants often take trophies HeWasRightThereAllAlong: They are expectedly good at blending into wooded surroundings, and cunning and patient enough to make the most of their natural camouflage. "A swarm of marauders might slowly creep up on an encampment or castle, shifting into position so slowly that their prey fails to notice the gradual rise in the number of trees and the density of the underbrush in the area."
* PoisonousPerson: Their claws and thorns carry a damaging poison.
* SpikeShooter: They can fire volleys of thorns
from their victims, wearing belts of petrified arms or necklaces of petrified heads.
* {{Flight}}: Despite
bodies as a ranged attack, which does more damage than their size claws.
* SupernaturalSensitivity: Beyond [[SuperSenses tremorsense]], blackroot marauders can ''detect good'' at will, helping them spot
and weight, they have a perfect 40-foot flight speed.
* LivingStatue: Not only is the blackstone gigant one, it can animate
stalk any victims of its petrification attacks, do-gooders who might trouble their creators.
* WhenTreesAttack: Blackroot marauders are made in a fairly simple ritual in
which serve as its minions a wild sapling no more than seven feet tall is kept out of direct sunlight for 20 rounds, after a month, over which point they can't be animated again. The blackstone gigant usually takes the time to smash any useless statues, to prevent any applications it's watered with the blood of ''stone to flesh'' mid-fight.
* MultiArmedAndDangerous: They have eight limbs,
an intelligent creature at sunrise and thus fearlessly wade sunset. At the end of the month, the spells ''animate plants'', ''command plants'', ''detect good'' and ''poison'' are cast on the sapling, and 5,000 gp of crushed rubies are scattered around it, turning it 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
an intelligent, ambulatory guardian. The catch is that this procss creates a blackstone gigant's slam attack has to save or be turned to stone.
* TrampledUnderfoot: They're large and heavy
woody, thorny ''construct'', not a plant monster, though blackroot marauders retain enough vitality to deal trample damage be able to creatures slowly recover hit points if they move over.rest in loamy soil.


Added DiffLines:

[[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.
----
* 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.
[[/folder]]

Added: 2548

Changed: 7717

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[[folder:Bainligor]]
[[quoteright:255:https://static.tvtropes.org/pmwiki/pub/images/d&d_bainligor_2e.jpg]]
[[caption-width-right:255:2e]]
->'''Alignment:''' NeutralEvil

Flightless humanoid bats who roam the upper levels of the Underdark, scavenging what they can to survive.

to:

[[folder:Bainligor]]
[[quoteright:255:https://static.
[[folder:Backward Man]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bainligor_2e.jpg]]
[[caption-width-right:255:2e]]
->'''Alignment:''' NeutralEvil

Flightless humanoid bats
org/pmwiki/pub/images/d&d_backwards_man_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil

Freakishly contorted humanoids
who roam the upper levels engage in campaigns of the Underdark, scavenging what they can to survive.paranoia and mayhem before finally killing their victims.



* BatPeople: Leaning more towards "bat" than people -- bainligors are considered hideous even by the most charitable observer.
* DodgeTheBullet: Their reflexes are fast enough that if they're aren't distracted by a melee, they get an improved Armor Class against missile attacks.
* 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 with other creatures.
* SuperScream: Once per hour, a bainligor can emit a burst of ultrasound that deals damage and may stun their victim, or even leave them permanently deafened.
* 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 boast about eating noxious foods.

to:

* BatPeople: Leaning more towards "bat" than people -- bainligors are considered hideous even by the most charitable observer.
* DodgeTheBullet: Their reflexes are fast enough that if they're aren't distracted by a melee, they get an improved Armor Class against missile attacks.
* 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
CombatTentacles: They 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 with other creatures.
* SuperScream: Once per hour,
a bainligor can emit a burst of ultrasound that deals damage and may stun their victim, or even leave them permanently deafened.
* 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
ten-foot-long, purplish tentacle that they can survive anywhere, extend from their mouths, and they'll boast also use it to [[TentacleRope grapple and constrict opponents]]. Worse, hitting a backward man's body with slashing or piercing weapon causes more tentacles to sprout from the wounds, which it can attack with its next turn. Even killing one causes it to explode into a mass of barbed tentacles, which thankfully doesn't deal any damage but can horrify onlookers.
* ExorcistHead: They scuttle
about eating noxious foods. crabwise on their hands and feet, belly-up and their heads twisted around so they can see where they're going.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They start by using ''invisibility'' to steal small items and rearrange furniture, and make eerie noises from hiding, maybe allowing their victim to get a brief glimpse of the backward man before it vanishes. Then the aberration grows more violent, attacking livestock and pets, and destroying crops and food stores, before finally closing in for the kill.
* HumanoidAbomination: They look like twisted humans, and have the Aberration type.
* MonsterMisogyny: For whatever reason, backward men hate women in particular, and favor them over any other target.
* WallCrawl: They can scuttle up sheer surfaces as per the ''spider climb'' spell.
* WasOnceAMan: One theory about them is that backward men are either "a transmuter's experiment gone wrong," or children abandoned by their mothers and transformed by their hatred into monsters.



[[folder:Bajang]]
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/d&d_bajang_3e.jpg]]
[[caption-width-right:340:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''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:

[[folder:Bajang]]
[[quoteright:340:https://static.
[[folder:Bainligor]]
[[quoteright:255:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bajang_3e.org/pmwiki/pub/images/d&d_bainligor_2e.jpg]]
[[caption-width-right:340:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil

Malicious nature spirits resembling squat, taloned, sneering humanoids, bound
[[caption-width-right:255:2e]]
->'''Alignment:''' NeutralEvil

Flightless humanoid bats who roam the upper levels of the Underdark, scavenging what they can
to a specific corrupted jungle tree.survive.



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

to:

* CantLiveWithoutYou: Much like the BatPeople: Leaning more benign dryads, bajangs' lives towards "bat" than people -- bainligors are tied considered hideous even by the most charitable observer.
* DodgeTheBullet: Their reflexes are fast enough that if they're aren't distracted by a melee, they get an improved Armor Class against missile attacks.
* 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 specific tree in dry, empty cavern where they transition into an undead creature. These Revered Ones act as warlords and high priests for their home forest, 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 with other creatures.
* SuperScream: Once per hour, a bainligor can emit a burst of ultrasound that deals damage and may stun their victim, or even leave them permanently deafened.
* 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 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.
boast about eating noxious foods.



[[folder:Bakemono]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bakemono_3e.jpg]]
[[caption-width-right:350:3e]]

to:

[[folder:Bakemono]]
[[quoteright:350:https://static.
[[folder:Bajang]]
[[quoteright:340:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bakemono_3e.org/pmwiki/pub/images/d&d_bajang_3e.jpg]]
[[caption-width-right:350:3e]][[caption-width-right:340:3e]]



'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\

to:

'''Classification:''' Humanoid Fey (3E)\\
'''Challenge Rating:''' 1/2 3 (3E)\\



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

to:

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



* BarbarianTribe: Everything they own, from weapons to patchwork armor, is stolen from their victims, and bakemono never bother to maintain their gear. They don't farm or build, they raid supplies from civilized people and squat in abandoned structures, or drive out a hamlet's inhabitants to convert the settlement into a crude fort.
* 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.
* GratuitousJapanese: Their name is simply Japanese for monster.
* 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.

to:

* BarbarianTribe: Everything they own, from weapons CantLiveWithoutYou: Much like the more benign dryads, bajangs' lives are tied to patchwork armor, is stolen from a specific tree in their victims, home forest, and bakemono never bother to maintain they'll die if it is destroyed. But see below.
* CombatPragmatist: Bajangs prefer weak or helpless prey, attacking from ambush or while
their gear. victims are sleeping.
* JediMindTrick:
They don't farm or build, they raid supplies from civilized people know the spell ''transfix'', and squat in abandoned structures, or drive out a hamlet's inhabitants use it to convert order their victims to stand still indefinitely, while the settlement into a crude fort.
monster attacks at its leisure.
* 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.
* GratuitousJapanese:
PoisonousPerson: Their name is simply Japanese for monster.
claws carry a [[NonHealthDamage Strength-damaging poison.]]
* OurGoblinsAreDifferent: They're given 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 goblinoid subtype in 3rd Edition, and are repeatedly compared to standard goblins 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 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, 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 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.rules.



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

to:

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



->'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E), 13 (4E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (4E, 5E)

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

to:

->'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 10 (3E), 13 (4E), 11 (5E)\\
1/2 (3E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (4E, 5E)

Tentacled horrors
ChaoticEvil

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



* 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.
* 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.
* GratuitousJapanese: Their name is simply Japanese for monster.
* 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.
[[/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), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E), 13 (4E), 11 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), ChaoticEvil (4E, 5E)

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



* NotQuiteDead: These malveolent plants are quite difficult to kill, since if any of its roots or pods is left intact after its main "body" is seemingly destroyed, the plant will simply regrow in a matter of months. [[SaltTheEarth Salting the earth]] or soaking the ground with poison can do the job.

to:

* NotQuiteDead: These malveolent malevolent plants are quite difficult to kill, since if any of its roots or pods is left intact after its main "body" is seemingly destroyed, the plant will simply regrow in a matter of months. [[SaltTheEarth Salting the earth]] or soaking the ground with poison can do the job.

Added: 1308

Changed: 197

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Murderous demihumans who lure victims into the wastes to be devoured.

to:

Murderous demihumans who use bone bells to lure victims into the wastes to be devoured.



* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen.

to:

* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen. "To their minds, a world would be healthier and more efficient were they in control. Anyone who disagrees either lacks perspective or is fit only to serve as fertilizer."
* EyeOfNewt: Their sap or pods' flesh can be used to craft mind-affecting potions and magic items, such as a superior ''potion of human control.''



* KillAndReplace: 5E bodytaker plants work by grappling a victim with a lashing vine and pulling them into its pod. After a few hours soaking in enzymes, the helpless victim dies and is immediately transformed into a loyal podling; before this process is complete, a victim can be torn out of the pod with a Strength check, while killing the bodytaker plant enables an easier escape.
* NoBodyLeftBehind: Dead podlings quickly melt into a "slurry" when they or their host plant dies.



* PossessionBurnout: In 2nd Edition, a doppelganger plant needs only to target a sleeping or unconscious creature with its ''mind bondage'' power to take them over, no conversion in a central pod needed. While under the plant's mental control, the new podling is fed upon by its host, losing 1d4 hit points each day as its life force is transferred into one of the plant's pods. The podling will gradually lose weight, and those who fight it with melee weapons might notice that their opponent is partially hollowed-out. By the time it's fully consumed by the doppelganger plant, a podling is little more than "a hollow shell of flesh with some muscle tissue and subcutaneous fat."



* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants under spells that detect creature types.

to:

* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] things]], and in 5E ping as plants under spells that detect creature types.

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[[folder:Bog Hound]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_hound_2e.jpg]]

to:

[[folder:Bog Hound]]
[[folder:Bodytaker Plant]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_hound_2e.org/pmwiki/pub/images/d&d_doppelganger_plant_2e.jpg]]



'''Alignment:''' NeutralEvil

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

to:

'''Classification:''' Plant (5E)\\
'''Challenge Rating:''' 7 (bodytaker plant), 1/2 (podling) (5E)\\
'''Alignment:''' NeutralEvil

Murderous canines spawned from a moor, the result of a fel curse or evil conjuring.
ChaoticEvil (2E)

Also known as "doppelganger plants," these strange plants abduct innocents and replace them with "podlings" that help them take over whole societies.



* 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.

to:

* TheBattleDidntCount: A moor hound can't be slain AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen.
* GenreRefugee: They seem out of place
in normal circumstances -- GothicHorror-rich ''Ravenloft'', until you remember that the setting dabbles in ''all'' kinds of horror, even something as "sci-fi" as {{alien abduction}}s.
* NotQuiteDead: These malveolent plants are quite difficult to kill, since
if reduced to 0 hit points, it won't collapse but any of its roots or pods is left intact after its main "body" is seemingly destroyed, the plant will instead try simply regrow in a matter of months. [[SaltTheEarth Salting the earth]] or soaking the ground with poison can do the job.
* PlantAliens: They're implied
to flee combat, leaving behind a trail be as such, often turning up after an [[CometOfDoom "inauspicious comet or meteor shower"]] is sighted in the night sky.
* ShoutOut: They're obviously inspired by the antagonists
of blood ''Film/InvasionOfTheBodySnatchers''.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants under spells
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
detect 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.
types.



[[folder:Bog Imp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_fix_3e.jpg]]
[[caption-width-right:350:3e]]
->'''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]]
[[quoteright:350:https://static.
Hound]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bog_imp_fix_3e.org/pmwiki/pub/images/d&d_bog_hound_2e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 6 (3E)\\
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Alignment:''' LawfulEvil

These murderous little fey delight in drowning other creatures who enter their swamps, unless doing so would conflict with
NeutralEvil

Murderous canines spawned from a moor,
the imps' strange code result of honor. Despite their names, they have no relation to fiendish imps.a fel curse or evil conjuring.



* 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.

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
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
coal-black creatures with Strength bonuses can resist for correspondingly longer, but unless someone pulls flaming red eyes.
* KeystoneArmy: Should their moor hound be slain,
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
rest 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 will cause hours of nausea if drank. Fortunately, potions are immune to this effect.let out one last ghostly howl before fading into nothingness.



[[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 Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E, 4E), 1/8 (5E)\\
'''Alignment:''' ChaoticNeutral, Evil (4E)

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

to:

[[folder:Boggle]]
[[folder:Bog Imp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_bog_imp_fix_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)\\
(3E)\\
'''Challenge Rating:''' 3 (3E, 4E), 1/8 (5E)\\
6 (3E)\\
'''Alignment:''' ChaoticNeutral, Evil (4E)

Small humanoids that behave much like obnoxious monkeys, stealing trinkets and making nuisances
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 themselves.honor. Despite their names, they have no relation to fiendish imps.



* MischiefMakingMonkey: Their behavior fits the trope, and 4th Edition directly compares boggles' relationship to banderhobbs and goblins to that between apes and humans.
* 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: Boggles are noted for their rubbery skin and stretchy limbs, giving them a much longer reach than their 3-foot stature would suggest.
* 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.
* 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: Boggles 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 fits the trope, BlueAndOrangeMorality: These fey are unusually lawful, and 4th Edition directly compares boggles' relationship to banderhobbs bound by customs and goblins to a system of honor that they are psychologically incapable of breaking. While the specifics vary between apes and humans.
* 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: Boggles are noted
clutches of bog imps, they provide ways for their rubbery skin and stretchy limbs, giving them would-be victims to spare themselves, such as having someone defeat the bog imp in a much longer reach than their 3-foot stature would suggest.
* SlipperySkid: They can secrete a nonflammable oil
race through the marsh or game of wits, or successfully guessing the bog imp's family name. Bog imps who were formerly elves may also spare any elves from their skin former communities.
* FastTunneling: As amphibious creatures, bog imps have a swim speed, but their burrowing speed is twice as fast -- the catch is
that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles
it can create a glue-like puddle only be used while moving through viscous, not-quite-liquid material like swamp muck.
* PoisonousPerson: A bog imp's claw attacks force victims
to restrain other creatures.
save or be sickened for several rounds.
* ThingsThatGoBumpInTheNight: 4th Edition casts boggles as "bogeymen" that lurk in SupernaturalSuffocation: Bog imps can simply glance at a victim and cause a phantom force to drag them beneath the corner of children's vision before disappearing. "Parents dismiss such stories water or mud. This process can take as phantoms of an overactive imagination -- until little as one round, though creatures with Strength bonuses can resist for correspondingly longer, but unless someone pulls the boggle snatches the child away."
* ThinkingUpPortals: Boggles can use existing doorways and spaces to create short-ranged dimensional rifts, allowing
victim out, drags them to reach (or attack) something solid ground, or kills the bog imp, said victim will begin drowning.
* TheVirus: If an elf succumbs to a bog imp's signature attack, they don't die but instead enter a form of stasis, shriveling and "pickling" over 13 days before being reborn as a bog imp with an instinctive understanding of the local clutch's code of conduct.
* WalkingWasteland: Any nonmagical liquid, from water to wine to milk, becomes stagnant as soon as it comes
within 30 60 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings
a bog imp, and will cause hours of loneliness, such as that felt by a friendless child, old widow, or hermit. Unfortunately, the boggles' attempts nausea if drank. Fortunately, potions are immune to amuse themselves always come at their "host"'s expense.this effect.



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

Tiny clumps of ambulatory compost created by druids as helpers.

to:

[[folder:Bogun]]
[[folder:Boggle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bogun_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_boggle_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E)\\
Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 1 (3E)\\
3 (3E, 4E), 1/8 (5E)\\
'''Alignment:''' TrueNeutral

Tiny clumps
ChaoticNeutral, Evil (4E)

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



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

to:

* ArtificialInsolence: Since they're self-aware MischiefMakingMonkey: Their behavior fits the trope, and sometimes willful, boguns have a 1-in-20 chance 4th Edition directly compares boggles' relationship to ignore banderhobbs and goblins to that between apes and humans.
* ThePrankster: Boggles engage in petty pranks to amuse themselves. Although
a given order. If boggle's antics might cause distress and unintentional harm, its intent is usually mischief, not mayhem.
* RubberMan: Boggles are noted for
their creator cannot pass rubbery skin and stretchy limbs, giving them 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.
much longer reach than their 3-foot stature would suggest.
* OurHomunculiAreDifferent: Boguns are small nature servants, created by druids as an extension of themselves.
* PoisonousPerson:
SlipperySkid: They aren't intended for combat, but boguns are covered in nettles can secrete a nonflammable oil from their skin that replicates a ''grease'' effect.
* StickySituation: Alternatively, 5th Edition boggles
can inject create a Dexterity-damaging poison.
glue-like puddle to restrain other creatures.
* {{Synchronization}}: Part of ThingsThatGoBumpInTheNight: 4th Edition casts boggles as "bogeymen" that lurk in the ritual 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: Boggles can use existing doorways and spaces
to create short-ranged dimensional rifts, allowing them to reach (or attack) something within 30 feet of it.
* {{Tulpa}}: 5th Edition casts boggles as fey born from feelings of loneliness, such as that felt by
a bogun involves friendless child, old widow, or hermit. Unfortunately, the caster putting a part of boggles' attempts to amuse themselves - a clump of hair, a few drops of blood -- into the construct to create a bond. Thus, a bogun's destruction inflicts damage to its creator, while if its creator dies, the bogun does as well.
* {{Telepathy}}: Boguns can't speak, but have a telepathic link with
always come at their creators."host"'s expense.


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]]

Added: 1533

Changed: 1620

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[[folder:Berbalang]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_berbalang_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Immortal Humanoid (4E), Aberration (5E)\\
'''Challenge Rating:''' 10 (4E), 2 (5E)\\
'''Alignment:''' ChaoticEvil (2E), Evil (4E), NeutralEvil (5E)

Winged humanoids that dwell upon the petrified carcasses of deities that drift across the Astral Plane. They're obsessed with gathering secrets from the living and dead.

to:

[[folder:Berbalang]]
[[folder:Belgoi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_berbalang_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_belgoi_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
''TabletopGame/DarkSun''\\
'''Classification:''' Immortal Fey Humanoid (4E), Aberration (5E)\\
(4E)\\
'''Challenge Rating:''' 10 (4E), 2 (5E)\\
7 (4E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (2E), Evil (4E), NeutralEvil (5E)

Winged humanoids that dwell upon
(4E)

Murderous demihumans who lure victims into
the petrified carcasses of deities that drift across the Astral Plane. They're obsessed with gathering secrets from the living and dead.wastes to be devoured.



* AstralProjection: They can create a "spectral duplicate" to explore other planes and spy on other creatures, though the berbalang's body is unconscious and vulnerable while it's perceiving the multiverse through its spectral form.
* CreepySouvenir: They collect the bones of the creatures whose spirits they call up, and record what they've learned on them.
* DeadPersonConversation: Berbalangs prefer talking to the dead over the living, and can freely use ''speak with dead'' to converse with spirits.
* KnowledgeBroker: They're willing to share some of what they've learned, but will only exchange knowledge for other knowledge... or the bones of interesting creatures.

to:

* AstralProjection: DesertBandits: They can create a "spectral duplicate" to explore other planes and spy on other creatures, though live in the berbalang's body is unconscious and vulnerable while it's perceiving the multiverse through its spectral form.
* CreepySouvenir: They collect the bones
most forlorn parts of the creatures whose spirits desert wastes, raiding caravans and unprotected villages for plunder and food.
* TheFairFolk: Their 4th Edition lore paints belgoi as proud but evil fey, who ended up stranded in Athas' barrens after the destruction of their homeland, which
they call up, blame on the eladrin. The belgoi have since degenerated into despoiling marauders that scour the land around them of life and record what they've learned prey upon intelligent beings.
* ForDoomTheBellTolls: They carry bells made by shamans from their tribe's own dead. The dissonant chiming of these macabre instruments will herald either some lone victim's death, or accompany an all-out attack by a belgoi tribe.
* LuringInPrey: A belgoi can use one of their bone bells to make a psionic attack, collapsing their mental defenses so the creature can use powers like ''domination'' or ''attraction'' to make the victim leave their camp and move towards the belgoi. 4th Edition simplifies things so that the bell can shift a target around
on them.
the battlefield.
* DeadPersonConversation: Berbalangs ToServeMan: Belgoi are omnivores, but particularly savor the flesh of intelligent beings. 4th Edition elaborates that they don't just prefer talking to the dead over the living, and can freely use ''speak a meal "seasoned with dead'' to converse with spirits.
* KnowledgeBroker: They're willing to share
the terror that a sentient creature feels when it faces impending death," belgoi also believe that they gain some of what they've learned, but will only exchange knowledge for other knowledge... or the bones power of interesting creatures.those whose flesh they consume.


Added DiffLines:

[[folder:Berbalang]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_berbalang_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Immortal Humanoid (4E), Aberration (5E)\\
'''Challenge Rating:''' 10 (4E), 2 (5E)\\
'''Alignment:''' ChaoticEvil (2E), Evil (4E), NeutralEvil (5E)

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

Added: 460

Changed: 947

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Small, armored, desert-dwelling animals that are timid when encountered singly, but dangerous in packs.

to:

Small, armored, desert-dwelling animals reptiles that are timid when encountered singly, but dangerous in packs.



* AttackAnimal: Downplayed; baazrags can be domesticated as guard beasts, but they're more commonly used as to get rid of household pests, or in teams to pull wagons.
* PoisonousPerson: In 4th Edition, their bite attacks deal poisonous DamageOverTime, while in 2nd Edition, a baazrag's saliva contains a toxin that [[AntiRegeneration slows natural healing to 20% of its normal rate]]. Their ''AD&D'' rules explain that this same toxicity also applies to the sack of fluid beneath their armored shell, so that it will sicken those who drink from a slaughtered baazrag.
* SexShifter: Their 4E entry explains that all baazrags are born female, but if one grows into a larger potential breeder, several of the pack's members will turn male to produce eggs.

to:

* AttackAnimal: Downplayed; baazrags can be domesticated as guard beasts, but they're more commonly used as to get rid of household pests, or in teams to pull wagons.
* PersonalSpaceInvader: Their 4E rules let basic baazrags latch onto victims they hit with their bite attack, getting dragged along by their opponent as the beast gnaws on them in subsequent rounds.
*
PoisonousPerson: In 4th Edition, their bite attacks deal gnawing deals poisonous DamageOverTime, while in 2nd Edition, a baazrag's saliva contains a toxin that [[AntiRegeneration slows natural healing to 20% of its normal rate]]. Their ''AD&D'' rules explain that this same toxicity also applies to the sack of fluid beneath their armored shell, so that it will sicken those who drink harvest it from a slaughtered baazrag.
* PsychicPowers: The baazrag breeders statted in 4th Edition have the psionic power to [[LuringInPrey lure prey closer to them]], and also psychic sensitivity in general -- if one takes psychic damage from an enemy, [[TurnsRed it immediately charges at the offending creature.]]
* SexShifter: Their 4E entry explains that all baazrags are born female, but if one grows into a larger potential breeder, several of the pack's members of the pack will turn male to produce eggs.

Added: 1488

Changed: 2

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[[folder:Baazrag]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_baazrag_4e.png]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Natural Beast (4E)\\
'''Challenge Rating:''' 1 (gnawer), 3 (swarm), 5 (breeder) (4E)\\
'''Alignment:''' Unaligned

Small, armored, desert-dwelling animals that are timid when encountered singly, but dangerous in packs.
----
* AttackAnimal: Downplayed; baazrags can be domesticated as guard beasts, but they're more commonly used as to get rid of household pests, or in teams to pull wagons.
* PoisonousPerson: In 4th Edition, their bite attacks deal poisonous DamageOverTime, while in 2nd Edition, a baazrag's saliva contains a toxin that [[AntiRegeneration slows natural healing to 20% of its normal rate]]. Their ''AD&D'' rules explain that this same toxicity also applies to the sack of fluid beneath their armored shell, so that it will sicken those who drink from a slaughtered baazrag.
* SexShifter: Their 4E entry explains that all baazrags are born female, but if one grows into a larger potential breeder, several of the pack's members will turn male to produce eggs.
* TheSwarm: As mentioned, an individual baazrag isn't too dangerous, and would rather flee than engage in combat, but if pressed, the rest of the pack will turn up to help deal with the threat. 4th Edition even has stats for a group of baazrags that use the swarm rules, letting them pull down and mob opponents.
[[/folder]]



Intelligent, magical creatures resembling dog-sized rodents, much sought by mages and pouchers alike. Not to be confused with the 3rd Edition mindbending character class.

to:

Intelligent, magical creatures resembling dog-sized rodents, much sought by mages and pouchers poachers alike. Not to be confused with the 3rd Edition mindbending character class.
Is there an issue? Send a MessageReason:
None


Intelligent, magical creatures resembling dog-sized rodents, much sought by mages and pouchers alike. Not to be confused with 3rd Edition mindbending character class.

to:

Intelligent, magical creatures resembling dog-sized rodents, much sought by mages and pouchers alike. Not to be confused with the 3rd Edition mindbending character class.



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_death_tyrant_5e.jpeg]]

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholder_death_tyrant_5e.jpeg]] org/pmwiki/pub/images/d&d_death_tyrant_5e_transparent.png]]
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[[folder:Beguiler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_beguiler_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned

Intelligent, magical creatures resembling dog-sized rodents, much sought by mages and pouchers alike. Not to be confused with 3rd Edition mindbending character class.
----
* ChameleonCamouflage: Beguilers can freely alter the coloration of their fur (so long as it's dry), allowing them to blend in with their surroundings or create colorful patterns, even turning plaid if they wish. It's rumored that a beguiler pelt retains or can recover this trait with the proper treatment, leading alchemists to pay good sums for them.
* EyeOfNewt: Their eyes, as well as the frontal lobes of a beguiler's brain, can be used as material components to cast ''true sight'', ''detect invisibility'', ''locate object'' and ''vision.''
* {{Familiar}}: Wizards prize them as such for their magical abilities, though beguilers are often captured and raised as "ordinary" pets as well, [[SapientPet despite their sapience.]]
* ItCanThink: They're highly-intelligent and capable of speaking Common and their own language.
* PrehensileTail: Their two-foot-long, hairless tails are strong and dexterous enough to use items, or even wield weapons.
* TrueSight: Beguilers benefit from a constant ''true seeing'' effect, allowing them to pierce illusions and detect invisible foes. It's thought that this, along with their camouflage ability, is a defense against their natural predator, the ethereal marauder.
[[/folder]]

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* MobySchtick: The ''Ecology of the Bulette'' article in ''Dragon'' #74 focuses chiefly on a hunter named A'ahb retelling his hunt of a legendary albino bulette named Mobh Idich.

to:

* LandShark: Bulettes are armored, shark-shaped monsters that burrow through earth and sand, often with just their dorsal fins poking through, attacking anything they can find.
* MobySchtick: The ''Ecology of the Bulette'' article in ''Dragon'' ''Magazine/{{Dragon}}'' #74 focuses chiefly on a hunter named A'ahb retelling his hunt of a legendary albino bulette named Mobh Idich.
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->'''Origin:''' ''TabletopGames/ForgottenRealms''\\

to:

->'''Origin:''' ''TabletopGames/ForgottenRealms''\\''TabletopGame/ForgottenRealms''\\

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* MakeMeWannaShout: Once per hour, a bainligor can emit a burst of ultrasound that deals damage and may stun their victim, or even leave them permanently deafened.



* 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.

to:

* 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.communicate with other creatures.
* SuperScream: Once per hour, a bainligor can emit a burst of ultrasound that deals damage and may stun their victim, or even leave them permanently deafened.



* DeathTrap: A bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack. Any who survive the plant's attacks will be disappointed to find that the fruits and bitter and provide no sustenance.

to:

* DeathTrap: A bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack. Any who survive the plant's attacks will be disappointed to find that the fruits and are bitter and provide no sustenance.



->'''Classification:''' Vermin (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:'''
Vermin (3E)\\



->'''Classification:''' Monstrous Humanoid (3E), Humanoid (4E), Giant (5E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:'''
Monstrous Humanoid (3E), Humanoid (4E), Giant (5E)\\



* 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 reverts to their original design, then 5th Edition depicts them as something like a Huge, bipedal mix of a ceratopian and ankylosaur.

to:

* ArtEvolution: Their ''AD&D'' 2nd Edition 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 reverts to their original design, then 5th Edition depicts them as something like a Huge, bipedal mix of a ceratopian and ankylosaur.



* PsychicPowers: Like most life from the world of [[TabletopGame/DarkSun Athas]], braxats are naturally psionic. Beyond powers such as ''[[{{Intangibility}} blink]]'', ''[[{{Teleportation}} dimension door]]'' or ''[[SupernaturalFearInducer fear]]'' (the specific powers varying by edition), they can also use a ''mind blast'' to stun prey in 3rd Edition, while 4th and 5th Edition let braxats throw up a telekinetic barrier to block an incoming attack.

to:

* PsychicPowers: Like most life from the world of [[TabletopGame/DarkSun Athas]], Athas, braxats are naturally psionic. Beyond powers such as ''[[{{Intangibility}} blink]]'', ''[[{{Teleportation}} dimension door]]'' or ''[[SupernaturalFearInducer fear]]'' (the specific powers varying by edition), they can also use a ''mind blast'' to stun prey in 3rd Edition, while 4th and 5th Edition let braxats throw up a telekinetic barrier to block an incoming attack.



->'''Classification:''' Natural Humanoid (4E), Giant (5E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:'''
Natural Humanoid (4E), Giant (5E)\\



* 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 due to the shame of 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]], 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 due to the shame of being captured, and out of shame for their people's primitive lifestyle.



* SpeaksFluentAnimal: One-in-ten broken ones can communicate with the type of creature they resemble.

to:

* SpeaksFluentAnimal: One-in-ten One in ten broken ones can communicate with the type of creature they resemble.



->'''Alignment:''' Unaligned

to:

->'''Alignment:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:'''
Unaligned



->'''Classification:''' Monstrous Humanoid (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:'''
Monstrous Humanoid (3E)\\

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->'''Classification:''' Aberration (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:'''
Aberration (3E)\\



->'''Classification:''' Aberration (3E, 5E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGames/ForgottenRealms''\\
'''Classification:'''
Aberration (3E, 5E)\\



->'''Classification:''' Immortal Humanoid (4E), Aberration (5E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:'''
Immortal Humanoid (4E), Aberration (5E)\\



->'''Classification:''' Elemental (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:'''
Elemental (3E)\\



->'''Alignment:''' ChaoticEvil

to:

->'''Alignment:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:'''
ChaoticEvil



* BioweaponBeast: No one knows for sure where the bi-nou came from, though the prevailing theories are that they're the result of drow experiments, or were created by the mad mage [[TabletopGame/ForgottenRealms Halaster Blackcloak]] to serve as guardians. At any rate, and despite their innate hostility towards warm-blooded life, bi-nou have been known to ally with drow, guarding the borders of their settlements from intruders.

to:

* BioweaponBeast: No one knows for sure where the bi-nou came from, though the prevailing theories are that they're the result of drow experiments, or were created by the mad mage [[TabletopGame/ForgottenRealms Halaster Blackcloak]] Blackcloak to serve as guardians. At any rate, and despite their innate hostility towards warm-blooded life, bi-nou have been known to ally with drow, guarding the borders of their settlements from intruders.



->'''Classification:''' Fey (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:'''
Fey (3E)\\



->'''Classification:''' Outsider (3E), Humanoid (4E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:'''
Outsider (3E), Humanoid (4E)\\



* 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.

to:

* ArtEvolution: Bladelings have gotten less spiky across the editions, from being nothing but ''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.



* DeathTrap: A bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack.
* 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.

to:

* DeathTrap: A bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack.
attack. Any who survive the plant's attacks will be disappointed to find that the fruits and bitter and provide no sustenance.
* 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.



->'''Alignment:''' NeutralEvil

to:

->'''Alignment:''' ->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Alignment:'''
NeutralEvil



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

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[[quoteright:300:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_imp_3e.png]]
[[caption-width-right:300:3e]]
org/pmwiki/pub/images/d&d_bog_imp_fix_3e.jpg]]
[[caption-width-right:350:3e]]



[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_boneleaf_3e.png]]
[[caption-width-right:250:3e]]

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[[quoteright:250:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_boneleaf_3e.org/pmwiki/pub/images/d&d_boneleaf_fix_3e.png]]
[[caption-width-right:250:3e]] [[caption-width-right:350:3e]]

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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.

to:

[[folder:Notes on the Entries]]
*
A creature's '''Origin''' denotes the specific campaign setting it debuted in, if any. This is not to say that setting is the only place that creature entry's can be found -- ''D&D'' has a long history of repackaging creatures from sub-settings for general use, and ultimately the DM decides what appears in a game.
* A creature'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. 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. 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.
[[/folder]]



->'''Classification:''' Outsider (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:'''
Outsider (3E)\\



->'''Classification:''' Fey (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:'''
Fey (3E)\\



->'''Classification:''' Humanoid (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:'''
Humanoid (3E)\\



->'''Classification:''' Magical Beast (3E), Immortal Magical Beast (4E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:'''
Magical Beast (3E), Immortal Magical Beast (4E)\\



* TheNoseless: Banshares breath through holes in the sides of their heads, hidden by their hair.

to:

* TheNoseless: Banshares breath breathe through holes in the sides of their heads, hidden by their hair.



->'''Classification:''' Magical Beast (3E), Natural Magical Beast (4E), Monstrosity (5E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:'''
Magical Beast (3E), Natural Magical Beast (4E), Monstrosity (5E)\\



[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_beholderkin_2e.jpg]]
[[caption-width-right:300:2e]]



* EliteMook
** Elder orbs, unusually long-lived and ancient beholders that are biologically immortal and develop sorcerous powers.
** Beholder mages undergo a ritual removal of their central eye, becoming powerful spellcasters in exchange.

to:

* EliteMook
**
EliteMook: Elder orbs, unusually long-lived and ancient beholders that are biologically immortal and develop sorcerous powers.
** Beholder mages undergo a ritual removal of their central eye, becoming powerful spellcasters in exchange.
powers.



* SelfHarmInducedSuperpower: Beholders are already potent arcanists thanks to their eye-rays, but if one wants to learn ''new'' magic, they have to do something about their central anti-magic eye. Thus, beholder magi must put out their central eye at the start of their arcane study, but gain the ability to convert their existing eyestalks into "spellstalks" that cast additional magic.



->'''Classification:''' Undead (3E, 5E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:'''
Undead (3E, 5E)\\



->'''Classification:''' Aberration (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:'''
Aberration (3E)\\



* {{Tulpa}}: When beholders dream obsessively about a specific subject, their dreams can manifest as the beholderkin, beholder-like entities with bodies and abilities shaped by the traits of the dreams that gave them birth.

to:

* {{Tulpa}}: When In 5th Edition, when beholders dream obsessively about a specific subject, their dreams can manifest as the beholderkin, beholder-like entities with bodies and abilities shaped by the traits of the dreams that gave them birth.



->'''Classification:''' Aberration (3E, 5E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:'''
Aberration (3E, 5E)\\



->'''Classification:''' Aberration (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:'''
Aberration (3E)\\



->'''Classification:''' Aberration (5E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:'''
Aberration (5E)\\



->'''Classification:''' Aberration (3.5E, 5E), Aberrant Magical Beast (4E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:'''
Aberration (3.5E, 5E), Aberrant Magical Beast (4E)\\



->'''Classification:''' Aberration (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:'''
Aberration (3E)\\



->'''Classification:''' Aberration (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:'''
Aberration (3E)\\
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according to the toku shows, anyway

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* GratuitousJapanese: Their name is simply Japanese for monster.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bonetree_3e.png]]
[[caption-width-right:350:3e]]



* BlindedByTheLight: A bonetree's trunk is charged with energy, which is released whenever it takes damage, forcing all nearby to save or be blinded for a round.
* CombatTentacles: As soon as a bonetree senses prey, a mass of tentacles erupt from the holes in its trunk, effectively an area-of-effect attack against everything within 30 feet of it.
* IncreasinglyLethalEnemy: After a bonetree has drained 3 points of Constitution from one or more victims, it can "sweat" a mixture of enzyme and liquified bone that hardens in the space of a round into interlocking armored plates that double its natural armor bonus. After draining 6 points of Constitution, it can similarly add bony spurs to its vines, tripling their damage.
* ManEatingPlant: Downplayed in that while they prey upon animals, bonetrees are specifically after bone. Also, unlike most ''D&D'' plant monsters, bonetrees are completely immobile.

to:

* BlindedByTheLight: A bonetree's trunk is charged with energy, which is released in a flash of light whenever it takes damage, forcing all nearby to save or be blinded for a round.
* BotanicalAbomination: They look something like a bulbous mangrove tree with exposed roots and leafless branches, covered in hundreds of knots and jagged holes that hide its stinging vines.
* CombatTentacles: As soon as a bonetree senses prey, a mass of tentacles erupt from the holes in its trunk, effectively an area-of-effect attack against attacking everything within 30 feet of it.
* IncreasinglyLethalEnemy: After a bonetree has drained 3 points of Constitution from one or more victims, it can "sweat" a mixture of enzyme enzymes and liquified bone that instantly hardens in the space of a round into interlocking armored plates that double its natural armor bonus. After draining 6 points of Constitution, it can similarly add bony spurs to its vines, tripling their damage.
damage. The spurs drop off after 10 minutes (and are picked up and re-eaten by the tree), while its improved natural armor decays over the next three hours before similarly being re-absorbed.
* ManEatingPlant: Downplayed in that while they prey upon animals, bonetrees are specifically after bone.bone, not meat. Also, unlike most ''D&D'' plant monsters, bonetrees are completely immobile.

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[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned

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

to:

[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
[[caption-width-right:350:2e]]
->'''Alignment:'''
[[folder:Bonetree]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:'''
Unaligned

Remarkably speedy inch-long worms whose hunger for paper, leather and wood makes them Horrible swamp-dwelling carnivorous trees, which subsist upon their prey's bones. They're unrelated to the bane of librarians everywhere.boneleaves above.



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

to:

* ChameleonCamouflage: Their bodies are normally gray, but bookworms can change their hue to blend in BlindedByTheLight: A bonetree's trunk is charged with their surroundings.
* LampreyMouth: It's just
energy, which is released whenever it takes damage, forcing all nearby to save or be blinded for feeding, though, they don't actually have a round.
* CombatTentacles: As soon as a bonetree senses prey, a mass of tentacles erupt from the holes in its trunk, effectively
an area-of-effect attack against everything within 30 feet of it.
* IncreasinglyLethalEnemy: After a bonetree has drained 3 points of Constitution from one or more victims, it can "sweat" a mixture of enzyme and liquified bone
that hardens in the space of a round into interlocking armored plates that double its natural armor bonus. After draining 6 points of Constitution, it can deal damage similarly add bony spurs to a living creature.
its vines, tripling their damage.
* LiteralBookworm: They are tiny worms that, ManEatingPlant: Downplayed in 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 prey upon animals, bonetrees are specifically after bone. Also, unlike most ''D&D'' plant monsters, bonetrees are completely immobile.
* NonHealthDamage: Their vines can attach filaments to a paralyzed victim that excrete an enzyme that dissolves bone without harming the surrounding tissues. In gameplay terms, this means a point of Constitution drain each round (with NoSavingThrow)
until it poisons them. On the plus side, the ink stored inside their corpses victim is torn free by an opposed Strength check.
* TheParalyzer: A bonetree's stinging vines carry
a potent ingredient for AntiMagic.poison that deals Dexterity damage, with a secondary effect of paralyzing victims.
* RoarBeforeBeating: A variant; when a bonetree senses prey, its tentacle-branches rattle in anticipation, producing a sound similar to a nest of rattlesnakes.
* WeakToFire: Averted; unlike most plant enemies, bonetrees are resistant to fire damage.


Added DiffLines:

[[folder:Bookworm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bookworm.jpg]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned

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

to:

[[folder:Blackstone Gigant]]
[[quoteright:300:https://static.
[[folder:Blackroot Marauder]]
[[quoteright:346:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blackstone_gigant.org/pmwiki/pub/images/d&d_blackroot_marauder_3e.png]]
[[caption-width-right:300:3e]][[caption-width-right:346:3e]]



'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' Unaligned

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

to:

'''Challenge Rating:''' 18 5 (3E)\\
'''Alignment:''' Unaligned

Gargantuan statues
NeutralEvil

Dark, thorny saplings the size and shape
of fearsome, eight-armed women usually humanoids, created to guard a sacred site.by evil clerics or druids as sentinels and hunters.



* 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.

to:

* CreepySouvenir: Blackstone gigants often take trophies HeWasRightThereAllAlong: They are expectedly good at blending into wooded surroundings, and cunning and patient enough to make the most of their natural camouflage. "A swarm of marauders might slowly creep up on an encampment or castle, shifting into position so slowly that their prey fails to notice the gradual rise in the number of trees and the density of the underbrush in the area."
* PoisonousPerson: Their claws and thorns carry a damaging poison.
* SpikeShooter: They can fire volleys of thorns
from their victims, wearing belts of petrified arms or necklaces of petrified heads.
* {{Flight}}: Despite
bodies as a ranged attack, which does more damage than their size claws.
* SupernaturalSensitivity: Beyond [[SuperSenses tremorsense]], blackroot marauders can ''detect good'' at will, helping them spot
and weight, they have a perfect 40-foot flight speed.
* LivingStatue: Not only is the blackstone gigant one, it can animate
stalk any victims of its petrification attacks, do-gooders who might trouble their creators.
* WhenTreesAttack: Blackroot marauders are made in a fairly simple ritual in
which serve as its minions a wild sapling no more than seven feet tall is kept out of direct sunlight for 20 rounds, after a month, over which point they can't be animated again. The blackstone gigant usually takes the time to smash any useless statues, to prevent any applications it's watered with the blood of ''stone to flesh'' mid-fight.
* MultiArmedAndDangerous: They have eight limbs,
an intelligent creature at sunrise and thus fearlessly wade sunset. At the end of the month, the spells ''animate plants'', ''command plants'', ''detect good'' and ''poison'' are cast on the sapling, and 5,000 gp of crushed rubies are scattered around it, turning it 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
an intelligent, ambulatory guardian. The catch is that this procss creates a blackstone gigant's slam attack has to save or be turned to stone.
* TrampledUnderfoot: They're large and heavy
woody, thorny ''construct'', not a plant monster, though blackroot marauders retain enough vitality to deal trample damage be able to creatures slowly recover hit points if they move over.rest in loamy soil.



[[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), 6 (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' LawfulEvil or LawfulNeutral (3E), Any (4E)

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

to:

[[folder:Bladeling]]
[[quoteright:320:https://static.
[[folder:Blackstone Gigant]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_bladeling_3e.org/pmwiki/pub/images/d&d_blackstone_gigant.png]]
[[caption-width-right:320:3e]]
[[caption-width-right:300:3e]]
->'''Classification:''' Outsider (3E), Humanoid (4E)\\
Construct (3E)\\
'''Challenge Rating:''' 1 (3E), 6 (4E)\\
'''Playable:''' 4E\\
18 (3E)\\
'''Alignment:''' LawfulEvil or LawfulNeutral (3E), Any (4E)

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

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



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

to:

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



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

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

to:

[[folder:Blazewyrm]]
[[quoteright:350:https://static.
[[folder:Bladeling]]
[[quoteright:320:https://static.
tvtropes.org/pmwiki/pub/images/d&d_blazewyrm_4e.org/pmwiki/pub/images/d&d_bladeling_3e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:320:3e]]
->'''Classification:''' Elemental Outsider (3E), Elemental Magical Beast Humanoid (4E)\\
'''Challenge Rating:''' 5 1 (3E), 4 6 (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' ChaoticEvil LawfulEvil or LawfulNeutral (3E), Unaligned Any (4E)

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.



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

to:

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


Added DiffLines:

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

Dragon-shaped fire elementals that delight in immolating everything they come across.
----
* AchillesHeel: Like anything with the fire subtype, they take extra damage from cold attacks.
* DanceBattler: A variant; a blazewyrms' signature "Tumbling Flame" attack has them whirling and crackling through an opponent's square on the battle map, dealing heavy fire damage. They do have a bite attack they can fall back on, but it's not nearly as effective.
* EvilLivingFlames: Blazewyrms are creatures of living fire in the shape of dragons, and spend their time seeking out things and creatures to burn to ashes for no other reason than that they like doing it.
* ForTheEvulz: Blazewyrms don't require any sort of sustenance, but they still enjoy attacking other creatures.
* HorseOfADifferentColor: Blazewyrms have been likened to the Elemental Plane of Fire's version of wyverns, and as such, some more intelligent beings of fire like salamanders sometimes tame blazewyrms as mounts.
[[/folder]]
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* MultipleChoicePast: Nobody truly knows where they came from, though since they resemble Beholders to a startling degree, the prevailing theory is that they came from parasitic fungi that fed on the corpses of Beholders and were changed by the latent magic of the aberrations. However, other theories posit that they were created on purpose by beholder mages, illithids or even [[MushroomMan myconids]].
* OneHitPointWonder: According to the 5E ''Monster Manual'', the average Gas Spore only has a single hit point.[[note]] 1d10 - 4 hit points. [[/note]]
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!!Gorbel
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_gorbel_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned

Three-foot-wide spherical animals that are either a distant relative of true beholders or the product of a mage's experiments
----
* ArmedLegs: They attack by quickly drifting into a target and latching on with their clawed feet, and once attached a gorbel will keep dealing clawing damage each round until either it or its target are dead. On the upside, they're quite easy to hit once they've attached to a foe.
* AttackAttackAttack: These unintelligent creatures attack and try to eat anything that moves, which can include trees swaying in the breeze.
* ConstantlyCurious: They tend to investigate anything out of the ordinary in their territory (such as an adventuring party's camp), frantically mewing like a kitten if they find something that catches their interest... which they then try to attack and eat.
* DefeatEqualsExplosion: Their rubbery hides are immune to blunt weapons, but any hit with a piercing or slashing weapon, or any sort of magical damage, will make a gorbel explode for minor damage in a 5-foot radius. Since gorbels aren't immune to each others' blast damage, this means that one well-placed attack can trigger a chain reaction that wipes out an entire gorbel herd at once.
* LivingGasbag: Zig-zagged; gorbels' rubbery red bodies are filled with a pyrophoric gas, and they're much faster drifting through the air than plodding on the ground, but sages believe their actual method of propulsion is magic similar to a ''levitation'' spell.
* OrganDrops: Their six eyes, while incapable of producing magic rays like true beholders, can be harvested as components for ''wizard eye'' spells or similar magic. Similarly, gorbels' pyrophoric gas can be collected to make ''potions of fire breath'', and their rubbery hides, if harvested intact, can be used to make lighter-than-air craft.
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* MimicSpecies: Gas spores greatly resemble much more dangerous beholders. They are almost completely harmless if left alone, but their mimicry goads beholder-slayers into attacking them and releasing their clouds of toxic spores.

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->'''Alignment:''' ChaoticEvil

to:

->'''Alignment:''' ->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:'''
ChaoticEvil



* BlindedByTheLight: Blindheims' eyes shine like searchlights when their two sets of eyelids are fully opened, potentially blinding other creatures for as long as 20 rounds -- creatures with infravision or sensitivity to bright light, such as goblins or drow, are particularly susceptible to this attack.

to:

* BlindedByTheLight: Blindheims' eyes shine like searchlights when their two sets of eyelids are fully opened, potentially blinding other creatures for as long as 20 rounds a minute or so -- creatures with infravision or sensitivity to bright light, such as goblins or drow, are particularly susceptible to this attack.

Added: 2490

Changed: 5150

Removed: 88

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[[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), 10 (4E), 3 (5E)\\
'''Alignment:''' Unaligned

Hulking, eight-legged reptiles with deadly gazes.

to:

[[folder:Basilisk]]
[[folder:Bariaur]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_basilisk_5e.org/pmwiki/pub/images/d&d_bariaur_3e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
Outsider (3E)\\
'''Challenge Rating:''' 5 (3E), 10 (4E), 3 (5E)\\
1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' Unaligned

Hulking, eight-legged reptiles with deadly gazes.
ChaoticGood

Natives of the Heroic Domains of Ysgard, these tauric beings possess the upper bodies of humanoids and the lower bodies of mountain sheep or goats



* BasiliskAndCockatrice: Large, many-legged lizards whose gaze turns people to stone.
* 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.
* EatDirtCheap: Basilisks are robust omnivores, and can feed upon the statues of creatures killed by their gaze.
* 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.
* 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 to stone.
* 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
AllThereInTheManual: Very little information was provided about the bariaur in the original ''TabletopGame/{{Planescape}}'' run; instead, their petrifying glares can use an acidic BreathWeapon a few times per day.
* EatDirtCheap: Basilisks are robust omnivores,
creator went on to write two sourcebooks all about them and can feed upon the statues of creatures killed by made them freely available online, fleshing out their gaze.
* 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.
* TakenForGranite: Meeting a basilisk's supernatural gaze can be enough to rapidly transform a victim into porous stone,
culture and their lairs spirituality.
* AnimalGenderBender: A small minority of females are born with horns like a ram, whilst an even smaller minority of males are born hornless.
* GenderRestrictedAbility: Cultural more than physical, but in bariaur society, only ewes (or hornless rams) practice magic, whilst rams (and horned ewes) practice martial combat.
* IResembleThatRemark: Literally! Bariaur ''hate'' to be compared to centaurs, and regard it as quite insulting, but they share the exact same body structure, the same herbivorous appetite, and even many cultural traits.
* NoGuyWantsAnAmazon: Horned ewes are considered very unlucky and unappealing in bariaur culture, which actually drives many of them to study martial combat; they're outcasts anyway, so they may as well gain the strength to force others to respect them.
* OurCentaursAreDifferent: They're extraplanar beings who resemble mountain sheep or goats with the torso of a humanoid being growing from where the head should be.
* SpiritedCompetitor: Bariaur flocks often meet on Ysgard's plains to engage in singing or tale-telling contests, or play a game much like polo. "Human observers often mistake the rivalry for pride or pettiness, and
are often strewn with completely flabbergasted when, at the petrified remnants end of a festival, the bariaur depart on the friendliest terms." It's not unknown for two questing bariaur who happen to meet to abandon their mission for a few hours (or days) to have a good-natured race or other creatures.
contest.
* 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
UseYourHead: It goes without saying that horned bariaur can deliver killer headbutts, especially if they can build up ramming speed first.
* WanderingCulture: Bariaurs' natural wanderlust keeps them from establishing permanent settlements (with
the Abyss exception of the town of Steadfast), and can smite good once per day.
* VertebrateWithExtraLimbs: They typically have eight legs despite looking like lizards.
most don't bother constructing houses for themselves.



[[folder:Battlebriar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_battlebriar_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E), Natural Animate (4E)\\
'''Challenge Rating:''' 7 (lesser), 15 (standard) (3E); 14 (4E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E)

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

to:

[[folder:Battlebriar]]
[[folder:Basilisk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_battlebriar_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_basilisk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Plant Magical Beast (3E), Natural Animate (4E)\\
Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (lesser), 15 (standard) (3E); 14 (4E)\\
5 (3E), 10 (4E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E)

Plant creatures created for war, and named for the
Unaligned

Hulking, eight-legged reptiles with
deadly thorns covering their bodies.gazes.



* 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.

to:

* BioweaponBeast: The original battlebriars were intended BasiliskAndCockatrice: Large, many-legged lizards whose gaze turns people to stone.
* DragonAncestry: Dracolisks are {{Hybrid Monster}}s thought
to be living siege engines, and while the Large-sized, "lesser" battlebriars are often found serving other creatures, most Huge battlebriars descended from a black dragon. They have gone rogue. A single full-sized battlebriar is more than six legs and a pair of wings that are only capable of wiping out a village by itself.
* ImpaledWithExtremePrejudice: Hence the nickname "warbound impaler." Battlebriars
short bursts of flight, and on top of their petrifying glares can attempt to impale use an acidic BreathWeapon a grappled opponent few times per day.
* EatDirtCheap: Basilisks are robust omnivores, and can feed
upon the thorns covering statues of creatures killed by their bodies, allowing them to carry on fighting while gaze.
* PoisonousPerson: ''AD&D''[='s=] greater basilisks not only retain the petrifying stare of
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
lesser cousins, their foul breaths are so poisonous that adjacent creatures have found battlebriars to save or die.
* TakenForGranite: Meeting a basilisk's supernatural gaze can
be intractable and uncaring. They're just smart enough to use rapidly transform a victim into porous stone, and their combat abilities to lairs are often strewn with the fullest advantage, by trampling masses petrified remnants of small enemies, firing thorns at fleeing opponents, wading into melee to expose as many creatures as possible to other creatures.
* UndergroundMonkey:
** Venom-eye basilisks inflict poisoning with
their spines, etc.
* MultiArmedAndDangerous: Battlebriars have six limbs,
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 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.



[[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), 14 (4E), 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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[[folder:Behir]]
[[folder:Battlebriar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_behir_5e.jpeg]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_battlebriar_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast Plant (3E), Natural Magical Beast (4E), Monstrosity (5E)\\
Animate (4E)\\
'''Challenge Rating:''' 8 (3E), 7 (lesser), 15 (standard) (3E); 14 (4E), 11 (5E)\\
(4E)\\
'''Alignment:''' NeutralEvil (1E-2E, 5E), TrueNeutral (3E), Unaligned (4E)

40-foot-long, twelve-legged serpents who breathe lightning Plant creatures created for war, and hate dragons.named for the deadly thorns covering their bodies.


Added DiffLines:

* BioweaponBeast: The original battlebriars were intended to be living siege engines, and while the Large-sized, "lesser" battlebriars are often found serving other creatures, most Huge battlebriars have gone rogue. A single full-sized battlebriar is more than capable of wiping out a village by itself.
* ImpaledWithExtremePrejudice: Hence the nickname "warbound impaler." Battlebriars can attempt to impale a grappled opponent 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), 14 (4E), 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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Added: 140

Removed: 216

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TRS cleanup


* DeathTrap: A bloodthorn produces succulet, bright red berries year-round, whose appealing fragrance lures in prey for the plant to attack.



* 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.
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None

Added DiffLines:

* AxCrazy: 4th edition describes them as being "Among the [[EvilIsPetty pettiest]] and [[StupidEvil most mindlessly destructive]] of all humanoid societies."
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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]]'', ''[[{{Teleportation}} dimension door]]'' or ''[[SupernaturalFearInducer fear]]'' (the specific powers varying by edition), they can also use a ''mind blast'' to stun 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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* PsychicPowers: Like most life from the world of [[TabletopGame/DarkSun Athas]], braxats are naturally psionic. Beyond powers such as ''[[{{Intangibility}} blink]]'', ''[[{{Teleportation}} dimension door]]'' or ''[[SupernaturalFearInducer fear]]'' (the specific powers varying by edition), they can also use a ''mind blast'' to stun prey in 3rd Edition, while 4th and 5th Edition lets let braxats throw up a telekinetic barrier to block an incoming attack.

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