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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
to:
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ [[Characters/DungeonsAndDragonsCreaturesNToO N to O]] | [[Characters/DungeonsAndDragonsCreaturesPToQ P to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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->'''Classification:''' Undead (3E)\\
to:
'''Classification:''' Undead (3E)\\
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[[folder:Dread Ram]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dread_ram_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Undead warbeasts that can smash apart groups of foes with their rotten bulk or rout them with their abilities.
----
* BeastOfBattle: Dread rams are most often seen supporting other undead creatures, acting as mounts, shock cavalry, or simple beasts of burden.
* BreathWeapon: Once per day, a dread ram can unleash a 10-foot cone of green ColdFire.
* {{Knockback}}[=/=]TrampledUnderfoot: They can do both at once, bull-rushing one foe through another's space to deal trample damage. Dread rams even have special rules simulating a Constitution score for the purposes of calculating bull rush attempts.
* SkullForAHead: They look mostly like one-ton, zombified rams, though their heads are fleshless (and have [[TechnicolorFire eerie green flames]] licking from their eye sockets and mouths).
* SupernaturalFearInducer: They have a frightful presence when charging that can leave other creatures shaken.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dread_ram_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Undead warbeasts that can smash apart groups of foes with their rotten bulk or rout them with their abilities.
----
* BeastOfBattle: Dread rams are most often seen supporting other undead creatures, acting as mounts, shock cavalry, or simple beasts of burden.
* BreathWeapon: Once per day, a dread ram can unleash a 10-foot cone of green ColdFire.
* {{Knockback}}[=/=]TrampledUnderfoot: They can do both at once, bull-rushing one foe through another's space to deal trample damage. Dread rams even have special rules simulating a Constitution score for the purposes of calculating bull rush attempts.
* SkullForAHead: They look mostly like one-ton, zombified rams, though their heads are fleshless (and have [[TechnicolorFire eerie green flames]] licking from their eye sockets and mouths).
* SupernaturalFearInducer: They have a frightful presence when charging that can leave other creatures shaken.
[[/folder]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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See also the [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]], [[Characters/DungeonsAndDragonsFiendsDemons Demons]], [[Characters/DungeonsAndDragonsFiendsDevils Devils]], [[Characters/DungeonsAndDragonsDragons Dragons]], [[Characters/DungeonsAndDragonsGiants Giants]], [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]], [[Characters/DungeonsAndDragonsUndead Undead]], and [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] subpages for information about those respective creatures.
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migrating from Undead page
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
[[folder:Deadborn Vulture]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deadborn_vulture_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast to Undead (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil
These giant fliers have been corrupted by evil spellcasters into loyal mounts that continue to serve even after death.
----
* BreathWeapon: A living deadborn vulture can blast other creatures with its foul breath, once per day. This functions as a conical breath weapon that nauseates victims.
* ClippedWingAngel: While a deadborn vulture's disease grows more potent after it dies, in most ways becoming a zombie is a step down for it, as it's limited to a single action per turn, and becomes so stupid that it's liable to land to continue fighting instead of continuing flyby attacks from the air.
* DeceasedAndDiseased: Even a living deadborn vulture's claw attacks are so filthy that they carry a Strength-damaging disease, but once it transitions into a zombie, the save DC for that disease goes up.
* RevivingEnemy: A variant. If a living deadborn vulture is slain, it instantly becomes a deadborn vulture zombie, a transition so seamless that it doesn't interrupt the creature's flying. Once the zombie runs out of hit points, it's done for good.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deadborn_vulture_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast to Undead (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil
These giant fliers have been corrupted by evil spellcasters into loyal mounts that continue to serve even after death.
----
* BreathWeapon: A living deadborn vulture can blast other creatures with its foul breath, once per day. This functions as a conical breath weapon that nauseates victims.
* ClippedWingAngel: While a deadborn vulture's disease grows more potent after it dies, in most ways becoming a zombie is a step down for it, as it's limited to a single action per turn, and becomes so stupid that it's liable to land to continue fighting instead of continuing flyby attacks from the air.
* DeceasedAndDiseased: Even a living deadborn vulture's claw attacks are so filthy that they carry a Strength-damaging disease, but once it transitions into a zombie, the save DC for that disease goes up.
* RevivingEnemy: A variant. If a living deadborn vulture is slain, it instantly becomes a deadborn vulture zombie, a transition so seamless that it doesn't interrupt the creature's flying. Once the zombie runs out of hit points, it's done for good.
[[/folder]]
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[[folder:Death Linen]]
[[quoteright:316:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_linen_2e.png]]
[[caption-width-right:316:3e]]
->'''Alignment:''' ChaoticEvil
Bedsheets, pillowcases and other cloth items that have become animate and murderous.
[[quoteright:316:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_linen_2e.png]]
[[caption-width-right:316:3e]]
->'''Alignment:''' ChaoticEvil
Bedsheets, pillowcases and other cloth items that have become animate and murderous.
to:
[[folder:Death Linen]]
[[quoteright:316:https://static.Knight]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_linen_2e.org/pmwiki/pub/images/d&d_death_knight_5e.png]]
[[caption-width-right:316:3e]]
->'''Alignment:''' ChaoticEvil
Bedsheets, pillowcases[[caption-width-right:349:5e]]
->'''Classification:''' Undead (3E-5E)\\
'''Challenge Rating:''' Base creature's +3 (3E), 17 (4E, 5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)
Death knights are powerful andother cloth items that have become animate intelligent undead warriors. Often they were skilled warriors in life, and murderous.were reanimated by dark forces who had need of their martial prowess.
[[quoteright:316:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Alignment:''' ChaoticEvil
Bedsheets, pillowcases
->'''Classification:''' Undead (3E-5E)\\
'''Challenge Rating:''' Base creature's +3 (3E), 17 (4E, 5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)
Death knights are powerful and
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* AchillesHeel: While death linens take next to no damage from blunt weapons, they're WeakToFire and ''slowed'' by at least a gallon of water being sloshed on them.
* AnimateInanimateObject: They are cloth objects given life by nightmares.
* BackFromTheDead: Even if a death linen is reduced to zero hit points, there's a 10% chance each month that its life force might infect a new set of sheets -- "After all, we all sleep, and we often have nightmares, which strengthen the strange beings." But if a year passes without a death linen returning, its life force dissipates.
* MistakenForUndead: While they resemble {{Bedsheet Ghost}}s, they're literally animated bedsheets rather than undead, and thus cannot be turned by priests or harmed by holy water.
* {{Poltergeist}}: Death linens are normal bedsheets that have become "infected with latent psychic forces born of nightmares," causing them to move and attack living creatures.
* SinisterSuffocation: If a death linen rolls high enough while attacking, it can begin to suffocate its target.
* SupernaturalFearInducer: The flopping, gyrating but disturbingly human form of an attacking death linen forces witnesses to save or flee in terror.
* AnimateInanimateObject: They are cloth objects given life by nightmares.
* BackFromTheDead: Even if a death linen is reduced to zero hit points, there's a 10% chance each month that its life force might infect a new set of sheets -- "After all, we all sleep, and we often have nightmares, which strengthen the strange beings." But if a year passes without a death linen returning, its life force dissipates.
* MistakenForUndead: While they resemble {{Bedsheet Ghost}}s, they're literally animated bedsheets rather than undead, and thus cannot be turned by priests or harmed by holy water.
* {{Poltergeist}}: Death linens are normal bedsheets that have become "infected with latent psychic forces born of nightmares," causing them to move and attack living creatures.
* SinisterSuffocation: If a death linen rolls high enough while attacking, it can begin to suffocate its target.
* SupernaturalFearInducer: The flopping, gyrating but disturbingly human form of an attacking death linen forces witnesses to save or flee in terror.
to:
* AchillesHeel: While TheAtoner: Rarely, but still happens. Some death linens take next to no damage from blunt weapons, they're WeakToFire and ''slowed'' by at least a gallon of water being sloshed on them.
* AnimateInanimateObject: Theyknights are cloth objects given life specifically made Undead by nightmares.
their gods until they atone for some sin. Most are evil creatures who turned undead voluntarily, however.
*BackFromTheDead: Even if a DemBones: Death knights are always skeletons, since the process involves burning away your flesh in Hellfire.
* FallenHero: A lot of deathlinen is reduced to zero hit points, there's knights are fallen heroes and paladins. The most iconic of their kind, lord Soth, has a 10% chance each month long and tragic story of jealousy and lust that its life force might infect a new set of sheets -- "After all, we all sleep, and we often have nightmares, which strengthen the strange beings." But if a year passes led to his fall. 5th edition has them as fallen paladins who died without a death linen returning, its life force dissipates.
* MistakenForUndead: Whileseeking atonement and were trapped in an undead purgatory by unknown powers until they resemble {{Bedsheet Ghost}}s, they're literally animated bedsheets rather than undead, and thus cannot be turned by priests or harmed by holy water.
redeem themselves.
*{{Poltergeist}}: GeniusBruiser: What makes a Death linens are normal bedsheets Knight such a formidable foe is that they aren't idiots. Most of them were powerful MagicKnight warriors in life, and upon being entered into the service of a darker power, have become "infected with latent psychic forces born only stronger. Notably their lowest stat as of nightmares," causing them 5E is a 11 Dex, and their Intelligence, Wisdom, and Charisma, are still higher than one might expect, all of which are at least +1.
* MagicKnight: Death knights wield formidable magic in addition tomove their deadly martial skills. Characters who try to stay out of a death knight's reach and attack living creatures.
it from afar will be in for a nasty surprise when it hurls a ball of hellfire at them.
*SinisterSuffocation: If MoralEventHorizon: InUniverse. Earlier editions specified that becoming a Death Knight required someone to commit an unspeakbly evil act, something that would get even demon cultists to shun you. And it must be done by your sword.
* ResurrectiveImmortality: In 5e, a slain Death Knight will eventually return to unlife, with the only way to truly move on being redemption.
* SoulJar: In 4th edition, a deathlinen rolls high enough while attacking, it can begin knight's soul is bound to suffocate its target.
* SupernaturalFearInducer: The flopping, gyrating but disturbingly human form of an attackinga specific weapon in much the same way that a lich's soul is bound to a phylactery. Depriving a death linen forces witnesses to save or flee knight of its weapon weakens it.
* WarriorUndead: Deathknights are sapient undead warriors who retain the weapon and armor proficiencies they had interror.life, have tremendous strength, and ride nightmares.
* AnimateInanimateObject: They
*
* FallenHero: A lot of death
* MistakenForUndead: While
*
* MagicKnight: Death knights wield formidable magic in addition to
*
* ResurrectiveImmortality: In 5e, a slain Death Knight will eventually return to unlife, with the only way to truly move on being redemption.
* SoulJar: In 4th edition, a death
* SupernaturalFearInducer: The flopping, gyrating but disturbingly human form of an attacking
* WarriorUndead: Deathknights are sapient undead warriors who retain the weapon and armor proficiencies they had in
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[[folder:Death's Head Tree]]
[[quoteright:307:https://static.tvtropes.org/pmwiki/pub/images/d&d_deaths_head_tree_3e.png]]
[[caption-width-right:307:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Plant (3E, 5E) and Undead (3E, 5E)\\
'''Challenge Rating:''' 5 (3E); 1/2 (death's head), 2 (tree) (5E)\\
'''Alignment:''' NeutralEvil
Willow-like trees that grow where blood has been shed, sprouting macabre fruit that resemble humanoid heads.
[[quoteright:307:https://static.tvtropes.org/pmwiki/pub/images/d&d_deaths_head_tree_3e.png]]
[[caption-width-right:307:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Plant (3E, 5E) and Undead (3E, 5E)\\
'''Challenge Rating:''' 5 (3E); 1/2 (death's head), 2 (tree) (5E)\\
'''Alignment:''' NeutralEvil
Willow-like trees that grow where blood has been shed, sprouting macabre fruit that resemble humanoid heads.
to:
[[quoteright:307:https://static.
[[quoteright:316:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Plant (3E, 5E)
->'''Alignment:''' ChaoticEvil
Bedsheets, pillowcases and
'''Challenge Rating:''' 5 (3E); 1/2 (death's head), 2 (tree) (5E)\\
'''Alignment:''' NeutralEvil
Willow-like trees
Changed line(s) 490,495 (click to see context) from:
* FaceFullOfAlienWingWong: Prior to 5th Edition, these plants reproduce by having their death's heads bite or [[BulletSeed spit at]] (in 3E) living creatures, implanting seeds into their flesh. Since those seeds are coated in a low-grade anesthetic, victims might not notice they've been implanted, until they start taking cumulative damage for each day the seeds have taken root. Unless magic or surgery is used to remove the seed, the victim will die and a new death's head tree will begin growing in their corpse.
* FlyingFace: A death's head tree's "fruit" can detach and fly about (buoyed by foul natural gases, in 2E and 3E) to defend the tree or find new hosts, becoming an independent Undead creature. 5th Edition has several varieties of death's head available, from standard gnashing humanoid heads, to aberrant heads with a [[BrownNote "mind-bending bite,"]] to heads with a [[TakenForGranite petrifying bite]]... meaning that yes, you can [[{{Expy}} recreate]] ''VideoGame/{{Castlevania}}''[='s=] infamous [[LedgeBats flying medusa heads.]]
* LuringInPrey: The "fruit" of a death's head tree softly call for help in the language of the victim the tree sprouted from.
* MorphicResonance: Rumor has it that the heads of these trees resemble the visages of whoever's blood nurtured it.
* StationaryEnemy: While death's head trees can move their branches to attack foes, they can't uproot themselves and move about like other animate trees.
* WeakToFire: Averted; unlike most plants, death's head trees are immune to fire damage, making their wood useful to make fire-resistant magic items.
* FlyingFace: A death's head tree's "fruit" can detach and fly about (buoyed by foul natural gases, in 2E and 3E) to defend the tree or find new hosts, becoming an independent Undead creature. 5th Edition has several varieties of death's head available, from standard gnashing humanoid heads, to aberrant heads with a [[BrownNote "mind-bending bite,"]] to heads with a [[TakenForGranite petrifying bite]]... meaning that yes, you can [[{{Expy}} recreate]] ''VideoGame/{{Castlevania}}''[='s=] infamous [[LedgeBats flying medusa heads.]]
* LuringInPrey: The "fruit" of a death's head tree softly call for help in the language of the victim the tree sprouted from.
* MorphicResonance: Rumor has it that the heads of these trees resemble the visages of whoever's blood nurtured it.
* StationaryEnemy: While death's head trees can move their branches to attack foes, they can't uproot themselves and move about like other animate trees.
* WeakToFire: Averted; unlike most plants, death's head trees are immune to fire damage, making their wood useful to make fire-resistant magic items.
to:
* FaceFullOfAlienWingWong: Prior AchillesHeel: While death linens take next to 5th Edition, these plants reproduce by having their death's heads bite or [[BulletSeed spit at]] (in 3E) living creatures, implanting seeds into their flesh. Since those seeds are coated in a low-grade anesthetic, victims might not notice they've been implanted, until they start taking cumulative no damage for from blunt weapons, they're WeakToFire and ''slowed'' by at least a gallon of water being sloshed on them.
* AnimateInanimateObject: They are cloth objects given life by nightmares.
* BackFromTheDead: Even if a death linen is reduced to zero hit points, there's a 10% chance eachday the seeds have taken root. Unless magic or surgery is used to remove the seed, the victim will die and month that its life force might infect a new death's head tree will begin growing in their corpse.
* FlyingFace: A death's head tree's "fruit" can detachset of sheets -- "After all, we all sleep, and fly about (buoyed by foul natural gases, in 2E and 3E) to defend we often have nightmares, which strengthen the tree or find new hosts, becoming an independent Undead creature. 5th Edition has several varieties of death's head available, from standard gnashing humanoid heads, to aberrant heads with strange beings." But if a [[BrownNote "mind-bending bite,"]] to heads with year passes without a [[TakenForGranite petrifying bite]]... meaning that yes, you can [[{{Expy}} recreate]] ''VideoGame/{{Castlevania}}''[='s=] infamous [[LedgeBats flying medusa heads.]]
death linen returning, its life force dissipates.
*LuringInPrey: The "fruit" of a death's head tree softly call for help in the language of the victim the tree sprouted from.
* MorphicResonance: Rumor has it that the heads of these treesMistakenForUndead: While they resemble the visages {{Bedsheet Ghost}}s, they're literally animated bedsheets rather than undead, and thus cannot be turned by priests or harmed by holy water.
* {{Poltergeist}}: Death linens are normal bedsheets that have become "infected with latent psychic forces born ofwhoever's blood nurtured it.
* StationaryEnemy: While death's head trees cannightmares," causing them to move their branches to and attack foes, they can't uproot themselves and move about like other animate trees.
living creatures.
*WeakToFire: Averted; unlike most plants, death's head trees are immune SinisterSuffocation: If a death linen rolls high enough while attacking, it can begin to fire damage, making their wood useful suffocate its target.
* SupernaturalFearInducer: The flopping, gyrating but disturbingly human form of an attacking death linen forces witnesses tomake fire-resistant magic items.save or flee in terror.
* AnimateInanimateObject: They are cloth objects given life by nightmares.
* BackFromTheDead: Even if a death linen is reduced to zero hit points, there's a 10% chance each
* FlyingFace: A death's head tree's "fruit" can detach
*
* MorphicResonance: Rumor has it that the heads of these trees
* {{Poltergeist}}: Death linens are normal bedsheets that have become "infected with latent psychic forces born of
* StationaryEnemy: While death's head trees can
*
* SupernaturalFearInducer: The flopping, gyrating but disturbingly human form of an attacking death linen forces witnesses to
Changed line(s) 498,506 (click to see context) from:
[[folder:Deathcoils]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_deathcoils_3e.png]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Fearsome and cunning serpents who can grow up to 80 feet long.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_deathcoils_3e.png]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Fearsome and cunning serpents who can grow up to 80 feet long.
to:
[[quoteright:349:https://static.
[[quoteright:307:https://static.tvtropes.
->'''Origin:'''
'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Fearsome and cunning serpents who can
Willow-like trees that grow
Changed line(s) 508,513 (click to see context) from:
* BreathWeapon: Twice per day they can exhale a cone of ''[[ForcedSleep sleep]]'' gas that also deals a bit of Constitution damage.
* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losing their supple sheen for centuries, and are sometimes used in furniture-making. However, the difficulty in hunting the beasts means that their hides are usually only found in the homes of royalty.
* EyeOfNewt: The yuan-ti use deathcoils blood as a secret ingredient in one of their ''osssra'', alchemical mixtures that provide various effects when burned and inhaled as smoke. The mixture in question, ''duthlah'hass'', puts Scaled Ones into a state of "dreamsleep" that helps them recover memories with perfect clarity or receive messages from their deities. Humanoids describe the smoke as "nose-clearing" and smelling of burning moss or sizzling seaweed, and have to save to avoid becoming ''feebleminded'' and taking Dexterity damage after inhaling it.
* TheGreatSerpent: They're certifiably Huge snakes, though despite their size, they lack a "Swallow Whole" attack.
* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains that they're as smart as the average human, and dangerously cunning when they hunt. They've been known to scatter treasure to lure humanoids into an ambush, drag prey wrapped in their coils into a river to drown, sink boats and pin the wrecks with rocks to create sunken larders, chase prey over cliffs to create a pile of broken corpses for easy feeding between hunts, or sneak out of the forest at night to eat livestock.
* SuperPersistentPredator: Deathcoils are "relentless" hunters, known to chase prey that eludes or wounds them for miles.
* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losing their supple sheen for centuries, and are sometimes used in furniture-making. However, the difficulty in hunting the beasts means that their hides are usually only found in the homes of royalty.
* EyeOfNewt: The yuan-ti use deathcoils blood as a secret ingredient in one of their ''osssra'', alchemical mixtures that provide various effects when burned and inhaled as smoke. The mixture in question, ''duthlah'hass'', puts Scaled Ones into a state of "dreamsleep" that helps them recover memories with perfect clarity or receive messages from their deities. Humanoids describe the smoke as "nose-clearing" and smelling of burning moss or sizzling seaweed, and have to save to avoid becoming ''feebleminded'' and taking Dexterity damage after inhaling it.
* TheGreatSerpent: They're certifiably Huge snakes, though despite their size, they lack a "Swallow Whole" attack.
* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains that they're as smart as the average human, and dangerously cunning when they hunt. They've been known to scatter treasure to lure humanoids into an ambush, drag prey wrapped in their coils into a river to drown, sink boats and pin the wrecks with rocks to create sunken larders, chase prey over cliffs to create a pile of broken corpses for easy feeding between hunts, or sneak out of the forest at night to eat livestock.
* SuperPersistentPredator: Deathcoils are "relentless" hunters, known to chase prey that eludes or wounds them for miles.
to:
* BreathWeapon: Twice per day they can exhale a cone of ''[[ForcedSleep sleep]]'' gas that also deals a bit of Constitution damage.
* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losingFaceFullOfAlienWingWong: Prior to 5th Edition, these plants reproduce by having their supple sheen for centuries, and are sometimes used in furniture-making. However, the difficulty in hunting the beasts means that death's heads bite or [[BulletSeed spit at]] (in 3E) living creatures, implanting seeds into their hides flesh. Since those seeds are usually only found coated in a low-grade anesthetic, victims might not notice they've been implanted, until they start taking cumulative damage for each day the homes of royalty.
* EyeOfNewt: The yuan-ti use deathcoils blood asseeds have taken root. Unless magic or surgery is used to remove the seed, the victim will die and a secret ingredient new death's head tree will begin growing in one of their ''osssra'', alchemical mixtures that provide various effects when burned corpse.
* FlyingFace: A death's head tree's "fruit" can detach andinhaled as smoke. The mixture fly about (buoyed by foul natural gases, in question, ''duthlah'hass'', puts Scaled Ones into a state of "dreamsleep" that helps them recover memories with perfect clarity or receive messages from their deities. Humanoids describe 2E and 3E) to defend the smoke as "nose-clearing" and smelling of burning moss tree or sizzling seaweed, and have to save to avoid find new hosts, becoming ''feebleminded'' and taking Dexterity damage after inhaling it.
* TheGreatSerpent: They're certifiably Huge snakes, though despite their size, they lackan independent Undead creature. 5th Edition has several varieties of death's head available, from standard gnashing humanoid heads, to aberrant heads with a "Swallow Whole" attack.
* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains[[BrownNote "mind-bending bite,"]] to heads with a [[TakenForGranite petrifying bite]]... meaning that they're as smart as yes, you can [[{{Expy}} recreate]] ''VideoGame/{{Castlevania}}''[='s=] infamous [[LedgeBats flying medusa heads.]]
* LuringInPrey: The "fruit" of a death's head tree softly call for help in theaverage human, and dangerously cunning when they hunt. They've been known to scatter treasure to lure humanoids into an ambush, drag prey wrapped in their coils into a river to drown, sink boats and pin the wrecks with rocks to create sunken larders, chase prey over cliffs to create a pile of broken corpses for easy feeding between hunts, or sneak out language of the forest at night to eat livestock.
victim the tree sprouted from.
*SuperPersistentPredator: Deathcoils are "relentless" hunters, known to chase prey MorphicResonance: Rumor has it that eludes or wounds them for miles.the heads of these trees resemble the visages of whoever's blood nurtured it.
* StationaryEnemy: While death's head trees can move their branches to attack foes, they can't uproot themselves and move about like other animate trees.
* WeakToFire: Averted; unlike most plants, death's head trees are immune to fire damage, making their wood useful to make fire-resistant magic items.
* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losing
* EyeOfNewt: The yuan-ti use deathcoils blood as
* FlyingFace: A death's head tree's "fruit" can detach and
* TheGreatSerpent: They're certifiably Huge snakes, though despite their size, they lack
* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains
* LuringInPrey: The "fruit" of a death's head tree softly call for help in the
*
* StationaryEnemy: While death's head trees can move their branches to attack foes, they can't uproot themselves and move about like other animate trees.
* WeakToFire: Averted; unlike most plants, death's head trees are immune to fire damage, making their wood useful to make fire-resistant magic items.
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[[folder:Decapus]]
[[quoteright:301:https://static.tvtropes.org/pmwiki/pub/images/d&d_decapus_2e.jpg]]
[[caption-width-right:301:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' ChaoticEvil (2E), Unaligned (5E)
Large, arboreal predators that use their ten tentacles to move through the trees and grab prey.
[[quoteright:301:https://static.tvtropes.org/pmwiki/pub/images/d&d_decapus_2e.jpg]]
[[caption-width-right:301:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' ChaoticEvil (2E), Unaligned (5E)
Large, arboreal predators that use their ten tentacles to move through the trees and grab prey.
to:
[[quoteright:301:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:301:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrosity (5E)\\
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Large, arboreal predators that use their ten tentacles
These ogre-sized undead exist only to
Changed line(s) 526,530 (click to see context) from:
* AdaptationalDumbass: 2E decapuses are as intelligent as humans, enough to have an alignment, but 5E makes them more animalistic predators.
* StarfishLanguage: In 2E, they have "a complex language of clickng sounds and body movement."
* TentacledTerror: Ten-tentacled terrors, to be precise. It's mentioned that a decapus can use one tentacle to hang from a branch, leaving the rest of their limbs free for combat, though 5th Edition restricts them to a single "tentacles" attack that deals less damage if the creature is currently on the ground or busy grappling something. As for the "terror" part, 2nd Edition notes that decapuses' "savagery is legendary," and the creatures eagerly prey upon the likes of elves and humans.
* TerrestrialSeaLife: They're basically tree octopi.
* UndergroundMonkey: Some decapuses dwell in the ocean, where they compete with the likes of sharks for dominance of their territory.
* StarfishLanguage: In 2E, they have "a complex language of clickng sounds and body movement."
* TentacledTerror: Ten-tentacled terrors, to be precise. It's mentioned that a decapus can use one tentacle to hang from a branch, leaving the rest of their limbs free for combat, though 5th Edition restricts them to a single "tentacles" attack that deals less damage if the creature is currently on the ground or busy grappling something. As for the "terror" part, 2nd Edition notes that decapuses' "savagery is legendary," and the creatures eagerly prey upon the likes of elves and humans.
* TerrestrialSeaLife: They're basically tree octopi.
* UndergroundMonkey: Some decapuses dwell in the ocean, where they compete with the likes of sharks for dominance of their territory.
to:
* AdaptationalDumbass: 2E decapuses are as intelligent as humans, enough to have an alignment, but 5E makes them more animalistic predators.
* StarfishLanguage: In 2E, they have "a complex language of clickng sounds and body movement."
* TentacledTerror: Ten-tentacled terrors, to be precise. It's mentioned that a decapusDispelMagic: Deathbringers can use one tentacle to hang from a branch, leaving the rest of their limbs free for combat, though 5th Edition restricts them to a single "tentacles" attack that deals less damage if the creature is currently on the ground or busy grappling something. As for the "terror" part, 2nd Edition notes that decapuses' "savagery is legendary," and the creatures eagerly prey upon the likes of elves and humans.
''greater dispelling'' at will.
*TerrestrialSeaLife: EpicFlail: They're basically tree octopi.
* UndergroundMonkey: Some decapuses dwell in the ocean, wherearmed with a pair of heavy flails, which they compete like to use to trip foes.
* MakeThemRot: Every few rounds, deathbringers can create a burst of negative energy to harm the living and heal the undead.
* MouthStitchedShut: Along withthe likes of sharks for dominance of their territory.[[EyeScream eyes.]] Strangely, deathbringers are still capable of speech, somehow.
* TrampledUnderfoot: They're big enough to make trample attacks against Medium-sized opponents.
* StarfishLanguage: In 2E, they have "a complex language of clickng sounds and body movement."
* TentacledTerror: Ten-tentacled terrors, to be precise. It's mentioned that a decapus
*
* UndergroundMonkey: Some decapuses dwell in the ocean, where
* MakeThemRot: Every few rounds, deathbringers can create a burst of negative energy to harm the living and heal the undead.
* MouthStitchedShut: Along with
* TrampledUnderfoot: They're big enough to make trample attacks against Medium-sized opponents.
Changed line(s) 533,546 (click to see context) from:
[[folder:Deep Gnome]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_gnome_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Playable:''' 2E, 3E, 5E\\
'''Alignment:''' Neutral Good
Properly svirfneblin, these gnomes dwell in hidden enclaves within the Underdark, concerned with their own survival and avoiding the attention of their dangerous neighbors. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Deep Imaskari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_imaskari_3e.jpg]]
[[caption-width-right:350:3e]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_gnome_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Playable:''' 2E, 3E, 5E\\
'''Alignment:''' Neutral Good
Properly svirfneblin, these gnomes dwell in hidden enclaves within the Underdark, concerned with their own survival and avoiding the attention of their dangerous neighbors. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Deep Imaskari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_imaskari_3e.jpg]]
[[caption-width-right:350:3e]]
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Playable:''' 2E, 3E, 5E\\
'''Alignment:''' Neutral Good
Properly svirfneblin, these gnomes dwell in hidden enclaves within the Underdark, concerned with their own survival and avoiding the attention of their dangerous neighbors. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Deep Imaskari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_imaskari_3e.jpg]]
[[caption-width-right:350:3e]]
[[caption-width-right:349:3e]]
Changed line(s) 548,553 (click to see context) from:
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
The scions of the ancient empire of Imaskar, who fled deep into the Underdark and adapted themselves to life underground.
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
The scions of the ancient empire of Imaskar, who fled deep into the Underdark and adapted themselves to life underground.
to:
'''Classification:''' Humanoid Magical Beast (3E)\\
'''Challenge Rating:'''1/2 7 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
The scions of the ancient empire of Imaskar,ChaoticEvil
Fearsome and cunning serpents whofled deep into the Underdark and adapted themselves can grow up to life underground.80 feet long.
'''Challenge Rating:'''
The scions of the ancient empire of Imaskar,
Fearsome and cunning serpents who
Changed line(s) 555,561 (click to see context) from:
* BeneathTheEarth: Their home of Deep Imaskar is an UndergroundCity in the Lowerdark, fully 10 miles beneath the surface. The city itself is sustained by magic, from the Great Seal that gives a ''suggestion'' to everyone on Faerûn that the Imaskari are extinct, to the subjective gravity that lets the locals build along the walls of the three-mile-long cavern.
* HumanSubspecies: Deep Imaskari are humans who have lived underground for thousands of years.
* InnateNightVision: Downplayed; they have low-light vision, which is a step above normal human vision, but falls short of the darkvision enjoyed by most Underdark races.
* MageSpecies: As the survivors of a [[TheMagocracy magocracy]], deep Imaskari have a passion for magic, so that one surefire way to win their friendship is the gift of a new spell or piece of arcane lore. They have a racial bonus to Intelligence, favor the wizard class, and have the "Spell Clutch" ability to retain a 1st-level spell after casting it, once per day.
* RetiredMonster: Imaskar was a godless empire that subjugated eastern Faerûn for thousands of years, before falling to a divinely-incited SlaveRevolt. A population of survivors fled deep underground to found a new homeland, protected by a Great Seal, and kept to themselves for four millennia. Now that the Great Seal has been breached, the deep Imaskari are beginning to venture out to explore the outside world, seeking communication and commerce rather than conquest. They're guarded and detached, but curious about other creatures... though wary of Mulhorandi and Untheri, the descendants of the slaves who overthrew ancient Imaskar.
* RockMonster: Subverted; deep Imaskari's skin looks like fine marble, but it's just as soft as normal human flesh. Their skin tone does help them blend in with rocky environments, however.
* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have their memory of its location wiped from their minds]], to keep it safe even if a deep Imaskari falls into the clutches of mind-reading foes like illithids.
* HumanSubspecies: Deep Imaskari are humans who have lived underground for thousands of years.
* InnateNightVision: Downplayed; they have low-light vision, which is a step above normal human vision, but falls short of the darkvision enjoyed by most Underdark races.
* MageSpecies: As the survivors of a [[TheMagocracy magocracy]], deep Imaskari have a passion for magic, so that one surefire way to win their friendship is the gift of a new spell or piece of arcane lore. They have a racial bonus to Intelligence, favor the wizard class, and have the "Spell Clutch" ability to retain a 1st-level spell after casting it, once per day.
* RetiredMonster: Imaskar was a godless empire that subjugated eastern Faerûn for thousands of years, before falling to a divinely-incited SlaveRevolt. A population of survivors fled deep underground to found a new homeland, protected by a Great Seal, and kept to themselves for four millennia. Now that the Great Seal has been breached, the deep Imaskari are beginning to venture out to explore the outside world, seeking communication and commerce rather than conquest. They're guarded and detached, but curious about other creatures... though wary of Mulhorandi and Untheri, the descendants of the slaves who overthrew ancient Imaskar.
* RockMonster: Subverted; deep Imaskari's skin looks like fine marble, but it's just as soft as normal human flesh. Their skin tone does help them blend in with rocky environments, however.
* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have their memory of its location wiped from their minds]], to keep it safe even if a deep Imaskari falls into the clutches of mind-reading foes like illithids.
to:
* BeneathTheEarth: Their home BreathWeapon: Twice per day they can exhale a cone of Deep Imaskar is an UndergroundCity ''[[ForcedSleep sleep]]'' gas that also deals a bit of Constitution damage.
* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losing their supple sheen for centuries, and are sometimes used in furniture-making. However, the difficulty in hunting the beasts means that their hides are usually only found in theLowerdark, fully 10 miles beneath the surface. homes of royalty.
* EyeOfNewt: Thecity itself is sustained by magic, from the Great Seal that gives yuan-ti use deathcoils blood as a ''suggestion'' to everyone on Faerûn that the Imaskari are extinct, to the subjective gravity that lets the locals build along the walls of the three-mile-long cavern.
* HumanSubspecies: Deep Imaskari are humans who have lived underground for thousands of years.
* InnateNightVision: Downplayed; they have low-light vision, which is a step above normal human vision, but falls short of the darkvision enjoyed by most Underdark races.
* MageSpecies: As the survivors of a [[TheMagocracy magocracy]], deep Imaskari have a passion for magic, so thatsecret ingredient in one surefire way to win of their friendship is ''osssra'', alchemical mixtures that provide various effects when burned and inhaled as smoke. The mixture in question, ''duthlah'hass'', puts Scaled Ones into a state of "dreamsleep" that helps them recover memories with perfect clarity or receive messages from their deities. Humanoids describe the gift smoke as "nose-clearing" and smelling of a new spell burning moss or piece of arcane lore. They have a racial bonus to Intelligence, favor the wizard class, sizzling seaweed, and have the "Spell Clutch" ability to retain a 1st-level spell save to avoid becoming ''feebleminded'' and taking Dexterity damage after casting it, once per day.
inhaling it.
*RetiredMonster: Imaskar was a godless empire that subjugated eastern Faerûn for thousands of years, before falling to a divinely-incited SlaveRevolt. A population of survivors fled deep underground to found a new homeland, protected by a Great Seal, and kept to themselves for four millennia. Now that the Great Seal has been breached, the deep Imaskari are beginning to venture out to explore the outside world, seeking communication and commerce rather than conquest. TheGreatSerpent: They're guarded and detached, but curious about other creatures... certifiably Huge snakes, though wary of Mulhorandi despite their size, they lack a "Swallow Whole" attack.
* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains that they're as smart as the average human, andUntheri, dangerously cunning when they hunt. They've been known to scatter treasure to lure humanoids into an ambush, drag prey wrapped in their coils into a river to drown, sink boats and pin the descendants wrecks with rocks to create sunken larders, chase prey over cliffs to create a pile of broken corpses for easy feeding between hunts, or sneak out of the slaves who overthrew ancient Imaskar.
forest at night to eat livestock.
*RockMonster: Subverted; deep Imaskari's skin looks like fine marble, but it's just as soft as normal human flesh. Their skin tone does help SuperPersistentPredator: Deathcoils are "relentless" hunters, known to chase prey that eludes or wounds them blend in with rocky environments, however.
* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have their memory of its location wiped from their minds]], to keep it safe even if a deep Imaskari falls into the clutches of mind-reading foes like illithids.for miles.
* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losing their supple sheen for centuries, and are sometimes used in furniture-making. However, the difficulty in hunting the beasts means that their hides are usually only found in the
* EyeOfNewt: The
* HumanSubspecies: Deep Imaskari are humans who have lived underground for thousands of years.
* InnateNightVision: Downplayed; they have low-light vision, which is a step above normal human vision, but falls short of the darkvision enjoyed by most Underdark races.
* MageSpecies: As the survivors of a [[TheMagocracy magocracy]], deep Imaskari have a passion for magic, so that
*
* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains that they're as smart as the average human, and
*
* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have their memory of its location wiped from their minds]], to keep it safe even if a deep Imaskari falls into the clutches of mind-reading foes like illithids.
Changed line(s) 564,565 (click to see context) from:
[[folder:Deep Scion]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_scion_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_scion_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 567,568 (click to see context) from:
->'''Classification:''' Humanoid (5E)\\
'''Challenge Rating:''' 3 (5E)\\
'''Challenge Rating:''' 3 (5E)\\
to:
->'''Classification:''' Humanoid (5E)\\
Undead (3E)\\
'''Challenge Rating:''' 3 (3E); 4 (deathlock), 8 (deathlock mastermind), 3 (deathlock wight) (5E)\\
'''Challenge Rating:''' 3 (3E); 4 (deathlock), 8 (deathlock mastermind), 3 (deathlock wight) (5E)\\
Changed line(s) 571 (click to see context) from:
Krakens or other terrors of the deep may rescue people from drowning at sea, or abduct them from their homes, solely to offer a sinister ultimatum: serve or die. Those who accept are given the power to shift into an aquatic hybrid form, then sent to infiltrate coastal settlements on behalf of their new masters.
to:
Changed line(s) 573,578 (click to see context) from:
* FishPeople: Well, kraken-people -- deep scions' hybrid forms are more about tentacles than fins and scales.
-->'''Volo:''' If you meet a human and there's something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink.
* SuperScream: Deep scions can let out a terrible scream which ravages the minds of nearby creatures with psionic energy, potentially stunning them. This scream also transmits a record of the deep scion's most recent memories to its master, but only if it screams while underwater.
* TentacledTerror: Deep scions' hybrid forms are depicted as having a dozen squidlike tentacles growing from the backs of their head, though they don't use them for combat.
* ThisWasHisTrueForm: When a deep scion is killed, it reverts back into its original humanoid form.
* VoluntaryShapeshifting: Deep scions can freely switch between their original humanoid forms and the half-humanoid, half-piscine form bestowed upon them by their dark masters, which is amphibious and moves better through the water than on land.
-->'''Volo:''' If you meet a human and there's something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink.
* SuperScream: Deep scions can let out a terrible scream which ravages the minds of nearby creatures with psionic energy, potentially stunning them. This scream also transmits a record of the deep scion's most recent memories to its master, but only if it screams while underwater.
* TentacledTerror: Deep scions' hybrid forms are depicted as having a dozen squidlike tentacles growing from the backs of their head, though they don't use them for combat.
* ThisWasHisTrueForm: When a deep scion is killed, it reverts back into its original humanoid form.
* VoluntaryShapeshifting: Deep scions can freely switch between their original humanoid forms and the half-humanoid, half-piscine form bestowed upon them by their dark masters, which is amphibious and moves better through the water than on land.
to:
* FishPeople: Well, kraken-people -- deep scions' hybrid forms are more about tentacles than fins and scales.
-->'''Volo:''' If you meetDealWithTheDevil: By definition, every deathlock was a human and there's something fishy about them, they might be warlock who pledged to serve an evil patron in return for tremendous arcane power. They serve as a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink textbook case of why this sort of thing is just fish stink.
* SuperScream: Deep scions can let outa terrible scream which ravages the minds of nearby creatures with psionic energy, potentially stunning them. This scream also transmits a record of the deep scion's most recent memories to its master, but only if it screams while underwater.
* TentacledTerror: Deep scions' hybrid forms are depictedbad idea, as having a dozen squidlike tentacles growing now not even death will release them from the backs of their head, though they don't use them for combat.
* ThisWasHisTrueForm: When a deep scion is killed, it reverts back into its original humanoid form.servitude.
*VoluntaryShapeshifting: Deep scions EvilSorcerer: Deathlocks wield a small arsenal of warlock spells and are wholly evil. While they may not be able to sling as many spells as a lich or a mummy lord, they can freely switch between still pepper you with ''eldritch blasts'' after they run out of spell slots.
* ExactlyWhatItSaysOnTheTin: It's a portmanteau of Death and Warlock.
* MakeThemRot: The touch of a deathlock induces necrosis. In addition, the unique ''grave bolt'' spell which deathlock wights and masterminds can cast blasts its targets (and in the mastermind's case, ensnares them) with flesh-rotting tendrils of [[CastingAShadow darkness]].
* ThePunishment: Transformation into a deathlock is not a reward. It is inflicted upon warlocks who failed theiroriginal humanoid forms and the half-humanoid, half-piscine form bestowed upon them by patrons or tried to break their dark masters, pacts, twisting them into undead things which is amphibious have had most of their free will stripped away and moves better through the water than on land. now exist solely to carry out their master's whims.
* UndyingLoyalty: A deathlock's mind is overpowered by an urge to serve its master's desires. All other goals and ambitions that don't please its patron disappear.
-->'''Volo:''' If you meet
* SuperScream: Deep scions can let out
* TentacledTerror: Deep scions' hybrid forms are depicted
* ThisWasHisTrueForm: When a deep scion is killed, it reverts back into its original humanoid form.
*
* ExactlyWhatItSaysOnTheTin: It's a portmanteau of Death and Warlock.
* MakeThemRot: The touch of a deathlock induces necrosis. In addition, the unique ''grave bolt'' spell which deathlock wights and masterminds can cast blasts its targets (and in the mastermind's case, ensnares them) with flesh-rotting tendrils of [[CastingAShadow darkness]].
* ThePunishment: Transformation into a deathlock is not a reward. It is inflicted upon warlocks who failed their
* UndyingLoyalty: A deathlock's mind is overpowered by an urge to serve its master's desires. All other goals and ambitions that don't please its patron disappear.
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[[folder:Deepspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deepspawn_3e.jpg]]
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to:
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Changed line(s) 584,586 (click to see context) from:
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3E)\\
to:
'''Classification:''' Aberration
'''Challenge Rating:'''
Changed line(s) 589 (click to see context) from:
Large, spherical creatures studded with eyes and tentacles, notorious for their ability to produce more monstrosities.
to:
Changed line(s) 591,597 (click to see context) from:
* CloneArmy: Deconstructed by the deepspawn themselves. In one instance, the shield dwarves used deepspawn to create an army of clones, which caused problems when those copies integrated with dwarven society after the Spawn Wars. The implied result is that genetic variety amongst the shield dwarves crashed, contributing to their fertility issues in later eras, something that took literal DivineIntervention to fix.
* CombatTentacles: Three of their tentacles have eyeless maws on them, three more can make slap attacks but are also dexterous enough to wield weapons.
* FantasticLivestock: Dwarven settlements in the Realms sometimes keep captive deepspawn as a food source, feeding them livestock so the aberrations will make numerous copies of meat animals. This can easily backfire on the deepspawn-keepers, if one of their captive monsters ever manages to sink its teeth into something more dangerous than cattle.
* ItCanThink: Despite their monstrous appearance, deepspawn are highly intelligent.
* MookMaker: A deepspawn's signature ability is being able to create spawn based on any living, Material Plane being (so no outsiders, elementals or undead) they've consumed. These spawn are born in less than four days and emerge fully-grown and ready for action. They retain only faint memories of their previous existence, and their alignment and intelligence are the same as the original creature, but the spawn are wholly loyal to their creator and cannot even be magically compelled to attack them. In other words, deepspawn are the answer to the question "What is an X doing in this dungeon?"
* PooledFunds: Deepspawn have a habit of burying themselves beneath a pile of treasure, which gives them the benefits of surprise and confusion (enemies may think its tentacle attacks are coming from separate creatures), and also a bonus to Armor Class from the hard metal covering its central body.
* TentacleRope: If they aren't wielding weapons, their tentacles can be used to grapple and constrict.
* CombatTentacles: Three of their tentacles have eyeless maws on them, three more can make slap attacks but are also dexterous enough to wield weapons.
* FantasticLivestock: Dwarven settlements in the Realms sometimes keep captive deepspawn as a food source, feeding them livestock so the aberrations will make numerous copies of meat animals. This can easily backfire on the deepspawn-keepers, if one of their captive monsters ever manages to sink its teeth into something more dangerous than cattle.
* ItCanThink: Despite their monstrous appearance, deepspawn are highly intelligent.
* MookMaker: A deepspawn's signature ability is being able to create spawn based on any living, Material Plane being (so no outsiders, elementals or undead) they've consumed. These spawn are born in less than four days and emerge fully-grown and ready for action. They retain only faint memories of their previous existence, and their alignment and intelligence are the same as the original creature, but the spawn are wholly loyal to their creator and cannot even be magically compelled to attack them. In other words, deepspawn are the answer to the question "What is an X doing in this dungeon?"
* PooledFunds: Deepspawn have a habit of burying themselves beneath a pile of treasure, which gives them the benefits of surprise and confusion (enemies may think its tentacle attacks are coming from separate creatures), and also a bonus to Armor Class from the hard metal covering its central body.
* TentacleRope: If they aren't wielding weapons, their tentacles can be used to grapple and constrict.
to:
* CloneArmy: Deconstructed AchillesHeel: Deathshriekers do not just hate quiet, they're actually harmed by the deepspawn themselves. In a ''silence'' spell.
* DefeatEqualsExplosion: If destroyed, a deathshrieker lets out oneinstance, the shield dwarves used deepspawn last scream affecting everyone within a 300-foot radius, forcing them to create an army of clones, which caused problems when those copies integrated with dwarven society after the Spawn Wars. The implied result is that genetic variety amongst the shield dwarves crashed, contributing to their fertility issues in later eras, something that took literal DivineIntervention to fix.
save against LevelDrain.
*CombatTentacles: Three of their tentacles have eyeless maws on them, three more can make slap {{Intangibility}}: Incorporeal undead.
* NonHealthDamage: Their touch attacksbut are also dexterous enough to wield weapons.
deal Charisma drain.
*FantasticLivestock: Dwarven settlements in the Realms sometimes keep captive deepspawn as a food source, feeding them livestock so the aberrations will make numerous copies of meat animals. This can easily backfire on the deepspawn-keepers, if one of their captive monsters ever manages to sink its teeth into something more dangerous than cattle.
* ItCanThink: Despite their monstrous appearance, deepspawn are highly intelligent.
* MookMaker:SuperScream: A deepspawn's deathshrieker's signature ability is a soul-numbing scream that goes on for several rounds, with increasingly dangerous effects -- first victims are deafened, then they're stunned, and finally they suffer an ''insanity'' effect.
* SupernaturalFearInducer: Anyone who sees a deathshrieker has to save to avoid beingable to create spawn based on any living, Material Plane being (so no outsiders, elementals or undead) they've consumed. These spawn are born in less than four days and emerge fully-grown and ready for action. paralyzed with fear.
* TalkativeLoon: Theyretain only faint memories of their previous existence, and their alignment and intelligence are constantly babble the same as the original creature, but the spawn are wholly loyal to their creator and cannot even be magically compelled to attack them. In other words, deepspawn are the answer to the question "What is an X doing in this dungeon?"
* PooledFunds: Deepspawnlast words of those who have a habit died around them.
* WhisperingGhosts: Areas these undead inhabit are prone to disturbing noises like the pained whispers ofburying themselves beneath a pile of treasure, the dead, which gives them can persist for years even after the benefits of surprise and confusion (enemies may think its tentacle attacks are coming from separate creatures), and also a bonus to Armor Class from the hard metal covering its central body.
* TentacleRope: If they aren't wielding weapons, their tentacles can be used to grapple and constrict.deathshrieker's destruction.
* DefeatEqualsExplosion: If destroyed, a deathshrieker lets out one
*
* NonHealthDamage: Their touch attacks
*
* ItCanThink: Despite their monstrous appearance, deepspawn are highly intelligent.
* MookMaker:
* SupernaturalFearInducer: Anyone who sees a deathshrieker has to save to avoid being
* TalkativeLoon: They
* PooledFunds: Deepspawn
* WhisperingGhosts: Areas these undead inhabit are prone to disturbing noises like the pained whispers of
* TentacleRope: If they aren't wielding weapons, their tentacles can be used to grapple and constrict.
Changed line(s) 600,607 (click to see context) from:
[[folder:Delver]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_delver_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' TrueNeutral
Huge, slug-like burrowing creatures with a taste for rock and metals.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_delver_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' TrueNeutral
Huge, slug-like burrowing creatures with a taste for rock and metals.
to:
[[quoteright:350:https://static.
[[quoteright:301:https://static.tvtropes.
->'''Classification:''' Aberration (3E)\\
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Huge, slug-like burrowing creatures with a taste for rock
Large, arboreal predators that use their ten tentacles to move through the trees and
Changed line(s) 609,615 (click to see context) from:
* AcidAttack: Delvers are coated in a corrosive slime which deals increasing damage to metallic or stony creatures or objects.
* AlienCatnip: Metal intoxicates delvers, and some become addicted enough to menace miners or anyone carrying metal equipment.
* DigAttack: If delvers are expecting trouble, they honeycomb an area with thin-walled tunnels, which they can then burst through to attack enemies.
* EatDirtCheap: Delvers primarily feed on stone, and can also enjoy various non-metallic minerals like gems, so adventurers who speak Terran or Undercommon can sometimes exchange minor treasure for information.
* FastTunneling: Fast compared to mundane diggers, anyway - delvers have a fairly slow 10-foot burrow speed, but leave behind 10-foot-wide tunnels that can be used by other creatures.
* GentleGiant: Despite their size, delvers are usually shy and inoffensive, and have little reason to attack organic entities. Though they will make meals out of earth elementals and creatures like xorns.
* MooksAteMyEquipment: The acid that covers a delver's body can dissolve weapons that strike them, or the armor and clothing of creatures they attack.
* AlienCatnip: Metal intoxicates delvers, and some become addicted enough to menace miners or anyone carrying metal equipment.
* DigAttack: If delvers are expecting trouble, they honeycomb an area with thin-walled tunnels, which they can then burst through to attack enemies.
* EatDirtCheap: Delvers primarily feed on stone, and can also enjoy various non-metallic minerals like gems, so adventurers who speak Terran or Undercommon can sometimes exchange minor treasure for information.
* FastTunneling: Fast compared to mundane diggers, anyway - delvers have a fairly slow 10-foot burrow speed, but leave behind 10-foot-wide tunnels that can be used by other creatures.
* GentleGiant: Despite their size, delvers are usually shy and inoffensive, and have little reason to attack organic entities. Though they will make meals out of earth elementals and creatures like xorns.
* MooksAteMyEquipment: The acid that covers a delver's body can dissolve weapons that strike them, or the armor and clothing of creatures they attack.
to:
* AcidAttack: Delvers AdaptationalDumbass: 2E decapuses are coated in as intelligent as humans, enough to have an alignment, but 5E makes them more animalistic predators.
* StarfishLanguage: In 2E, they have "a complex language of clickng sounds and body movement."
* TentacledTerror: Ten-tentacled terrors, to be precise. It's mentioned that acorrosive slime which decapus can use one tentacle to hang from a branch, leaving the rest of their limbs free for combat, though 5th Edition restricts them to a single "tentacles" attack that deals increasing less damage to metallic if the creature is currently on the ground or stony busy grappling something. As for the "terror" part, 2nd Edition notes that decapuses' "savagery is legendary," and the creatures or objects.
* AlienCatnip: Metal intoxicates delvers,eagerly prey upon the likes of elves and some become addicted enough to menace miners or anyone carrying metal equipment.
humans.
*DigAttack: If delvers are expecting trouble, TerrestrialSeaLife: They're basically tree octopi.
* UndergroundMonkey: Some decapuses dwell in the ocean, where theyhoneycomb an area compete with thin-walled tunnels, which they can then burst through to attack enemies.
* EatDirtCheap: Delvers primarily feed on stone, and can also enjoy various non-metallic minerals like gems, so adventurers who speak Terran or Undercommon can sometimes exchange minor treasurethe likes of sharks for information.
* FastTunneling: Fast compared to mundane diggers, anyway - delvers have a fairly slow 10-foot burrow speed, but leave behind 10-foot-wide tunnels that can be used by other creatures.
* GentleGiant: Despitedominance of their size, delvers are usually shy and inoffensive, and have little reason to attack organic entities. Though they will make meals out of earth elementals and creatures like xorns.
* MooksAteMyEquipment: The acid that covers a delver's body can dissolve weapons that strike them, or the armor and clothing of creatures they attack.territory.
* StarfishLanguage: In 2E, they have "a complex language of clickng sounds and body movement."
* TentacledTerror: Ten-tentacled terrors, to be precise. It's mentioned that a
* AlienCatnip: Metal intoxicates delvers,
*
* UndergroundMonkey: Some decapuses dwell in the ocean, where they
* EatDirtCheap: Delvers primarily feed on stone, and can also enjoy various non-metallic minerals like gems, so adventurers who speak Terran or Undercommon can sometimes exchange minor treasure
* FastTunneling: Fast compared to mundane diggers, anyway - delvers have a fairly slow 10-foot burrow speed, but leave behind 10-foot-wide tunnels that can be used by other creatures.
* GentleGiant: Despite
* MooksAteMyEquipment: The acid that covers a delver's body can dissolve weapons that strike them, or the armor and clothing of creatures they attack.
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[[folder:Demodand]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demodands_3e.jpg]]
[[caption-width-right:350:From left to right, a farastu, kelubar and shator (3e)]]
->'''Classification:''' Outsider (3E), Fiend (5E)\\
'''Alignment:''' ChaoticEvil (2E), NeutralEvil (3E, 5E)
Also known as gehreleths, these cruel fiends are native to the Tarterian Depths of Carceri, and are simultaneously inmates and the self-appointed wardens of that prison plane.
----
* ApeShallNeverKillApe: ''AD&D'' notes that while gehreleths are merciless towards outsiders, they never attack each other, and have a stable society built upon raw power.
* AssociationFallacy: 3E mentions that demodands have no reason to bother non-petitioners on Carceri, but unfortunately for planar visitors, "If a creature is on Carceri, the demodands think it belongs there, and thus they see that keeping it there is their duty."
* DemonOfHumanOrigin: 2E states that gehreleths are born when mortals perish on the Lower Planes, prompting the dark power they worship, Apomps the Three-Sided One, to convert the cadaver into a new gehreleth.
* EnemySummoner: Like other races of Outsiders, demodands have a chance to summon others of their kind, to various degrees of success. But their ''AD&D'' rules put an interesting spin on the notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon specific denizens of the Lower Planes, particularly fiends whom the author dislikes.
* FatBastard: Kelubars and shators are obese, partly because they live fairly sedentary lives.
* NoSell: Demodands as a race are immune to acid and poison, and enjoy a permanent ''freedom of movement'' effect that lets them ignore difficult terrain or magical effects to reduce their speed.
* NoodleIncident: What exactly led to the demodands' exile to Carceri has been lost in the mists of time, but the kelubars and shators agree that it was the farastus' fault.
* {{Sadist}}: Demodands have no interest in corrupting mortals, ruling the world, or imposing their particular notion of evil upon the cosmos. Their only real desire is to make others suffer in various ways.
!!Farastu
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_farastu_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demodands_3e.jpg]]
[[caption-width-right:350:From left to right, a farastu, kelubar and shator (3e)]]
->'''Classification:''' Outsider (3E), Fiend (5E)\\
'''Alignment:''' ChaoticEvil (2E), NeutralEvil (3E, 5E)
Also known as gehreleths, these cruel fiends are native to the Tarterian Depths of Carceri, and are simultaneously inmates and the self-appointed wardens of that prison plane.
----
* ApeShallNeverKillApe: ''AD&D'' notes that while gehreleths are merciless towards outsiders, they never attack each other, and have a stable society built upon raw power.
* AssociationFallacy: 3E mentions that demodands have no reason to bother non-petitioners on Carceri, but unfortunately for planar visitors, "If a creature is on Carceri, the demodands think it belongs there, and thus they see that keeping it there is their duty."
* DemonOfHumanOrigin: 2E states that gehreleths are born when mortals perish on the Lower Planes, prompting the dark power they worship, Apomps the Three-Sided One, to convert the cadaver into a new gehreleth.
* EnemySummoner: Like other races of Outsiders, demodands have a chance to summon others of their kind, to various degrees of success. But their ''AD&D'' rules put an interesting spin on the notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon specific denizens of the Lower Planes, particularly fiends whom the author dislikes.
* FatBastard: Kelubars and shators are obese, partly because they live fairly sedentary lives.
* NoSell: Demodands as a race are immune to acid and poison, and enjoy a permanent ''freedom of movement'' effect that lets them ignore difficult terrain or magical effects to reduce their speed.
* NoodleIncident: What exactly led to the demodands' exile to Carceri has been lost in the mists of time, but the kelubars and shators agree that it was the farastus' fault.
* {{Sadist}}: Demodands have no interest in corrupting mortals, ruling the world, or imposing their particular notion of evil upon the cosmos. Their only real desire is to make others suffer in various ways.
!!Farastu
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_farastu_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:From left to right, a farastu, kelubar and shator (3e)]]
->'''Classification:''' Outsider (3E), Fiend (5E)\\
'''Alignment:''' ChaoticEvil (2E), NeutralEvil (3E, 5E)
Also known as gehreleths, these cruel fiends are native to the Tarterian Depths of Carceri, and are simultaneously inmates and the self-appointed wardens of that prison plane.
----
* ApeShallNeverKillApe: ''AD&D'' notes that while gehreleths are merciless towards outsiders, they never attack each other, and have a stable society built upon raw power.
* AssociationFallacy: 3E mentions that demodands have no reason to bother non-petitioners on Carceri, but unfortunately for planar visitors, "If a creature is on Carceri, the demodands think it belongs there, and thus they see that keeping it there is their duty."
* DemonOfHumanOrigin: 2E states that gehreleths are born when mortals perish on the Lower Planes, prompting the dark power they worship, Apomps the Three-Sided One, to convert the cadaver into a new gehreleth.
* EnemySummoner: Like other races of Outsiders, demodands have a chance to summon others of their kind, to various degrees of success. But their ''AD&D'' rules put an interesting spin on the notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon specific denizens of the Lower Planes, particularly fiends whom the author dislikes.
* FatBastard: Kelubars and shators are obese, partly because they live fairly sedentary lives.
* NoSell: Demodands as a race are immune to acid and poison, and enjoy a permanent ''freedom of movement'' effect that lets them ignore difficult terrain or magical effects to reduce their speed.
* NoodleIncident: What exactly led to the demodands' exile to Carceri has been lost in the mists of time, but the kelubars and shators agree that it was the farastus' fault.
* {{Sadist}}: Demodands have no interest in corrupting mortals, ruling the world, or imposing their particular notion of evil upon the cosmos. Their only real desire is to make others suffer in various ways.
!!Farastu
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_farastu_5e.png]]
Changed line(s) 638,640 (click to see context) from:
->'''Challenge Rating:''' 11 (3E, 5E)
The least and most common of the demodands, who when they aren't pushing around weaker creatures can be found serving their stronger kin, or hunting down escapees from Carceri.
The least and most common of the demodands, who when they aren't pushing around weaker creatures can be found serving their stronger kin, or hunting down escapees from Carceri.
to:
'''Challenge Rating:'''
'''Playable:''' 2E, 3E, 5E\\
'''Alignment:''' Neutral Good
Properly svirfneblin, these gnomes dwell in hidden enclaves within the Underdark, concerned with their own survival and avoiding the attention of their dangerous neighbors. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Deep Imaskari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_imaskari_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
The
Changed line(s) 642,652 (click to see context) from:
* TheBerserker: In 3E, farastus can fly into a berserk rage during combat, which gives them a chance to vent their frustrations from being at the bottom of the demodand pecking order.
* TheChainOfHarm: They have to endure the hatred and disdain of their kin, which makes them all the more arrogant and cruel when those stronger demodands aren't around.
* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.
* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast when they strike the fiend.
!!Kelubar
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_kelubar_5e.png]]
[[caption-width-right:349:5e]]
->'''Challenge Rating:''' 13 (3E, 5E)
The middle rung of demodand society, kelubars serve as bureaucrats, or supervisors for squads of farastus.
* TheChainOfHarm: They have to endure the hatred and disdain of their kin, which makes them all the more arrogant and cruel when those stronger demodands aren't around.
* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.
* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast when they strike the fiend.
!!Kelubar
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_kelubar_5e.png]]
[[caption-width-right:349:5e]]
->'''Challenge Rating:''' 13 (3E, 5E)
The middle rung of demodand society, kelubars serve as bureaucrats, or supervisors for squads of farastus.
to:
* TheBerserker: In 3E, farastus can fly into a berserk rage during combat, which BeneathTheEarth: Their home of Deep Imaskar is an UndergroundCity in the Lowerdark, fully 10 miles beneath the surface. The city itself is sustained by magic, from the Great Seal that gives them a chance ''suggestion'' to vent their frustrations from being at everyone on Faerûn that the bottom Imaskari are extinct, to the subjective gravity that lets the locals build along the walls of the demodand pecking order.
three-mile-long cavern.
*TheChainOfHarm: HumanSubspecies: Deep Imaskari are humans who have lived underground for thousands of years.
* InnateNightVision: Downplayed; they have low-light vision, which is a step above normal human vision, but falls short of the darkvision enjoyed by most Underdark races.
* MageSpecies: As the survivors of a [[TheMagocracy magocracy]], deep Imaskari have a passion for magic, so that one surefire way to win their friendship is the gift of a new spell or piece of arcane lore. They have a racial bonus toendure Intelligence, favor the hatred wizard class, and disdain have the "Spell Clutch" ability to retain a 1st-level spell after casting it, once per day.
* RetiredMonster: Imaskar was a godless empire that subjugated eastern Faerûn for thousands of years, before falling to a divinely-incited SlaveRevolt. A population of survivors fled deep underground to found a new homeland, protected by a Great Seal, and kept to themselves for four millennia. Now that the Great Seal has been breached, the deep Imaskari are beginning to venture out to explore the outside world, seeking communication and commerce rather than conquest. They're guarded and detached, but curious about other creatures... though wary of Mulhorandi and Untheri, the descendants of the slaves who overthrew ancient Imaskar.
* RockMonster: Subverted; deep Imaskari's skin looks like fine marble, but it's just as soft as normal human flesh. Their skin tone does help them blend in with rocky environments, however.
* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have theirkin, which makes them all memory of its location wiped from their minds]], to keep it safe even if a deep Imaskari falls into the more arrogant and cruel when those stronger demodands aren't around.
* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.
* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast when they strike the fiend.
!!Kelubar
[[quoteright:349:https://static.clutches of mind-reading foes like illithids.
[[/folder]]
[[folder:Deep Scion]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_kelubar_5e.org/pmwiki/pub/images/d&d_deep_scion_5e.png]]
[[caption-width-right:349:5e]]
->'''Challenge[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (5E)\\
'''Challenge Rating:'''13 (3E, 5E)
The middle rung3 (5E)\\
'''Alignment:''' NeutralEvil
Krakens or other terrors ofdemodand society, kelubars the deep may rescue people from drowning at sea, or abduct them from their homes, solely to offer a sinister ultimatum: serve as bureaucrats, or supervisors for squads die. Those who accept are given the power to shift into an aquatic hybrid form, then sent to infiltrate coastal settlements on behalf of farastus. their new masters.
*
* InnateNightVision: Downplayed; they have low-light vision, which is a step above normal human vision, but falls short of the darkvision enjoyed by most Underdark races.
* MageSpecies: As the survivors of a [[TheMagocracy magocracy]], deep Imaskari have a passion for magic, so that one surefire way to win their friendship is the gift of a new spell or piece of arcane lore. They have a racial bonus to
* RetiredMonster: Imaskar was a godless empire that subjugated eastern Faerûn for thousands of years, before falling to a divinely-incited SlaveRevolt. A population of survivors fled deep underground to found a new homeland, protected by a Great Seal, and kept to themselves for four millennia. Now that the Great Seal has been breached, the deep Imaskari are beginning to venture out to explore the outside world, seeking communication and commerce rather than conquest. They're guarded and detached, but curious about other creatures... though wary of Mulhorandi and Untheri, the descendants of the slaves who overthrew ancient Imaskar.
* RockMonster: Subverted; deep Imaskari's skin looks like fine marble, but it's just as soft as normal human flesh. Their skin tone does help them blend in with rocky environments, however.
* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have their
* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.
* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast when they strike the fiend.
!!Kelubar
[[quoteright:349:https://static.
[[/folder]]
[[folder:Deep Scion]]
[[quoteright:350:https://static.tvtropes.
->'''Challenge
->'''Classification:''' Humanoid (5E)\\
'''Challenge Rating:'''
The middle rung
'''Alignment:''' NeutralEvil
Krakens or other terrors of
Changed line(s) 654,668 (click to see context) from:
* AcidAttack: Kelubar skin is coated in a pale green acidic slime.
* BackStab: In 3E, kelubars can deal Sneak Attack damage like a mid-level rogue, which makes their ability to cast ''invisibility'' at will all the more dangerous.
* WeaponizedStench: Kelubars' slime is so foul that it can nauseate other creatures within 30 feet.
!!Shator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shator_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 16 (3E, 5E)
The corpulet shators rule what society exists on Carceri, managing the plane's prisoners and extending its influence to other worlds.
----
* LargeAndInCharge: The Large (and horribly obese) shators are at the top of the demodands' pecking order.
* InstantPeopleJustAddWater: A liquid variant; shators have the weird ability to reduce willing farastus and kelebars to pools of tar and slime that can then be collected into flasks, each housing its own fiend. Demodands stored in this way will keep for centuries, and will be revived the instant someone opens their flask.
* TheParalyzer: A shator's slime acts as a paralytic neurotoxin.
* WardensAreEvil: Shators are unusually cruel wardens of Carceri, and secretly hope those that are bound to the plane will attempt to escape, just so they can hunt the fugitives down.
* BackStab: In 3E, kelubars can deal Sneak Attack damage like a mid-level rogue, which makes their ability to cast ''invisibility'' at will all the more dangerous.
* WeaponizedStench: Kelubars' slime is so foul that it can nauseate other creatures within 30 feet.
!!Shator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shator_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 16 (3E, 5E)
The corpulet shators rule what society exists on Carceri, managing the plane's prisoners and extending its influence to other worlds.
----
* LargeAndInCharge: The Large (and horribly obese) shators are at the top of the demodands' pecking order.
* InstantPeopleJustAddWater: A liquid variant; shators have the weird ability to reduce willing farastus and kelebars to pools of tar and slime that can then be collected into flasks, each housing its own fiend. Demodands stored in this way will keep for centuries, and will be revived the instant someone opens their flask.
* TheParalyzer: A shator's slime acts as a paralytic neurotoxin.
* WardensAreEvil: Shators are unusually cruel wardens of Carceri, and secretly hope those that are bound to the plane will attempt to escape, just so they can hunt the fugitives down.
to:
* AcidAttack: Kelubar skin FishPeople: Well, kraken-people -- deep scions' hybrid forms are more about tentacles than fins and scales.
-->'''Volo:''' If you meet a human and there's something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink iscoated in a pale green acidic slime.
just fish stink.
*BackStab: In 3E, kelubars SuperScream: Deep scions can deal Sneak Attack damage like let out a mid-level rogue, terrible scream which makes their ability to cast ''invisibility'' at will all ravages the more dangerous.
* WeaponizedStench: Kelubars' slime is so foul that it can nauseate otherminds of nearby creatures within 30 feet.
!!Shator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shator_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 16 (3E, 5E)
The corpulet shators rule what society exists on Carceri, managing the plane's prisoners and extending its influence to other worlds.
----
* LargeAndInCharge: The Large (and horribly obese) shators are at the topwith psionic energy, potentially stunning them. This scream also transmits a record of the demodands' pecking order.
deep scion's most recent memories to its master, but only if it screams while underwater.
*InstantPeopleJustAddWater: A liquid variant; shators have TentacledTerror: Deep scions' hybrid forms are depicted as having a dozen squidlike tentacles growing from the weird ability to reduce willing farastus and kelebars to pools backs of tar and slime that can then be collected into flasks, each housing its own fiend. Demodands stored in this way will keep for centuries, and will be revived the instant someone opens their flask.
* TheParalyzer: A shator's slime acts as a paralytic neurotoxin.
* WardensAreEvil: Shators are unusually cruel wardens of Carceri, and secretly hope those that are bound to the plane will attempt to escape, just sohead, though they don't use them for combat.
* ThisWasHisTrueForm: When a deep scion is killed, it reverts back into its original humanoid form.
* VoluntaryShapeshifting: Deep scions canhunt freely switch between their original humanoid forms and the fugitives down.half-humanoid, half-piscine form bestowed upon them by their dark masters, which is amphibious and moves better through the water than on land.
-->'''Volo:''' If you meet a human and there's something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is
*
* WeaponizedStench: Kelubars' slime is so foul that it can nauseate other
!!Shator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shator_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 16 (3E, 5E)
The corpulet shators rule what society exists on Carceri, managing the plane's prisoners and extending its influence to other worlds.
----
* LargeAndInCharge: The Large (and horribly obese) shators are at the top
*
* TheParalyzer: A shator's slime acts as a paralytic neurotoxin.
* WardensAreEvil: Shators are unusually cruel wardens of Carceri, and secretly hope those that are bound to the plane will attempt to escape, just so
* ThisWasHisTrueForm: When a deep scion is killed, it reverts back into its original humanoid form.
* VoluntaryShapeshifting: Deep scions can
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[[folder:Demon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demons_3e.jpg]]
[[caption-width-right:350:A balor and marilith (3e)]]
->'''Classification:''' Outsider (3E), Elemental Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' Varies by type\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demons_3e.jpg]]
[[caption-width-right:350:A balor and marilith (3e)]]
->'''Classification:''' Outsider (3E), Elemental Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' Varies by type\\
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Outsider (3E), Elemental Magical Beast (4E), Fiend (5E)\\
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
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Destructive fiends from the Infinite Layers of the Abyss, the demonic hordes embody the ChaoticEvil alignment. See [[Characters/DungeonsAndDragonsFiendsDemons the Demons subpage]] for more information about them.
to:
----
* CloneArmy: Deconstructed by the deepspawn themselves. In one instance, the shield dwarves used deepspawn to create an army of clones, which caused problems when those copies integrated with dwarven society after the Spawn Wars. The implied result is that genetic variety amongst the shield dwarves crashed, contributing to their fertility issues in later eras, something that took literal DivineIntervention to fix.
* CombatTentacles: Three of their tentacles have eyeless maws on them, three more can make slap attacks but are also dexterous enough to wield weapons.
* FantasticLivestock: Dwarven settlements in the Realms sometimes keep captive deepspawn as a food source, feeding them livestock so the aberrations will make numerous copies of meat animals. This can easily backfire on the deepspawn-keepers, if one of their captive monsters ever manages to sink its teeth into something more dangerous than cattle.
* ItCanThink: Despite their monstrous appearance, deepspawn are highly intelligent.
* MookMaker: A deepspawn's signature ability is being able to create spawn based on any living, Material Plane being (so no outsiders, elementals or undead) they've consumed. These spawn are born in less than four days and emerge fully-grown and ready for action. They retain only faint memories of their previous existence, and their alignment and intelligence are the same as the original creature, but the spawn are wholly loyal to their creator and cannot even be magically compelled to attack them. In other words, deepspawn are the answer to the question "What is an X doing in this dungeon?"
* PooledFunds: Deepspawn have a habit of burying themselves beneath a pile of treasure, which gives them the benefits of surprise and confusion (enemies may think its tentacle attacks are coming from separate creatures), and also a bonus to Armor Class from the
* TentacleRope: If they aren't wielding weapons, their tentacles can be used to grapple and constrict.
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[[folder:Demonhive]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demonhive_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demonhive_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 684,685 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 2 (demonet swarm, attendant), 6 (queen) (3E)\\
'''Challenge Rating:''' 2 (demonet swarm, attendant), 6 (queen) (3E)\\
to:
->'''Classification:''' Outsider Undead (3E)\\
'''Challenge Rating:'''2 (demonet swarm, attendant), 6 (queen) (3E)\\
'''Challenge Rating:'''
Changed line(s) 688 (click to see context) from:
Insectoid fiends that originated in the Abyss, but have since spread across the Lower Planes.
to:
Changed line(s) 690,699 (click to see context) from:
* AttackAttackAttack: While foraging, demonhive attendants attack anything larger than a non-demonic insect.
* BeePeople: The demonhive is a species of eusocial, insectile fiends, with a reproductive queen giving birth to thousands of demonets, most of which grow up to be male attendants. Females remain immature as long as the queen lives; after this, they grow up and establish their own hive.
* BigCreepyCrawlies: Individual demonets are the size of rats, attendants the size of dogs, while the bloated demonhive queens are 10 feet wide.
* HiveCasteSystem: Demonhive members are divided into three castes: demonets that gather in swarms, male attendants that hunt for the hive, and the hive's queen.
* HiveMind: All demonhive members within two miles of a queen are in constant communication.
* MamaBear: A demonhive queen lets out a [[SuperScream "maternal scream"]] as her demonet swarms are killed, dealing sonic damage to anything within 60 feet (which won't affect other demonhive creatures, since they're immune to sonic damage).
* MonstrousCannibalism: When food runs out, a demonhive queen begins to starve, and starts to kill an attendant each day. The queen does not eat the corpse but instead [[PetTheDog leaves it for demonets and other attendants to feed on]].
* TheSwarm: Demonets operate as such, allowing them to swarm around and distract enemies with the [[DroneOfDread mind-numbing droning]] of their wings.
* TurnsRed: Should a demonhive queen enter negative hit points, her attendants fly into a frenzy similar to a ''haste'' effect.
* WolfpackBoss: A demonhive is intended to be encountered as a unit, and part of the challenge comes from how the hive's components support each other with their abilities. Optimally, the adventurers will defeat the attendants first, then the queen, and finally mop up the swarms.
* BeePeople: The demonhive is a species of eusocial, insectile fiends, with a reproductive queen giving birth to thousands of demonets, most of which grow up to be male attendants. Females remain immature as long as the queen lives; after this, they grow up and establish their own hive.
* BigCreepyCrawlies: Individual demonets are the size of rats, attendants the size of dogs, while the bloated demonhive queens are 10 feet wide.
* HiveCasteSystem: Demonhive members are divided into three castes: demonets that gather in swarms, male attendants that hunt for the hive, and the hive's queen.
* HiveMind: All demonhive members within two miles of a queen are in constant communication.
* MamaBear: A demonhive queen lets out a [[SuperScream "maternal scream"]] as her demonet swarms are killed, dealing sonic damage to anything within 60 feet (which won't affect other demonhive creatures, since they're immune to sonic damage).
* MonstrousCannibalism: When food runs out, a demonhive queen begins to starve, and starts to kill an attendant each day. The queen does not eat the corpse but instead [[PetTheDog leaves it for demonets and other attendants to feed on]].
* TheSwarm: Demonets operate as such, allowing them to swarm around and distract enemies with the [[DroneOfDread mind-numbing droning]] of their wings.
* TurnsRed: Should a demonhive queen enter negative hit points, her attendants fly into a frenzy similar to a ''haste'' effect.
* WolfpackBoss: A demonhive is intended to be encountered as a unit, and part of the challenge comes from how the hive's components support each other with their abilities. Optimally, the adventurers will defeat the attendants first, then the queen, and finally mop up the swarms.
to:
* AttackAttackAttack: While foraging, demonhive attendants attack anything larger than a non-demonic insect.
* BeePeople: The demonhive is a species of eusocial, insectile fiends, with a reproductive queen giving birth to thousands of demonets, most of which grow up to be male attendants. Females remain immature as long asTheBlank: Beneath the queen lives; after this, they grow up and establish spirits bound to them, defacers have perfectly featureless faces.
* FaceStealer: Anyone slain by a defacer's slam attack, or whose corpse is touched by the creature, has theirown hive.
* BigCreepyCrawlies: Individual demonets are the size of rats, attendants the size of dogs,face vanish from their body, while the bloated demonhive queens are 10 feet wide.
* HiveCasteSystem: Demonhive members are divideddefacer's visage changes into three castes: demonets that gather in swarms, male attendants of their latest victim. For the defacer, this change lasts for 24 hours, or until they use their earth glide ability to pass through stone.
* StatusInflictionAttack: A defacer's slam attack can stun victims for a round - during this time, the stunned creature's face twists into thathunt of one of the defacer's prior victims, which screams for the hive, help and the hive's queen.
release.
*HiveMind: All demonhive members within two miles of SupernaturalFearInducer: The constantly-keening spirits that surround a queen are in constant communication.
* MamaBear: A demonhive queen lets out a [[SuperScream "maternal scream"]] as her demonet swarms are killed, dealing sonic damage to anythingdefacer make any creature within 60 feet (which won't affect other demonhive creatures, since they're immune to sonic damage).
* MonstrousCannibalism: When food runs out, a demonhive queen begins to starve, and starts to kill an attendant each day. The queen does not eat the corpse but instead [[PetTheDog leavesof it for demonets and other attendants to feed on]].
* TheSwarm: Demonets operate as such, allowing them to swarm around and distract enemiesshaken, with the [[DroneOfDread mind-numbing droning]] of NoSavingThrow.
* YourSoulIsMine: Those who have succumbed to or had theirwings.
* TurnsRed: Shouldcorpses defiled by a demonhive queen enter negative hit points, her attendants fly into a frenzy similar defacer are bound to a ''haste'' effect.
* WolfpackBoss: A demonhive is intended to be encountered as a unit, and partthe monster, joining the cloud of keening spectral faces orbiting it. This prevents the use of the challenge comes from how the hive's components support each other ''speak with dead'' spell or resurrection magic until the defacer is destroyed. On the upside, if someone is slain by a defacer but the monster is in turn destroyed within a day of the deed, that previous victim will return to life so long as their abilities. Optimally, the adventurers will defeat the attendants first, then the queen, and finally mop up the swarms.body is mostly intact.
* BeePeople: The demonhive is a species of eusocial, insectile fiends, with a reproductive queen giving birth to thousands of demonets, most of which grow up to be male attendants. Females remain immature as long as
* FaceStealer: Anyone slain by a defacer's slam attack, or whose corpse is touched by the creature, has their
* BigCreepyCrawlies: Individual demonets are the size of rats, attendants the size of dogs,
* HiveCasteSystem: Demonhive members are divided
* StatusInflictionAttack: A defacer's slam attack can stun victims for a round - during this time, the stunned creature's face twists into that
*
* MamaBear: A demonhive queen lets out a [[SuperScream "maternal scream"]] as her demonet swarms are killed, dealing sonic damage to anything
* MonstrousCannibalism: When food runs out, a demonhive queen begins to starve, and starts to kill an attendant each day. The queen does not eat the corpse but instead [[PetTheDog leaves
* TheSwarm: Demonets operate as such, allowing them to swarm around and distract enemies
* YourSoulIsMine: Those who have succumbed to or had their
* TurnsRed: Should
* WolfpackBoss: A demonhive is intended to be encountered as a unit, and part
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[[folder:Demonthorn Mandrake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demonthorn_mandrake_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demonthorn_mandrake_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 705,709 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Evil, intelligent, predatory plants common across the Lower Planes, or protecting the lairs of evil cultists on the Material Plane.
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Evil, intelligent, predatory plants common across the Lower Planes, or protecting the lairs of evil cultists on the Material Plane.
to:
->'''Classification:''' Plant Aberration (3E)\\
'''Challenge Rating:'''5 9 (3E)\\
'''Alignment:'''NeutralEvil
Evil, intelligent, predatory plants common across the Lower Planes, or protecting the lairs of evil cultists on the Material Plane.TrueNeutral
Huge, slug-like burrowing creatures with a taste for rock and metals.
'''Challenge Rating:'''
'''Alignment:'''
Evil, intelligent, predatory plants common across the Lower Planes, or protecting the lairs of evil cultists on the Material Plane.
Huge, slug-like burrowing creatures with a taste for rock and metals.
Changed line(s) 711,717 (click to see context) from:
* CombatTentacles: In melee, these plants make slam attacks with their bristly vines.
* FacialHorror: For a ranged attack, a demonthorn mandrake can spit a spore pod out to 30 feet, which then explodes in a 10-foot-radius burst. Any living creatures in the blast radius take damage as thorny growths burst from their faces, and then have to save or take DamageOverTime from the thorns until they're either pulled out (dealing additional damage) or cleansed with a vial of holy water.
* ItCanThink: Demonthorn mandrakes are smarter than ogres but dumber than humans, capable of following a summoner's orders, but are unable to speak themselves. As predatory plants, they don't have anything in the way of a society, either.
* MonsterLord: Somewhere in the Abyss is the Mother Seed, the largest demonthorn mandrake in the Great Wheel, whom lesser mandrakes obey without question.
* PerpetualMotionMonster: Unlike normal plants, demonthorn mandrakes don't require water or light to survive, only the flesh of their victims. If they go a month without feeding, the plants enter a state of dormancy that can last for years, until their roots detect the presence of nearby creatures via tremorsense.
* TheVirus: Should a creature succumb to a demonthorn mandrake's spores, a fully-grown plant will sprout from the corpse in a matter of hours.
* YouWillNotEvadeMe: The plants can extend their roots out to a 30 foot radius, immobilizing themselves but also potentially entangling prey. While a demonthorn mandrake's roots are extended and exposed, they emit humanlike screams.
* FacialHorror: For a ranged attack, a demonthorn mandrake can spit a spore pod out to 30 feet, which then explodes in a 10-foot-radius burst. Any living creatures in the blast radius take damage as thorny growths burst from their faces, and then have to save or take DamageOverTime from the thorns until they're either pulled out (dealing additional damage) or cleansed with a vial of holy water.
* ItCanThink: Demonthorn mandrakes are smarter than ogres but dumber than humans, capable of following a summoner's orders, but are unable to speak themselves. As predatory plants, they don't have anything in the way of a society, either.
* MonsterLord: Somewhere in the Abyss is the Mother Seed, the largest demonthorn mandrake in the Great Wheel, whom lesser mandrakes obey without question.
* PerpetualMotionMonster: Unlike normal plants, demonthorn mandrakes don't require water or light to survive, only the flesh of their victims. If they go a month without feeding, the plants enter a state of dormancy that can last for years, until their roots detect the presence of nearby creatures via tremorsense.
* TheVirus: Should a creature succumb to a demonthorn mandrake's spores, a fully-grown plant will sprout from the corpse in a matter of hours.
* YouWillNotEvadeMe: The plants can extend their roots out to a 30 foot radius, immobilizing themselves but also potentially entangling prey. While a demonthorn mandrake's roots are extended and exposed, they emit humanlike screams.
to:
* CombatTentacles: In melee, these plants make slam attacks with their bristly vines.
* FacialHorror: ForAcidAttack: Delvers are coated in a ranged attack, a demonthorn mandrake can spit a spore pod out to 30 feet, corrosive slime which then explodes in a 10-foot-radius burst. Any living deals increasing damage to metallic or stony creatures in the blast radius take damage as thorny growths or objects.
* AlienCatnip: Metal intoxicates delvers, and some become addicted enough to menace miners or anyone carrying metal equipment.
* DigAttack: If delvers are expecting trouble, they honeycomb an area with thin-walled tunnels, which they can then burstfrom their faces, through to attack enemies.
* EatDirtCheap: Delvers primarily feed on stone, andthen have to save or take DamageOverTime from the thorns until they're either pulled out (dealing additional damage) or cleansed with a vial of holy water.
* ItCanThink: Demonthorn mandrakes are smarter than ogres but dumber than humans, capable of following a summoner's orders, but are unable tocan also enjoy various non-metallic minerals like gems, so adventurers who speak themselves. As predatory plants, they don't Terran or Undercommon can sometimes exchange minor treasure for information.
* FastTunneling: Fast compared to mundane diggers, anyway - delvers haveanything in the way of a society, either.
* MonsterLord: Somewhere in the Abyss is the Mother Seed, the largest demonthorn mandrake in the Great Wheel, whom lesser mandrakes obey without question.
* PerpetualMotionMonster: Unlike normal plants, demonthorn mandrakes don't require water or light to survive, only the flesh of their victims. If they go a month without feeding, the plants enter a state of dormancyfairly slow 10-foot burrow speed, but leave behind 10-foot-wide tunnels that can last for years, until be used by other creatures.
* GentleGiant: Despite theirroots detect the presence size, delvers are usually shy and inoffensive, and have little reason to attack organic entities. Though they will make meals out of nearby earth elementals and creatures via tremorsense.
like xorns.
*TheVirus: Should MooksAteMyEquipment: The acid that covers a creature succumb to a demonthorn mandrake's spores, a fully-grown plant will sprout from delver's body can dissolve weapons that strike them, or the corpse in a matter of hours.
* YouWillNotEvadeMe: The plants can extend their roots out to a 30 foot radius, immobilizing themselves but also potentially entangling prey. While a demonthorn mandrake's roots are extendedarmor and exposed, clothing of creatures they emit humanlike screams.attack.
* FacialHorror: For
* AlienCatnip: Metal intoxicates delvers, and some become addicted enough to menace miners or anyone carrying metal equipment.
* DigAttack: If delvers are expecting trouble, they honeycomb an area with thin-walled tunnels, which they can then burst
* EatDirtCheap: Delvers primarily feed on stone, and
* ItCanThink: Demonthorn mandrakes are smarter than ogres but dumber than humans, capable of following a summoner's orders, but are unable to
* FastTunneling: Fast compared to mundane diggers, anyway - delvers have
* MonsterLord: Somewhere in the Abyss is the Mother Seed, the largest demonthorn mandrake in the Great Wheel, whom lesser mandrakes obey without question.
* PerpetualMotionMonster: Unlike normal plants, demonthorn mandrakes don't require water or light to survive, only the flesh of their victims. If they go a month without feeding, the plants enter a state of dormancy
* GentleGiant: Despite their
*
* YouWillNotEvadeMe: The plants can extend their roots out to a 30 foot radius, immobilizing themselves but also potentially entangling prey. While a demonthorn mandrake's roots are extended
Changed line(s) 720,727 (click to see context) from:
[[folder:Derro]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_derro_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 3 (3E), 13 (4E), 1/4 (5E)\\
'''Alignment:''' ChaoticEvil
Small, cruel, and thoroughly mad humanoids who infest certain corners of the Underdark, where their insane paranoia serves them well.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_derro_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 3 (3E), 13 (4E), 1/4 (5E)\\
'''Alignment:''' ChaoticEvil
Small, cruel, and thoroughly mad humanoids who infest certain corners of the Underdark, where their insane paranoia serves them well.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:From left to right, a farastu, kelubar and shator (3e)]]
->'''Classification:'''
'''Challenge Rating:''' 3 (3E), 13 (4E), 1/4
'''Alignment:'''
Small, cruel,
Also known as gehreleths, these cruel fiends are native to the Tarterian Depths of Carceri, and
Changed line(s) 729,751 (click to see context) from:
* CainAndAbel: The derro's mythic history describes the brothers Diirinka and Diinkarazan, and how Diirinka betrayed his sibling to steal magical power from a pursuing enemy. This is not portrayed as a tragedy, but rather as a lesson on the importance of survival at any cost, and how deceitfulness and cruelty can be useful.
* HalfHumanHybrid: 2nd and 3rd Edition cast derro as dwarf-human hybrids, so that "Their features remind dwarves of humans, and vice versa."
* HaveAGayOldTime: In Australia, "Derro" (derived from "derelict") is slang for a homeless person, a tramp; a social derelict, especially an alcoholic.
* InsanityImmunity: 3rd Edition derro are immune to ''confusion'' or ''insanity'' effects because they're already quite mad, thank you very much. Only a ''wish'' or ''miracle'' spell can cure their racial insanity.
* MadeASlave: They often take slaves to help support their communities, and in 2nd Edition will regularly wage a "Uniting War" against other races of the Underdark in part to spread rumors that might draw surface civilizations to send scouts and adventurers into the Underdark -- "The derro welcome this new source of slaves."
* TheMorlocks: Their 5th Edition backstory sets them up as this to dwarves, being a degenerate splinter race of near-feral subterranean humanoids. Not that the duergar or surface dwarves recognize derro as kin.
* OurDwarvesAreDifferent: They're often classified as a dwarven subrace.
* TheParanoiac: Derro are inherently paranoid, which [[ProperlyParanoid is fully justified]] in the dangerous Underdark. However, their racial insanity [[SanityHasAdvantages makes it impossible for them to form communities]] more advanced than cults of personality centered on their spellcasting savants.
* {{Retcon}}: Their backstory varies by edition.
** 2nd Edition describes derro as having lived in the Underdark for ages, but only relatively recently have other races encountered them. 3rd Edition elaborates only slightly, saying the derro were created by "some nameless deity of darkness and madness" from dwarf and human stock.
** 4th Edition casts derro as the "warped descendants of a mad, power-hungry civilization that nearly ripped apart the planes when the world was still young," cast into the Underdark by the World Serpent in an attempt to stop them from opening portals to the Far Realm.
** In 5th Edition, the derro are instead relatives of the duergar, former slaves of the illithids who responded particularly badly to their masters' psionic experiments.
* WeakenedByTheLight: In 5th Edition, derro [[DayHurtsDarkAdjustedEyes suffer penalties on rolls made in sunlight]], while in 2nd and 3rd Edition, derro will sicken and eventually die if exposed to too much sunlight.
[[/folder]]
[[folder:Desmodu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_desmodu_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' NeutralGood
Ogre-sized, bat-like humanoids who dwell within the Underdark's largest caverns. Unlike most underground races, they aren't dangerous unless attacked.
* HalfHumanHybrid: 2nd and 3rd Edition cast derro as dwarf-human hybrids, so that "Their features remind dwarves of humans, and vice versa."
* HaveAGayOldTime: In Australia, "Derro" (derived from "derelict") is slang for a homeless person, a tramp; a social derelict, especially an alcoholic.
* InsanityImmunity: 3rd Edition derro are immune to ''confusion'' or ''insanity'' effects because they're already quite mad, thank you very much. Only a ''wish'' or ''miracle'' spell can cure their racial insanity.
* MadeASlave: They often take slaves to help support their communities, and in 2nd Edition will regularly wage a "Uniting War" against other races of the Underdark in part to spread rumors that might draw surface civilizations to send scouts and adventurers into the Underdark -- "The derro welcome this new source of slaves."
* TheMorlocks: Their 5th Edition backstory sets them up as this to dwarves, being a degenerate splinter race of near-feral subterranean humanoids. Not that the duergar or surface dwarves recognize derro as kin.
* OurDwarvesAreDifferent: They're often classified as a dwarven subrace.
* TheParanoiac: Derro are inherently paranoid, which [[ProperlyParanoid is fully justified]] in the dangerous Underdark. However, their racial insanity [[SanityHasAdvantages makes it impossible for them to form communities]] more advanced than cults of personality centered on their spellcasting savants.
* {{Retcon}}: Their backstory varies by edition.
** 2nd Edition describes derro as having lived in the Underdark for ages, but only relatively recently have other races encountered them. 3rd Edition elaborates only slightly, saying the derro were created by "some nameless deity of darkness and madness" from dwarf and human stock.
** 4th Edition casts derro as the "warped descendants of a mad, power-hungry civilization that nearly ripped apart the planes when the world was still young," cast into the Underdark by the World Serpent in an attempt to stop them from opening portals to the Far Realm.
** In 5th Edition, the derro are instead relatives of the duergar, former slaves of the illithids who responded particularly badly to their masters' psionic experiments.
* WeakenedByTheLight: In 5th Edition, derro [[DayHurtsDarkAdjustedEyes suffer penalties on rolls made in sunlight]], while in 2nd and 3rd Edition, derro will sicken and eventually die if exposed to too much sunlight.
[[/folder]]
[[folder:Desmodu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_desmodu_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' NeutralGood
Ogre-sized, bat-like humanoids who dwell within the Underdark's largest caverns. Unlike most underground races, they aren't dangerous unless attacked.
to:
* CainAndAbel: The derro's mythic history describes the brothers Diirinka and Diinkarazan, and how Diirinka betrayed his sibling to steal magical power from a pursuing enemy. This is not portrayed as a tragedy, but rather as a lesson on the importance of survival at any cost, and how deceitfulness and cruelty can be useful.
* HalfHumanHybrid: 2nd and 3rd Edition cast derro as dwarf-human hybrids, soApeShallNeverKillApe: ''AD&D'' notes that "Their features remind dwarves of humans, while gehreleths are merciless towards outsiders, they never attack each other, and vice versa.have a stable society built upon raw power.
* AssociationFallacy: 3E mentions that demodands have no reason to bother non-petitioners on Carceri, but unfortunately for planar visitors, "If a creature is on Carceri, the demodands think it belongs there, and thus they see that keeping it there is their duty."
*HaveAGayOldTime: In Australia, "Derro" (derived from "derelict") is slang for a homeless person, a tramp; a social derelict, especially an alcoholic.
* InsanityImmunity: 3rd Edition derroDemonOfHumanOrigin: 2E states that gehreleths are immune born when mortals perish on the Lower Planes, prompting the dark power they worship, Apomps the Three-Sided One, to ''confusion'' or ''insanity'' effects because they're already quite mad, thank you very much. Only convert the cadaver into a ''wish'' or ''miracle'' spell can cure their racial insanity.
new gehreleth.
*MadeASlave: They often take slaves to help support their communities, and in 2nd Edition will regularly wage a "Uniting War" against EnemySummoner: Like other races of Outsiders, demodands have a chance to summon others of their kind, to various degrees of success. But their ''AD&D'' rules put an interesting spin on the Underdark in part to spread rumors notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might draw surface civilizations to send scouts and adventurers into the Underdark -- "The derro welcome this new source accidentally call up one of slaves."
* TheMorlocks: Their 5th Edition backstory setsthem up as this to dwarves, being rather than a degenerate splinter race baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of near-feral subterranean humanoids. Not disobeying their summoner. It also mentions that the duergar or surface dwarves recognize derro as kin.
* OurDwarvesAreDifferent: They're often classified as a dwarven subrace.
* TheParanoiac: Derro are inherently paranoid, which [[ProperlyParanoid is fully justified]] in the dangerous Underdark. However, their racial insanity [[SanityHasAdvantages makes it impossible for themshator like to form communities]] more advanced than cults of personality centered on their spellcasting savants.
* {{Retcon}}: Their backstory varies by edition.
** 2nd Edition describes derro as having lived in the Underdark for ages, but only relatively recently have other races encountered them. 3rd Edition elaborates only slightly, saying the derro were created by "some nameless deity of darkness and madness" from dwarf and human stock.
** 4th Edition casts derro as the "warped descendants of a mad, power-hungry civilization that nearly ripped apart the planes when the world was still young," cast into the Underdark by the World Serpent in an attemptwrite magical texts explaining how to stop them from opening portals to the Far Realm.
** In 5th Edition, the derro are instead relativessummon specific denizens of the duergar, former slaves of the illithids who responded Lower Planes, particularly badly fiends whom the author dislikes.
* FatBastard: Kelubars and shators are obese, partly because they live fairly sedentary lives.
* NoSell: Demodands as a race are immune to acid and poison, and enjoy a permanent ''freedom of movement'' effect that lets them ignore difficult terrain or magical effects to reduce theirmasters' psionic experiments.
speed.
*WeakenedByTheLight: In 5th Edition, derro [[DayHurtsDarkAdjustedEyes NoodleIncident: What exactly led to the demodands' exile to Carceri has been lost in the mists of time, but the kelubars and shators agree that it was the farastus' fault.
* {{Sadist}}: Demodands have no interest in corrupting mortals, ruling the world, or imposing their particular notion of evil upon the cosmos. Their only real desire is to make others sufferpenalties on rolls made in sunlight]], while in 2nd and 3rd Edition, derro will sicken and eventually die if exposed to too much sunlight.
[[/folder]]
[[folder:Desmodu]]
various ways.
!!Farastu
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_desmodu_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challengeorg/pmwiki/pub/images/d&d_farastu_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:'''9 (3E)\\
'''Alignment:''' NeutralGood
Ogre-sized, bat-like humanoids who dwell within the Underdark's largest caverns. Unlike11 (3E, 5E)
The least and mostunderground races, common of the demodands, who when they aren't dangerous unless attacked.pushing around weaker creatures can be found serving their stronger kin, or hunting down escapees from Carceri.
* HalfHumanHybrid: 2nd and 3rd Edition cast derro as dwarf-human hybrids, so
* AssociationFallacy: 3E mentions that demodands have no reason to bother non-petitioners on Carceri, but unfortunately for planar visitors, "If a creature is on Carceri, the demodands think it belongs there, and thus they see that keeping it there is their duty."
*
* InsanityImmunity: 3rd Edition derro
*
* TheMorlocks: Their 5th Edition backstory sets
* OurDwarvesAreDifferent: They're often classified as a dwarven subrace.
* TheParanoiac: Derro are inherently paranoid, which [[ProperlyParanoid is fully justified]] in the dangerous Underdark. However, their racial insanity [[SanityHasAdvantages makes it impossible for them
* {{Retcon}}: Their backstory varies by edition.
** 2nd Edition describes derro as having lived in the Underdark for ages, but only relatively recently have other races encountered them. 3rd Edition elaborates only slightly, saying the derro were created by "some nameless deity of darkness and madness" from dwarf and human stock.
** 4th Edition casts derro as the "warped descendants of a mad, power-hungry civilization that nearly ripped apart the planes when the world was still young," cast into the Underdark by the World Serpent in an attempt
** In 5th Edition, the derro are instead relatives
* FatBastard: Kelubars and shators are obese, partly because they live fairly sedentary lives.
* NoSell: Demodands as a race are immune to acid and poison, and enjoy a permanent ''freedom of movement'' effect that lets them ignore difficult terrain or magical effects to reduce their
*
* {{Sadist}}: Demodands have no interest in corrupting mortals, ruling the world, or imposing their particular notion of evil upon the cosmos. Their only real desire is to make others suffer
[[/folder]]
[[folder:Desmodu]]
!!Farastu
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge
[[caption-width-right:350:5e]]
->'''Challenge Rating:'''
'''Alignment:''' NeutralGood
Ogre-sized, bat-like humanoids who dwell within the Underdark's largest caverns. Unlike
The least and most
Changed line(s) 753,772 (click to see context) from:
* AttackAnimal[=/=]HorseOfADifferentColor: They breed varieties of bat for use as hunting animals or guards, or Huge specimens they can ride.
* BatPeople: They're hulking humanoids with bat faces and leathery membranes between their long arms and short legs, though while they're excellent climbers, desmodus are unable to fly or glide.
* DoubleWeapon: The desmodus' signature weapon is the notbora, a Huge quarterstaff with a crook on one end for tripping attacks, an unsheathable blade on the other, and a hinge in the middle for easy storage.
* GadgeteerGenius: Despite living fairly simply, desmodus have developed numerous clever tools and alchemical items, from breathing masks and steel cables and climbing harnesses, to a substance called "frostfire" that is essentially a cold-based variant of [[GreekFire alchemist's fire.]]
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that the drow had wiped them out in an ancient war.
* RunningOnAllFours: Desmodus are normally bipedal, but can double their speed by galloping on all fours.
* SpeaksFluentAnimal: They can talk with bats as per ''speak with animals.''
* StarfishLanguage: Desmodu involves both ultra- and subsonic utterances, so not many other species can speak it.
* SuperScream: Desmodus can emit subsonic vibrations at will to induce despair in enemies or hope in allies, granting morale penalties or bonuses on various rolls, respectively. Once per day they can also screech to emit a ray that deals sonic damage, or stun all non-desmodu around them.
* SuperSenses: Their echolocation gives them blindsight out to 120 feet.
[[/folder]]
[[folder:Destrachan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 8 (3E), 9 (4E)\\
'''Alignment:''' NeutralEvil (3E), Evil (4E)
Eyeless reptilian monsters that hunt with devastating sonic attacks.
* BatPeople: They're hulking humanoids with bat faces and leathery membranes between their long arms and short legs, though while they're excellent climbers, desmodus are unable to fly or glide.
* DoubleWeapon: The desmodus' signature weapon is the notbora, a Huge quarterstaff with a crook on one end for tripping attacks, an unsheathable blade on the other, and a hinge in the middle for easy storage.
* GadgeteerGenius: Despite living fairly simply, desmodus have developed numerous clever tools and alchemical items, from breathing masks and steel cables and climbing harnesses, to a substance called "frostfire" that is essentially a cold-based variant of [[GreekFire alchemist's fire.]]
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that the drow had wiped them out in an ancient war.
* RunningOnAllFours: Desmodus are normally bipedal, but can double their speed by galloping on all fours.
* SpeaksFluentAnimal: They can talk with bats as per ''speak with animals.''
* StarfishLanguage: Desmodu involves both ultra- and subsonic utterances, so not many other species can speak it.
* SuperScream: Desmodus can emit subsonic vibrations at will to induce despair in enemies or hope in allies, granting morale penalties or bonuses on various rolls, respectively. Once per day they can also screech to emit a ray that deals sonic damage, or stun all non-desmodu around them.
* SuperSenses: Their echolocation gives them blindsight out to 120 feet.
[[/folder]]
[[folder:Destrachan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 8 (3E), 9 (4E)\\
'''Alignment:''' NeutralEvil (3E), Evil (4E)
Eyeless reptilian monsters that hunt with devastating sonic attacks.
to:
* AttackAnimal[=/=]HorseOfADifferentColor: They breed varieties of bat for use as hunting animals or guards, or Huge specimens they TheBerserker: In 3E, farastus can ride.
* BatPeople: They're hulking humanoids with bat faces and leathery membranes between their long arms and short legs, though while they're excellent climbers, desmodus are unable tofly or glide.
* DoubleWeapon: The desmodus' signature weapon is the notbora,into a Huge quarterstaff with a crook on one end for tripping attacks, an unsheathable blade on the other, and a hinge in the middle for easy storage.
* GadgeteerGenius: Despite living fairly simply, desmodus have developed numerous clever tools and alchemical items, from breathing masks and steel cables and climbing harnesses, to a substance called "frostfire" that is essentially a cold-based variant of [[GreekFire alchemist's fire.]]
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that the drow had wiped them out in an ancient war.
* RunningOnAllFours: Desmodus are normally bipedal, but can double their speed by galloping on all fours.
* SpeaksFluentAnimal: They can talk with bats as per ''speak with animals.''
* StarfishLanguage: Desmodu involves both ultra- and subsonic utterances, so not many other species can speak it.
* SuperScream: Desmodus can emit subsonic vibrations at will to induce despair in enemies or hope in allies, granting morale penalties or bonuses on various rolls, respectively. Once per day they can also screech to emit a ray that deals sonic damage, or stun all non-desmodu around them.
* SuperSenses: Their echolocationberserk rage during combat, which gives them blindsight out a chance to 120 feet.
[[/folder]]
[[folder:Destrachan]]
[[quoteright:350:https://static.vent their frustrations from being at the bottom of the demodand pecking order.
* TheChainOfHarm: They have to endure the hatred and disdain of their kin, which makes them all the more arrogant and cruel when those stronger demodands aren't around.
* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.
* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast when they strike the fiend.
!!Kelubar
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E), Aberrant Magical Beast (4E)\\
'''Challengeorg/pmwiki/pub/images/d&d_kelubar_5e.png]]
[[caption-width-right:349:5e]]
->'''Challenge Rating:'''8 (3E), 9 (4E)\\
'''Alignment:''' NeutralEvil (3E), Evil (4E)
Eyeless reptilian monsters that hunt with devastating sonic attacks.13 (3E, 5E)
The middle rung of demodand society, kelubars serve as bureaucrats, or supervisors for squads of farastus.
* BatPeople: They're hulking humanoids with bat faces and leathery membranes between their long arms and short legs, though while they're excellent climbers, desmodus are unable to
* DoubleWeapon: The desmodus' signature weapon is the notbora,
* GadgeteerGenius: Despite living fairly simply, desmodus have developed numerous clever tools and alchemical items, from breathing masks and steel cables and climbing harnesses, to a substance called "frostfire" that is essentially a cold-based variant of [[GreekFire alchemist's fire.]]
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that the drow had wiped them out in an ancient war.
* RunningOnAllFours: Desmodus are normally bipedal, but can double their speed by galloping on all fours.
* SpeaksFluentAnimal: They can talk with bats as per ''speak with animals.''
* StarfishLanguage: Desmodu involves both ultra- and subsonic utterances, so not many other species can speak it.
* SuperScream: Desmodus can emit subsonic vibrations at will to induce despair in enemies or hope in allies, granting morale penalties or bonuses on various rolls, respectively. Once per day they can also screech to emit a ray that deals sonic damage, or stun all non-desmodu around them.
* SuperSenses: Their echolocation
[[/folder]]
[[folder:Destrachan]]
[[quoteright:350:https://static.
* TheChainOfHarm: They have to endure the hatred and disdain of their kin, which makes them all the more arrogant and cruel when those stronger demodands aren't around.
* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.
* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast when they strike the fiend.
!!Kelubar
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E), Aberrant Magical Beast (4E)\\
'''Challenge
[[caption-width-right:349:5e]]
->'''Challenge Rating:'''
'''Alignment:''' NeutralEvil (3E), Evil (4E)
Eyeless reptilian monsters that hunt with devastating sonic attacks.
The middle rung of demodand society, kelubars serve as bureaucrats, or supervisors for squads of farastus.
Changed line(s) 774,778 (click to see context) from:
* EyelessFace: Destrachans have no eyes, and hunt with their hearing which rivals most creatures' sight. This also renders them immune to gaze attacks or illusions.
* ForTheEvulz: Destrachans feed on death and misery, and spread woe for evil's sake.
* ItCanThink: They look like beasts, but destrachans are frightfully intelligent and wholly malevolent. Though incapable of speech, they can fully understand Common, and communicate through gestures or actions.
* SuperScream: Destrachans' tubular, toothless mouths can emit destructive harmonics that can induce unconsciousness, pulp flesh, or shatter stone, as the monster sees fit. They also are resistant to other sonic attacks.
* SuperSenses: Their superior hearing gives destrachans Blindsight out to a whopping 100 feet. On the downside, a ''silence'' spell will effectively blind them.
* ForTheEvulz: Destrachans feed on death and misery, and spread woe for evil's sake.
* ItCanThink: They look like beasts, but destrachans are frightfully intelligent and wholly malevolent. Though incapable of speech, they can fully understand Common, and communicate through gestures or actions.
* SuperScream: Destrachans' tubular, toothless mouths can emit destructive harmonics that can induce unconsciousness, pulp flesh, or shatter stone, as the monster sees fit. They also are resistant to other sonic attacks.
* SuperSenses: Their superior hearing gives destrachans Blindsight out to a whopping 100 feet. On the downside, a ''silence'' spell will effectively blind them.
to:
* EyelessFace: Destrachans have no eyes, and hunt with AcidAttack: Kelubar skin is coated in a pale green acidic slime.
* BackStab: In 3E, kelubars can deal Sneak Attack damage like a mid-level rogue, which makes theirhearing which rivals most creatures' sight. This also renders them immune ability to gaze attacks or illusions.
cast ''invisibility'' at will all the more dangerous.
*ForTheEvulz: Destrachans feed WeaponizedStench: Kelubars' slime is so foul that it can nauseate other creatures within 30 feet.
!!Shator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shator_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 16 (3E, 5E)
The corpulet shators rule what society exists ondeath Carceri, managing the plane's prisoners and misery, extending its influence to other worlds.
----
* LargeAndInCharge: The Large (and horribly obese) shators are at the top of the demodands' pecking order.
* InstantPeopleJustAddWater: A liquid variant; shators have the weird ability to reduce willing farastus andspread woe kelebars to pools of tar and slime that can then be collected into flasks, each housing its own fiend. Demodands stored in this way will keep for evil's sake.
centuries, and will be revived the instant someone opens their flask.
*ItCanThink: They look like beasts, but destrachans TheParalyzer: A shator's slime acts as a paralytic neurotoxin.
* WardensAreEvil: Shators arefrightfully intelligent unusually cruel wardens of Carceri, and wholly malevolent. Though incapable of speech, secretly hope those that are bound to the plane will attempt to escape, just so they can fully understand Common, and communicate through gestures or actions.
* SuperScream: Destrachans' tubular, toothless mouths can emit destructive harmonics that can induce unconsciousness, pulp flesh, or shatter stone, ashunt the monster sees fit. They also are resistant to other sonic attacks.
* SuperSenses: Their superior hearing gives destrachans Blindsight out to a whopping 100 feet. On the downside, a ''silence'' spell will effectively blind them.fugitives down.
* BackStab: In 3E, kelubars can deal Sneak Attack damage like a mid-level rogue, which makes their
*
!!Shator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shator_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 16 (3E, 5E)
The corpulet shators rule what society exists on
----
* LargeAndInCharge: The Large (and horribly obese) shators are at the top of the demodands' pecking order.
* InstantPeopleJustAddWater: A liquid variant; shators have the weird ability to reduce willing farastus and
*
* WardensAreEvil: Shators are
* SuperScream: Destrachans' tubular, toothless mouths can emit destructive harmonics that can induce unconsciousness, pulp flesh, or shatter stone, as
* SuperSenses: Their superior hearing gives destrachans Blindsight out to a whopping 100 feet. On the downside, a ''silence'' spell will effectively blind them.
Changed line(s) 781,790 (click to see context) from:
[[folder:Deva]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deva_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Immortal Humanoid (4E)\\
'''Challenge Rating:''' 11 (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' Any
Former angels of the Astral Sea who descended to the realm of mortals, reincarnating in humanoid form to defend the world from evil, though some have become corrupted by material influences.\\
For the celestials known as devas in other editions, see the [[Characters/DungeonsAndDragonsCreaturesA "Angel" folder.]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deva_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Immortal Humanoid (4E)\\
'''Challenge Rating:''' 11 (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' Any
Former angels of the Astral Sea who descended to the realm of mortals, reincarnating in humanoid form to defend the world from evil, though some have become corrupted by material influences.\\
For the celestials known as devas in other editions, see the [[Characters/DungeonsAndDragonsCreaturesA "Angel" folder.]]
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 4E\\
'''Alignment:'''
Former angels
Destructive fiends from the Infinite Layers of the
[[/folder]]
[[folder:Demonhive]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demonhive_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 2 (demonet swarm, attendant), 6 (queen) (3E)\\
'''Alignment:''' NeutralEvil
Insectoid fiends that originated in the Abyss, but have
For
Changed line(s) 792,806 (click to see context) from:
* AmazingTechnicolorPopulation: Deva skin is two-toned, being comprised of a unique pattern of dark colors (hues of blue, violet, gray or black) and pale colors (white or pale gray), with either light or dark dominating and being offset by markings from the other. Their hair is usually either one of these colors or even two-toned, but occasionally is an entirely different color.
* AngelicTransformation: For all intents and purposes, devas are angelic beings incarnated in physical, humanoid bodies.
* BornAgainImmortality: While devas are usually re-BornAsAnAdult, they are sometimes reincarnated as infants instead.
* FaceHeelTurn: Devas are usually strongly Good-aligned, but some fall into zealotry in their drive to destroy evil, while others end up embracing Evil and opposing their kin.
* ImmortalProcreationClause: Zigzagged. Devas can and do have offspring through sexual encounters with mortals. However, their own numbers are fixed; aside from redeeming rakshasas, or having other angels make the pact with the Primal Spirits, the total number of devas can never increase. The offspring of devas are instead mortals of their other parent's race with a deva heritage, granting them the power to call upon the astral splendor of their souls.
* KarmicTransformation: A deva's reincarnation parallels that of a 4th Edition rakshasa, and should a fallen deva be slain by radiant energy, it "carries its wickedness into its next life and becomes a rakshasa -- a fate that even evil devas revile."
* LightEmUp: Non-evil deva [=NPCs=] can deal radiant damage instead of normal attack damage, or [[BlindedByTheLight blind opponents to gain concealment.]]
* MonochromaticEyes: Deva eyes are always a solid pale gray or white color, completely without iris or pupil.
* PastLifeMemories: In most cases, a deva's past existences remain as vague memories in the back of their head like half-remembered dreams, but they can still draw useful insight from them, translating to a "Memory of a Thousand Lifetimes" racial power that adds a bonus to a dice roll.
* ResurrectiveImmortality: Devas can be killed, but will eventually return in a new body at certain special spots, although this can take centuries. It's implied, but not confirmed, that devas can change their physical shapes and potentially their genders as part of this process.
* RevivingEnemy: Fallen devas, if reduced to 0 hit points by non-necrotic damage, revive as an undead creature that will keep doing so until slain by radiant damage. If destroyed in this state, they're doomed to later resurrecting as a raskshasa.
* SuspiciouslySimilarSubstitute: They're this to the aasimar, as Wizards of the Coast circa 4th Edition considered those planetouched lackluster, defined almost entirely by their status as the GoodCounterpart to the tieflings. Ironically, the devas' "Ecology" article in ''Magazine/{{Dragon}} #374'' brought up the theory that their ability to have partly-angelic children with other races may make them something of a counterpart to the elementally-touched genasi.
* WindsOfDestinyChange: Fallen devas are concerned with reshaping fate to suit their own plans, and exchange their racial power to add a bonus to their own rolls for a "Fate Manipulation" ability that interferes with other creatures' rolls.
* WingedHumanoid: A few devas retain angelic wings.
to:
* AngelicTransformation: For all intents and purposes, devas are angelic beings incarnated in physical, humanoid bodies.
* BornAgainImmortality:
* BeePeople: The demonhive is a species of eusocial, insectile fiends, with a reproductive queen giving birth to thousands of demonets, most of which grow up to be male attendants. Females remain immature as long as the queen lives; after this, they
* FaceHeelTurn: Devas are usually strongly Good-aligned, but some fall into zealotry in their drive to destroy evil, while others end
* ImmortalProcreationClause: Zigzagged. Devas can and do have offspring through sexual encounters with mortals. However,
* BigCreepyCrawlies: Individual demonets are
*
* HiveMind: All demonhive members within two miles of a
* LightEmUp: Non-evil deva [=NPCs=] can deal radiant damage instead of normal attack damage, or [[BlindedByTheLight blind opponents to gain concealment.]]
* MonochromaticEyes: Deva eyes
* MamaBear: A demonhive queen lets out a
* PastLifeMemories: In most cases, a deva's past existences remain
* ResurrectiveImmortality: Devas can be
* RevivingEnemy: Fallen devas, if reduced
* MonstrousCannibalism: When food runs out, a demonhive queen begins to starve, and starts to kill an attendant each day. The queen does not eat the corpse but instead [[PetTheDog leaves it for demonets and other attendants to feed on]].
* TheSwarm: Demonets operate as such, allowing them to swarm around and distract enemies with the [[DroneOfDread mind-numbing droning]] of their wings.
* TurnsRed: Should a demonhive queen enter negative hit points, her attendants fly into a frenzy similar to a ''haste'' effect.
* WolfpackBoss: A demonhive is intended to be encountered as a
* SuspiciouslySimilarSubstitute: They're this to the aasimar, as Wizards
* WindsOfDestinyChange: Fallen devas are concerned with reshaping fate to suit their own plans, and exchange their racial power to add a bonus to their own rolls for a "Fate Manipulation" ability that interferes with other creatures' rolls.
* WingedHumanoid: A few devas retain angelic wings.
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[[folder:Devil]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_devils_3e.jpg]]
[[caption-width-right:350:A barbazu, cornugon and erinyes (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E), Fiend (5E)\\
'''Challenge Rating:''' Varies by type\\
'''Alignment:''' LawfulEvil
Tyrannical fiends from the Nine Hells of Baator, devils are embodiments of the LawfulEvil alignment. See [[Characters/DungeonsAndDragonsFiendsDevils the Devils subpage]] for more information about them.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_devils_3e.jpg]]
[[caption-width-right:350:A barbazu, cornugon and erinyes (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E), Fiend (5E)\\
'''Challenge Rating:''' Varies by type\\
'''Alignment:''' LawfulEvil
Tyrannical fiends from the Nine Hells of Baator, devils are embodiments of the LawfulEvil alignment. See [[Characters/DungeonsAndDragonsFiendsDevils the Devils subpage]] for more information about them.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tyrannical fiends
Evil, intelligent, predatory plants common across the Lower Planes, or protecting the lairs of evil cultists on the Material Plane.
----
* CombatTentacles: In melee, these plants make slam attacks with their bristly vines.
* FacialHorror: For a ranged attack, a demonthorn mandrake can spit a spore pod out to 30 feet, which then explodes in a 10-foot-radius burst. Any living creatures in the blast radius take damage as thorny growths burst from their faces, and then have to save or take DamageOverTime from the
* ItCanThink: Demonthorn mandrakes are
* MonsterLord: Somewhere in the
* PerpetualMotionMonster: Unlike normal plants, demonthorn mandrakes don't require water or light to survive, only the flesh of their victims. If they go a month without feeding, the plants enter a state of dormancy that can last for
* TheVirus: Should a creature succumb to a demonthorn mandrake's spores, a fully-grown plant will sprout from the corpse in a matter of hours.
* YouWillNotEvadeMe: The plants can extend their roots out to a 30 foot radius, immobilizing themselves but also potentially entangling prey. While a demonthorn mandrake's roots are extended and exposed, they emit humanlike screams.
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[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_devourer_5e.png]]
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->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Undead (3E), Shadow Humanoid (4E), Fiend (5E)\\
'''Challenge Rating:''' 11 (3E, 4E), 13 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)
Inhumanly tall, mummy-like monsters that roam the planes, capturing souls to empower themselves.
'''Classification:''' Undead (3E), Shadow Humanoid (4E), Fiend (5E)\\
'''Challenge Rating:''' 11 (3E, 4E), 13 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)
Inhumanly tall, mummy-like monsters that roam the planes, capturing souls to empower themselves.
to:
'''Classification:''' Undead
'''Challenge Rating:'''
'''Alignment:'''
Inhumanly tall, mummy-like monsters that roam
Small, cruel, and thoroughly mad humanoids who infest certain corners of the
Changed line(s) 829,835 (click to see context) from:
* EnemySummoner: 5th Edition devourers were explicitly created by Orcus to spread plagues of undeath across worlds, and are able to convert imprisoned souls into zombies, ghouls or wights based upon how powerful they were in life.
* HumanShield: In their 3rd Edition rules, a devourer with a trapped essence within it can avoid the effects of certain spells by having that essence take the hit. In the case of spells like ''banishment'', however, this could deprive the devourer of its power source.
* LevelDrain: 3rd Edition devourers inflict negative levels with their attacks, or to souls imprisoned within their ribcages as they use those souls to power their spell-like abilities.
* MakeThemRot: 5th Edition devourers can unleash a wave of necrotic energy to damage those within 20 feet.
* {{Retcon}}: Devourers were explicitly not undead monsters in 2nd Edition, and were instead a ghastly type of creature that ambushed travelers on the Astral or Ethereal Planes. Then 3rd Edition decided they were undead after all, with 4th Edition specifying that they're formed from murderous souls that passed into the Shadowfell. And ''then'' 5th Edition cast them as undead-looking ''fiends'' created by the demon lord Orcus.
* SoulEating: As a devourer draws upon an entrapped soul to power its spell-like abilities in 3rd Edition, that soul fades away as it gains negative levels, ultimately evaporating completely.
* YourSoulIsMine: A devourer can trap the essence of an enemy, either through a special action (in 3rd Edition) or by targeting a living creature at 0 hit points (in 5th Edition). If successful, the unlucky victim appears as a tiny figure imprisoned in the devourer's ribcage, usually for only a brief time before the monster uses it to power its other abilities. While in this state, normal resurrection magic doesn't work on the captive soul, and only destroying the devourer or powerful spells like ''wish'' or ''miracle'' can free it.
* HumanShield: In their 3rd Edition rules, a devourer with a trapped essence within it can avoid the effects of certain spells by having that essence take the hit. In the case of spells like ''banishment'', however, this could deprive the devourer of its power source.
* LevelDrain: 3rd Edition devourers inflict negative levels with their attacks, or to souls imprisoned within their ribcages as they use those souls to power their spell-like abilities.
* MakeThemRot: 5th Edition devourers can unleash a wave of necrotic energy to damage those within 20 feet.
* {{Retcon}}: Devourers were explicitly not undead monsters in 2nd Edition, and were instead a ghastly type of creature that ambushed travelers on the Astral or Ethereal Planes. Then 3rd Edition decided they were undead after all, with 4th Edition specifying that they're formed from murderous souls that passed into the Shadowfell. And ''then'' 5th Edition cast them as undead-looking ''fiends'' created by the demon lord Orcus.
* SoulEating: As a devourer draws upon an entrapped soul to power its spell-like abilities in 3rd Edition, that soul fades away as it gains negative levels, ultimately evaporating completely.
* YourSoulIsMine: A devourer can trap the essence of an enemy, either through a special action (in 3rd Edition) or by targeting a living creature at 0 hit points (in 5th Edition). If successful, the unlucky victim appears as a tiny figure imprisoned in the devourer's ribcage, usually for only a brief time before the monster uses it to power its other abilities. While in this state, normal resurrection magic doesn't work on the captive soul, and only destroying the devourer or powerful spells like ''wish'' or ''miracle'' can free it.
to:
* EnemySummoner: 5th Edition devourers were explicitly created by Orcus to spread plagues of undeath across worlds, CainAndAbel: The derro's mythic history describes the brothers Diirinka and are able to convert imprisoned souls into zombies, ghouls or wights based upon Diinkarazan, and how powerful they were in life.
Diirinka betrayed his sibling to steal magical power from a pursuing enemy. This is not portrayed as a tragedy, but rather as a lesson on the importance of survival at any cost, and how deceitfulness and cruelty can be useful.
*HumanShield: In their HalfHumanHybrid: 2nd and 3rd Edition rules, a devourer with a trapped essence within it can avoid the effects of certain spells by having cast derro as dwarf-human hybrids, so that essence take the hit. "Their features remind dwarves of humans, and vice versa."
* HaveAGayOldTime: Inthe case of spells like ''banishment'', however, this could deprive the devourer of its power source.
Australia, "Derro" (derived from "derelict") is slang for a homeless person, a tramp; a social derelict, especially an alcoholic.
*LevelDrain: InsanityImmunity: 3rd Edition devourers inflict negative levels with their attacks, derro are immune to ''confusion'' or to souls imprisoned within their ribcages as they use those souls to power their spell-like abilities.
* MakeThemRot: 5th Edition devourers can unleash a wave of necrotic energy to damage those within 20 feet.
* {{Retcon}}: Devourers were explicitly not undead monsters in 2nd Edition, and were instead a ghastly type of creature that ambushed travelers on the Astral or Ethereal Planes. Then 3rd Edition decided they were undead after all, with 4th Edition specifying that''insanity'' effects because they're formed from murderous souls that passed into the Shadowfell. And ''then'' 5th Edition cast them as undead-looking ''fiends'' created by the demon lord Orcus.
* SoulEating: Asalready quite mad, thank you very much. Only a devourer draws upon an entrapped soul to power its spell-like abilities in 3rd Edition, that soul fades away as it gains negative levels, ultimately evaporating completely.
* YourSoulIsMine: A devourer can trap the essence of an enemy, either through a special action (in 3rd Edition) or by targeting a living creature at 0 hit points (in 5th Edition). If successful, the unlucky victim appears as a tiny figure imprisoned in the devourer's ribcage, usually for only a brief time before the monster uses it to power its other abilities. While in this state, normal resurrection magic doesn't work on the captive soul, and only destroying the devourer or powerful spells like''wish'' or ''miracle'' spell can free it.cure their racial insanity.
* MadeASlave: They often take slaves to help support their communities, and in 2nd Edition will regularly wage a "Uniting War" against other races of the Underdark in part to spread rumors that might draw surface civilizations to send scouts and adventurers into the Underdark -- "The derro welcome this new source of slaves."
* TheMorlocks: Their 5th Edition backstory sets them up as this to dwarves, being a degenerate splinter race of near-feral subterranean humanoids. Not that the duergar or surface dwarves recognize derro as kin.
* OurDwarvesAreDifferent: They're often classified as a dwarven subrace.
* TheParanoiac: Derro are inherently paranoid, which [[ProperlyParanoid is fully justified]] in the dangerous Underdark. However, their racial insanity [[SanityHasAdvantages makes it impossible for them to form communities]] more advanced than cults of personality centered on their spellcasting savants.
* {{Retcon}}: Their backstory varies by edition.
** 2nd Edition describes derro as having lived in the Underdark for ages, but only relatively recently have other races encountered them. 3rd Edition elaborates only slightly, saying the derro were created by "some nameless deity of darkness and madness" from dwarf and human stock.
** 4th Edition casts derro as the "warped descendants of a mad, power-hungry civilization that nearly ripped apart the planes when the world was still young," cast into the Underdark by the World Serpent in an attempt to stop them from opening portals to the Far Realm.
** In 5th Edition, the derro are instead relatives of the duergar, former slaves of the illithids who responded particularly badly to their masters' psionic experiments.
* WeakenedByTheLight: In 5th Edition, derro [[DayHurtsDarkAdjustedEyes suffer penalties on rolls made in sunlight]], while in 2nd and 3rd Edition, derro will sicken and eventually die if exposed to too much sunlight.
*
* HaveAGayOldTime: In
*
* MakeThemRot: 5th Edition devourers can unleash a wave of necrotic energy to damage those within 20 feet.
* {{Retcon}}: Devourers were explicitly not undead monsters in 2nd Edition, and were instead a ghastly type of creature that ambushed travelers on the Astral or Ethereal Planes. Then 3rd Edition decided they were undead after all, with 4th Edition specifying that
* SoulEating: As
* YourSoulIsMine: A devourer can trap the essence of an enemy, either through a special action (in 3rd Edition) or by targeting a living creature at 0 hit points (in 5th Edition). If successful, the unlucky victim appears as a tiny figure imprisoned in the devourer's ribcage, usually for only a brief time before the monster uses it to power its other abilities. While in this state, normal resurrection magic doesn't work on the captive soul, and only destroying the devourer or powerful spells like
* MadeASlave: They often take slaves to help support their communities, and in 2nd Edition will regularly wage a "Uniting War" against other races of the Underdark in part to spread rumors that might draw surface civilizations to send scouts and adventurers into the Underdark -- "The derro welcome this new source of slaves."
* TheMorlocks: Their 5th Edition backstory sets them up as this to dwarves, being a degenerate splinter race of near-feral subterranean humanoids. Not that the duergar or surface dwarves recognize derro as kin.
* OurDwarvesAreDifferent: They're often classified as a dwarven subrace.
* TheParanoiac: Derro are inherently paranoid, which [[ProperlyParanoid is fully justified]] in the dangerous Underdark. However, their racial insanity [[SanityHasAdvantages makes it impossible for them to form communities]] more advanced than cults of personality centered on their spellcasting savants.
* {{Retcon}}: Their backstory varies by edition.
** 2nd Edition describes derro as having lived in the Underdark for ages, but only relatively recently have other races encountered them. 3rd Edition elaborates only slightly, saying the derro were created by "some nameless deity of darkness and madness" from dwarf and human stock.
** 4th Edition casts derro as the "warped descendants of a mad, power-hungry civilization that nearly ripped apart the planes when the world was still young," cast into the Underdark by the World Serpent in an attempt to stop them from opening portals to the Far Realm.
** In 5th Edition, the derro are instead relatives of the duergar, former slaves of the illithids who responded particularly badly to their masters' psionic experiments.
* WeakenedByTheLight: In 5th Edition, derro [[DayHurtsDarkAdjustedEyes suffer penalties on rolls made in sunlight]], while in 2nd and 3rd Edition, derro will sicken and eventually die if exposed to too much sunlight.
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[[folder:Dharculus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dharculus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' TrueNeutral
Alien predators that attack their victims across planar boundaries.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dharculus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' TrueNeutral
Alien predators that attack their victims across planar boundaries.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Alien predators
Former water elementals that
Changed line(s) 847,850 (click to see context) from:
* CombatTentacles: Dharculi's mawed tentatcles appear something like a half-dozen, eyeless eels, which can deal damage but are mainly used to latch onto prey.
* EyeOnAStalk: Other tentacles end in eyestalks, which the creatures keep safely on the Ethereal Plane.
* {{Intangibility}}: A dharculus usually lurks on the Border Ethereal, but upon sighting prey, it phases its six mawed tentacles onto the Material Plane -- from a Material creature's perspective, it is suddenly beset by a swarm of eels protruding from a vague, menacing outline behind them. While attacking in this manner, a dharculus' body is vulnerable, but enjoys cover bonuses to Armor Class and Reflex saves, and it can retract its tentacles to the safety of the Ethereal Plane as a standard action. Should a dharculus grapple prey with enough of its mawed tentacles, the other creature is yanked onto the Border Ethereal with it and subject to its primary maw attack (in 2nd Edition), or considered ethereal enough for the dharculus to attack with its main maw (in 3rd Edition). In the former case, a victim might end up stranded on the Etheral Plane even if it defeats the monster, unless it uses the dharculus' tentacles as a lifeline, quickly slipping through the planar breaches the tentacles create before they close.
* OurMonstersAreWeird: In the rare cases a dharculus' entire body can be seen, it resembles a swarm of blind eels connected to a worm-like braid that curls forward like a question mark, ending in an even larger, toothier maw. Dharculi's origins are poorly understood, so one theory is that they're from an Alternate Material Plane, while others insist they're from the Far Realm.
* EyeOnAStalk: Other tentacles end in eyestalks, which the creatures keep safely on the Ethereal Plane.
* {{Intangibility}}: A dharculus usually lurks on the Border Ethereal, but upon sighting prey, it phases its six mawed tentacles onto the Material Plane -- from a Material creature's perspective, it is suddenly beset by a swarm of eels protruding from a vague, menacing outline behind them. While attacking in this manner, a dharculus' body is vulnerable, but enjoys cover bonuses to Armor Class and Reflex saves, and it can retract its tentacles to the safety of the Ethereal Plane as a standard action. Should a dharculus grapple prey with enough of its mawed tentacles, the other creature is yanked onto the Border Ethereal with it and subject to its primary maw attack (in 2nd Edition), or considered ethereal enough for the dharculus to attack with its main maw (in 3rd Edition). In the former case, a victim might end up stranded on the Etheral Plane even if it defeats the monster, unless it uses the dharculus' tentacles as a lifeline, quickly slipping through the planar breaches the tentacles create before they close.
* OurMonstersAreWeird: In the rare cases a dharculus' entire body can be seen, it resembles a swarm of blind eels connected to a worm-like braid that curls forward like a question mark, ending in an even larger, toothier maw. Dharculi's origins are poorly understood, so one theory is that they're from an Alternate Material Plane, while others insist they're from the Far Realm.
to:
* CombatTentacles: Dharculi's mawed tentatcles appear something like a half-dozen, eyeless eels, which BreathWeapon: They can deal damage but are mainly blast opponents with a short cone of desiccating air that deals Constitution damage.
* ElementalEmbodiment: They used tolatch onto prey.be water elementals.
* HorrorHunger: They have an inescapable craving for water, satisfied by attacking living creatures.
* LifeDrain: Their melee attacks also fatigue victims as they're dehydrated, which gives the desiccator some temporary hit points.
* NonHumanUndead: You can't get less human than an undead elemental.
*EyeOnAStalk: Other tentacles end in eyestalks, which the creatures keep safely on the Ethereal Plane.
* {{Intangibility}}: A dharculus usually lurks on the Border Ethereal, but upon sighting prey, it phases its six mawed tentacles onto the Material Plane -- from a Material creature's perspective, it is suddenly beset by a swarm of eels protruding from a vague, menacing outline behind them. While attacking in this manner, a dharculus' body is vulnerable, but enjoys cover bonuses to Armor Class and Reflex saves, and it can retract its tentacles to the safety of the Ethereal Plane as a standard action. Should a dharculus grapple prey with enough of its mawed tentacles, the other creature is yanked onto the Border Ethereal with it and subject to its primary maw attack (in 2nd Edition), or considered ethereal enough for the dharculus to attack with its main maw (in 3rd Edition). In theOxymoronicBeing: They are former case, a victim might end up stranded on the Etheral Plane even if it defeats the monster, unless it uses the dharculus' tentacles as a lifeline, quickly slipping through the planar breaches the tentacles create before they close.
* OurMonstersAreWeird: In the rare cases a dharculus' entire body can be seen, it resembles a swarm of blind eels connected to a worm-like braidwater elementals that curls forward like a question mark, ending in an even larger, toothier maw. Dharculi's origins are poorly understood, so one theory is that they're from an Alternate Material Plane, while others insist they're from the Far Realm.now solid, dry, and horribly thirsty.
* ElementalEmbodiment: They used to
* HorrorHunger: They have an inescapable craving for water, satisfied by attacking living creatures.
* LifeDrain: Their melee attacks also fatigue victims as they're dehydrated, which gives the desiccator some temporary hit points.
* NonHumanUndead: You can't get less human than an undead elemental.
*
* {{Intangibility}}: A dharculus usually lurks on the Border Ethereal, but upon sighting prey, it phases its six mawed tentacles onto the Material Plane -- from a Material creature's perspective, it is suddenly beset by a swarm of eels protruding from a vague, menacing outline behind them. While attacking in this manner, a dharculus' body is vulnerable, but enjoys cover bonuses to Armor Class and Reflex saves, and it can retract its tentacles to the safety of the Ethereal Plane as a standard action. Should a dharculus grapple prey with enough of its mawed tentacles, the other creature is yanked onto the Border Ethereal with it and subject to its primary maw attack (in 2nd Edition), or considered ethereal enough for the dharculus to attack with its main maw (in 3rd Edition). In the
* OurMonstersAreWeird: In the rare cases a dharculus' entire body can be seen, it resembles a swarm of blind eels connected to a worm-like braid
Changed line(s) 853,862 (click to see context) from:
[[folder:Diabolus]]
[[quoteright:244:https://static.tvtropes.org/pmwiki/pub/images/d&d_diabolus_2e.jpg]]
[[caption-width-right:244:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Refugees from a Realm of Nightmares whose fiendish forms belie their good natures and love for freedom.
[[quoteright:244:https://static.tvtropes.org/pmwiki/pub/images/d&d_diabolus_2e.jpg]]
[[caption-width-right:244:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Refugees from a Realm of Nightmares whose fiendish forms belie their good natures and love for freedom.
to:
[[quoteright:244:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Outsider
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:'''
Refugees from a Realm of Nightmares whose fiendish forms belie their good natures and love for freedom.
Ogre-sized, bat-like humanoids who dwell within the Underdark's largest caverns. Unlike most underground races, they aren't dangerous unless attacked.
Changed line(s) 864,874 (click to see context) from:
* AnarchyIsChaos: Averted; the diaboli have a unifying belief in the superiority of anarchy over any attempt to agree upon a form of government, but use a strong sense of traditions, social mores and taboos to hold their society together, living by the adage "Do what thou wilt but harm none."
* BewareMyStingerTail: They have a natural tail attack that can deliver a mild poison, which merely sickens opponents in 3rd Edition but deals damage and potentially [[TheParalyzer paralyzes]] victims in 2nd Edition.
* BigRedDevil: Though their alignment ultimately subverts the trope, the diaboli otherwise meet most of its criteria -- hoofed feet, [[HornedHumanoid vestigial horns]], HellishPupils in red or yellow eyes, a whip-like tail with a barbed stinger -- except that instead of red flesh, diaboli's skin tones range from mauve and lavender to a near-black violet. On the topic of their goat-like legs, there are three subtypes of diaboli based on just how hairy they are: "bare" diaboli are completely hairless (even the women), "common" diaboli have white or silver hair on their heads much like humans (with males favoring well-groomed beards), while "hirsute" diaboli additionally have goatlike fur from the waist down, giving them the classic devilish appearance.
* {{Bizarrchitecture}}: Diaboli buildings resemble ruins with leaning walls, beams and timber jutting out at odd angles, and random splashes of paint, all arranged haphazardly without any consideration for a settlement's defense or easy movement.
* DarkIsNotEvil: Despite looking like stereotypical fiends, diaboli are generally friendly, open-minded and accepting (if they can get over their prejudices towards humanoids). But their appearance does cause penalties to Diplomacy checks and bonuses to Intimidate attempts.
* DevilsPitchfork: While their technology is generally primitive, duaboli are automatically proficient with tridents, another reason other races can mistake them for fiends.
* FantasticRacism: Diaboli's fiendish appearance leads other races to view them as repulsive, and ironically diaboli find humanoids (especially humans proper) just as off-putting. It's rare for a diaboli community to interact with their neighbors, and such encounters can be marked by extreme politeness, as if both groups are fearful of insulting the other.
* InvadingRefugees: A benign example; they originate in what Mystarans call the Demiplane of Nightmares, which 3rd Edition positions on the border of both the Ethereal Plane and Region of Dreams. Unfortunately, the Far Realm's influence constantly leaks into this demiplane, leading many diaboli to resettle across the Great Wheel to both escape and spread their creed of "benevolent chaos."
* SssssnakeTalk: Diaboli have forked tongues, and their native language features harsh, guttural hissing, resulting in a "thick, snakelike accent" when they speak Common. The fact that their physiology makes it easy for diaboli to pick up Abyssal unfortunately reinforces prejudices against them.
* StarfishLanguage: The diaboli have developed a variant of sign language that uses the twirling and positioning of their tails, though it takes twice as long to communicate a concept this way than it would to speak out loud. Non-diaboli can learn to interpret this tail "language," but obviously they'll have trouble "speaking" it unless they have a tail of their own.
* SuperSenses: Like most outsiders, diaboli have darkvision. Their tongues also pick up olfactory cues just like a snake's, though this has no in-game benefit.
* BewareMyStingerTail: They have a natural tail attack that can deliver a mild poison, which merely sickens opponents in 3rd Edition but deals damage and potentially [[TheParalyzer paralyzes]] victims in 2nd Edition.
* BigRedDevil: Though their alignment ultimately subverts the trope, the diaboli otherwise meet most of its criteria -- hoofed feet, [[HornedHumanoid vestigial horns]], HellishPupils in red or yellow eyes, a whip-like tail with a barbed stinger -- except that instead of red flesh, diaboli's skin tones range from mauve and lavender to a near-black violet. On the topic of their goat-like legs, there are three subtypes of diaboli based on just how hairy they are: "bare" diaboli are completely hairless (even the women), "common" diaboli have white or silver hair on their heads much like humans (with males favoring well-groomed beards), while "hirsute" diaboli additionally have goatlike fur from the waist down, giving them the classic devilish appearance.
* {{Bizarrchitecture}}: Diaboli buildings resemble ruins with leaning walls, beams and timber jutting out at odd angles, and random splashes of paint, all arranged haphazardly without any consideration for a settlement's defense or easy movement.
* DarkIsNotEvil: Despite looking like stereotypical fiends, diaboli are generally friendly, open-minded and accepting (if they can get over their prejudices towards humanoids). But their appearance does cause penalties to Diplomacy checks and bonuses to Intimidate attempts.
* DevilsPitchfork: While their technology is generally primitive, duaboli are automatically proficient with tridents, another reason other races can mistake them for fiends.
* FantasticRacism: Diaboli's fiendish appearance leads other races to view them as repulsive, and ironically diaboli find humanoids (especially humans proper) just as off-putting. It's rare for a diaboli community to interact with their neighbors, and such encounters can be marked by extreme politeness, as if both groups are fearful of insulting the other.
* InvadingRefugees: A benign example; they originate in what Mystarans call the Demiplane of Nightmares, which 3rd Edition positions on the border of both the Ethereal Plane and Region of Dreams. Unfortunately, the Far Realm's influence constantly leaks into this demiplane, leading many diaboli to resettle across the Great Wheel to both escape and spread their creed of "benevolent chaos."
* SssssnakeTalk: Diaboli have forked tongues, and their native language features harsh, guttural hissing, resulting in a "thick, snakelike accent" when they speak Common. The fact that their physiology makes it easy for diaboli to pick up Abyssal unfortunately reinforces prejudices against them.
* StarfishLanguage: The diaboli have developed a variant of sign language that uses the twirling and positioning of their tails, though it takes twice as long to communicate a concept this way than it would to speak out loud. Non-diaboli can learn to interpret this tail "language," but obviously they'll have trouble "speaking" it unless they have a tail of their own.
* SuperSenses: Like most outsiders, diaboli have darkvision. Their tongues also pick up olfactory cues just like a snake's, though this has no in-game benefit.
to:
* AnarchyIsChaos: Averted; the diaboli have a unifying belief in the superiority of anarchy over any attempt to agree upon a form of government, but use a strong sense of traditions, social mores and taboos to hold their society together, living by the adage "Do what thou wilt but harm none."
* BewareMyStingerTail:AttackAnimal[=/=]HorseOfADifferentColor: They have a natural tail attack that can deliver a mild poison, which merely sickens opponents in 3rd Edition but deals damage and potentially [[TheParalyzer paralyzes]] victims in 2nd Edition.
* BigRedDevil: Though their alignment ultimately subverts the trope, the diaboli otherwise meet mostbreed varieties of its criteria -- hoofed feet, [[HornedHumanoid vestigial horns]], HellishPupils in red or yellow eyes, a whip-like tail with a barbed stinger -- except that instead of red flesh, diaboli's skin tones range from mauve and lavender to a near-black violet. On the topic of their goat-like legs, there are three subtypes of diaboli based on just how hairy they are: "bare" diaboli are completely hairless (even the women), "common" diaboli have white or silver hair on their heads much like humans (with males favoring well-groomed beards), while "hirsute" diaboli additionally have goatlike fur from the waist down, giving them the classic devilish appearance.
* {{Bizarrchitecture}}: Diaboli buildings resemble ruins with leaning walls, beams and timber jutting out at odd angles, and random splashes of paint, all arranged haphazardly without any considerationbat for a settlement's defense use as hunting animals or easy movement.
* DarkIsNotEvil: Despite looking like stereotypical fiends, diaboli are generally friendly, open-minded and accepting (ifguards, or Huge specimens they can get over their prejudices towards humanoids). But their appearance does cause penalties to Diplomacy checks and bonuses to Intimidate attempts.
ride.
*DevilsPitchfork: While their technology is generally primitive, duaboli are automatically proficient with tridents, another reason other races can mistake them for fiends.
* FantasticRacism: Diaboli's fiendish appearance leads other races to view them as repulsive, and ironically diaboli findBatPeople: They're hulking humanoids (especially humans proper) just as off-putting. It's rare for a diaboli community to interact with bat faces and leathery membranes between their neighbors, long arms and such encounters can be marked by extreme politeness, as if both groups short legs, though while they're excellent climbers, desmodus are fearful of insulting unable to fly or glide.
* DoubleWeapon: The desmodus' signature weapon is theother.
* InvadingRefugees: A benign example; they originate in what Mystarans call the Demiplane of Nightmares, which 3rd Edition positionsnotbora, a Huge quarterstaff with a crook on one end for tripping attacks, an unsheathable blade on the border of both other, and a hinge in the Ethereal Plane middle for easy storage.
* GadgeteerGenius: Despite living fairly simply, desmodus have developed numerous clever tools andRegion alchemical items, from breathing masks and steel cables and climbing harnesses, to a substance called "frostfire" that is essentially a cold-based variant of Dreams. Unfortunately, [[GreekFire alchemist's fire.]]
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that theFar Realm's influence constantly leaks into this demiplane, leading many diaboli to resettle across the Great Wheel to both escape and spread drow had wiped them out in an ancient war.
* RunningOnAllFours: Desmodus are normally bipedal, but can double theircreed of "benevolent chaos."
speed by galloping on all fours.
*SssssnakeTalk: Diaboli have forked tongues, and their native language features harsh, guttural hissing, resulting in a "thick, snakelike accent" when they speak Common. The fact that their physiology makes it easy for diaboli to pick up Abyssal unfortunately reinforces prejudices against them.
SpeaksFluentAnimal: They can talk with bats as per ''speak with animals.''
* StarfishLanguage:The diaboli have developed a variant of sign language that uses the twirling Desmodu involves both ultra- and positioning of their tails, though it takes twice as long to communicate a concept this way than it would to subsonic utterances, so not many other species can speak out loud. Non-diaboli it.
* SuperScream: Desmodus canlearn emit subsonic vibrations at will to interpret this tail "language," but obviously they'll have trouble "speaking" it unless induce despair in enemies or hope in allies, granting morale penalties or bonuses on various rolls, respectively. Once per day they have can also screech to emit a tail of their own.
ray that deals sonic damage, or stun all non-desmodu around them.
* SuperSenses:Like most outsiders, diaboli have darkvision. Their tongues also pick up olfactory cues just like a snake's, though this has no in-game benefit.echolocation gives them blindsight out to 120 feet.
* BewareMyStingerTail:
* BigRedDevil: Though their alignment ultimately subverts the trope, the diaboli otherwise meet most
* {{Bizarrchitecture}}: Diaboli buildings resemble ruins with leaning walls, beams and timber jutting out at odd angles, and random splashes of paint, all arranged haphazardly without any consideration
* DarkIsNotEvil: Despite looking like stereotypical fiends, diaboli are generally friendly, open-minded and accepting (if
*
* FantasticRacism: Diaboli's fiendish appearance leads other races to view them as repulsive, and ironically diaboli find
* DoubleWeapon: The desmodus' signature weapon is the
* InvadingRefugees: A benign example; they originate in what Mystarans call the Demiplane of Nightmares, which 3rd Edition positions
* GadgeteerGenius: Despite living fairly simply, desmodus have developed numerous clever tools and
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that the
* RunningOnAllFours: Desmodus are normally bipedal, but can double their
*
* StarfishLanguage:
* SuperScream: Desmodus can
* SuperSenses:
Changed line(s) 877,878 (click to see context) from:
[[folder:Digester]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_digester_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_digester_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 880,884 (click to see context) from:
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Bizarre saurian predators that hunt by liquefying, then slurping up their prey.
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Bizarre saurian predators that hunt by liquefying, then slurping up their prey.
to:
->'''Classification:''' Aberration (3E), Aberrant Magical Beast (3E)\\
(4E)\\
'''Challenge Rating:'''6 (3E)\\
8 (3E), 9 (4E)\\
'''Alignment:'''Unaligned
Bizarre saurian predatorsNeutralEvil (3E), Evil (4E)
Eyeless reptilian monsters that huntby liquefying, then slurping up their prey.with devastating sonic attacks.
'''Challenge Rating:'''
'''Alignment:'''
Bizarre saurian predators
Eyeless reptilian monsters that hunt
Changed line(s) 886,889 (click to see context) from:
* AcidAttack: Digesters produce an acid that can dissolve a human in just a few seconds. They have enough control over it to spray acid in a 20-foot cone for moderate damage, or unleash a concentrated stream against a single adjacent target for double damage.
* ArmlessBiped: Hence why their only other attack options are clawed kicks.
* BigEater: Every digester is "a hunting and eating machine" that is nearly perpetually hungry.
* OurMonstersAreWeird: A digester looks something like a spindly-legged ''Tyrannosaurus rex'' sans forearms, but with bony armor plates running along its spine and tail, bristly hair on its lower back, an anteater-like head over a "beard" of fleshy tendrils, bulging, forward-facing eyes, and a protruding orifice on its forehead to spray acid.
* ArmlessBiped: Hence why their only other attack options are clawed kicks.
* BigEater: Every digester is "a hunting and eating machine" that is nearly perpetually hungry.
* OurMonstersAreWeird: A digester looks something like a spindly-legged ''Tyrannosaurus rex'' sans forearms, but with bony armor plates running along its spine and tail, bristly hair on its lower back, an anteater-like head over a "beard" of fleshy tendrils, bulging, forward-facing eyes, and a protruding orifice on its forehead to spray acid.
to:
* AcidAttack: Digesters produce an acid that can dissolve a human in just a few seconds. They EyelessFace: Destrachans have enough control over it to spray acid in a 20-foot cone for moderate damage, or unleash a concentrated stream against a single adjacent target for double damage.
* ArmlessBiped: Hence why their only other attack options are clawed kicks.
* BigEater: Every digester is "a hunting and eating machine" that is nearly perpetually hungry.
* OurMonstersAreWeird: A digester looks something like a spindly-legged ''Tyrannosaurus rex'' sans forearms, but with bony armor plates running along its spine and tail, bristly hair on its lower back, an anteater-like head over a "beard" of fleshy tendrils, bulging, forward-facingno eyes, and a protruding orifice hunt with their hearing which rivals most creatures' sight. This also renders them immune to gaze attacks or illusions.
* ForTheEvulz: Destrachans feed onits forehead death and misery, and spread woe for evil's sake.
* ItCanThink: They look like beasts, but destrachans are frightfully intelligent and wholly malevolent. Though incapable of speech, they can fully understand Common, and communicate through gestures or actions.
* SuperScream: Destrachans' tubular, toothless mouths can emit destructive harmonics that can induce unconsciousness, pulp flesh, or shatter stone, as the monster sees fit. They also are resistant tospray acid. other sonic attacks.
* SuperSenses: Their superior hearing gives destrachans Blindsight out to a whopping 100 feet. On the downside, a ''silence'' spell will effectively blind them.
* ArmlessBiped: Hence why their only other attack options are clawed kicks.
* BigEater: Every digester is "a hunting and eating machine" that is nearly perpetually hungry.
* OurMonstersAreWeird: A digester looks something like a spindly-legged ''Tyrannosaurus rex'' sans forearms, but with bony armor plates running along its spine and tail, bristly hair on its lower back, an anteater-like head over a "beard" of fleshy tendrils, bulging, forward-facing
* ForTheEvulz: Destrachans feed on
* ItCanThink: They look like beasts, but destrachans are frightfully intelligent and wholly malevolent. Though incapable of speech, they can fully understand Common, and communicate through gestures or actions.
* SuperScream: Destrachans' tubular, toothless mouths can emit destructive harmonics that can induce unconsciousness, pulp flesh, or shatter stone, as the monster sees fit. They also are resistant to
* SuperSenses: Their superior hearing gives destrachans Blindsight out to a whopping 100 feet. On the downside, a ''silence'' spell will effectively blind them.
Changed line(s) 892,899 (click to see context) from:
[[folder:Dinosaur]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_tyrannosaurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Animal (3E), Natural Beast (4E), Beast (5E)\\
'''Challenge Rating:''' Varies from 3 (''Deinonychus'') to 13 (''Spinosaurus'') (3E); 1/4 (''Velociraptor'') to 8 (''Tyrannosaurus rex'') (5E)\\
'''Alignment:''' Unaligned
Also called behemoths in some quarters, dinosaurs are distinctly less extinct on some worlds than on others.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_tyrannosaurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Animal (3E), Natural Beast (4E), Beast (5E)\\
'''Challenge Rating:''' Varies from 3 (''Deinonychus'') to 13 (''Spinosaurus'') (3E); 1/4 (''Velociraptor'') to 8 (''Tyrannosaurus rex'') (5E)\\
'''Alignment:''' Unaligned
Also called behemoths in some quarters, dinosaurs are distinctly less extinct on some worlds than on others.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 4E\\
'''Alignment:'''
Also called behemoths
Former angels of the Astral Sea who descended to the realm of mortals, reincarnating in humanoid form to defend the world from evil, though some
For the celestials known as devas in other editions, see the [[Characters/DungeonsAndDragonsCreaturesA "Angel" folder.]]
Changed line(s) 901,943 (click to see context) from:
* AcidAttack: Bloodstrikers have acidic blood, which gives them a natural defense against melee attack and which they can spray from their eyes up to thirty feet away as a defensive tactic. Their natural attacks, such as bites and charges, also do acid damage to their targets.
* BanditMook: Swindlespitters are small dinosaurs who normally feed on the eggs of bigger creatures. However, they're not especially bright and tend to confuse small to medium-sized man-made objects for strange eggs. Consequently, they're known for filching objects such as books, backpacks and the like from camps, carrying them off into the jungle, and tearing them to pieces to get to the yolk they're sure is in them somewhere.
* CallARabbitASmeerp: ''TabletopGame/{{Eberron}}'' gives individual dinosaur species shorter, pulpier-sounding names in-universe, such as calling velociraptors "clawfeet" and triceratopses "threehorns". 4th edition follows suit while collectively rebranding all dinosaurs as "behemoths" and using non-Latin names for them. 5th edition goes back to calling them dinosaurs and using their proper scientific names, although the ''Monster Manual'' notes that "behemoth" is a valid alternate term for them in-universe.
* DinosaursAreDragons: While dinosaurs are mere beasts with no magical abilities, there is some speculation that they're related to dragons, which might be the dinosaurs' more successful descendents. This "evolutionary" theory is controversial, however, since it contradicts the far more simple explanation that [[Characters/DungeonsAndDragonsScalykindDeities Io]] created the dragons in his own image, just as other deities created the mortal races.
* DomesticatedDinosaurs: Several settings have societies that have managed to tame dinosaurs for various uses. For instance, in ''TabletopGame/{{Eberron}}'' there are nomadic halfling tribes that ride dromaeosaurs the way Mongols ride horses.
* {{Kaiju}}: The 5E ''Glory of the Giants'' supplement includes several Gargantuan creatures that are essentially {{dire|beast}} dinosaurs infused with elemental energy. A ''Tyrannosaurus'' can swallow a human in a single bite, while a "regisaur" is so staggeringly enormous that it can swallow a ''giant'' in a single bite.
* RaptorAttack: Beyond actual raptors like ''Deinonychus'' and ''Velociraptor'', ''D&D'' has invented "fleshrakers," large, scaly-skinned raptors native to dense jungles, notable chiefly for their venomous claws and spines and for their preference for ambushing lone targets.
* SavageSpinosaurs: The 3E ''Monster Manual II'', which came out the year after ''Film/JurassicPark3'', features ''Spinosaurus'' as its apex dinosaur, a CR 13 monster (compared to a ''T. rex''[='s=] CR 8) so terrifying that its "unearthly, soul-searing bellow" acts as a SupernaturalFearInducer. True to the trope, it's described as a conventional land predator, and doesn't even have a swim speed.
* SmashMook: Dinosaurs generally have a large amount of health and a single, hard-hitting attack that they can use once per turn. They are far from the most complex monsters a DM can run, but they can prove quite dangerous in spite of that: a ''Triceratops'' or a ''Tyrannosaurus rex'' can easily ruin a low- to mid-level party's day.
* TheSpiny: Bloodstrikers are beasts resembling armor-plated ceratopsids with two notable traits: a bristling coat of bony spines and caustic blood. Characters who attack a bloodstriker in melee receive damage from both their slashing spines and the caustic fluids released from the wound, the latter also harming their weapons. To avoid harming themselves, characters must attack bloodstrikers with either weapons with exceptional reach, such as longspears, which will still be damaged by the blood, or with ranged attacks. Fleshrakers, meanwhile, are covered in spines, but don't get a similar caveat.
* SwallowedWhole: The larger carnivores like ''Tyrannosaurus rex'' can gulp down humanoids in a single bite.
* ToxicDinosaur:
** Fleshrakers are large, scaly raptorial dinosaurs whose claws and spines are coated with a deadly toxin.
** Swindlespitters are small dinosaurs, normally reliant on stealth and agility to stay out of danger, whose primary offensive power is their ability to spit out a spray of "[[PoisonIsCorrosive corrosive poison]]" every few turns. They're based directly on the ''Procompsognathus'' from ''Literature/{{The Lost World|1995}}''.
* TrampledUnderfoot: Some of the larget sauropods can make trample attacks against enemies they move over.
* ZergRush: Needletooth dinosaurs are individually only the size of cats, but hunt in large packs. Their favorite hunting tactic is to mob targets ''en masse'' and pull them to the ground by weight of numbers, a tactic that can overwhelm sizable prey in a living tide of hungry, snapping mouths.
!!Battletitan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_battletitan_dinosaur_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 16 (3E)
Specially-bred saurian warbeasts that combine the ferocity of theropods with the defenses of sauropods.
----
* BeastOfBattle: They are literally bred to be living superweapons, able to wade into enemy formations and shatter them.
* HorseOfADifferentColor: Battletitans are trained from birth to carry a rider and wear barding. They respond only to the proper handling signals, which are treated as state secrets by the beasts' creators.
* HybridMonster: Battletitans do not occur naturally, and only arise from meticulous crossbreeding of natural dinosaurs. For the same reason, they cannot be summoned by ''summon nature's ally'' or chosen as animal companions.
* SwallowedWhole: Like the ''Tyrannosaurus rex'' they're descended from, battletitans can simply gulp down opponents.
!!Prismasaurus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_prismasaurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 28 (3E)
A dinosaur-like creature with a row of prismatic crystals running down its spine. It has innate magical powers which let it manipulate light.
----
* BlindedByTheLight: The prismatic emanations given off by a prismasaurus are bright enough to strike nearby creatures blind. They also distort its outline, so that all physical attacks made against it are likely to miss.
* ContractualBossImmunity: As an epic monster, it is immune to certain attacks and status ailments that would make it easier to defeat.
* MixAndMatchCritters: It resembles a hadrosaur with the tail club of an ankylosaur.
* OneHitKill: Its bite attack can instantly kill you on a critical hit, regardless of how many hit points you have left. You can avoid dying by making a Fortitude save, thankfully.
* RandomEffectSpell: The creature's prismatic emanations duplicate the effects of the ''prismatic spray'' spell, blasting everything within a thirty-foot radius with randomized rays of magical energy.
* {{Whateversaurus}}: A rainbow-scaled, rainbow-emitting dinosaur simply named the prismasaurus.
* BanditMook: Swindlespitters are small dinosaurs who normally feed on the eggs of bigger creatures. However, they're not especially bright and tend to confuse small to medium-sized man-made objects for strange eggs. Consequently, they're known for filching objects such as books, backpacks and the like from camps, carrying them off into the jungle, and tearing them to pieces to get to the yolk they're sure is in them somewhere.
* CallARabbitASmeerp: ''TabletopGame/{{Eberron}}'' gives individual dinosaur species shorter, pulpier-sounding names in-universe, such as calling velociraptors "clawfeet" and triceratopses "threehorns". 4th edition follows suit while collectively rebranding all dinosaurs as "behemoths" and using non-Latin names for them. 5th edition goes back to calling them dinosaurs and using their proper scientific names, although the ''Monster Manual'' notes that "behemoth" is a valid alternate term for them in-universe.
* DinosaursAreDragons: While dinosaurs are mere beasts with no magical abilities, there is some speculation that they're related to dragons, which might be the dinosaurs' more successful descendents. This "evolutionary" theory is controversial, however, since it contradicts the far more simple explanation that [[Characters/DungeonsAndDragonsScalykindDeities Io]] created the dragons in his own image, just as other deities created the mortal races.
* DomesticatedDinosaurs: Several settings have societies that have managed to tame dinosaurs for various uses. For instance, in ''TabletopGame/{{Eberron}}'' there are nomadic halfling tribes that ride dromaeosaurs the way Mongols ride horses.
* {{Kaiju}}: The 5E ''Glory of the Giants'' supplement includes several Gargantuan creatures that are essentially {{dire|beast}} dinosaurs infused with elemental energy. A ''Tyrannosaurus'' can swallow a human in a single bite, while a "regisaur" is so staggeringly enormous that it can swallow a ''giant'' in a single bite.
* RaptorAttack: Beyond actual raptors like ''Deinonychus'' and ''Velociraptor'', ''D&D'' has invented "fleshrakers," large, scaly-skinned raptors native to dense jungles, notable chiefly for their venomous claws and spines and for their preference for ambushing lone targets.
* SavageSpinosaurs: The 3E ''Monster Manual II'', which came out the year after ''Film/JurassicPark3'', features ''Spinosaurus'' as its apex dinosaur, a CR 13 monster (compared to a ''T. rex''[='s=] CR 8) so terrifying that its "unearthly, soul-searing bellow" acts as a SupernaturalFearInducer. True to the trope, it's described as a conventional land predator, and doesn't even have a swim speed.
* SmashMook: Dinosaurs generally have a large amount of health and a single, hard-hitting attack that they can use once per turn. They are far from the most complex monsters a DM can run, but they can prove quite dangerous in spite of that: a ''Triceratops'' or a ''Tyrannosaurus rex'' can easily ruin a low- to mid-level party's day.
* TheSpiny: Bloodstrikers are beasts resembling armor-plated ceratopsids with two notable traits: a bristling coat of bony spines and caustic blood. Characters who attack a bloodstriker in melee receive damage from both their slashing spines and the caustic fluids released from the wound, the latter also harming their weapons. To avoid harming themselves, characters must attack bloodstrikers with either weapons with exceptional reach, such as longspears, which will still be damaged by the blood, or with ranged attacks. Fleshrakers, meanwhile, are covered in spines, but don't get a similar caveat.
* SwallowedWhole: The larger carnivores like ''Tyrannosaurus rex'' can gulp down humanoids in a single bite.
* ToxicDinosaur:
** Fleshrakers are large, scaly raptorial dinosaurs whose claws and spines are coated with a deadly toxin.
** Swindlespitters are small dinosaurs, normally reliant on stealth and agility to stay out of danger, whose primary offensive power is their ability to spit out a spray of "[[PoisonIsCorrosive corrosive poison]]" every few turns. They're based directly on the ''Procompsognathus'' from ''Literature/{{The Lost World|1995}}''.
* TrampledUnderfoot: Some of the larget sauropods can make trample attacks against enemies they move over.
* ZergRush: Needletooth dinosaurs are individually only the size of cats, but hunt in large packs. Their favorite hunting tactic is to mob targets ''en masse'' and pull them to the ground by weight of numbers, a tactic that can overwhelm sizable prey in a living tide of hungry, snapping mouths.
!!Battletitan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_battletitan_dinosaur_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 16 (3E)
Specially-bred saurian warbeasts that combine the ferocity of theropods with the defenses of sauropods.
----
* BeastOfBattle: They are literally bred to be living superweapons, able to wade into enemy formations and shatter them.
* HorseOfADifferentColor: Battletitans are trained from birth to carry a rider and wear barding. They respond only to the proper handling signals, which are treated as state secrets by the beasts' creators.
* HybridMonster: Battletitans do not occur naturally, and only arise from meticulous crossbreeding of natural dinosaurs. For the same reason, they cannot be summoned by ''summon nature's ally'' or chosen as animal companions.
* SwallowedWhole: Like the ''Tyrannosaurus rex'' they're descended from, battletitans can simply gulp down opponents.
!!Prismasaurus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_prismasaurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 28 (3E)
A dinosaur-like creature with a row of prismatic crystals running down its spine. It has innate magical powers which let it manipulate light.
----
* BlindedByTheLight: The prismatic emanations given off by a prismasaurus are bright enough to strike nearby creatures blind. They also distort its outline, so that all physical attacks made against it are likely to miss.
* ContractualBossImmunity: As an epic monster, it is immune to certain attacks and status ailments that would make it easier to defeat.
* MixAndMatchCritters: It resembles a hadrosaur with the tail club of an ankylosaur.
* OneHitKill: Its bite attack can instantly kill you on a critical hit, regardless of how many hit points you have left. You can avoid dying by making a Fortitude save, thankfully.
* RandomEffectSpell: The creature's prismatic emanations duplicate the effects of the ''prismatic spray'' spell, blasting everything within a thirty-foot radius with randomized rays of magical energy.
* {{Whateversaurus}}: A rainbow-scaled, rainbow-emitting dinosaur simply named the prismasaurus.
to:
*
* AngelicTransformation: For all intents and purposes, devas are angelic beings incarnated in physical, humanoid bodies.
* BornAgainImmortality: While devas are usually re-BornAsAnAdult, they are sometimes reincarnated as infants instead.
* FaceHeelTurn: Devas are usually strongly Good-aligned, but some fall into zealotry in their drive to destroy evil, while others end up embracing Evil and opposing their kin.
* ImmortalProcreationClause: Zigzagged. Devas can and do have
* KarmicTransformation: A deva's reincarnation parallels that of a
* LightEmUp: Non-evil deva [=NPCs=] can deal radiant damage instead of normal attack
* MonochromaticEyes: Deva eyes are always a solid pale gray or white color, completely without iris or pupil.
* PastLifeMemories: In most cases, a deva's past existences remain as vague memories in the back of their head like half-remembered dreams, but they can
* ResurrectiveImmortality: Devas can be killed, but will eventually return in a new body at certain special spots, although this can take centuries. It's implied, but not confirmed, that devas can change their
* BanditMook: Swindlespitters are small dinosaurs who normally feed on the eggs
* RevivingEnemy: Fallen devas, if reduced to 0 hit points by non-necrotic damage, revive as an undead creature that will keep doing so until slain by radiant damage. If destroyed in this state, they're
* SuspiciouslySimilarSubstitute: They're this to the
* CallARabbitASmeerp: ''TabletopGame/{{Eberron}}'' gives individual dinosaur species shorter, pulpier-sounding names in-universe, such
* DinosaursAreDragons: While dinosaurs are mere beasts with no magical abilities, there is some speculation that they're related
* DomesticatedDinosaurs: Several settings have societies that have managed to tame dinosaurs for various uses. For instance, in ''TabletopGame/{{Eberron}}'' there are nomadic halfling tribes that ride dromaeosaurs the way Mongols ride horses.
* {{Kaiju}}: The 5E ''Glory of the Giants'' supplement includes several Gargantuan creatures that are essentially {{dire|beast}} dinosaurs infused with elemental energy. A ''Tyrannosaurus'' can swallow a human in a single bite, while a "regisaur" is so staggeringly enormous that it can swallow a ''giant'' in a single bite.
* RaptorAttack: Beyond actual raptors like ''Deinonychus'' and ''Velociraptor'', ''D&D'' has invented "fleshrakers," large, scaly-skinned raptors native to dense jungles, notable chiefly for their venomous claws and spines and for their preference for ambushing lone targets.
* SavageSpinosaurs: The 3E ''Monster Manual II'', which came out the year after ''Film/JurassicPark3'', features ''Spinosaurus'' as its apex dinosaur, a CR 13 monster (compared to a ''T. rex''[='s=] CR 8) so terrifying that its "unearthly, soul-searing bellow" acts as a SupernaturalFearInducer. True to the trope, it's described as a conventional land predator, and doesn't even have a swim speed.
* SmashMook: Dinosaurs generally have a large amount of health and a single, hard-hitting attack that they can use once per turn. They are far from the most complex monsters a DM can run, but they can prove quite dangerous in spite of that: a ''Triceratops'' or a ''Tyrannosaurus rex'' can easily ruin a low- to mid-level party's day.
* TheSpiny: Bloodstrikers are beasts resembling armor-plated ceratopsids with two notable traits: a bristling coat of bony spines and caustic blood. Characters who attack a bloodstriker in melee receive damage from both their slashing spines and the caustic fluids released from the wound, the latter also harming their weapons. To avoid harming themselves, characters must attack bloodstrikers with either weapons with exceptional reach, such as longspears, which will still be damaged by the blood, or with ranged attacks. Fleshrakers, meanwhile, are covered in spines, but don't get a similar caveat.
* SwallowedWhole: The larger carnivores like ''Tyrannosaurus rex'' can gulp down humanoids in a single bite.
* ToxicDinosaur:
** Fleshrakers are large, scaly raptorial dinosaurs whose claws and spines are coated with a deadly toxin.
** Swindlespitters are small dinosaurs, normally reliant on stealth and agility to stay out of danger, whose primary offensive power is
* TrampledUnderfoot: Some of the larget sauropods can
* ZergRush: Needletooth dinosaurs are individually only the size of cats, but hunt in large packs. Their favorite hunting tactic is to mob targets ''en masse'' and pull
* WindsOfDestinyChange: Fallen devas are concerned with reshaping fate to suit their own plans, and exchange their racial power to add a
!!Battletitan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_battletitan_dinosaur_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 16 (3E)
Specially-bred saurian warbeasts that combine the ferocity of theropods
----
*
* HorseOfADifferentColor: Battletitans are trained from birth to carry a rider and wear barding. They respond only to the proper handling signals, which are treated as state secrets by the beasts' creators.
* HybridMonster: Battletitans do not occur naturally, and only arise from meticulous crossbreeding of natural dinosaurs. For the same reason, they cannot be summoned by ''summon nature's ally'' or chosen as animal companions.
* SwallowedWhole: Like the ''Tyrannosaurus rex'' they're descended from, battletitans can simply gulp down opponents.
!!Prismasaurus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_prismasaurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 28 (3E)
----
* BlindedByTheLight: The prismatic emanations given off by a prismasaurus are bright enough to strike nearby creatures blind. They also distort its outline, so that all physical attacks made against it are likely to miss.
* ContractualBossImmunity: As an epic monster, it is immune to certain attacks and status ailments that would make it easier to defeat.
* MixAndMatchCritters: It resembles a hadrosaur with the tail club of an ankylosaur.
* OneHitKill: Its bite attack can instantly kill you on a critical hit, regardless of how many hit points you have left. You can avoid dying by making a Fortitude save, thankfully.
* RandomEffectSpell: The creature's prismatic emanations duplicate the effects of the ''prismatic spray'' spell, blasting everything within a thirty-foot radius with randomized rays of magical energy.
* {{Whateversaurus}}: A rainbow-scaled, rainbow-emitting dinosaur simply named the prismasaurus.
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[[folder:Diopsid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_diopsid_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Beetle-like humanoids who dwell in the Underdark, hiring their services out to other races in exchange for metal equipment.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_diopsid_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Beetle-like humanoids who dwell in the Underdark, hiring their services out to other races in exchange for metal equipment.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A barbazu, cornugon and erinyes (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E), Fiend (5E)\\
'''Challenge Rating:''' Varies by type\\
'''Alignment:''' LawfulEvil
Tyrannical fiends from the Nine Hells of Baator, devils are embodiments of the LawfulEvil alignment. See [[Characters/DungeonsAndDragonsFiendsDevils the Devils subpage]] for more information about them.
[[/folder]]
[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_devourer_5e.png]]
->'''Classification:''' Monstrous
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Undead (3E), Shadow Humanoid
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Beetle-like humanoids who dwell in
Inhumanly tall, mummy-like monsters that roam the
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* ConsummateProfessional: Even though diopsids are willing to work for any employer, from deep gnomes to duergar to drow or even illithids, they never cause more havoc than is necessary, or revel in inflicting pain or suffering. Thus, they never alienate someone who might hire them for the next conflict.
* DumbMuscle: Diopsids are hardy, but clumsy and somewhat dull, resulting in a racial bonus to Constitution but penalties to Dexterity and Intelligence.
* HumansThroughAlienEyes: Part of the reason diopsids get along with other races is because they see little difference between a drow and duergar, at least when compared to the differences between a diopsid and the average humanoid. They also consider the surface world, with its ever-changing winds and unrelenting rain, to be a terrible place, inhabited by "lost souls cast out of the comforting grasp of the earth and forced to survive in a deadly, alien land" -- surface-dwellers are thus subject to both pity and endless curiosity.
* InnateNightVision: Like most Underdark races, they have darkvision.
* InsectoidAliens: They're human-sized beetle-folk whose carapace gives them natural armor, but makes it hard for them to use conventional equipment.
* MultiArmedAndDangerous: Diopsids have a secondary pair of limbs that are too weak to wield weapons or shields with full effectiveness, though they can also help the primary limbs manage oversized weapons, thus allowing the diopsid to {{Dual Wield|ing}} two-handed weapons.
* PhosphorEssence: Diopsids' bodies have numerous bioluminescent glands on them that can shed light in a 10-foot radius as needed.
* PrivateMilitaryContractors: They covet metal weapons and armor, but lack the expertise to make their own, leading the diopsids to work as soldiers, hunters or scouts in exchange for such goods. This puts them on friendly terms with other Underdark races, whom they view as potential clients able to provide them with valuable metals. Meanwhile, the diopsids' neighbors have learned that it's much easier to deal with them as mercenaries than it is to try and invade their cavern-cities.
* TheSleepless: Much like the thri-kreen, diopsids don't need to sleep, and are immune to magical attempts to put them to sleep.
* StarfishLanguage: While diopsids can learn to speak the likes of Common with a dry, hollow, clicking accent, their native "language" is silent, communicated through flashes of their bioluminescence. This lets diopsids send messages across great distances, and they've even learned how to "whisper" by flashing light visible only to creatures with darkvision. On the downside, this means Diopsid has no written form, something that has crippled the race's technological advancement.
* WingedHumanoid: Diopsids have stunted wings too weak for flight, but they can be used to safely slow a diopsid's fall.
* DumbMuscle: Diopsids are hardy, but clumsy and somewhat dull, resulting in a racial bonus to Constitution but penalties to Dexterity and Intelligence.
* HumansThroughAlienEyes: Part of the reason diopsids get along with other races is because they see little difference between a drow and duergar, at least when compared to the differences between a diopsid and the average humanoid. They also consider the surface world, with its ever-changing winds and unrelenting rain, to be a terrible place, inhabited by "lost souls cast out of the comforting grasp of the earth and forced to survive in a deadly, alien land" -- surface-dwellers are thus subject to both pity and endless curiosity.
* InnateNightVision: Like most Underdark races, they have darkvision.
* InsectoidAliens: They're human-sized beetle-folk whose carapace gives them natural armor, but makes it hard for them to use conventional equipment.
* MultiArmedAndDangerous: Diopsids have a secondary pair of limbs that are too weak to wield weapons or shields with full effectiveness, though they can also help the primary limbs manage oversized weapons, thus allowing the diopsid to {{Dual Wield|ing}} two-handed weapons.
* PhosphorEssence: Diopsids' bodies have numerous bioluminescent glands on them that can shed light in a 10-foot radius as needed.
* PrivateMilitaryContractors: They covet metal weapons and armor, but lack the expertise to make their own, leading the diopsids to work as soldiers, hunters or scouts in exchange for such goods. This puts them on friendly terms with other Underdark races, whom they view as potential clients able to provide them with valuable metals. Meanwhile, the diopsids' neighbors have learned that it's much easier to deal with them as mercenaries than it is to try and invade their cavern-cities.
* TheSleepless: Much like the thri-kreen, diopsids don't need to sleep, and are immune to magical attempts to put them to sleep.
* StarfishLanguage: While diopsids can learn to speak the likes of Common with a dry, hollow, clicking accent, their native "language" is silent, communicated through flashes of their bioluminescence. This lets diopsids send messages across great distances, and they've even learned how to "whisper" by flashing light visible only to creatures with darkvision. On the downside, this means Diopsid has no written form, something that has crippled the race's technological advancement.
* WingedHumanoid: Diopsids have stunted wings too weak for flight, but they can be used to safely slow a diopsid's fall.
to:
* ConsummateProfessional: Even though diopsids EnemySummoner: 5th Edition devourers were explicitly created by Orcus to spread plagues of undeath across worlds, and are willing able to work for any employer, from deep gnomes to duergar to drow or even illithids, they never cause more havoc than is necessary, or revel in inflicting pain or suffering. Thus, they never alienate someone who might hire them for the next conflict.
* DumbMuscle: Diopsids are hardy, but clumsy and somewhat dull, resulting in a racial bonus to Constitution but penalties to Dexterity and Intelligence.
* HumansThroughAlienEyes: Part of the reason diopsids get along with other races is because they see little difference between a drow and duergar, at least when compared to the differences between a diopsid and the average humanoid. They also consider the surface world, with its ever-changing winds and unrelenting rain, to be a terrible place, inhabited by "lostconvert imprisoned souls cast out of the comforting grasp of the earth and forced to survive in a deadly, alien land" -- surface-dwellers are thus subject to both pity and endless curiosity.
* InnateNightVision: Like most Underdark races,into zombies, ghouls or wights based upon how powerful they have darkvision.
were in life.
*InsectoidAliens: They're human-sized beetle-folk whose carapace gives them natural armor, but makes HumanShield: In their 3rd Edition rules, a devourer with a trapped essence within it hard for them can avoid the effects of certain spells by having that essence take the hit. In the case of spells like ''banishment'', however, this could deprive the devourer of its power source.
* LevelDrain: 3rd Edition devourers inflict negative levels with their attacks, or to souls imprisoned within their ribcages as they useconventional equipment.those souls to power their spell-like abilities.
* MakeThemRot: 5th Edition devourers can unleash a wave of necrotic energy to damage those within 20 feet.
*MultiArmedAndDangerous: Diopsids have {{Retcon}}: Devourers were explicitly not undead monsters in 2nd Edition, and were instead a secondary pair ghastly type of limbs creature that are too weak to wield weapons ambushed travelers on the Astral or shields Ethereal Planes. Then 3rd Edition decided they were undead after all, with full effectiveness, though they can also help the primary limbs manage oversized weapons, thus allowing the diopsid to {{Dual Wield|ing}} two-handed weapons.
* PhosphorEssence: Diopsids' bodies have numerous bioluminescent glands on them4th Edition specifying that can shed light in a 10-foot radius as needed.
* PrivateMilitaryContractors: They covet metal weapons and armor, but lack the expertise to make their own, leading the diopsids to work as soldiers, hunters or scouts in exchange for such goods. This puts them on friendly terms with other Underdark races, whom they view as potential clients able to provide them with valuable metals. Meanwhile, the diopsids' neighbors have learnedthey're formed from murderous souls that it's much easier to deal with passed into the Shadowfell. And ''then'' 5th Edition cast them as mercenaries than it is to try and invade their cavern-cities.
* TheSleepless: Much likeundead-looking ''fiends'' created by the thri-kreen, diopsids don't need demon lord Orcus.
* SoulEating: As a devourer draws upon an entrapped soul tosleep, and are immune to magical attempts to put them to sleep.
power its spell-like abilities in 3rd Edition, that soul fades away as it gains negative levels, ultimately evaporating completely.
*StarfishLanguage: While diopsids YourSoulIsMine: A devourer can learn to speak trap the likes essence of Common with a dry, hollow, clicking accent, their native "language" is silent, communicated an enemy, either through flashes of their bioluminescence. This lets diopsids send messages across great distances, and they've even learned how to "whisper" a special action (in 3rd Edition) or by flashing light visible targeting a living creature at 0 hit points (in 5th Edition). If successful, the unlucky victim appears as a tiny figure imprisoned in the devourer's ribcage, usually for only to creatures with darkvision. On a brief time before the downside, monster uses it to power its other abilities. While in this means Diopsid has no written form, something that has crippled state, normal resurrection magic doesn't work on the race's technological advancement.
* WingedHumanoid: Diopsids have stunted wings too weak for flight, but theycaptive soul, and only destroying the devourer or powerful spells like ''wish'' or ''miracle'' can be used to safely slow a diopsid's fall.free it.
* DumbMuscle: Diopsids are hardy, but clumsy and somewhat dull, resulting in a racial bonus to Constitution but penalties to Dexterity and Intelligence.
* HumansThroughAlienEyes: Part of the reason diopsids get along with other races is because they see little difference between a drow and duergar, at least when compared to the differences between a diopsid and the average humanoid. They also consider the surface world, with its ever-changing winds and unrelenting rain, to be a terrible place, inhabited by "lost
* InnateNightVision: Like most Underdark races,
*
* LevelDrain: 3rd Edition devourers inflict negative levels with their attacks, or to souls imprisoned within their ribcages as they use
* MakeThemRot: 5th Edition devourers can unleash a wave of necrotic energy to damage those within 20 feet.
*
* PhosphorEssence: Diopsids' bodies have numerous bioluminescent glands on them
* PrivateMilitaryContractors: They covet metal weapons and armor, but lack the expertise to make their own, leading the diopsids to work as soldiers, hunters or scouts in exchange for such goods. This puts them on friendly terms with other Underdark races, whom they view as potential clients able to provide them with valuable metals. Meanwhile, the diopsids' neighbors have learned
* TheSleepless: Much like
* SoulEating: As a devourer draws upon an entrapped soul to
*
* WingedHumanoid: Diopsids have stunted wings too weak for flight, but they
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[[folder:Dire Animal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/direbear_9305.jpg]]
[[caption-width-right:350:A dire bear, with wood elf for scale. (3e)]]
->'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' Varies from 1/3 (dire rat) to 14 (dire hippopotamus) (3E)\\
'''Alignment:''' Unaligned
Larger, tougher, and all-around meaner versions of mundane animals.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/direbear_9305.jpg]]
[[caption-width-right:350:A dire bear, with wood elf for scale. (3e)]]
->'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' Varies from 1/3 (dire rat) to 14 (dire hippopotamus) (3E)\\
'''Alignment:''' Unaligned
Larger, tougher, and all-around meaner versions of mundane animals.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A dire bear, with wood elf for scale. (3e)]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Larger, tougher, and all-around meaner versions of mundane animals.
Alien predators that attack their victims across planar boundaries.
Changed line(s) 978,980 (click to see context) from:
* DireBeast: The TropeCodifier. Just take an ordinary animal from the appendix at the back of a ''Monster Manual'', scale it up a size category, slap on some extra horns and/or bony plates, and voila.
* HorseOfADifferentColor: If they can be tamed, dire animals make dangerous mounts. Some giants like to ride dire elephants, for example.
* MedievalPrehistory: Several types of dire animals are prehistoric creatures rather than simply meaner versions of contemporary wildlife. Smilodons, megaloceroses, glyptodons, woolly mammoths, and the like have all appeared in this capacity.
* HorseOfADifferentColor: If they can be tamed, dire animals make dangerous mounts. Some giants like to ride dire elephants, for example.
* MedievalPrehistory: Several types of dire animals are prehistoric creatures rather than simply meaner versions of contemporary wildlife. Smilodons, megaloceroses, glyptodons, woolly mammoths, and the like have all appeared in this capacity.
to:
* DireBeast: The TropeCodifier. Just take an ordinary animal from the appendix at the back of a ''Monster Manual'', scale it up a size category, slap on some extra horns and/or bony plates, and voila.
* HorseOfADifferentColor: If they can be tamed, dire animals make dangerous mounts. Some giantsCombatTentacles: Dharculi's mawed tentatcles appear something like to ride dire elephants, for example.
* MedievalPrehistory: Several types of dire animalsa half-dozen, eyeless eels, which can deal damage but are prehistoric mainly used to latch onto prey.
* EyeOnAStalk: Other tentacles end in eyestalks, which the creaturesrather than simply meaner versions of contemporary wildlife. Smilodons, megaloceroses, glyptodons, woolly mammoths, and keep safely on the like have all appeared Ethereal Plane.
* {{Intangibility}}: A dharculus usually lurks on the Border Ethereal, but upon sighting prey, it phases its six mawed tentacles onto the Material Plane -- from a Material creature's perspective, it is suddenly beset by a swarm of eels protruding from a vague, menacing outline behind them. While attacking in thiscapacity.manner, a dharculus' body is vulnerable, but enjoys cover bonuses to Armor Class and Reflex saves, and it can retract its tentacles to the safety of the Ethereal Plane as a standard action. Should a dharculus grapple prey with enough of its mawed tentacles, the other creature is yanked onto the Border Ethereal with it and subject to its primary maw attack (in 2nd Edition), or considered ethereal enough for the dharculus to attack with its main maw (in 3rd Edition). In the former case, a victim might end up stranded on the Etheral Plane even if it defeats the monster, unless it uses the dharculus' tentacles as a lifeline, quickly slipping through the planar breaches the tentacles create before they close.
* OurMonstersAreWeird: In the rare cases a dharculus' entire body can be seen, it resembles a swarm of blind eels connected to a worm-like braid that curls forward like a question mark, ending in an even larger, toothier maw. Dharculi's origins are poorly understood, so one theory is that they're from an Alternate Material Plane, while others insist they're from the Far Realm.
* HorseOfADifferentColor: If they can be tamed, dire animals make dangerous mounts. Some giants
* MedievalPrehistory: Several types of dire animals
* EyeOnAStalk: Other tentacles end in eyestalks, which the creatures
* {{Intangibility}}: A dharculus usually lurks on the Border Ethereal, but upon sighting prey, it phases its six mawed tentacles onto the Material Plane -- from a Material creature's perspective, it is suddenly beset by a swarm of eels protruding from a vague, menacing outline behind them. While attacking in this
* OurMonstersAreWeird: In the rare cases a dharculus' entire body can be seen, it resembles a swarm of blind eels connected to a worm-like braid that curls forward like a question mark, ending in an even larger, toothier maw. Dharculi's origins are poorly understood, so one theory is that they're from an Alternate Material Plane, while others insist they're from the Far Realm.
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[[folder:Dire Corby]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dire_corby_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 1/2 (5E)\\
'''Alignment:''' NeutralEvil, ChaoticEvil (4E)
Black-feathered, avian humanoids who travel the Underdark in ravenous, raucous flocks.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dire_corby_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 1/2 (5E)\\
'''Alignment:''' NeutralEvil, ChaoticEvil (4E)
Black-feathered, avian humanoids who travel the Underdark in ravenous, raucous flocks.
to:
[[quoteright:350:https://static.
[[quoteright:244:https://static.tvtropes.
->'''Classification:''' Natural Humanoid (4E), Humanoid (5E)\\
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Black-feathered, avian humanoids who travel the Underdark in ravenous, raucous flocks.
Refugees from a Realm of Nightmares whose fiendish forms belie their good natures and love for freedom.
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* BirdPeople: They look something like Medium-sized kenku, dark, wingless humanoid birds. Evidently they were able to fly in the past, but somehow lost the ability in favor of increased ferocity and strength.
* BrownNote: Their cacophonic chirps, hoots and howls have enough magic to induce vertigo in listeners -- in gameplay terms, those who fail their saving throws can't climb, dash, or cast spells more complicated than cantrips.
* ForebodingFleeingFlock: Beyond their echoing calls, one sign of an approaching dire corby flock is how other Underdark or dungeon denizens are fleeing for safer ground.
* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally, blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and finding their way to the surface, where they continue to feed on anything they can, to the detriment of nearby settlements.
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them to travel with a dire corby flock in relative safety.
* BrownNote: Their cacophonic chirps, hoots and howls have enough magic to induce vertigo in listeners -- in gameplay terms, those who fail their saving throws can't climb, dash, or cast spells more complicated than cantrips.
* ForebodingFleeingFlock: Beyond their echoing calls, one sign of an approaching dire corby flock is how other Underdark or dungeon denizens are fleeing for safer ground.
* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally, blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and finding their way to the surface, where they continue to feed on anything they can, to the detriment of nearby settlements.
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them to travel with a dire corby flock in relative safety.
to:
* BirdPeople: They look something like Medium-sized kenku, dark, wingless humanoid birds. Evidently they were able to fly AnarchyIsChaos: Averted; the diaboli have a unifying belief in the past, superiority of anarchy over any attempt to agree upon a form of government, but somehow lost the ability in favor use a strong sense of increased ferocity traditions, social mores and strength.
* BrownNote: Their cacophonic chirps, hoots and howls have enough magictaboos to induce vertigo in listeners -- in gameplay terms, those who fail hold their saving throws can't climb, dash, or cast spells more complicated than cantrips.
society together, living by the adage "Do what thou wilt but harm none."
*ForebodingFleeingFlock: Beyond BewareMyStingerTail: They have a natural tail attack that can deliver a mild poison, which merely sickens opponents in 3rd Edition but deals damage and potentially [[TheParalyzer paralyzes]] victims in 2nd Edition.
* BigRedDevil: Though theirechoing calls, one sign of an approaching dire corby flock is how other Underdark or dungeon denizens are fleeing for safer ground.
* TheHorde: Dire corbies migrate throughalignment ultimately subverts the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally, blocked passages will force trope, the dire corbies to make a detour, which can lead to them entering the lower levels diaboli otherwise meet most of its criteria -- hoofed feet, [[HornedHumanoid vestigial horns]], HellishPupils in red or yellow eyes, a dungeon and finding their way to the surface, where they continue to feed on anything they can, to the detriment of nearby settlements.
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them to travelwhip-like tail with a dire corby flock barbed stinger -- except that instead of red flesh, diaboli's skin tones range from mauve and lavender to a near-black violet. On the topic of their goat-like legs, there are three subtypes of diaboli based on just how hairy they are: "bare" diaboli are completely hairless (even the women), "common" diaboli have white or silver hair on their heads much like humans (with males favoring well-groomed beards), while "hirsute" diaboli additionally have goatlike fur from the waist down, giving them the classic devilish appearance.
* {{Bizarrchitecture}}: Diaboli buildings resemble ruins with leaning walls, beams and timber jutting out at odd angles, and random splashes of paint, all arranged haphazardly without any consideration for a settlement's defense or easy movement.
* DarkIsNotEvil: Despite looking like stereotypical fiends, diaboli are generally friendly, open-minded and accepting (if they can get over their prejudices towards humanoids). But their appearance does cause penalties to Diplomacy checks and bonuses to Intimidate attempts.
* DevilsPitchfork: While their technology is generally primitive, duaboli are automatically proficient with tridents, another reason other races can mistake them for fiends.
* FantasticRacism: Diaboli's fiendish appearance leads other races to view them as repulsive, and ironically diaboli find humanoids (especially humans proper) just as off-putting. It's rare for a diaboli community to interact with their neighbors, and such encounters can be marked by extreme politeness, as if both groups are fearful of insulting the other.
* InvadingRefugees: A benign example; they originate inrelative safety.what Mystarans call the Demiplane of Nightmares, which 3rd Edition positions on the border of both the Ethereal Plane and Region of Dreams. Unfortunately, the Far Realm's influence constantly leaks into this demiplane, leading many diaboli to resettle across the Great Wheel to both escape and spread their creed of "benevolent chaos."
* SssssnakeTalk: Diaboli have forked tongues, and their native language features harsh, guttural hissing, resulting in a "thick, snakelike accent" when they speak Common. The fact that their physiology makes it easy for diaboli to pick up Abyssal unfortunately reinforces prejudices against them.
* StarfishLanguage: The diaboli have developed a variant of sign language that uses the twirling and positioning of their tails, though it takes twice as long to communicate a concept this way than it would to speak out loud. Non-diaboli can learn to interpret this tail "language," but obviously they'll have trouble "speaking" it unless they have a tail of their own.
* SuperSenses: Like most outsiders, diaboli have darkvision. Their tongues also pick up olfactory cues just like a snake's, though this has no in-game benefit.
* BrownNote: Their cacophonic chirps, hoots and howls have enough magic
*
* BigRedDevil: Though their
* TheHorde: Dire corbies migrate through
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them to travel
* {{Bizarrchitecture}}: Diaboli buildings resemble ruins with leaning walls, beams and timber jutting out at odd angles, and random splashes of paint, all arranged haphazardly without any consideration for a settlement's defense or easy movement.
* DarkIsNotEvil: Despite looking like stereotypical fiends, diaboli are generally friendly, open-minded and accepting (if they can get over their prejudices towards humanoids). But their appearance does cause penalties to Diplomacy checks and bonuses to Intimidate attempts.
* DevilsPitchfork: While their technology is generally primitive, duaboli are automatically proficient with tridents, another reason other races can mistake them for fiends.
* FantasticRacism: Diaboli's fiendish appearance leads other races to view them as repulsive, and ironically diaboli find humanoids (especially humans proper) just as off-putting. It's rare for a diaboli community to interact with their neighbors, and such encounters can be marked by extreme politeness, as if both groups are fearful of insulting the other.
* InvadingRefugees: A benign example; they originate in
* SssssnakeTalk: Diaboli have forked tongues, and their native language features harsh, guttural hissing, resulting in a "thick, snakelike accent" when they speak Common. The fact that their physiology makes it easy for diaboli to pick up Abyssal unfortunately reinforces prejudices against them.
* StarfishLanguage: The diaboli have developed a variant of sign language that uses the twirling and positioning of their tails, though it takes twice as long to communicate a concept this way than it would to speak out loud. Non-diaboli can learn to interpret this tail "language," but obviously they'll have trouble "speaking" it unless they have a tail of their own.
* SuperSenses: Like most outsiders, diaboli have darkvision. Their tongues also pick up olfactory cues just like a snake's, though this has no in-game benefit.
Changed line(s) 999,1000 (click to see context) from:
[[folder:Disenchanter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/disenchanter.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/disenchanter.png]]
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
Changed line(s) 1002,1005 (click to see context) from:
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' TrueNeutral
Strange quadrupeds with a ravenous hunger for magic.
'''Alignment:''' TrueNeutral
Strange quadrupeds with a ravenous hunger for magic.
to:
'''Challenge Rating:''' 17 6 (3E)\\
'''Alignment:'''TrueNeutral
Strange quadrupeds with a ravenous hunger for magic.Unaligned
Bizarre saurian predators that hunt by liquefying, then slurping up their prey.
'''Alignment:'''
Strange quadrupeds with a ravenous hunger for magic.
Bizarre saurian predators that hunt by liquefying, then slurping up their prey.
Changed line(s) 1007,1014 (click to see context) from:
* ArtEvolution: Their early art and descriptions depict disenchanters as electric-blue, trunked, camel-like creatures, while 3rd Edition portrays them with silvery, scaly armored hides, club tails, and extended tongues instead.
* BioweaponBeast: They were bred by generals desperate for an edge against magic-wielding enemies, but predictably escaped to menace the wider world.
* ItCanThink: Their older material mentions that disenchanters are about as intelligent as the average human, have their own language, and may rarely learn Common or Elvish, but most don't bother to communicate with other creatures. 3rd Edition, in contrast, puts their Intelligence at 5 and doesn't mention any languages.
* MagicEater: Their signature ability and defining trait. Each round a disenchanter keeps its tongue attached to a magic item, it drains a magic item's property, a charge from something like a magic wand, or a point's worth of enhancement bonus from a magic weapon. This process grants a disenchanter temporary hit points.
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes a disenchanter has to save or lose a property or point of enhancement bonus.
* OverlyLongTongue: Their tongues are 15 feet long, [[StickySituation sticky]], and [[TentacleRope capable of wrapping around and restraining victims whose magic items they're draining.]]
* ThePlotReaper: They're more or less a non-lethal example of the trope, as disenchanters tend to show up in campaigns where the player characters have gotten a little too powerful thanks to their magical swag.
* SupernaturalSensitivity: Disenchanters are under a constant ''detect magic'' effect, and can sense a strong magical aura from up to 10 miles away.
* BioweaponBeast: They were bred by generals desperate for an edge against magic-wielding enemies, but predictably escaped to menace the wider world.
* ItCanThink: Their older material mentions that disenchanters are about as intelligent as the average human, have their own language, and may rarely learn Common or Elvish, but most don't bother to communicate with other creatures. 3rd Edition, in contrast, puts their Intelligence at 5 and doesn't mention any languages.
* MagicEater: Their signature ability and defining trait. Each round a disenchanter keeps its tongue attached to a magic item, it drains a magic item's property, a charge from something like a magic wand, or a point's worth of enhancement bonus from a magic weapon. This process grants a disenchanter temporary hit points.
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes a disenchanter has to save or lose a property or point of enhancement bonus.
* OverlyLongTongue: Their tongues are 15 feet long, [[StickySituation sticky]], and [[TentacleRope capable of wrapping around and restraining victims whose magic items they're draining.]]
* ThePlotReaper: They're more or less a non-lethal example of the trope, as disenchanters tend to show up in campaigns where the player characters have gotten a little too powerful thanks to their magical swag.
* SupernaturalSensitivity: Disenchanters are under a constant ''detect magic'' effect, and can sense a strong magical aura from up to 10 miles away.
to:
* ArtEvolution: Their early art and descriptions depict disenchanters as electric-blue, trunked, camel-like creatures, while 3rd Edition portrays them with silvery, scaly armored hides, club tails, and extended tongues instead.
* BioweaponBeast:AcidAttack: Digesters produce an acid that can dissolve a human in just a few seconds. They were bred by generals desperate have enough control over it to spray acid in a 20-foot cone for an edge moderate damage, or unleash a concentrated stream against magic-wielding enemies, but predictably escaped to menace the wider world.
a single adjacent target for double damage.
*ItCanThink: Their older material mentions that disenchanters are about as intelligent as the average human, have ArmlessBiped: Hence why their own language, and may rarely learn Common or Elvish, but most don't bother to communicate with only other creatures. 3rd Edition, in contrast, puts their Intelligence at 5 attack options are clawed kicks.
* BigEater: Every digester is "a hunting anddoesn't mention any languages.
eating machine" that is nearly perpetually hungry.
*MagicEater: Their signature ability and defining trait. Each round a disenchanter keeps its tongue attached to a magic item, it drains a magic item's property, a charge from OurMonstersAreWeird: A digester looks something like a magic wand, or a point's worth of enhancement bonus from a magic weapon. This process grants a disenchanter temporary hit points.
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes a disenchanter has to save or lose a property or point of enhancement bonus.
* OverlyLongTongue: Their tongues are 15 feet long, [[StickySituation sticky]],spindly-legged ''Tyrannosaurus rex'' sans forearms, but with bony armor plates running along its spine and [[TentacleRope capable tail, bristly hair on its lower back, an anteater-like head over a "beard" of wrapping around fleshy tendrils, bulging, forward-facing eyes, and restraining victims whose magic items they're draining.]]
* ThePlotReaper: They're more or lessa non-lethal example of the trope, as disenchanters tend protruding orifice on its forehead to show up in campaigns where the player characters have gotten a little too powerful thanks to their magical swag.
* SupernaturalSensitivity: Disenchanters are under a constant ''detect magic'' effect, and can sense a strong magical aura from up to 10 miles away.spray acid.
* BioweaponBeast:
*
* BigEater: Every digester is "a hunting and
*
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes a disenchanter has to save or lose a property or point of enhancement bonus.
* OverlyLongTongue: Their tongues are 15 feet long, [[StickySituation sticky]],
* ThePlotReaper: They're more or less
* SupernaturalSensitivity: Disenchanters are under a constant ''detect magic'' effect, and can sense a strong magical aura from up to 10 miles away.
Changed line(s) 1017,1018 (click to see context) from:
[[folder:Disir]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_disir_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_disir_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1020,1025 (click to see context) from:
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (disir), 4 (tyin), 11 (queen) (3E)\\
'''Alignment:''' LawfulEvil (disir), TrueNeutral (tyin)
Disgusting beings who live deep underground, preying upon all around them, though they have begun to venture onto the surface as well.
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (disir), 4 (tyin), 11 (queen) (3E)\\
'''Alignment:''' LawfulEvil (disir), TrueNeutral (tyin)
Disgusting beings who live deep underground, preying upon all around them, though they have begun to venture onto the surface as well.
to:
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' Varies from 3
'''Alignment:'''
Disgusting beings who live deep underground, preying upon all around them, though they have begun to venture onto the surface as well.
Also called behemoths in some quarters, dinosaurs are distinctly less extinct on some worlds than on others.
Changed line(s) 1027,1047 (click to see context) from:
* AbsoluteXenophobe: Disir are sentient and have their own language (Dis), but have "a fanatical hatred of anything that might be their neighbor," attacking and [[ToServeMan eating]] dwarves, kobolds and other underground races, then squatting in their homes.
* CoveredInGunge: The gunk coating their bodies adds poison to their melee attacks, makes them resistant to fire damage, and lets them more easily wriggle out of bonds.
* DayHurtsDarkAdjustedEyes: True disir have the "Light Sensitivity" trait, though the tyin have had this weakness bred out of them.
* DumbMuscle: Tyin are disir mutated by their queens into Large, slightly more powerful forms that are better able to tolerate sunlight. However, they're only as smart as ogres, and understand simple verbal commands in Dis but can comprehend little else.
* InsectQueen: A disir tribe's queen is larger and far stronger than the lesser disir, and provide leadership (advised by a council of elite males) and induce mutations in disir larvae to produce the likes of tyin. However, they aren't actually "baby factories," instead it is the other disir females who reproduce.
* MixAndMatchCritters: They look like some combination of LizardFolk and SlayingMantis, though the degree of variation exhibited in things like how much their bodies are covered by their carapace suggests that they're not a natural species. "What the true disir originally were, in the distant past, can no longer be determined."
* MookCommander: Disir queens have special rules doubling the bonus disir receive from the "aid another" action, or inspiring them to grant morale bonuses on attack and damage rolls, as well as saving throws.
* TheParalyzer: The poison coating their bodies causes such intense pain that it numbs the victim's body, gradually paralyzing them (through [[NonHealthDamage Dexterity damage]] in 3rd Edition).
* ThePigPen: Disirs' slimy bodies constantly shed dead flesh and other debris, and they reek of death and decay.
* ReligionOfEvil: Disir "[[DoesNotLikeMagic do not practice or condone the use of arcane magic]]," but they do have divine spellcasters, (male) clerics of Morgion, Krynnish god of pestilence. They tend to advise their tribes' queen to follow the god's will, and it's suspected that the disir's spread is born from Morgion's desire to undermine the dwarves and other races.
* SexShifter: Disir sexes are hard to distinguish in normal circumstances, not helped by the fact that their hatchlings develop into males as they grow into adults, then around the 10-year mark, half of these will transition into breeding females or queens.
[[/folder]]
[[folder:Displacer Beast]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/displacer_beast.png]]
[[caption-width-right:320:4e]]
->'''Classification:''' Magical Beast (3E), Fey Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 9 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
Six-legged, tentacled felines who are never quite where they seem to be.
* CoveredInGunge: The gunk coating their bodies adds poison to their melee attacks, makes them resistant to fire damage, and lets them more easily wriggle out of bonds.
* DayHurtsDarkAdjustedEyes: True disir have the "Light Sensitivity" trait, though the tyin have had this weakness bred out of them.
* DumbMuscle: Tyin are disir mutated by their queens into Large, slightly more powerful forms that are better able to tolerate sunlight. However, they're only as smart as ogres, and understand simple verbal commands in Dis but can comprehend little else.
* InsectQueen: A disir tribe's queen is larger and far stronger than the lesser disir, and provide leadership (advised by a council of elite males) and induce mutations in disir larvae to produce the likes of tyin. However, they aren't actually "baby factories," instead it is the other disir females who reproduce.
* MixAndMatchCritters: They look like some combination of LizardFolk and SlayingMantis, though the degree of variation exhibited in things like how much their bodies are covered by their carapace suggests that they're not a natural species. "What the true disir originally were, in the distant past, can no longer be determined."
* MookCommander: Disir queens have special rules doubling the bonus disir receive from the "aid another" action, or inspiring them to grant morale bonuses on attack and damage rolls, as well as saving throws.
* TheParalyzer: The poison coating their bodies causes such intense pain that it numbs the victim's body, gradually paralyzing them (through [[NonHealthDamage Dexterity damage]] in 3rd Edition).
* ThePigPen: Disirs' slimy bodies constantly shed dead flesh and other debris, and they reek of death and decay.
* ReligionOfEvil: Disir "[[DoesNotLikeMagic do not practice or condone the use of arcane magic]]," but they do have divine spellcasters, (male) clerics of Morgion, Krynnish god of pestilence. They tend to advise their tribes' queen to follow the god's will, and it's suspected that the disir's spread is born from Morgion's desire to undermine the dwarves and other races.
* SexShifter: Disir sexes are hard to distinguish in normal circumstances, not helped by the fact that their hatchlings develop into males as they grow into adults, then around the 10-year mark, half of these will transition into breeding females or queens.
[[/folder]]
[[folder:Displacer Beast]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/displacer_beast.png]]
[[caption-width-right:320:4e]]
->'''Classification:''' Magical Beast (3E), Fey Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 9 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
Six-legged, tentacled felines who are never quite where they seem to be.
to:
* AbsoluteXenophobe: Disir are sentient and AcidAttack: Bloodstrikers have acidic blood, which gives them a natural defense against melee attack and which they can spray from their own language (Dis), but have "a fanatical hatred of anything that might be their neighbor," attacking eyes up to thirty feet away as a defensive tactic. Their natural attacks, such as bites and [[ToServeMan eating]] dwarves, kobolds and other underground races, then squatting in their homes.
* CoveredInGunge: The gunk coating their bodies adds poisoncharges, also do acid damage to their melee attacks, makes them resistant to fire damage, and lets them more easily wriggle out of bonds.
targets.
*DayHurtsDarkAdjustedEyes: True disir have BanditMook: Swindlespitters are small dinosaurs who normally feed on the "Light Sensitivity" trait, though the tyin have had this weakness bred out eggs of them.
* DumbMuscle: Tyin are disir mutated by their queens into Large, slightly more powerful forms that are better able to tolerate sunlight.bigger creatures. However, they're only as smart as ogres, not especially bright and understand simple verbal commands in Dis but can comprehend little else.
* InsectQueen: A disir tribe's queen is largertend to confuse small to medium-sized man-made objects for strange eggs. Consequently, they're known for filching objects such as books, backpacks and far stronger than the lesser disir, and provide leadership (advised by a council of elite males) and induce mutations in disir larvae to produce the likes of tyin. However, they aren't actually "baby factories," instead it is the other disir females who reproduce.
* MixAndMatchCritters: They looklike some combination of LizardFolk from camps, carrying them off into the jungle, and SlayingMantis, though tearing them to pieces to get to the degree of variation exhibited yolk they're sure is in things like how much them somewhere.
* CallARabbitASmeerp: ''TabletopGame/{{Eberron}}'' gives individual dinosaur species shorter, pulpier-sounding names in-universe, such as calling velociraptors "clawfeet" and triceratopses "threehorns". 4th edition follows suit while collectively rebranding all dinosaurs as "behemoths" and using non-Latin names for them. 5th edition goes back to calling them dinosaurs and using theirbodies proper scientific names, although the ''Monster Manual'' notes that "behemoth" is a valid alternate term for them in-universe.
* DinosaursAreDragons: While dinosaurs arecovered by their carapace suggests mere beasts with no magical abilities, there is some speculation that they're not a natural species. "What related to dragons, which might be the true disir originally were, in dinosaurs' more successful descendents. This "evolutionary" theory is controversial, however, since it contradicts the distant past, can no longer be determined."
* MookCommander: Disir queens have special rules doubling the bonus disir receive from the "aid another" action, or inspiring them to grant morale bonuses on attack and damage rolls, as well as saving throws.
* TheParalyzer: The poison coating their bodies causes such intense painfar more simple explanation that it numbs [[Characters/DungeonsAndDragonsScalykindDeities Io]] created the victim's body, gradually paralyzing them (through [[NonHealthDamage Dexterity damage]] dragons in 3rd Edition).
* ThePigPen: Disirs' slimy bodies constantly shed dead flesh andhis own image, just as other debris, and they reek of death and decay.deities created the mortal races.
* DomesticatedDinosaurs: Several settings have societies that have managed to tame dinosaurs for various uses. For instance, in ''TabletopGame/{{Eberron}}'' there are nomadic halfling tribes that ride dromaeosaurs the way Mongols ride horses.
*ReligionOfEvil: Disir "[[DoesNotLikeMagic do not practice or condone {{Kaiju}}: The 5E ''Glory of the use of arcane magic]]," but they do have divine spellcasters, (male) clerics of Morgion, Krynnish god of pestilence. They tend Giants'' supplement includes several Gargantuan creatures that are essentially {{dire|beast}} dinosaurs infused with elemental energy. A ''Tyrannosaurus'' can swallow a human in a single bite, while a "regisaur" is so staggeringly enormous that it can swallow a ''giant'' in a single bite.
* RaptorAttack: Beyond actual raptors like ''Deinonychus'' and ''Velociraptor'', ''D&D'' has invented "fleshrakers," large, scaly-skinned raptors native toadvise dense jungles, notable chiefly for their tribes' queen to follow venomous claws and spines and for their preference for ambushing lone targets.
* SavageSpinosaurs: The 3E ''Monster Manual II'', which came out thegod's will, and year after ''Film/JurassicPark3'', features ''Spinosaurus'' as its apex dinosaur, a CR 13 monster (compared to a ''T. rex''[='s=] CR 8) so terrifying that its "unearthly, soul-searing bellow" acts as a SupernaturalFearInducer. True to the trope, it's suspected described as a conventional land predator, and doesn't even have a swim speed.
* SmashMook: Dinosaurs generally have a large amount of health and a single, hard-hitting attack thatthe disir's spread is born they can use once per turn. They are far from Morgion's desire to undermine the dwarves most complex monsters a DM can run, but they can prove quite dangerous in spite of that: a ''Triceratops'' or a ''Tyrannosaurus rex'' can easily ruin a low- to mid-level party's day.
* TheSpiny: Bloodstrikers are beasts resembling armor-plated ceratopsids with two notable traits: a bristling coat of bony spines andother races.
* SexShifter: Disir sexes are hard to distinguishcaustic blood. Characters who attack a bloodstriker in normal circumstances, not helped melee receive damage from both their slashing spines and the caustic fluids released from the wound, the latter also harming their weapons. To avoid harming themselves, characters must attack bloodstrikers with either weapons with exceptional reach, such as longspears, which will still be damaged by the fact that blood, or with ranged attacks. Fleshrakers, meanwhile, are covered in spines, but don't get a similar caveat.
* SwallowedWhole: The larger carnivores like ''Tyrannosaurus rex'' can gulp down humanoids in a single bite.
* ToxicDinosaur:
** Fleshrakers are large, scaly raptorial dinosaurs whose claws and spines are coated with a deadly toxin.
** Swindlespitters are small dinosaurs, normally reliant on stealth and agility to stay out of danger, whose primary offensive power is theirhatchlings develop into males as ability to spit out a spray of "[[PoisonIsCorrosive corrosive poison]]" every few turns. They're based directly on the ''Procompsognathus'' from ''Literature/{{The Lost World|1995}}''.
* TrampledUnderfoot: Some of the larget sauropods can make trample attacks against enemies theygrow into adults, then around move over.
* ZergRush: Needletooth dinosaurs are individually only the10-year mark, half size of these will transition into breeding females or queens.
[[/folder]]
[[folder:Displacer Beast]]
[[quoteright:320:https://static.cats, but hunt in large packs. Their favorite hunting tactic is to mob targets ''en masse'' and pull them to the ground by weight of numbers, a tactic that can overwhelm sizable prey in a living tide of hungry, snapping mouths.
!!Battletitan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/displacer_beast.png]]
[[caption-width-right:320:4e]]
->'''Classification:''' Magical Beast (3E), Fey Magical Beast (4E), Monstrosity (5E)\\
'''Challengeorg/pmwiki/pub/images/d&d_battletitan_dinosaur_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:'''4 (3E), 9 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
Six-legged, tentacled felines who are never quite where they seem to be.16 (3E)
Specially-bred saurian warbeasts that combine the ferocity of theropods with the defenses of sauropods.
* CoveredInGunge: The gunk coating their bodies adds poison
*
* DumbMuscle: Tyin are disir mutated by their queens into Large, slightly more powerful forms that are better able to tolerate sunlight.
* InsectQueen: A disir tribe's queen is larger
* MixAndMatchCritters: They look
* CallARabbitASmeerp: ''TabletopGame/{{Eberron}}'' gives individual dinosaur species shorter, pulpier-sounding names in-universe, such as calling velociraptors "clawfeet" and triceratopses "threehorns". 4th edition follows suit while collectively rebranding all dinosaurs as "behemoths" and using non-Latin names for them. 5th edition goes back to calling them dinosaurs and using their
* DinosaursAreDragons: While dinosaurs are
* MookCommander: Disir queens have special rules doubling the bonus disir receive from the "aid another" action, or inspiring them to grant morale bonuses on attack and damage rolls, as well as saving throws.
* TheParalyzer: The poison coating their bodies causes such intense pain
* ThePigPen: Disirs' slimy bodies constantly shed dead flesh and
* DomesticatedDinosaurs: Several settings have societies that have managed to tame dinosaurs for various uses. For instance, in ''TabletopGame/{{Eberron}}'' there are nomadic halfling tribes that ride dromaeosaurs the way Mongols ride horses.
*
* RaptorAttack: Beyond actual raptors like ''Deinonychus'' and ''Velociraptor'', ''D&D'' has invented "fleshrakers," large, scaly-skinned raptors native to
* SavageSpinosaurs: The 3E ''Monster Manual II'', which came out the
* SmashMook: Dinosaurs generally have a large amount of health and a single, hard-hitting attack that
* TheSpiny: Bloodstrikers are beasts resembling armor-plated ceratopsids with two notable traits: a bristling coat of bony spines and
* SexShifter: Disir sexes are hard to distinguish
* SwallowedWhole: The larger carnivores like ''Tyrannosaurus rex'' can gulp down humanoids in a single bite.
* ToxicDinosaur:
** Fleshrakers are large, scaly raptorial dinosaurs whose claws and spines are coated with a deadly toxin.
** Swindlespitters are small dinosaurs, normally reliant on stealth and agility to stay out of danger, whose primary offensive power is their
* TrampledUnderfoot: Some of the larget sauropods can make trample attacks against enemies they
* ZergRush: Needletooth dinosaurs are individually only the
[[/folder]]
[[folder:Displacer Beast]]
[[quoteright:320:https://static.
!!Battletitan
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:320:4e]]
->'''Classification:''' Magical Beast (3E), Fey Magical Beast (4E), Monstrosity (5E)\\
'''Challenge
[[caption-width-right:350:3e]]
->'''Challenge Rating:'''
'''Alignment:''' LawfulEvil
Six-legged, tentacled felines who are never quite where they seem to be.
Specially-bred saurian warbeasts that combine the ferocity of theropods with the defenses of sauropods.
Changed line(s) 1049,1056 (click to see context) from:
* AnimalJingoism: Displacer beasts harbor a deep and mutual loathing of blink dogs, and the two species will attack each other on sight -- the classic cat/dog rivalry, it seems, extends even to magical canine and feline beasts.
* CatsAreMean: Displacer beasts are vicious, LawfulEvil panthers typically contrasted against the LawfulGood blink dogs. They also embody the stereotype of cats as needlessly cruel hunters, killing for sport even when not hungry and toying with and tormenting their prey before killing it. Though some sources just have them as animals with a supernatural trick.%%In-universe alignments.
* EliteMooks: Occasionally, displacer beasts give birth to freakishly large and strong offspring. Besides being much stronger and more dangerous than typical displacer beasts, these creatures often take control of displacer packs, hence their common moniker of displacer beast pack lords.
* {{Expy}}: By Gary Gygax's admission, displacer beasts were directly based on Coeurl, the titular feline monster from "[[Literature/TheVoyageOfTheSpaceBeagle Black Destroyer]]".
* GlowingEyes: Displacer beast eyes glow bright green, and continue to do so after the creature dies.
* HitboxDissonance: They invoke this via their ability, making them appear displaced from their true position in order to avoid attacks.
* VerberCreature: In this case, one named after its ability to "displace" its own image to confuse and mislead opponents.
* VertebrateWithExtraLimbs: They resemble panthers with six legs, before also counting their two shoulder-mounted tentacles.
* CatsAreMean: Displacer beasts are vicious, LawfulEvil panthers typically contrasted against the LawfulGood blink dogs. They also embody the stereotype of cats as needlessly cruel hunters, killing for sport even when not hungry and toying with and tormenting their prey before killing it. Though some sources just have them as animals with a supernatural trick.%%In-universe alignments.
* EliteMooks: Occasionally, displacer beasts give birth to freakishly large and strong offspring. Besides being much stronger and more dangerous than typical displacer beasts, these creatures often take control of displacer packs, hence their common moniker of displacer beast pack lords.
* {{Expy}}: By Gary Gygax's admission, displacer beasts were directly based on Coeurl, the titular feline monster from "[[Literature/TheVoyageOfTheSpaceBeagle Black Destroyer]]".
* GlowingEyes: Displacer beast eyes glow bright green, and continue to do so after the creature dies.
* HitboxDissonance: They invoke this via their ability, making them appear displaced from their true position in order to avoid attacks.
* VerberCreature: In this case, one named after its ability to "displace" its own image to confuse and mislead opponents.
* VertebrateWithExtraLimbs: They resemble panthers with six legs, before also counting their two shoulder-mounted tentacles.
to:
* AnimalJingoism: Displacer beasts harbor a deep BeastOfBattle: They are literally bred to be living superweapons, able to wade into enemy formations and mutual loathing of blink dogs, shatter them.
* HorseOfADifferentColor: Battletitans are trained from birth to carry a rider and wear barding. They respond only to thetwo species will attack each other on sight -- proper handling signals, which are treated as state secrets by the classic cat/dog rivalry, it seems, extends even to beasts' creators.
* HybridMonster: Battletitans do not occur naturally, and only arise from meticulous crossbreeding of natural dinosaurs. For the same reason, they cannot be summoned by ''summon nature's ally'' or chosen as animal companions.
* SwallowedWhole: Like the ''Tyrannosaurus rex'' they're descended from, battletitans can simply gulp down opponents.
!!Prismasaurus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_prismasaurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 28 (3E)
A dinosaur-like creature with a row of prismatic crystals running down its spine. It has innate magicalcanine and feline beasts.
powers which let it manipulate light.
----
*CatsAreMean: Displacer beasts BlindedByTheLight: The prismatic emanations given off by a prismasaurus are vicious, LawfulEvil panthers typically contrasted against the LawfulGood blink dogs. bright enough to strike nearby creatures blind. They also embody the stereotype of cats as needlessly cruel hunters, killing for sport even when not hungry distort its outline, so that all physical attacks made against it are likely to miss.
* ContractualBossImmunity: As an epic monster, it is immune to certain attacks andtoying status ailments that would make it easier to defeat.
* MixAndMatchCritters: It resembles a hadrosaur withand tormenting their prey before killing it. Though some sources just the tail club of an ankylosaur.
* OneHitKill: Its bite attack can instantly kill you on a critical hit, regardless of how many hit points you havethem as animals with a supernatural trick.%%In-universe alignments.
* EliteMooks: Occasionally, displacer beasts give birth to freakishly large and strong offspring. Besides being much stronger and more dangerous than typical displacer beasts, these creatures often take control of displacer packs, hence their common moniker of displacer beast pack lords.
* {{Expy}}: By Gary Gygax's admission, displacer beasts were directly based on Coeurl, the titular feline monster from "[[Literature/TheVoyageOfTheSpaceBeagle Black Destroyer]]".
* GlowingEyes: Displacer beast eyes glow bright green, and continue to do so after the creature dies.
* HitboxDissonance: They invoke this via their ability,left. You can avoid dying by making them appear displaced from their true position in order to avoid attacks.
a Fortitude save, thankfully.
*VerberCreature: In this case, one RandomEffectSpell: The creature's prismatic emanations duplicate the effects of the ''prismatic spray'' spell, blasting everything within a thirty-foot radius with randomized rays of magical energy.
* {{Whateversaurus}}: A rainbow-scaled, rainbow-emitting dinosaur simply namedafter its ability to "displace" its own image to confuse and mislead opponents.
* VertebrateWithExtraLimbs: They resemble panthers with six legs, before also counting their two shoulder-mounted tentacles.the prismasaurus.
* HorseOfADifferentColor: Battletitans are trained from birth to carry a rider and wear barding. They respond only to the
* HybridMonster: Battletitans do not occur naturally, and only arise from meticulous crossbreeding of natural dinosaurs. For the same reason, they cannot be summoned by ''summon nature's ally'' or chosen as animal companions.
* SwallowedWhole: Like the ''Tyrannosaurus rex'' they're descended from, battletitans can simply gulp down opponents.
!!Prismasaurus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_prismasaurus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 28 (3E)
A dinosaur-like creature with a row of prismatic crystals running down its spine. It has innate magical
----
*
* ContractualBossImmunity: As an epic monster, it is immune to certain attacks and
* MixAndMatchCritters: It resembles a hadrosaur with
* OneHitKill: Its bite attack can instantly kill you on a critical hit, regardless of how many hit points you have
* EliteMooks: Occasionally, displacer beasts give birth to freakishly large and strong offspring. Besides being much stronger and more dangerous than typical displacer beasts, these creatures often take control of displacer packs, hence their common moniker of displacer beast pack lords.
* {{Expy}}: By Gary Gygax's admission, displacer beasts were directly based on Coeurl, the titular feline monster from "[[Literature/TheVoyageOfTheSpaceBeagle Black Destroyer]]".
* GlowingEyes: Displacer beast eyes glow bright green, and continue to do so after the creature dies.
* HitboxDissonance: They invoke this via their ability,
*
* {{Whateversaurus}}: A rainbow-scaled, rainbow-emitting dinosaur simply named
* VertebrateWithExtraLimbs: They resemble panthers with six legs, before also counting their two shoulder-mounted tentacles.
Changed line(s) 1059,1063 (click to see context) from:
[[folder:Divine Wrath Swarm]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_bronze_locusts_3e.jpg]]
[[caption-width-right:349:Bronze locusts (3e)]]
Swarms of magical creatures sent by the gods themselves to punish evildoers, or serve as harbingers of worse calamities to come.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_bronze_locusts_3e.jpg]]
[[caption-width-right:349:Bronze locusts (3e)]]
Swarms of magical creatures sent by the gods themselves to punish evildoers, or serve as harbingers of worse calamities to come.
to:
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:349:Bronze locusts (3e)]]
Swarms of magical creatures sent by
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Beetle-like humanoids who dwell in the
Changed line(s) 1065,1070 (click to see context) from:
* DivinePunishment: Again, they're unleashed by deities upon those who displease them, though they're used sparingly.
* TheSwarm: They can be compared to some of the [[Literature/BookOfExodus biblical plagues]], being vast hordes of insects or animals, except they're even more dangerous than mundane locust swarms.
!!Apocalypse Frog Swarm
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
* TheSwarm: They can be compared to some of the [[Literature/BookOfExodus biblical plagues]], being vast hordes of insects or animals, except they're even more dangerous than mundane locust swarms.
!!Apocalypse Frog Swarm
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
to:
* DivinePunishment: Again, they're unleashed by deities upon those who displease them, ConsummateProfessional: Even though they're used sparingly.
diopsids are willing to work for any employer, from deep gnomes to duergar to drow or even illithids, they never cause more havoc than is necessary, or revel in inflicting pain or suffering. Thus, they never alienate someone who might hire them for the next conflict.
*TheSwarm: They can be DumbMuscle: Diopsids are hardy, but clumsy and somewhat dull, resulting in a racial bonus to Constitution but penalties to Dexterity and Intelligence.
* HumansThroughAlienEyes: Part of the reason diopsids get along with other races is because they see little difference between a drow and duergar, at least when compared tosome the differences between a diopsid and the average humanoid. They also consider the surface world, with its ever-changing winds and unrelenting rain, to be a terrible place, inhabited by "lost souls cast out of the [[Literature/BookOfExodus biblical plagues]], being vast hordes comforting grasp of insects the earth and forced to survive in a deadly, alien land" -- surface-dwellers are thus subject to both pity and endless curiosity.
* InnateNightVision: Like most Underdark races, they have darkvision.
* InsectoidAliens: They're human-sized beetle-folk whose carapace gives them natural armor, but makes it hard for them to use conventional equipment.
* MultiArmedAndDangerous: Diopsids have a secondary pair of limbs that are too weak to wield weapons oranimals, except they're shields with full effectiveness, though they can also help the primary limbs manage oversized weapons, thus allowing the diopsid to {{Dual Wield|ing}} two-handed weapons.
* PhosphorEssence: Diopsids' bodies have numerous bioluminescent glands on them that can shed light in a 10-foot radius as needed.
* PrivateMilitaryContractors: They covet metal weapons and armor, but lack the expertise to make their own, leading the diopsids to work as soldiers, hunters or scouts in exchange for such goods. This puts them on friendly terms with other Underdark races, whom they view as potential clients able to provide them with valuable metals. Meanwhile, the diopsids' neighbors have learned that it's much easier to deal with them as mercenaries than it is to try and invade their cavern-cities.
* TheSleepless: Much like the thri-kreen, diopsids don't need to sleep, and are immune to magical attempts to put them to sleep.
* StarfishLanguage: While diopsids can learn to speak the likes of Common with a dry, hollow, clicking accent, their native "language" is silent, communicated through flashes of their bioluminescence. This lets diopsids send messages across great distances, and they've evenmore dangerous than mundane locust swarms.
!!Apocalypse Frog Swarm
learned how to "whisper" by flashing light visible only to creatures with darkvision. On the downside, this means Diopsid has no written form, something that has crippled the race's technological advancement.
* WingedHumanoid: Diopsids have stunted wings too weak for flight, but they can be used to safely slow a diopsid's fall.
[[/folder]]
[[folder:Dire Animal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/direbear_9305.jpg]]
[[caption-width-right:350:A dire bear, with wood elf for scale. (3e)]]
->'''Classification:'''Magical Beast Animal (3E)\\
'''Challenge Rating:'''4 Varies from 1/3 (dire rat) to 14 (dire hippopotamus) (3E)\\
*
* HumansThroughAlienEyes: Part of the reason diopsids get along with other races is because they see little difference between a drow and duergar, at least when compared to
* InnateNightVision: Like most Underdark races, they have darkvision.
* InsectoidAliens: They're human-sized beetle-folk whose carapace gives them natural armor, but makes it hard for them to use conventional equipment.
* MultiArmedAndDangerous: Diopsids have a secondary pair of limbs that are too weak to wield weapons or
* PhosphorEssence: Diopsids' bodies have numerous bioluminescent glands on them that can shed light in a 10-foot radius as needed.
* PrivateMilitaryContractors: They covet metal weapons and armor, but lack the expertise to make their own, leading the diopsids to work as soldiers, hunters or scouts in exchange for such goods. This puts them on friendly terms with other Underdark races, whom they view as potential clients able to provide them with valuable metals. Meanwhile, the diopsids' neighbors have learned that it's much easier to deal with them as mercenaries than it is to try and invade their cavern-cities.
* TheSleepless: Much like the thri-kreen, diopsids don't need to sleep, and are immune to magical attempts to put them to sleep.
* StarfishLanguage: While diopsids can learn to speak the likes of Common with a dry, hollow, clicking accent, their native "language" is silent, communicated through flashes of their bioluminescence. This lets diopsids send messages across great distances, and they've even
!!Apocalypse Frog Swarm
* WingedHumanoid: Diopsids have stunted wings too weak for flight, but they can be used to safely slow a diopsid's fall.
[[/folder]]
[[folder:Dire Animal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/direbear_9305.jpg]]
[[caption-width-right:350:A dire bear, with wood elf for scale. (3e)]]
->'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 1073 (click to see context) from:
Incessantly croaking black-eyed frogs sporting golden sunburst patterns on their backs, which can be annoying to good creatures but dangerous towards evildoers.
to:
Changed line(s) 1075,1083 (click to see context) from:
* PoisonousPerson: Evil creatures wounded by them might contract the affliction known as eternal torpor, suffering Dexterity damage and leaving them too drowsy to charge or run.
* {{Synchronization}}: Apocalypse frogs are surrounded by a retributive aura, which means that whenever they're subjected to damage, anything in a 30-foot radius is also injured; they can save for half damage, but DamageReduction or other defenses don't apply.
!!Bronze Locust Swarm
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
Finely-crafted insectoid constructs that can chew through just about anything, or blast victims with divine flame.
* {{Synchronization}}: Apocalypse frogs are surrounded by a retributive aura, which means that whenever they're subjected to damage, anything in a 30-foot radius is also injured; they can save for half damage, but DamageReduction or other defenses don't apply.
!!Bronze Locust Swarm
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
Finely-crafted insectoid constructs that can chew through just about anything, or blast victims with divine flame.
to:
* PoisonousPerson: Evil DireBeast: The TropeCodifier. Just take an ordinary animal from the appendix at the back of a ''Monster Manual'', scale it up a size category, slap on some extra horns and/or bony plates, and voila.
* HorseOfADifferentColor: If they can be tamed, dire animals make dangerous mounts. Some giants like to ride dire elephants, for example.
* MedievalPrehistory: Several types of dire animals are prehistoric creatureswounded by them might contract rather than simply meaner versions of contemporary wildlife. Smilodons, megaloceroses, glyptodons, woolly mammoths, and the affliction known as eternal torpor, suffering Dexterity damage and leaving them too drowsy to charge or run.
* {{Synchronization}}: Apocalypse frogs are surrounded by a retributive aura, which means that whenever they're subjected to damage, anythinglike have all appeared in a 30-foot radius is also injured; they can save for half damage, but DamageReduction or other defenses don't apply.
!!Bronze Locust Swarm
this capacity.
[[/folder]]
[[folder:Dire Corby]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dire_corby_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:'''Construct (3E)\\
Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:'''17 (3E)\\
1/2 (5E)\\
'''Alignment:'''Unaligned
Finely-crafted insectoid constructs that can chew through just about anything, or blast victims with divine flame.NeutralEvil, ChaoticEvil (4E)
Black-feathered, avian humanoids who travel the Underdark in ravenous, raucous flocks.
* HorseOfADifferentColor: If they can be tamed, dire animals make dangerous mounts. Some giants like to ride dire elephants, for example.
* MedievalPrehistory: Several types of dire animals are prehistoric creatures
* {{Synchronization}}: Apocalypse frogs are surrounded by a retributive aura, which means that whenever they're subjected to damage, anything
!!Bronze Locust Swarm
[[/folder]]
[[folder:Dire Corby]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dire_corby_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Finely-crafted insectoid constructs that can chew through just about anything, or blast victims with divine flame.
Black-feathered, avian humanoids who travel the Underdark in ravenous, raucous flocks.
Changed line(s) 1085,1089 (click to see context) from:
* ArmorPiercingAttack: Bronze locusts' mandibles are made from adamantine, allowing them to ignore objects' hardness value and gnaw even stone fortifications as easily as they can slice flesh.
* MechanicalInsects: They look much like ordinary locusts, though their gemlike eyes and gleaming metal carapaces reveal their artificial nature.
* PlayingWithFire: Each bronze locust contains a tiny furnace of SacredFlames, which a swarm can unleash upon whatever it's overrunning. Half the damage deal is fire damage, but the other half is NonElemental divine power not subject to any damage reduction or resistances.
!!Deathraven Swarm
* MechanicalInsects: They look much like ordinary locusts, though their gemlike eyes and gleaming metal carapaces reveal their artificial nature.
* PlayingWithFire: Each bronze locust contains a tiny furnace of SacredFlames, which a swarm can unleash upon whatever it's overrunning. Half the damage deal is fire damage, but the other half is NonElemental divine power not subject to any damage reduction or resistances.
!!Deathraven Swarm
to:
* ArmorPiercingAttack: Bronze locusts' mandibles BirdPeople: They look something like Medium-sized kenku, dark, wingless humanoid birds. Evidently they were able to fly in the past, but somehow lost the ability in favor of increased ferocity and strength.
* BrownNote: Their cacophonic chirps, hoots and howls have enough magic to induce vertigo in listeners -- in gameplay terms, those who fail their saving throws can't climb, dash, or cast spells more complicated than cantrips.
* ForebodingFleeingFlock: Beyond their echoing calls, one sign of an approaching dire corby flock is how other Underdark or dungeon denizens aremade from adamantine, fleeing for safer ground.
* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally, blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and finding their way to the surface, where they continue to feed on anything they can, to the detriment of nearby settlements.
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them toignore objects' hardness value and gnaw even stone fortifications as easily as they can slice flesh.
* MechanicalInsects: They look much like ordinary locusts, though their gemlike eyes and gleaming metal carapaces reveal their artificial nature.
* PlayingWithFire: Each bronze locust containstravel with a tiny furnace of SacredFlames, which a swarm can unleash upon whatever it's overrunning. Half the damage deal is fire damage, but the other half is NonElemental divine power not subject to any damage reduction or resistances.
!!Deathraven Swarmdire corby flock in relative safety.
[[/folder]]
[[folder:Disenchanter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/disenchanter.png]]
* BrownNote: Their cacophonic chirps, hoots and howls have enough magic to induce vertigo in listeners -- in gameplay terms, those who fail their saving throws can't climb, dash, or cast spells more complicated than cantrips.
* ForebodingFleeingFlock: Beyond their echoing calls, one sign of an approaching dire corby flock is how other Underdark or dungeon denizens are
* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally, blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and finding their way to the surface, where they continue to feed on anything they can, to the detriment of nearby settlements.
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them to
* MechanicalInsects: They look much like ordinary locusts, though their gemlike eyes and gleaming metal carapaces reveal their artificial nature.
* PlayingWithFire: Each bronze locust contains
!!Deathraven Swarm
[[/folder]]
[[folder:Disenchanter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/disenchanter.png]]
Changed line(s) 1091,1094 (click to see context) from:
'''Challenge Rating:''' 20 (3E)\\
'''Alignment:''' Unaligned
Silver-eyed crows dispatched at midnight to kill the vilest of foes.
'''Alignment:''' Unaligned
Silver-eyed crows dispatched at midnight to kill the vilest of foes.
to:
'''Challenge Rating:''' 20 17 (3E)\\
'''Alignment:'''Unaligned
Silver-eyed crows dispatched at midnight to kill the vilest of foes.TrueNeutral
Strange quadrupeds with a ravenous hunger for magic.
'''Alignment:'''
Silver-eyed crows dispatched at midnight to kill the vilest of foes.
Strange quadrupeds with a ravenous hunger for magic.
Changed line(s) 1096,1109 (click to see context) from:
* CreepyCrows: They're not actively evil, and in fact can be dispatched by good deities to destroy the most despicable beings, but deathravens are extremely dangerous. It's also noted that, unlike most other swarms, deathraven swarms can not only grapple, but carry off Medium-sized targets.
* EyeScream: Any time a deathraven swarm deals damage to something, the victim has a 1-in-5 chance of having its eyes plucked out. In this case, ''remove blindness/deafness'' is useless, and it takes ''heal'' or stronger magic to regrow the lost eyeballs.
* OneHitKill: As if that's not enough, any creature wounded by a deathraven swarm has to save or die instantly, and those who succumb to this touch of death [[DeaderThanDead can't be revived]] by anything short of a full ''wish'' or ''miracle''.
!!Sunfly Swarm
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
Dazzling golden dragonflies with rainbow-colored eyes and silvery wings, used primarily as messengers across the Upper Planes, though they're still dangerous when riled.
----
* DefendCommand: Sunflies can perform a "sundance," giving themselves and any creature in their space the benefits of a ''protection from evil'' effect.
* LightEmUp: Beyond dazzling those they attack with their glimmering bodies, sunfly swarms can also unleash a ''sunburst'' spell as if cast by a 20th-level cleric, three times per day.
* OneSteveLimit: Averted; 5th Edition also has sunflies, but they look completely different ("cutesy" flyers rather than dragonfly-like outsiders), can be found across the Outer Planes, have a poisonous sting rather than power over light, and have no history of being used as instruments of divine justice (since even a swarm of 5E sunflies amounts to just a CR 1 encounter). As such, they have their own folder elsewhere on the creature index.
* EyeScream: Any time a deathraven swarm deals damage to something, the victim has a 1-in-5 chance of having its eyes plucked out. In this case, ''remove blindness/deafness'' is useless, and it takes ''heal'' or stronger magic to regrow the lost eyeballs.
* OneHitKill: As if that's not enough, any creature wounded by a deathraven swarm has to save or die instantly, and those who succumb to this touch of death [[DeaderThanDead can't be revived]] by anything short of a full ''wish'' or ''miracle''.
!!Sunfly Swarm
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
Dazzling golden dragonflies with rainbow-colored eyes and silvery wings, used primarily as messengers across the Upper Planes, though they're still dangerous when riled.
----
* DefendCommand: Sunflies can perform a "sundance," giving themselves and any creature in their space the benefits of a ''protection from evil'' effect.
* LightEmUp: Beyond dazzling those they attack with their glimmering bodies, sunfly swarms can also unleash a ''sunburst'' spell as if cast by a 20th-level cleric, three times per day.
* OneSteveLimit: Averted; 5th Edition also has sunflies, but they look completely different ("cutesy" flyers rather than dragonfly-like outsiders), can be found across the Outer Planes, have a poisonous sting rather than power over light, and have no history of being used as instruments of divine justice (since even a swarm of 5E sunflies amounts to just a CR 1 encounter). As such, they have their own folder elsewhere on the creature index.
to:
* CreepyCrows: They're not actively evil, ArtEvolution: Their early art and in fact can be dispatched descriptions depict disenchanters as electric-blue, trunked, camel-like creatures, while 3rd Edition portrays them with silvery, scaly armored hides, club tails, and extended tongues instead.
* BioweaponBeast: They were bred bygood deities generals desperate for an edge against magic-wielding enemies, but predictably escaped to destroy menace the wider world.
* ItCanThink: Their older material mentions that disenchanters are about as intelligent as the average human, have their own language, and may rarely learn Common or Elvish, but mostdespicable beings, but deathravens are extremely dangerous. It's also noted that, unlike most don't bother to communicate with other swarms, deathraven swarms can not only grapple, but carry off Medium-sized targets.
creatures. 3rd Edition, in contrast, puts their Intelligence at 5 and doesn't mention any languages.
*EyeScream: Any time MagicEater: Their signature ability and defining trait. Each round a deathraven swarm deals damage to something, the victim has a 1-in-5 chance of having disenchanter keeps its eyes plucked out. In this case, ''remove blindness/deafness'' is useless, and it takes ''heal'' or stronger tongue attached to a magic item, it drains a magic item's property, a charge from something like a magic wand, or a point's worth of enhancement bonus from a magic weapon. This process grants a disenchanter temporary hit points.
* MooksAteMyEquipment: In addition toregrow the lost eyeballs.
* OneHitKill: As if that's not enough,their magic-draining tongue attacks, any creature wounded by magic weapon that successfully strikes a deathraven swarm disenchanter has to save or die instantly, lose a property or point of enhancement bonus.
* OverlyLongTongue: Their tongues are 15 feet long, [[StickySituation sticky]], andthose who succumb to this touch [[TentacleRope capable of death [[DeaderThanDead can't be revived]] by anything short of a full ''wish'' or ''miracle''.
!!Sunfly Swarm
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
Dazzling golden dragonflies with rainbow-colored eyeswrapping around and silvery wings, used primarily as messengers across the Upper Planes, though restraining victims whose magic items they're still dangerous when riled.
----
draining.]]
*DefendCommand: Sunflies can perform ThePlotReaper: They're more or less a "sundance," giving themselves and any creature non-lethal example of the trope, as disenchanters tend to show up in campaigns where the player characters have gotten a little too powerful thanks to their space the benefits of magical swag.
* SupernaturalSensitivity: Disenchanters are under a''protection constant ''detect magic'' effect, and can sense a strong magical aura from evil'' effect.
* LightEmUp: Beyond dazzling those they attack with their glimmering bodies, sunfly swarms can also unleash a ''sunburst'' spell as if cast by a 20th-level cleric, three times per day.
* OneSteveLimit: Averted; 5th Edition also has sunflies, but they look completely different ("cutesy" flyers rather than dragonfly-like outsiders), can be found across the Outer Planes, have a poisonous sting rather than power over light, and have no history of being used as instruments of divine justice (since even a swarm of 5E sunflies amountsup to just a CR 1 encounter). As such, they have their own folder elsewhere on the creature index.10 miles away.
* BioweaponBeast: They were bred by
* ItCanThink: Their older material mentions that disenchanters are about as intelligent as the average human, have their own language, and may rarely learn Common or Elvish, but most
*
* MooksAteMyEquipment: In addition to
* OneHitKill: As if that's not enough,
* OverlyLongTongue: Their tongues are 15 feet long, [[StickySituation sticky]], and
!!Sunfly Swarm
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
Dazzling golden dragonflies with rainbow-colored eyes
----
*
* SupernaturalSensitivity: Disenchanters are under a
* LightEmUp: Beyond dazzling those they attack with their glimmering bodies, sunfly swarms can also unleash a ''sunburst'' spell as if cast by a 20th-level cleric, three times per day.
* OneSteveLimit: Averted; 5th Edition also has sunflies, but they look completely different ("cutesy" flyers rather than dragonfly-like outsiders), can be found across the Outer Planes, have a poisonous sting rather than power over light, and have no history of being used as instruments of divine justice (since even a swarm of 5E sunflies amounts
Changed line(s) 1112,1113 (click to see context) from:
[[folder:Doc cu'o'c]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doc_cuoc_3e.jpg]]
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to:
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Changed line(s) 1115,1120 (click to see context) from:
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' TrueNeutral
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable of fighting to protect a chosen estate or village.
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' TrueNeutral
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable of fighting to protect a chosen estate or village.
to:
->'''Origin:''' ''TabletopGame/KaraTur''\\
''Literature/{{Dragonlance}}''\\
'''Classification:'''Outsider Aberration (3E)\\
'''Challenge Rating:'''6 3 (disir), 4 (tyin), 11 (queen) (3E)\\
'''Alignment:'''TrueNeutral
Bizarre entities resembling vertically-bisected humans,LawfulEvil (disir), TrueNeutral (tyin)
Disgusting beings whoare nevertheless capable of fighting live deep underground, preying upon all around them, though they have begun to protect a chosen estate or village.venture onto the surface as well.
'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Bizarre entities resembling vertically-bisected humans,
Disgusting beings who
Changed line(s) 1122,1128 (click to see context) from:
* BerserkButton: Doc cu'o'cs keep their offered treasure in lairs on the Astral Plane, and should those homes ever be robbed, the enraged doc cu'o'c returns to the Material Plane to ransack the very manor or village they were protecting, before leaving for good.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather than the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather than the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
to:
* BerserkButton: Doc cu'o'cs keep AbsoluteXenophobe: Disir are sentient and have their offered treasure in lairs on the Astral Plane, and should those homes ever own language (Dis), but have "a fanatical hatred of anything that might be robbed, the enraged doc cu'o'c returns to the Material Plane to ransack the very manor or village they were protecting, before leaving for good.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leavetheir area neighbor," attacking and never return. And while doc cu'o'cs take [[ToServeMan eating]] dwarves, kobolds and other underground races, then squatting in their roles as protectors seriously, they homes.
* CoveredInGunge: The gunk coating their bodies adds poison to their melee attacks, makes them resistant to fire damage, and lets them more easily wriggle out of bonds.
* DayHurtsDarkAdjustedEyes: True disir haveno allegiance the "Light Sensitivity" trait, though the tyin have had this weakness bred out of them.
* DumbMuscle: Tyin are disir mutated by their queens into Large, slightly more powerful forms that are better able toother areas, tolerate sunlight. However, they're only as smart as ogres, and are not above encouraging raiders to attack the next village down the road rather understand simple verbal commands in Dis but can comprehend little else.
* InsectQueen: A disir tribe's queen is larger and far stronger than theone lesser disir, and provide leadership (advised by a council of elite males) and induce mutations in disir larvae to produce the doc cu'o'c likes of tyin. However, they aren't actually "baby factories," instead it is sworn to defend.
the other disir females who reproduce.
*HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks MixAndMatchCritters: They look like some combination of LizardFolk and SlayingMantis, though the degree of variation exhibited in things like how much their bodies are covered by their carapace suggests that they're not a natural species. "What the true disir originally were, in the distant past, can no longer be determined."
* MookCommander: Disir queens have special rules doubling the bonus disir receive from the "aid another" action, or inspiring them to grant morale bonuses on attack and damage rolls, as well as saving throws.
* TheParalyzer: The poison coating their bodies causes such intense pain that it numbs the victim's body, gradually paralyzing them (through [[NonHealthDamage Dexterity damage]] in 3rd Edition).
* ThePigPen: Disirs' slimy bodies constantly shed dead flesh and other debris, and they reek of death and decay.
* ReligionOfEvil: Disir "[[DoesNotLikeMagic do not practice or condone the use of arcane magic]]," but they do have divine spellcasters, (male) clerics of Morgion, Krynnish god of pestilence. They tend to advise their tribes' queen to follow the god's will, and it's suspected that the disir's spread is born from Morgion's desire to undermine the dwarves and other races.
* SexShifter: Disir sexes are hard to distinguish in normal circumstances, not helped by the fact that their hatchlings develop into males as they grow into adults, then around the 10-year mark, half ofa person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.these will transition into breeding females or queens.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave
* CoveredInGunge: The gunk coating their bodies adds poison to their melee attacks, makes them resistant to fire damage, and lets them more easily wriggle out of bonds.
* DayHurtsDarkAdjustedEyes: True disir have
* DumbMuscle: Tyin are disir mutated by their queens into Large, slightly more powerful forms that are better able to
* InsectQueen: A disir tribe's queen is larger and far stronger than the
*
* MookCommander: Disir queens have special rules doubling the bonus disir receive from the "aid another" action, or inspiring them to grant morale bonuses on attack and damage rolls, as well as saving throws.
* TheParalyzer: The poison coating their bodies causes such intense pain that it numbs the victim's body, gradually paralyzing them (through [[NonHealthDamage Dexterity damage]] in 3rd Edition).
* ThePigPen: Disirs' slimy bodies constantly shed dead flesh and other debris, and they reek of death and decay.
* ReligionOfEvil: Disir "[[DoesNotLikeMagic do not practice or condone the use of arcane magic]]," but they do have divine spellcasters, (male) clerics of Morgion, Krynnish god of pestilence. They tend to advise their tribes' queen to follow the god's will, and it's suspected that the disir's spread is born from Morgion's desire to undermine the dwarves and other races.
* SexShifter: Disir sexes are hard to distinguish in normal circumstances, not helped by the fact that their hatchlings develop into males as they grow into adults, then around the 10-year mark, half of
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
Changed line(s) 1131,1139 (click to see context) from:
[[folder:Dohwar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dohwar_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 0 (5E)\\
'''Alignment:''' ChaoticNeutral (2E), Any (5E)
A race of short, flightless, arctic avians who seek to become the greatest merchants in the multiverse.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dohwar_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 0 (5E)\\
'''Alignment:''' ChaoticNeutral (2E), Any (5E)
A race of short, flightless, arctic avians who seek to become the greatest merchants in the multiverse.
to:
[[quoteright:350:https://static.
[[quoteright:320:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:'''
[[caption-width-right:320:4e]]
->'''Classification:''' Magical Beast (3E), Fey Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
A race of short, flightless, arctic avians
Six-legged, tentacled felines who
Changed line(s) 1141,1151 (click to see context) from:
* AlienCatnip: Dohwar are unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as a strong beer, while a few tablespoons of maple syrup or honey will get a dohwar blind stinkin' drunk.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
to:
* AlienCatnip: Dohwar are unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as a strong beer, while a few tablespoons of maple syrup or honey will get a dohwar blind stinkin' drunk.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve asAnimalJingoism: Displacer beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers,harbor a deep and try to pass themselves off as short members mutual loathing of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always onblink dogs, and the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with two species will attack each other rather than marriages, on sight -- the classic cat/dog rivalry, it seems, extends even to magical canine and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while feline beasts.
* CatsAreMean: Displacer beasts are vicious, LawfulEvil panthers typically contrasted against the LawfulGood blink dogs. They alsooffering to buy things off embody the customer. 5th Edition also notes their habit stereotype of preferring to do business in back alleys cats as needlessly cruel hunters, killing for sport even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes"when not in hungry and toying with and tormenting their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that letsprey before killing it. Though some sources just have them communicate telepathically as animals with each other, as well as a nearby third party supernatural trick.%%In-universe alignments.
* EliteMooks: Occasionally, displacer beasts give birth to freakishly large and strong offspring. Besides being much stronger and more dangerous than typical displacer beasts, these creatures often take control of displacer packs, hence theirchoice. If common moniker of displacer beast pack lords.
* {{Expy}}: By Gary Gygax's admission, displacer beasts were directly based on Coeurl, the titular feline monster from "[[Literature/TheVoyageOfTheSpaceBeagle Black Destroyer]]".
* GlowingEyes: Displacer beast eyes glow bright green, and continue to do so after the creature dies.
* HitboxDissonance: They invoke this via their ability, making them appear displaced from their true position in order to avoid attacks.
* VerberCreature: In this case, onemember of a merger is slain, the other goes berserk named after its ability to "displace" its own image to confuse and attacks anything around them.mislead opponents.
* VertebrateWithExtraLimbs: They resemble panthers with six legs, before also counting their two shoulder-mounted tentacles.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers,
* ProudMerchantRace: Dohwar are "shameless" merchants always on
* CatsAreMean: Displacer beasts are vicious, LawfulEvil panthers typically contrasted against the LawfulGood blink dogs. They also
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes"
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets
* EliteMooks: Occasionally, displacer beasts give birth to freakishly large and strong offspring. Besides being much stronger and more dangerous than typical displacer beasts, these creatures often take control of displacer packs, hence their
* {{Expy}}: By Gary Gygax's admission, displacer beasts were directly based on Coeurl, the titular feline monster from "[[Literature/TheVoyageOfTheSpaceBeagle Black Destroyer]]".
* GlowingEyes: Displacer beast eyes glow bright green, and continue to do so after the creature dies.
* HitboxDissonance: They invoke this via their ability, making them appear displaced from their true position in order to avoid attacks.
* VerberCreature: In this case, one
* VertebrateWithExtraLimbs: They resemble panthers with six legs, before also counting their two shoulder-mounted tentacles.
Changed line(s) 1154,1162 (click to see context) from:
[[folder:Domovoi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_domovoi_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who protect settlements in cold climates.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_domovoi_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who protect settlements in cold climates.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing
[[caption-width-right:349:Bronze locusts (3e)]]
Swarms of magical creatures sent by the gods themselves to punish evildoers, or serve as
Changed line(s) 1164,1179 (click to see context) from:
* HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings are brighter lit, the hearth fires are warmer, and creatures of cold and night are less likely to strike." They usually wear rags cast off by their hosts, and sustain themselves on rats and mice, as well as small offerings of grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until the nomads return.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.
[[/folder]]
[[folder:Doppelganger]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e_revised.png]]
[[caption-width-right:200:5e]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E-5E)\\
'''Playable:''' 3E-4E\\
'''Alignment:''' TrueNeutral
Shapeshifters who infiltrate society for their own purposes. Their talents can make them phenomenal thieves and assassins, and their activities spread fear and paranoia in their wake, but thankfully most doppelgangers are content to take over someone else's life and reap the fruits of another's labor until it's time to make their escape.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.
[[/folder]]
[[folder:Doppelganger]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e_revised.png]]
[[caption-width-right:200:5e]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E-5E)\\
'''Playable:''' 3E-4E\\
'''Alignment:''' TrueNeutral
Shapeshifters who infiltrate society for their own purposes. Their talents can make them phenomenal thieves and assassins, and their activities spread fear and paranoia in their wake, but thankfully most doppelgangers are content to take over someone else's life and reap the fruits of another's labor until it's time to make their escape.
to:
* HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings are brighter lit, the hearth fires are warmer, and creatures of cold and night are less likely to strike." They usually wear rags cast off by their hosts, and sustain themselves on rats and mice, as well as small offerings of grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until the nomads return.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does meanDivinePunishment: Again, they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the homeunleashed by deities upon those who displease them, though they're protecting on fire, and firefighting is one used sparingly.
* TheSwarm: They can be compared to some of theduties they perform to maintain a dwelling.
[[/folder]]
[[folder:Doppelganger]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e_revised.png]]
[[caption-width-right:200:5e]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
[[Literature/BookOfExodus biblical plagues]], being vast hordes of insects or animals, except they're even more dangerous than mundane locust swarms.
!!Apocalypse Frog Swarm
->'''Classification:'''Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity (5E)\\
Magical Beast (3E)\\
'''Challenge Rating:'''3 (3E-5E)\\
'''Playable:''' 3E-4E\\
4 (3E)\\
'''Alignment:'''TrueNeutral
Shapeshifters who infiltrate society forUnaligned
Incessantly croaking black-eyed frogs sporting golden sunburst patterns on theirown purposes. Their talents backs, which can make them phenomenal thieves and assassins, and their activities spread fear and paranoia in their wake, be annoying to good creatures but thankfully most doppelgangers are content to take over someone else's life and reap the fruits of another's labor until it's time to make their escape.dangerous towards evildoers.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home
* TheSwarm: They can be compared to some of the
[[/folder]]
[[folder:Doppelganger]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e_revised.png]]
[[caption-width-right:200:5e]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
!!Apocalypse Frog Swarm
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 3E-4E\\
'''Alignment:'''
Shapeshifters who infiltrate society for
Incessantly croaking black-eyed frogs sporting golden sunburst patterns on their
Changed line(s) 1181,1201 (click to see context) from:
* AmbiguousSituation: In ''Eberron'', doppelgangers have some connection to the changeling race, but it's unclear whether doppelgangers are the changelings' ancestors, or the descendents of changelings mutated by the daelkyr.
* CaptureAndReplicate: During long cons, a doppelganger might keep the person they're impersonating captive in case they need more information about how to maintain the disguise.
* EatBrainForMemories: Greater doppelgangers are feared for being able to eat the brains of their victims, allowing them to perfectly take on their identity and access all their memories. This even lets greater doppelgangers use their victims' class abilities and magic, with the exception of divine spells over 2nd level and a paladin's god-given powers. The downside is that a greater doppelganger can only fully access one identity at a time, can only "store" so many at once, and should they take an action that runs against an assumed identity's alignment, the doppelganger is forced back into its natural form for a few rounds.
* TheGreys: Their artwork (particularly in 3rd Edition) often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are also adept infiltrators who frequently sneak into human society to manipulate it for their own mysterious ends, and abduct and (mentally) probe captives for information.
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnating other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the statue of an old wizard as template for his appearance, wearing identical robes, including the exact same runic writing on the hem of it.
* {{Telepathy}}: Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use this ability to sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
[[/folder]]
[[folder:Dracon]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_dracon_2e.png]]
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:''' LawfulGood
A large race of "dragon-centaurs" who are just beginning to explore space.
* CaptureAndReplicate: During long cons, a doppelganger might keep the person they're impersonating captive in case they need more information about how to maintain the disguise.
* EatBrainForMemories: Greater doppelgangers are feared for being able to eat the brains of their victims, allowing them to perfectly take on their identity and access all their memories. This even lets greater doppelgangers use their victims' class abilities and magic, with the exception of divine spells over 2nd level and a paladin's god-given powers. The downside is that a greater doppelganger can only fully access one identity at a time, can only "store" so many at once, and should they take an action that runs against an assumed identity's alignment, the doppelganger is forced back into its natural form for a few rounds.
* TheGreys: Their artwork (particularly in 3rd Edition) often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are also adept infiltrators who frequently sneak into human society to manipulate it for their own mysterious ends, and abduct and (mentally) probe captives for information.
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnating other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the statue of an old wizard as template for his appearance, wearing identical robes, including the exact same runic writing on the hem of it.
* {{Telepathy}}: Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use this ability to sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
[[/folder]]
[[folder:Dracon]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_dracon_2e.png]]
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:''' LawfulGood
A large race of "dragon-centaurs" who are just beginning to explore space.
to:
* AmbiguousSituation: In ''Eberron'', doppelgangers have some connection to the changeling race, but it's unclear whether doppelgangers are the changelings' ancestors, or the descendents of changelings mutated PoisonousPerson: Evil creatures wounded by the daelkyr.
* CaptureAndReplicate: During long cons, a doppelgangerthem might keep contract the person affliction known as eternal torpor, suffering Dexterity damage and leaving them too drowsy to charge or run.
* {{Synchronization}}: Apocalypse frogs are surrounded by a retributive aura, which means that whenever they'reimpersonating captive subjected to damage, anything in case a 30-foot radius is also injured; they need more information about how to maintain the disguise.
* EatBrainForMemories: Greater doppelgangers are fearedcan save for being able to eat the brains of their victims, allowing them to perfectly take on their identity and access all their memories. This even lets greater doppelgangers use their victims' class abilities and magic, with the exception of divine spells over 2nd level and a paladin's god-given powers. The downside is that a greater doppelganger can only fully access one identity at a time, can only "store" so many at once, and should they take an action that runs against an assumed identity's alignment, the doppelganger is forced back into its natural form for a few rounds.
* TheGreys: Their artwork (particularly in 3rd Edition) often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are also adept infiltrators who frequently sneak into human society to manipulate it for their own mysterious ends, and abduct and (mentally) probe captives for information.
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnatinghalf damage, but DamageReduction or other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the statue of an old wizard as template for his appearance, wearing identical robes, including the exact same runic writing on the hem of it.
* {{Telepathy}}: Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use this ability to sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
[[/folder]]
[[folder:Dracon]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_dracon_2e.png]]
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
defenses don't apply.
!!Bronze Locust Swarm
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:'''LawfulGood
A large race of "dragon-centaurs" who areUnaligned
Finely-crafted insectoid constructs that can chew through justbeginning to explore space.about anything, or blast victims with divine flame.
* CaptureAndReplicate: During long cons, a doppelganger
* {{Synchronization}}: Apocalypse frogs are surrounded by a retributive aura, which means that whenever they're
* EatBrainForMemories: Greater doppelgangers are feared
* TheGreys: Their artwork (particularly in 3rd Edition) often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are also adept infiltrators who frequently sneak into human society to manipulate it for their own mysterious ends, and abduct and (mentally) probe captives for information.
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnating
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the statue of an old wizard as template for his appearance, wearing identical robes, including the exact same runic writing on the hem of it.
* {{Telepathy}}: Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use this ability to sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
[[/folder]]
[[folder:Dracon]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_dracon_2e.png]]
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
!!Bronze Locust Swarm
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:'''
A large race of "dragon-centaurs" who are
Finely-crafted insectoid constructs that can chew through just
Changed line(s) 1203,1221 (click to see context) from:
* ArchEnemy: They hate spiders in general and the neogi in particular, either because of their resemblance to the Dark God of dracon religion, or because of previous encounters with the slave-taking spider-eels.
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
* LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and a freak among its people." They prefer to live in familial herds led by an elder called a ''kaba'', advised by a high priest known as a ''shalla''. Dracons separated from their families are known to fall ill, and may gather a substitute family of non-dracons until they find their way back to their kin.
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only do they have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons to kickballs, rather than treating the eye tyrants as dangerous, insane aberrations. "How long this situation lasts remains to be seen."
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
[[/folder]]
[[folder:Draconian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_draconian_dreadnought_5e.png]]
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2-9 (3E); 2-8 (4E); 1/2 to 6 (5E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Evil (3E), Evil (4E), Any (5E)
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. They're unrelated to the dracons above.
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
* LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and a freak among its people." They prefer to live in familial herds led by an elder called a ''kaba'', advised by a high priest known as a ''shalla''. Dracons separated from their families are known to fall ill, and may gather a substitute family of non-dracons until they find their way back to their kin.
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only do they have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons to kickballs, rather than treating the eye tyrants as dangerous, insane aberrations. "How long this situation lasts remains to be seen."
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
[[/folder]]
[[folder:Draconian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_draconian_dreadnought_5e.png]]
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2-9 (3E); 2-8 (4E); 1/2 to 6 (5E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Evil (3E), Evil (4E), Any (5E)
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. They're unrelated to the dracons above.
to:
* ArchEnemy: ArmorPiercingAttack: Bronze locusts' mandibles are made from adamantine, allowing them to ignore objects' hardness value and gnaw even stone fortifications as easily as they can slice flesh.
* MechanicalInsects: Theyhate spiders in general and the neogi in particular, either because of look much like ordinary locusts, though their resemblance to the Dark God of dracon religion, or because of previous encounters with the slave-taking spider-eels.
* DragonsAreDivine: Dracons hold true dragons in awe,gemlike eyes and consider them messengers from the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so thatgleaming metal carapaces reveal their racial quote in ''The Complete Spacefarer's Handbook'' has artificial nature.
* PlayingWithFire: Each bronze locust contains adracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're tiny furnace of SacredFlames, which a swarm can unleash upon whatever it's overrunning. Half the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before damage deal is fire damage, but the fighting started."
* LonersAreFreaks: Their entry bluntly states that "A lone draconother half is a rarity and a freak among its people." They prefer to live in familial herds led by an elder called a ''kaba'', advised by a high priest known as a ''shalla''. Dracons separated from their families are known to fall ill, and may gather a substitute family of non-dracons until they find their way back to their kin.
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enoughNonElemental divine power not subject to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only do they have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons to kickballs, rather than treating the eye tyrants as dangerous, insane aberrations. "How long this situation lasts remains to be seen."
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
[[/folder]]
[[folder:Draconian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_draconian_dreadnought_5e.png]]
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E), Natural Humanoid (4E), Monstrosity (5E)\\
damage reduction or resistances.
!!Deathraven Swarm
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:'''2-9 (3E); 2-8 (4E); 1/2 to 6 (5E)\\
'''Playable:''' 3E\\
20 (3E)\\
'''Alignment:'''Any Evil (3E), Evil (4E), Any (5E)
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typicallyUnaligned
Silver-eyed crows dispatched at midnight to kill theresult vilest of an evil mage creating an army. They're unrelated to the dracons above.foes.
* MechanicalInsects: They
* DragonsAreDivine: Dracons hold true dragons in awe,
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that
* PlayingWithFire: Each bronze locust contains a
* LonersAreFreaks: Their entry bluntly states that "A lone dracon
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
[[/folder]]
[[folder:Draconian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_draconian_dreadnought_5e.png]]
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E), Natural Humanoid (4E), Monstrosity (5E)\\
!!Deathraven Swarm
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically
Silver-eyed crows dispatched at midnight to kill the
Changed line(s) 1223,1237 (click to see context) from:
* BioweaponBeast: They are not born naturally and initially had no ability to reproduce on their own. Instead, they are created through a magical ritual that corrupts a dragon's egg, making it hatch into a clutch of new draconians.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons in their own venomous saliva.
* {{Retcon}}:
** As per their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition, which expanded its metallic dragon family, added the ferak (iron), kobaaz (cobalt) and adamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are kept as terminology for draconians created from metallic dragon eggs.
* VoluntaryShapeshifting: Aurak draconians can use a ''polymorph self'' effect three times per day.
* WingedHumanoid: Most draconians have wings just like the dragons they resemble, with aurak draconians being the one exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some at least use them to glide or slow a fall.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons in their own venomous saliva.
* {{Retcon}}:
** As per their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition, which expanded its metallic dragon family, added the ferak (iron), kobaaz (cobalt) and adamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are kept as terminology for draconians created from metallic dragon eggs.
* VoluntaryShapeshifting: Aurak draconians can use a ''polymorph self'' effect three times per day.
* WingedHumanoid: Most draconians have wings just like the dragons they resemble, with aurak draconians being the one exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some at least use them to glide or slow a fall.
to:
* BioweaponBeast: They are CreepyCrows: They're not born naturally actively evil, and initially had no ability to reproduce on their own. Instead, they are created through a magical ritual that corrupts a dragon's egg, making it hatch into a clutch of new draconians.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds)in fact can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionallybe dispatched by good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and pronedeities to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are alsodestroy the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts)despicable beings, but deathravens are extremely dangerous. It's also noted that, unlike most other swarms, deathraven swarms can transform themselves into the likeness of not only grapple, but carry off Medium-sized targets.
* EyeScream: Any time aLarge or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough todeathraven swarm deals damage to something, the victim has a 1-in-5 chance of having its eyes plucked out. In this case, ''remove blindness/deafness'' is useless, and it takes ''heal'' or stronger magic to regrow the lost eyeballs.
* OneHitKill: As if that's not enough, any creature wounded by a deathraven swarm has to save or die instantly, and thosearound it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble who succumb to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool this touch of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, [[DeaderThanDead can't be revived]] by anything short of a full ''wish'' or ''miracle''.
!!Sunfly Swarm
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
Dazzling golden dragonflies with rainbow-colored eyes and silvery wings, used primarily as messengers across the Upper Planes, thoughwith occasional twists -- draconian foot soldiers both turn to stone they're still dangerous when riled.
----
* DefendCommand: Sunflies can perform a "sundance," giving themselves andmight petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weaponsany creature in their own venomous saliva.
space the benefits of a ''protection from evil'' effect.
*{{Retcon}}:
** As perLightEmUp: Beyond dazzling those they attack with their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition, which expanded its metallic dragon family, added the ferak (iron), kobaaz (cobalt) and adamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are kept as terminology for draconians created from metallic dragon eggs.
* VoluntaryShapeshifting: Aurak draconiansglimmering bodies, sunfly swarms can use also unleash a ''polymorph self'' effect ''sunburst'' spell as if cast by a 20th-level cleric, three times per day.
*WingedHumanoid: Most draconians OneSteveLimit: Averted; 5th Edition also has sunflies, but they look completely different ("cutesy" flyers rather than dragonfly-like outsiders), can be found across the Outer Planes, have wings just like the dragons they resemble, with aurak draconians a poisonous sting rather than power over light, and have no history of being used as instruments of divine justice (since even a swarm of 5E sunflies amounts to just a CR 1 encounter). As such, they have their own folder elsewhere on the one exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some at least use them to glide or slow a fall.creature index.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds)
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts)
* EyeScream: Any time a
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to
* OneHitKill: As if that's not enough, any creature wounded by a deathraven swarm has to save or die instantly, and those
!!Sunfly Swarm
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
Dazzling golden dragonflies with rainbow-colored eyes and silvery wings, used primarily as messengers across the Upper Planes, though
----
* DefendCommand: Sunflies can perform a "sundance," giving themselves and
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons
*
** As per
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are kept as terminology for draconians created from metallic dragon eggs.
* VoluntaryShapeshifting: Aurak draconians
*
Changed line(s) 1240,1247 (click to see context) from:
[[folder:Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_red_dragon_3e.jpg]]
[[caption-width-right:350:A red dragon, with a hapless human for scale (3e)]]
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' Varies by dragon type and age category\\
'''Alignment:''' Varies by dragon type
Scaled, winged creatures that are majestic and mighty, intelligent and proud, famed for the magical powers at their disposal and their tendency to hoard treasure. See the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] subpage for information about Dragons in general, and [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for the "true" dragons.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_red_dragon_3e.jpg]]
[[caption-width-right:350:A red dragon, with a hapless human for scale (3e)]]
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' Varies by dragon type and age category\\
'''Alignment:''' Varies by dragon type
Scaled, winged creatures that are majestic and mighty, intelligent and proud, famed for the magical powers at their disposal and their tendency to hoard treasure. See the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] subpage for information about Dragons in general, and [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for the "true" dragons.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Scaled, winged creatures that
Bizarre entities resembling vertically-bisected humans, who are
----
* BerserkButton: Doc cu'o'cs keep their
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and
Changed line(s) 1250,1258 (click to see context) from:
[[folder:Dragon Eel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_4e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 11 (3E), 15 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)
Ravenous predators and bestial kin to true dragons.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_4e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 11 (3E), 15 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)
Ravenous predators and bestial kin to true dragons.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:4e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E), Elemental Magical Beast (4E)\\
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Ravenous predators and bestial kin
A race of short, flightless, arctic avians who seek to
Changed line(s) 1260,1268 (click to see context) from:
* ArtEvolution: They got a drastic redesign between 3rd and 4th Edition, going from something like a draconic ''Dunkleosteus'' to a flying creature with wing-fins.
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath weapon.
* SeaMonster: The dragon eel is an evil monster that can easily puncture the side of a ship and then proceed to eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures are in the water.
* SwallowedWhole: They're capable of gulping down any Medium or smaller creatures they catch in their jaws.
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath weapon.
* SeaMonster: The dragon eel is an evil monster that can easily puncture the side of a ship and then proceed to eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures are in the water.
* SwallowedWhole: They're capable of gulping down any Medium or smaller creatures they catch in their jaws.
to:
* AlienCatnip: Dohwar are unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as a strong beer, while a few tablespoons of maple syrup or honey will get a dohwar blind stinkin' drunk.
* ArtEvolution:They got a drastic redesign between 3rd and 4th Edition, going from something like a draconic ''Dunkleosteus'' to a flying creature Their original art depicts them as crested penguins with wing-fins.
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities,a black-and-white coloration, while their 4th 5th Edition incarnation is equally at home art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat thesky tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and thewater, travels through airy space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and watery pockets of mercanes. And despite their lust for wealth, the Elemental Chaos, dohwar treat each other well and has a breath weapon.
* SeaMonster: The dragon eel is an evil monster that can easily puncturefor the side of a ship and then proceed most part fairly, to eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with themcompensate for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsensemultiverse they feel is out to 30 feet if both they and other creatures are in the water.
get them.
*SwallowedWhole: TheRival: They're capable driven to displace the mercane ("Our Competitors") as the foremost merchants of gulping down any Medium or smaller creatures they catch the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in theirjaws.cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
* ArtEvolution:
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities,
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the
* SeaMonster: The dragon eel is an evil monster that can easily puncture
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense
*
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
Changed line(s) 1271,1278 (click to see context) from:
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_turtle.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), 5E)\\
'''Challenge Rating:''' 9 (3E), 4-24 (5E)\\
'''Alignment:''' TrueNeutral
Chelonian dragons who live in the sea, generally attacking anything that enters their territory. They lack the intellect of true dragons, but dragon turtles are smart enough to accept tribute from passing ships, or form alliances with undersea races in exchange for treasure. Dragon turtles make their lairs in coral reefs and submerged caves, and their hoards are motley collections of coral and pearls gifted by aquatic races as well as treasures from the surface realm recovered from ships.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_turtle.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), 5E)\\
'''Challenge Rating:''' 9 (3E), 4-24 (5E)\\
'''Alignment:''' TrueNeutral
Chelonian dragons who live in the sea, generally attacking anything that enters their territory. They lack the intellect of true dragons, but dragon turtles are smart enough to accept tribute from passing ships, or form alliances with undersea races in exchange for treasure. Dragon turtles make their lairs in coral reefs and submerged caves, and their hoards are motley collections of coral and pearls gifted by aquatic races as well as treasures from the surface realm recovered from ships.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Chelonian dragons
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who
Changed line(s) 1280,1290 (click to see context) from:
* TheArchmage: While Dragon turtles are not 'True' Dragons, they do have access to the variant Innate Spellcasting rule. While they do not get many (1 spell for normal turtles and 2 for Ancient turtles), they can cast them at 5th and 8th level, respectively.
* CraftedFromAnimals: ''AD&D'' notes that turtle dragon shells make for outstanding armor and shields, providing additional protection than normal and resisting destruction from fire effects.
* MixAndMatchCritters: Giant sea turtles with draconic heads.
* MundaneObjectAmazement: The more inquisitive dragon turtles may become fascinated by the artifacts from the surface world that end up in their hoards, and even seek out humanoids to explain the things' purposes.
* OutsideContextProblem: Not exactly a ''problem'', per se, but even the dragon gods are baffled by them -- neither Tiamat nor Bahamut made them, and they have no idea where they came from.
-->'''Fizban:''' I know I didn't make dragon turtles, and Tiamat swears she didn't, so where did they come from? More importantly, why?
* PlayingWithFire: Their breath weapon is a cone of scalding steam, which can deal fire damage even underwater, and the oldest dragon turtles can generate enough heat to set the water around them boiling, damaging everything nearby.
* SeaMonster: Dragon turtles are powerful and feared marine predators, and very fond of capsizing boats.
* ShockAndAwe: Ancient dragon turtles who are sorely pressed in combat can generate magical storms around themselves, [[CounterAttack zapping anything that dares attack.]]
* StrongerWithAge: The elder dragon turtle is far larger, far stronger and ''far'' more dangerous than the ordinary dragon turtle, which is already a CR 17 terror of the seas.
* TurtleIsland: The oldest dragon turtles can be as large as an island, and have been mistaken for land by many unwitting sailors wrecked at sea. Ancient dragon turtles might sleep for decades while floating along the surface of the ocean, letting vegetation take root on their shells.
* CraftedFromAnimals: ''AD&D'' notes that turtle dragon shells make for outstanding armor and shields, providing additional protection than normal and resisting destruction from fire effects.
* MixAndMatchCritters: Giant sea turtles with draconic heads.
* MundaneObjectAmazement: The more inquisitive dragon turtles may become fascinated by the artifacts from the surface world that end up in their hoards, and even seek out humanoids to explain the things' purposes.
* OutsideContextProblem: Not exactly a ''problem'', per se, but even the dragon gods are baffled by them -- neither Tiamat nor Bahamut made them, and they have no idea where they came from.
-->'''Fizban:''' I know I didn't make dragon turtles, and Tiamat swears she didn't, so where did they come from? More importantly, why?
* PlayingWithFire: Their breath weapon is a cone of scalding steam, which can deal fire damage even underwater, and the oldest dragon turtles can generate enough heat to set the water around them boiling, damaging everything nearby.
* SeaMonster: Dragon turtles are powerful and feared marine predators, and very fond of capsizing boats.
* ShockAndAwe: Ancient dragon turtles who are sorely pressed in combat can generate magical storms around themselves, [[CounterAttack zapping anything that dares attack.]]
* StrongerWithAge: The elder dragon turtle is far larger, far stronger and ''far'' more dangerous than the ordinary dragon turtle, which is already a CR 17 terror of the seas.
* TurtleIsland: The oldest dragon turtles can be as large as an island, and have been mistaken for land by many unwitting sailors wrecked at sea. Ancient dragon turtles might sleep for decades while floating along the surface of the ocean, letting vegetation take root on their shells.
to:
* TheArchmage: HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings are brighter lit, the hearth fires are warmer, and creatures of cold and night are less likely to strike." They usually wear rags cast off by their hosts, and sustain themselves on rats and mice, as well as small offerings of grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until the nomads return.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: WhileDragon turtles domovoi are not 'True' Dragons, they do have access to the variant Innate Spellcasting rule. While they do not get many (1 spell for normal turtles and 2 for Ancient turtles), they can cast them at 5th and 8th level, respectively.
* CraftedFromAnimals: ''AD&D'' notes that turtle dragon shells make for outstanding armor and shields, providing additional protection than normal and resisting destruction from fire effects.
* MixAndMatchCritters: Giant sea turtles with draconic heads.
* MundaneObjectAmazement: The more inquisitive dragon turtles may become fascinated by the artifactsalways covered in soot from the surface world that end up in their hoards, fires and even seek out humanoids to explain the things' purposes.
* OutsideContextProblem: Not exactly a ''problem'', per se, but even the dragon gods are baffled by them -- neither Tiamat nor Bahamut made them, andforges they have no idea where they came from.
-->'''Fizban:''' I know I didn't make dragon turtles, and Tiamat swears she didn't, so where did they come from? More importantly, why?
tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire:Their breath weapon is a cone of scalding steam, which These fey can deal fire damage even underwater, and the oldest dragon turtles can generate enough heat use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the water around them boiling, damaging everything nearby.
* SeaMonster: Dragon turtles are powerfulhome they're protecting on fire, and feared marine predators, and very fond of capsizing boats.
* ShockAndAwe: Ancient dragon turtles who are sorely pressed in combat can generate magical storms around themselves, [[CounterAttack zapping anything that dares attack.]]
* StrongerWithAge: The elder dragon turtlefirefighting is far larger, far stronger and ''far'' more dangerous than the ordinary dragon turtle, which is already a CR 17 terror one of the seas.
* TurtleIsland: The oldest dragon turtles can be as large as an island, and have been mistaken for land by many unwitting sailors wrecked at sea. Ancient dragon turtles might sleep for decades while floating along the surface of the ocean, letting vegetation take root on their shells.duties they perform to maintain a dwelling.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While
* CraftedFromAnimals: ''AD&D'' notes that turtle dragon shells make for outstanding armor and shields, providing additional protection than normal and resisting destruction from fire effects.
* MixAndMatchCritters: Giant sea turtles with draconic heads.
* MundaneObjectAmazement: The more inquisitive dragon turtles may become fascinated by the artifacts
* OutsideContextProblem: Not exactly a ''problem'', per se, but even the dragon gods are baffled by them -- neither Tiamat nor Bahamut made them, and
-->'''Fizban:''' I know I didn't make dragon turtles, and Tiamat swears she didn't, so where did they come from? More importantly, why?
* PlayingWithFire:
* SeaMonster: Dragon turtles are powerful
* ShockAndAwe: Ancient dragon turtles who are sorely pressed in combat can generate magical storms around themselves, [[CounterAttack zapping anything that dares attack.]]
* StrongerWithAge: The elder dragon turtle
* TurtleIsland: The oldest dragon turtles can be as large as an island, and have been mistaken for land by many unwitting sailors wrecked at sea. Ancient dragon turtles might sleep for decades while floating along the surface of the ocean, letting vegetation take root on their shells.
Changed line(s) 1293,1306 (click to see context) from:
[[folder:Dragonborn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonborn_of_bahamut_3e.jpg]]
[[caption-width-right:350:Dragonborn of Bahamut (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 5 (4E)\\
'''Playable:''' 3E-5E\\
'''Alignment:''' Any non-Evil (3E), Any (4E-5E)
Humanoids with draconic appearances, and some measure of their namesake's power. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Dragonet]]
A family of lesser dragons with bodies only two to five feet long. Most possess breath weapons, and their intelligence ranges from animalistic to fully-sapient, but only faerie dragons are capable of speech.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonborn_of_bahamut_3e.jpg]]
[[caption-width-right:350:Dragonborn of Bahamut (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 5 (4E)\\
'''Playable:''' 3E-5E\\
'''Alignment:''' Any non-Evil (3E), Any (4E-5E)
Humanoids with draconic appearances, and some measure of their namesake's power. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Dragonet]]
A family of lesser dragons with bodies only two to five feet long. Most possess breath weapons, and their intelligence ranges from animalistic to fully-sapient, but only faerie dragons are capable of speech.
to:
[[quoteright:350:https://static.
[[quoteright:200:https://static.tvtropes.
[[caption-width-right:350:Dragonborn of Bahamut (3e)]]
[[caption-width-right:200:5e]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid
'''Challenge Rating:'''
'''Playable:'''
'''Alignment:'''
Humanoids with draconic appearances, and some measure of
Shapeshifters who infiltrate society for their
[[/folder]]
[[folder:Dragonet]]
A family of lesser dragons with bodies only two to five feet long. Most possess breath weapons,
Changed line(s) 1308,1320 (click to see context) from:
* CatLikeDragons: Besides most of them sharing true dragons' vaguely feline build, some dragonets like the faerie dragon and pseudodragon in particular are very cat-like in temperament, demanding their "master"'s attention and occasionally acting out when they aren't pampered enough.
* {{Familiar}}: Dragonets (with the exception of the belligerant fire drakes) are often sought out as familiars by like-minded mages, due to their telepathic abilities. Some even become bonded to non-mages who treat them well, developing an empathic link with their partner.
* ShoulderSizedDragon: All but the fire drake and mole dragon are small enough to perch upon a Medium-sized humanoid.
* {{Telepathy}}: With the exception of fire drakes, dragonets have some degree of telepathy, ranging from transmitting what they see or hear to mentally sharing simple concepts.
!!Crow's Nest Dragon
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_crows_nest_dragon_2e.png]]
[[caption-width-right:325:2e]]
->'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' ChaoticGood
Also known as "spiretop dragons" in [[TabletopGame/{{Eberron}} the city of Sharn]], these flighty and mischevious dragonets usually dwell on coastal cliffs or atop structures in port cities, and are comfortable diving into the ocean and swimming after prey, or following passing ships and feeding on the disturbed fish in their wake.
* {{Familiar}}: Dragonets (with the exception of the belligerant fire drakes) are often sought out as familiars by like-minded mages, due to their telepathic abilities. Some even become bonded to non-mages who treat them well, developing an empathic link with their partner.
* ShoulderSizedDragon: All but the fire drake and mole dragon are small enough to perch upon a Medium-sized humanoid.
* {{Telepathy}}: With the exception of fire drakes, dragonets have some degree of telepathy, ranging from transmitting what they see or hear to mentally sharing simple concepts.
!!Crow's Nest Dragon
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_crows_nest_dragon_2e.png]]
[[caption-width-right:325:2e]]
->'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' ChaoticGood
Also known as "spiretop dragons" in [[TabletopGame/{{Eberron}} the city of Sharn]], these flighty and mischevious dragonets usually dwell on coastal cliffs or atop structures in port cities, and are comfortable diving into the ocean and swimming after prey, or following passing ships and feeding on the disturbed fish in their wake.
to:
* CatLikeDragons: Besides most of them sharing true dragons' vaguely feline build, AmbiguousSituation: In ''Eberron'', doppelgangers have some dragonets like connection to the faerie dragon and pseudodragon in particular changeling race, but it's unclear whether doppelgangers are very cat-like the changelings' ancestors, or the descendents of changelings mutated by the daelkyr.
* CaptureAndReplicate: During long cons, a doppelganger might keep the person they're impersonating captive intemperament, demanding case they need more information about how to maintain the disguise.
* EatBrainForMemories: Greater doppelgangers are feared for being able to eat the brains of their"master"'s attention victims, allowing them to perfectly take on their identity and occasionally acting out when they aren't pampered enough.
* {{Familiar}}: Dragonets (withaccess all their memories. This even lets greater doppelgangers use their victims' class abilities and magic, with the exception of divine spells over 2nd level and a paladin's god-given powers. The downside is that a greater doppelganger can only fully access one identity at a time, can only "store" so many at once, and should they take an action that runs against an assumed identity's alignment, the belligerant fire drakes) are doppelganger is forced back into its natural form for a few rounds.
* TheGreys: Their artwork (particularly in 3rd Edition) oftensought out as familiars by like-minded mages, due depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are also adept infiltrators who frequently sneak into human society to manipulate it for their telepathic abilities. Some even become bonded to non-mages who treat them well, developing an empathic link with own mysterious ends, and abduct and (mentally) probe captives for information.
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for theirpartner.
own children.
*ShoulderSizedDragon: All ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnating other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking thefire drake and mole dragon are small enough to perch upon a Medium-sized humanoid.
statue of an old wizard as template for his appearance, wearing identical robes, including the exact same runic writing on the hem of it.
* {{Telepathy}}:With Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the exception odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance offire drakes, dragonets have some degree of telepathy, ranging from transmitting what they see or hear any humanoid between four and eight feet tall, and routinely use this ability to mentally sharing simple concepts.
!!Crow's Nest Dragon
[[quoteright:325:https://static.sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
[[/folder]]
[[folder:Dracon]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_crows_nest_dragon_2e.org/pmwiki/pub/images/d&d_dracon_2e.png]]
[[caption-width-right:325:2e]]
->'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 1 (3E)\\
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:'''ChaoticGood
Also known as "spiretop dragons" in [[TabletopGame/{{Eberron}} the cityLawfulGood
A large race ofSharn]], these flighty and mischevious dragonets usually dwell on coastal cliffs or atop structures in port cities, and "dragon-centaurs" who are comfortable diving into the ocean and swimming after prey, or following passing ships and feeding on the disturbed fish in their wake.just beginning to explore space.
* CaptureAndReplicate: During long cons, a doppelganger might keep the person they're impersonating captive in
* EatBrainForMemories: Greater doppelgangers are feared for being able to eat the brains of their
* {{Familiar}}: Dragonets (with
* TheGreys: Their artwork (particularly in 3rd Edition) often
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their
*
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the
* {{Telepathy}}:
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance of
!!Crow's Nest Dragon
[[quoteright:325:https://static.
[[/folder]]
[[folder:Dracon]]
[[quoteright:310:https://static.tvtropes.
->'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 1 (3E)\\
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:'''
Also known as "spiretop dragons" in [[TabletopGame/{{Eberron}} the city
A large race of
Changed line(s) 1322,1335 (click to see context) from:
* DeathFromAbove: Crow's nest dragons hunt by diving on prey from above, gaining an attack bonus and dealing double damage with their bite attack.
* SmokeOut: Their only breath "weapon" is the ability to exhale a ''fog cloud''.
* SuperstitiousSailors: Crow's nest dragons are considered lucky by sailors, and indeed, ships become slightly more seaworthy should a flock of such dragonets fly nearby. Should anyone aboard kill a crow's nest dragon, the flock will fly off and never return.
* TheSwarm: Their 3E rules let spiretop dragons fight as a swarm of Tiny creatures.
* {{Telepathy}}: Should they bond with a sailor or nautical spellcaster, they can transmit whatever they see to a range of 240 yards, making them excellent scouts.
!!Faerie Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/faerie_dragon_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E, 5E), Fey Magical Beast (4E)\\
'''Challenge Rating:''' 6 (3E); 1 (red, orange, yellow), 2 (green, blue, indigo, violet) (5E)\\
'''Alignment:''' ChaoticGood (3E, 5E), Unaligned (4E)
Diminutive, mischevious dragons with ties to the fey.
* SmokeOut: Their only breath "weapon" is the ability to exhale a ''fog cloud''.
* SuperstitiousSailors: Crow's nest dragons are considered lucky by sailors, and indeed, ships become slightly more seaworthy should a flock of such dragonets fly nearby. Should anyone aboard kill a crow's nest dragon, the flock will fly off and never return.
* TheSwarm: Their 3E rules let spiretop dragons fight as a swarm of Tiny creatures.
* {{Telepathy}}: Should they bond with a sailor or nautical spellcaster, they can transmit whatever they see to a range of 240 yards, making them excellent scouts.
!!Faerie Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/faerie_dragon_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E, 5E), Fey Magical Beast (4E)\\
'''Challenge Rating:''' 6 (3E); 1 (red, orange, yellow), 2 (green, blue, indigo, violet) (5E)\\
'''Alignment:''' ChaoticGood (3E, 5E), Unaligned (4E)
Diminutive, mischevious dragons with ties to the fey.
to:
* DeathFromAbove: Crow's nest ArchEnemy: They hate spiders in general and the neogi in particular, either because of their resemblance to the Dark God of dracon religion, or because of previous encounters with the slave-taking spider-eels.
* DragonsAreDivine: Dracons hold true dragonshunt by diving on prey in awe, and consider them messengers from above, gaining an attack bonus and dealing double damage the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that theirbite attack.
racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
*SmokeOut: LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and a freak among its people." They prefer to live in familial herds led by an elder called a ''kaba'', advised by a high priest known as a ''shalla''. Dracons separated from their families are known to fall ill, and may gather a substitute family of non-dracons until they find their way back to their kin.
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not onlybreath "weapon" is the ability to exhale a ''fog cloud''.
* SuperstitiousSailors: Crow's nest dragons are considered lucky by sailors, and indeed, ships become slightly more seaworthy should a flock of such dragonets fly nearby. Should anyone aboard kill a crow's nest dragon, the flock will fly off and never return.
* TheSwarm: Their 3E rules let spiretop dragons fight as a swarm of Tiny creatures.
* {{Telepathy}}: Shoulddo they bond with a sailor or nautical spellcaster, have trouble telling humanoids apart, they can transmit whatever they see to a range of 240 yards, view beholders as "comical," making them excellent scouts.
!!Faerie Dragon
joking comparisons to kickballs, rather than treating the eye tyrants as dangerous, insane aberrations. "How long this situation lasts remains to be seen."
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
[[/folder]]
[[folder:Draconian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/faerie_dragon_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:'''org/pmwiki/pub/images/d&d_draconian_dreadnought_5e.png]]
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon(3E, 5E), Fey Magical Beast (4E)\\
(3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:'''6 2-9 (3E); 1 (red, orange, yellow), 2 (green, blue, indigo, violet) 2-8 (4E); 1/2 to 6 (5E)\\
'''Playable:''' 3E\\
'''Alignment:'''ChaoticGood (3E, 5E), Unaligned (4E)
Diminutive, mischevious dragons with tiesAny Evil (3E), Evil (4E), Any (5E)
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. They're unrelated to thefey. dracons above.
* DragonsAreDivine: Dracons hold true dragons
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their
*
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only
* SuperstitiousSailors: Crow's nest dragons are considered lucky by sailors, and indeed, ships become slightly more seaworthy should a flock of such dragonets fly nearby. Should anyone aboard kill a crow's nest dragon, the flock will fly off and never return.
* TheSwarm: Their 3E rules let spiretop dragons fight as a swarm of Tiny creatures.
* {{Telepathy}}: Should
!!Faerie Dragon
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
[[/folder]]
[[folder:Draconian]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:'''
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Diminutive, mischevious dragons with ties
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. They're unrelated to the
Changed line(s) 1337,1354 (click to see context) from:
* BewareMyStingerTail: Subverted; they have stingers in their 3rd and 5th Edition art, but no tail attack.
* FairyDragons: Small (about the size of a cat), mischievous relatives of true dragons with butterfly wings, who often travel in the company of small fey such as sprites and pixies.
* {{Invisibility}}: They have a superior form of invisibility that allows them to perform actions while unseen.
* NoBodyLeftBehind: A slain faerie dragon's body dissolves in a burst of light.
* PerpetualSmiler: Their mouths are set in a permanent sharp-toothed grin.
* ThePrankster: Faerie dragons are notorious for using their spell-like abilities for pranking, usually spontaneous acts, but some of these dragonets are capable of putting months of planning into a single spectacular practical joke.
* SignatureLaugh: According to their ''AD&D'' write-up, a faerie dragon's laugh sounds like the tinkling of tiny silver bells.
* StrongerWithAge: Unlike other dragonets, they pass through something like a true dragon's age categories, gaining new spell-like abilities as they grow older, while their scales cycle through the colors of the rainbow, starting with red and ending as violet.
* StupidityInducingAttack: Their breath weapon is a puff of gas that can cause an affected creature to spend a minute wandering at random or staring off into space in a euphoric state.
* SweetTooth: They love fruits, honey and cooked pastries, and will go to great lengths to acquire a freshly-baked apple pie.
* {{Telepathy}}: They have full telepathic communication, but only with other faerie dragons. Fortunately, they can speak Draconic and Sylvan.
!!Fire Drake
[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/d&d_firedrake_2e.png]]
[[caption-width-right:260:2e]]
->'''Alignment:''' TrueNeutral
Though easily mistaken for a red dragon wyrmling, these aggressive, fire-spitting creatures are much less powerful and only semi-intelligent.
* FairyDragons: Small (about the size of a cat), mischievous relatives of true dragons with butterfly wings, who often travel in the company of small fey such as sprites and pixies.
* {{Invisibility}}: They have a superior form of invisibility that allows them to perform actions while unseen.
* NoBodyLeftBehind: A slain faerie dragon's body dissolves in a burst of light.
* PerpetualSmiler: Their mouths are set in a permanent sharp-toothed grin.
* ThePrankster: Faerie dragons are notorious for using their spell-like abilities for pranking, usually spontaneous acts, but some of these dragonets are capable of putting months of planning into a single spectacular practical joke.
* SignatureLaugh: According to their ''AD&D'' write-up, a faerie dragon's laugh sounds like the tinkling of tiny silver bells.
* StrongerWithAge: Unlike other dragonets, they pass through something like a true dragon's age categories, gaining new spell-like abilities as they grow older, while their scales cycle through the colors of the rainbow, starting with red and ending as violet.
* StupidityInducingAttack: Their breath weapon is a puff of gas that can cause an affected creature to spend a minute wandering at random or staring off into space in a euphoric state.
* SweetTooth: They love fruits, honey and cooked pastries, and will go to great lengths to acquire a freshly-baked apple pie.
* {{Telepathy}}: They have full telepathic communication, but only with other faerie dragons. Fortunately, they can speak Draconic and Sylvan.
!!Fire Drake
[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/d&d_firedrake_2e.png]]
[[caption-width-right:260:2e]]
->'''Alignment:''' TrueNeutral
Though easily mistaken for a red dragon wyrmling, these aggressive, fire-spitting creatures are much less powerful and only semi-intelligent.
to:
* BewareMyStingerTail: Subverted; they have stingers in BioweaponBeast: They are not born naturally and initially had no ability to reproduce on their 3rd and own. Instead, they are created through a magical ritual that corrupts a dragon's egg, making it hatch into a clutch of new draconians.
* BreathWeapon: Aurak draconians (and their 5th Editionart, successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, butno tail attack.
* FairyDragons: Small (aboutturn the size significance of a cat), mischievous relatives those colors on its head. The base draconians, which are made from the eggs of true dragons the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments withbutterfly wings, who often travel in the company of small fey such as sprites and pixies.
* {{Invisibility}}: They have a superior form of invisibilitycreating draconians that allows were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to perform actions while unseen.
be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind:A slain faerie dragon's body dissolves When a draconian dies, a magical effect kicks in a burst that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of light.
* PerpetualSmiler: Their mouths are set in a permanent sharp-toothed grin.
* ThePrankster: Faerie dragons are notorious for usingtheir spell-like abilities killer for pranking, usually spontaneous acts, but some of these dragonets are capable of putting months of planning three days before dissolving into soot, feraks disintegrate into a single spectacular practical joke.
* SignatureLaugh: Accordingcloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their ''AD&D'' write-up, flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a faerie dragon's laugh sounds pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons in their own venomous saliva.
* {{Retcon}}:
** As per their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition, which expanded its metallic dragon family, added the ferak (iron), kobaaz (cobalt) and adamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are kept as terminology for draconians created from metallic dragon eggs.
* VoluntaryShapeshifting: Aurak draconians can use a ''polymorph self'' effect three times per day.
* WingedHumanoid: Most draconians have wings just like thetinkling of tiny silver bells.
* StrongerWithAge: Unlike other dragonets,dragons they pass through something like a true dragon's age categories, gaining new spell-like abilities as they grow older, while their scales cycle through the colors of the rainbow, starting resemble, with red and ending as violet.
* StupidityInducingAttack: Their breath weapon is a puff of gas that can cause an affected creatureaurak draconians being the one exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some at least use them to spend a minute wandering at random glide or staring off into space in slow a euphoric state.
* SweetTooth: They love fruits, honey and cooked pastries, and will go to great lengths to acquire a freshly-baked apple pie.
* {{Telepathy}}: They have full telepathic communication, but only with other faerie dragons. Fortunately, they can speak Draconic and Sylvan.
!!Fire Drake
[[quoteright:260:https://static.fall.
[[/folder]]
[[folder:Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_firedrake_2e.org/pmwiki/pub/images/d&d_red_dragon_3e.jpg]]
[[caption-width-right:350:A red dragon, with a hapless human for scale (3e)]]
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' Varies by dragon type and age category\\
'''Alignment:''' Varies by dragon type
Scaled, winged creatures that are majestic and mighty, intelligent and proud, famed for the magical powers at their disposal and their tendency to hoard treasure. See the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] subpage for information about Dragons in general, and [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for the "true" dragons.
[[/folder]]
[[folder:Dragon Eel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_4e.png]]
[[caption-width-right:260:2e]]
->'''Alignment:''' TrueNeutral
Though easily mistaken for a red dragon wyrmling, these aggressive, fire-spitting creatures are much less powerful[[caption-width-right:350:4e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 11 (3E), 15 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)
Ravenous predators andonly semi-intelligent.bestial kin to true dragons.
* BreathWeapon: Aurak draconians (and their 5th Edition
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but
* FairyDragons: Small (about
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with
* {{Invisibility}}: They have a superior form of invisibility
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind:
* PerpetualSmiler: Their mouths are set in a permanent sharp-toothed grin.
* ThePrankster: Faerie dragons are notorious for using
* SignatureLaugh: According
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons in their own venomous saliva.
* {{Retcon}}:
** As per their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition, which expanded its metallic dragon family, added the ferak (iron), kobaaz (cobalt) and adamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are kept as terminology for draconians created from metallic dragon eggs.
* VoluntaryShapeshifting: Aurak draconians can use a ''polymorph self'' effect three times per day.
* WingedHumanoid: Most draconians have wings just like the
* StrongerWithAge: Unlike other dragonets,
* StupidityInducingAttack: Their breath weapon is a puff of gas that can cause an affected creature
* SweetTooth: They love fruits, honey and cooked pastries, and will go to great lengths to acquire a freshly-baked apple pie.
* {{Telepathy}}: They have full telepathic communication, but only with other faerie dragons. Fortunately, they can speak Draconic and Sylvan.
!!Fire Drake
[[quoteright:260:https://static.
[[/folder]]
[[folder:Dragon]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A red dragon, with a hapless human for scale (3e)]]
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' Varies by dragon type and age category\\
'''Alignment:''' Varies by dragon type
Scaled, winged creatures that are majestic and mighty, intelligent and proud, famed for the magical powers at their disposal and their tendency to hoard treasure. See the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] subpage for information about Dragons in general, and [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for the "true" dragons.
[[/folder]]
[[folder:Dragon Eel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_4e.png]]
->'''Alignment:''' TrueNeutral
Though easily mistaken for a red dragon wyrmling, these aggressive, fire-spitting creatures are much less powerful
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 11 (3E), 15 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)
Ravenous predators and
Changed line(s) 1356,1366 (click to see context) from:
* BloodyMurder: A fire drake's blood has a high phosphorous content, and so ignites upon contact with air, dealing a bit of damage to those attacking it in melee with slashing or piercing weapons. This means that, if carefully harvested and properly stored, a fire drake's blood can be bottled and used as a firebomb, or applied to a weapon to make a temporary FlamingSword.
* OneSteveLimit: Averted; these dragonet "fire drakes" are much different beasts from the wyvern-like, (fire) elemental drakes discussed elsewhere.
* PlayingWithFire: They can send a narrow cone of fire out to 60 feet. This isn't a conventional BreathWeapon, instead the fire drake is [[SuperSpit spitting]] its flammable blood.
* UnexpectedlyRealisticGameplay: Fire drakes are just smart enough to realize that the updrafts generated from their breath weapon can be used to disrupt other creatures flying overhead. But their burning blood also requires a lot of oxygen, so fire drakes constantly beat their wings even when on the ground to fan themselves, and if their air supply is cut off will asphixiate in half the normal time.
!!Geyser Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_geyser_dragon_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' TrueNeutral
These wingless dragonets are comfortable swimming through the boiling water of geothermally-heated springs, but occasionally find their way inside nearby bathhouses built by humanoids.
* OneSteveLimit: Averted; these dragonet "fire drakes" are much different beasts from the wyvern-like, (fire) elemental drakes discussed elsewhere.
* PlayingWithFire: They can send a narrow cone of fire out to 60 feet. This isn't a conventional BreathWeapon, instead the fire drake is [[SuperSpit spitting]] its flammable blood.
* UnexpectedlyRealisticGameplay: Fire drakes are just smart enough to realize that the updrafts generated from their breath weapon can be used to disrupt other creatures flying overhead. But their burning blood also requires a lot of oxygen, so fire drakes constantly beat their wings even when on the ground to fan themselves, and if their air supply is cut off will asphixiate in half the normal time.
!!Geyser Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_geyser_dragon_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' TrueNeutral
These wingless dragonets are comfortable swimming through the boiling water of geothermally-heated springs, but occasionally find their way inside nearby bathhouses built by humanoids.
to:
* BloodyMurder: A fire drake's blood has ArtEvolution: They got a high phosphorous content, drastic redesign between 3rd and so ignites upon contact 4th Edition, going from something like a draconic ''Dunkleosteus'' to a flying creature with air, dealing a bit of damage to those attacking it in melee with slashing or piercing weapons. This means that, if carefully harvested and properly stored, a fire drake's blood can be bottled and used as a firebomb, or applied to a weapon to make a temporary FlamingSword.
wing-fins.
*OneSteveLimit: Averted; these dragonet "fire drakes" FoodChainOfEvil: Dragon eels are much different beasts from the wyvern-like, (fire) elemental drakes discussed elsewhere.
* PlayingWithFire: They can send a narrow cone of fire outknown to 60 feet. This isn't a conventional BreathWeapon, instead the fire drake is [[SuperSpit spitting]] its flammable blood.
prey on dragon turtles.
*UnexpectedlyRealisticGameplay: Fire drakes FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just smart enough to realize that as comfortable flying through the updrafts generated from air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breathweapon weapon.
* SeaMonster: The dragon eel is an evil monster that canbe used easily puncture the side of a ship and then proceed to disrupt eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creaturesflying overhead. But are in the water.
* SwallowedWhole: They're capable of gulping down any Medium or smaller creatures they catch in theirburning blood also requires a lot of oxygen, so fire drakes constantly beat their wings even when on the ground to fan themselves, and if their air supply is cut off will asphixiate in half the normal time.
!!Geyser Dragon
jaws.
[[/folder]]
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_geyser_dragon_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:'''org/pmwiki/pub/images/d&d_dragon_turtle.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), 5E)\\
'''Challenge Rating:''' 9 (3E), 4-24 (5E)\\
'''Alignment:''' TrueNeutral
These wingless dragonets are comfortable swimming through Chelonian dragons who live in the boiling water of geothermally-heated springs, but occasionally find sea, generally attacking anything that enters their way inside nearby bathhouses built territory. They lack the intellect of true dragons, but dragon turtles are smart enough to accept tribute from passing ships, or form alliances with undersea races in exchange for treasure. Dragon turtles make their lairs in coral reefs and submerged caves, and their hoards are motley collections of coral and pearls gifted by humanoids.aquatic races as well as treasures from the surface realm recovered from ships.
*
* PlayingWithFire: They can send a narrow cone of fire out
*
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath
* SeaMonster: The dragon eel is an evil monster that can
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures
* SwallowedWhole: They're capable of gulping down any Medium or smaller creatures they catch in their
!!Geyser Dragon
[[/folder]]
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:2e]]
->'''Alignment:'''
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), 5E)\\
'''Challenge Rating:''' 9 (3E), 4-24 (5E)\\
'''Alignment:''' TrueNeutral
Changed line(s) 1368,1379 (click to see context) from:
* BirdsOfAFeather: They're so confident in their power that they're only willing to bond with humanoids as boastfully arrogant as the geyser dragon themself.
* BloodyMurder: Like fire drakes, their blood is superheated, erupting in boiling jets that can damage their attackers.
* BoisterousWeakling: These dragonets suffer from "delusions of true dragonhood," and have grossly exaggerated notions of their own might. As such, they don't hesitate to attack even creatures much larger than them, which leads to geyser dragons' high mortality rate.
* SuperSpit: Three times each day, they can project a long line of boiling water that deals fire damage.
* {{Telepathy}}: They can communicate via empathy with a bonded companion, falling short of full telepathy.
!!Mole Dragon
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/d&d_mole_dragon_2e.png]]
[[caption-width-right:330:2e]]
->'''Alignment:''' NeutralEvil
Dour and solitary wingless burrowers with a sadistic streak, leading these dragonets to sometimes associate with the duergar or derro.
* BloodyMurder: Like fire drakes, their blood is superheated, erupting in boiling jets that can damage their attackers.
* BoisterousWeakling: These dragonets suffer from "delusions of true dragonhood," and have grossly exaggerated notions of their own might. As such, they don't hesitate to attack even creatures much larger than them, which leads to geyser dragons' high mortality rate.
* SuperSpit: Three times each day, they can project a long line of boiling water that deals fire damage.
* {{Telepathy}}: They can communicate via empathy with a bonded companion, falling short of full telepathy.
!!Mole Dragon
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/d&d_mole_dragon_2e.png]]
[[caption-width-right:330:2e]]
->'''Alignment:''' NeutralEvil
Dour and solitary wingless burrowers with a sadistic streak, leading these dragonets to sometimes associate with the duergar or derro.
to:
* BirdsOfAFeather: They're so confident TheArchmage: While Dragon turtles are not 'True' Dragons, they do have access to the variant Innate Spellcasting rule. While they do not get many (1 spell for normal turtles and 2 for Ancient turtles), they can cast them at 5th and 8th level, respectively.
* CraftedFromAnimals: ''AD&D'' notes that turtle dragon shells make for outstanding armor and shields, providing additional protection than normal and resisting destruction from fire effects.
* MixAndMatchCritters: Giant sea turtles with draconic heads.
* MundaneObjectAmazement: The more inquisitive dragon turtles may become fascinated by the artifacts from the surface world that end up in theirpower that they're only willing to bond with hoards, and even seek out humanoids as boastfully arrogant as to explain the geyser things' purposes.
* OutsideContextProblem: Not exactly a ''problem'', per se, but even the dragonthemself.
gods are baffled by them -- neither Tiamat nor Bahamut made them, and they have no idea where they came from.
-->'''Fizban:''' I know I didn't make dragon turtles, and Tiamat swears she didn't, so where did they come from? More importantly, why?
*BloodyMurder: Like PlayingWithFire: Their breath weapon is a cone of scalding steam, which can deal fire drakes, their blood is superheated, erupting in boiling jets that can damage their attackers.
even underwater, and the oldest dragon turtles can generate enough heat to set the water around them boiling, damaging everything nearby.
*BoisterousWeakling: These dragonets suffer from "delusions SeaMonster: Dragon turtles are powerful and feared marine predators, and very fond of true dragonhood," capsizing boats.
* ShockAndAwe: Ancient dragon turtles who are sorely pressed in combat can generate magical storms around themselves, [[CounterAttack zapping anything that dares attack.]]
* StrongerWithAge: The elder dragon turtle is far larger, far stronger and ''far'' more dangerous than the ordinary dragon turtle, which is already a CR 17 terror of the seas.
* TurtleIsland: The oldest dragon turtles can be as large as an island, and havegrossly exaggerated notions been mistaken for land by many unwitting sailors wrecked at sea. Ancient dragon turtles might sleep for decades while floating along the surface of the ocean, letting vegetation take root on their own might. As such, they don't hesitate to attack even creatures much larger than them, which leads to geyser dragons' high mortality rate.
* SuperSpit: Three times each day, they can project a long line of boiling water that deals fire damage.
* {{Telepathy}}: They can communicate via empathy with a bonded companion, falling short of full telepathy.
!!Mole Dragon
[[quoteright:330:https://static.shells.
[[/folder]]
[[folder:Dragonborn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mole_dragon_2e.png]]
[[caption-width-right:330:2e]]
->'''Alignment:''' NeutralEvil
Dour and solitary wingless burrowersorg/pmwiki/pub/images/d&d_dragonborn_of_bahamut_3e.jpg]]
[[caption-width-right:350:Dragonborn of Bahamut (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 5 (4E)\\
'''Playable:''' 3E-5E\\
'''Alignment:''' Any non-Evil (3E), Any (4E-5E)
Humanoids witha sadistic streak, leading these dragonets to sometimes associate draconic appearances, and some measure of their namesake's power. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Dragonet]]
A family of lesser dragons withthe duergar or derro.bodies only two to five feet long. Most possess breath weapons, and their intelligence ranges from animalistic to fully-sapient, but only faerie dragons are capable of speech.
* CraftedFromAnimals: ''AD&D'' notes that turtle dragon shells make for outstanding armor and shields, providing additional protection than normal and resisting destruction from fire effects.
* MixAndMatchCritters: Giant sea turtles with draconic heads.
* MundaneObjectAmazement: The more inquisitive dragon turtles may become fascinated by the artifacts from the surface world that end up in their
* OutsideContextProblem: Not exactly a ''problem'', per se, but even the dragon
-->'''Fizban:''' I know I didn't make dragon turtles, and Tiamat swears she didn't, so where did they come from? More importantly, why?
*
*
* ShockAndAwe: Ancient dragon turtles who are sorely pressed in combat can generate magical storms around themselves, [[CounterAttack zapping anything that dares attack.]]
* StrongerWithAge: The elder dragon turtle is far larger, far stronger and ''far'' more dangerous than the ordinary dragon turtle, which is already a CR 17 terror of the seas.
* TurtleIsland: The oldest dragon turtles can be as large as an island, and have
* SuperSpit: Three times each day, they can project a long line of boiling water that deals fire damage.
* {{Telepathy}}: They can communicate via empathy with a bonded companion, falling short of full telepathy.
!!Mole Dragon
[[quoteright:330:https://static.
[[/folder]]
[[folder:Dragonborn]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:330:2e]]
->'''Alignment:''' NeutralEvil
Dour and solitary wingless burrowers
[[caption-width-right:350:Dragonborn of Bahamut (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 5 (4E)\\
'''Playable:''' 3E-5E\\
'''Alignment:''' Any non-Evil (3E), Any (4E-5E)
Humanoids with
[[/folder]]
[[folder:Dragonet]]
A family of lesser dragons with
Changed line(s) 1381,1392 (click to see context) from:
* DishingOutDirt: Mole dragons learn how to cast spells such as ''dig'', ''stone shape'', and ''wall of stone'' as they grow older.
* GemTissue: As a mole dragon ages, their scaly hides become encrusted with gemstones, which serve as their treasure -- the older the dragonet, the more gems that can be harvested from its carcass.
* MetalMuncher: They eat precious metals such as gold and silver, making mole dragons loathed by dwarves and other mining races.
* {{Sadist}}: The only humanoids they're willing to bond with are those that enjoy inflicting pain as much as mole dragons do.
* {{Telepathy}}: They can transmit what they hear to a bonded companion within 300 yards.
!!Pavilion Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pavilion_dragon_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' TrueNeutral
Much like tropical birds, these brilliantly-colorful dragonets dwell within the highest branches of the rainforest canopy. Their intelligence, agreeable natures and array of powers make them prized familiars, though pavilion dragons do not willingly leave their forest homes.
* GemTissue: As a mole dragon ages, their scaly hides become encrusted with gemstones, which serve as their treasure -- the older the dragonet, the more gems that can be harvested from its carcass.
* MetalMuncher: They eat precious metals such as gold and silver, making mole dragons loathed by dwarves and other mining races.
* {{Sadist}}: The only humanoids they're willing to bond with are those that enjoy inflicting pain as much as mole dragons do.
* {{Telepathy}}: They can transmit what they hear to a bonded companion within 300 yards.
!!Pavilion Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pavilion_dragon_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' TrueNeutral
Much like tropical birds, these brilliantly-colorful dragonets dwell within the highest branches of the rainforest canopy. Their intelligence, agreeable natures and array of powers make them prized familiars, though pavilion dragons do not willingly leave their forest homes.
to:
* DishingOutDirt: Mole dragons learn how to cast spells such as ''dig'', ''stone shape'', CatLikeDragons: Besides most of them sharing true dragons' vaguely feline build, some dragonets like the faerie dragon and ''wall of stone'' as pseudodragon in particular are very cat-like in temperament, demanding their "master"'s attention and occasionally acting out when they grow older.
aren't pampered enough.
*GemTissue: As a {{Familiar}}: Dragonets (with the exception of the belligerant fire drakes) are often sought out as familiars by like-minded mages, due to their telepathic abilities. Some even become bonded to non-mages who treat them well, developing an empathic link with their partner.
* ShoulderSizedDragon: All but the fire drake and mole dragonages, their scaly hides become encrusted with gemstones, which serve as their treasure -- the older the dragonet, the more gems that can be harvested from its carcass.
* MetalMuncher: They eat precious metals such as gold and silver, making mole dragons loathed by dwarves and other mining races.
* {{Sadist}}: The only humanoids they're willing to bond withare those that enjoy inflicting pain as much as mole dragons do.
small enough to perch upon a Medium-sized humanoid.
* {{Telepathy}}:They can transmit With the exception of fire drakes, dragonets have some degree of telepathy, ranging from transmitting what they see or hear to a bonded companion within 300 yards.
!!Pavilionmentally sharing simple concepts.
!!Crow's Nest Dragon
[[quoteright:350:https://static.[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_pavilion_dragon_2e.org/pmwiki/pub/images/d&d_crows_nest_dragon_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' TrueNeutral
Much like tropical birds,[[caption-width-right:325:2e]]
->'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' ChaoticGood
Also known as "spiretop dragons" in [[TabletopGame/{{Eberron}} the city of Sharn]], thesebrilliantly-colorful flighty and mischevious dragonets usually dwell within on coastal cliffs or atop structures in port cities, and are comfortable diving into the highest branches of ocean and swimming after prey, or following passing ships and feeding on the rainforest canopy. Their intelligence, agreeable natures and array of powers make them prized familiars, though pavilion dragons do not willingly leave disturbed fish in their forest homes.wake.
*
* ShoulderSizedDragon: All but the fire drake and mole dragon
* MetalMuncher: They eat precious metals such as gold and silver, making mole dragons loathed by dwarves and other mining races.
* {{Sadist}}: The only humanoids they're willing to bond with
* {{Telepathy}}:
!!Pavilion
!!Crow's Nest Dragon
->'''Alignment:''' TrueNeutral
Much like tropical birds,
->'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' ChaoticGood
Also known as "spiretop dragons" in [[TabletopGame/{{Eberron}} the city of Sharn]], these
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* PsychicPowers: As they age, pavilion dragons gain various psychoportation, clairsentience and telepathic powers such as ''dimensional door'', ''clairvoyance'' and ''invisibility''.
* StatusInflictionAttack: Their breath weapon, usable three times per day, stuns those who fail their saves, leaving them unable to act for up to eight rounds.
* {{Telepathy}}: Pavilion dragons are the only dragonet species that boasts full telepathy with their bondmates, and can transmit not only what they see or hear out to 100 yards, but also share complete thoughts.
!!Pseudodragon
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon_d&d.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Dragon (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 3 (4E), 1/4 (5E)\\
'''Alignment:''' NeutralGood (1E-3E, 5E), Unaligned (4E)
Intelligent lesser dragons that look almost identical to a red dragon, but are no larger than a cat.
* StatusInflictionAttack: Their breath weapon, usable three times per day, stuns those who fail their saves, leaving them unable to act for up to eight rounds.
* {{Telepathy}}: Pavilion dragons are the only dragonet species that boasts full telepathy with their bondmates, and can transmit not only what they see or hear out to 100 yards, but also share complete thoughts.
!!Pseudodragon
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon_d&d.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Dragon (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 3 (4E), 1/4 (5E)\\
'''Alignment:''' NeutralGood (1E-3E, 5E), Unaligned (4E)
Intelligent lesser dragons that look almost identical to a red dragon, but are no larger than a cat.
to:
* PsychicPowers: As they age, pavilion DeathFromAbove: Crow's nest dragons gain various psychoportation, clairsentience hunt by diving on prey from above, gaining an attack bonus and telepathic powers such as ''dimensional door'', ''clairvoyance'' and ''invisibility''.
dealing double damage with their bite attack.
*StatusInflictionAttack: SmokeOut: Their only breath weapon, usable three times per day, stuns those who fail their saves, leaving them unable "weapon" is the ability to act for up to eight rounds.
exhale a ''fog cloud''.
* SuperstitiousSailors: Crow's nest dragons are considered lucky by sailors, and indeed, ships become slightly more seaworthy should a flock of such dragonets fly nearby. Should anyone aboard kill a crow's nest dragon, the flock will fly off and never return.
* TheSwarm: Their 3E rules let spiretop dragons fight as a swarm of Tiny creatures.
* {{Telepathy}}:Pavilion dragons are the only dragonet species that boasts full telepathy Should they bond with their bondmates, and a sailor or nautical spellcaster, they can transmit not only what whatever they see or hear out to 100 a range of 240 yards, but also share complete thoughts.
!!Pseudodragon
[[quoteright:300:https://static.making them excellent scouts.
!!Faerie Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon_d&d.org/pmwiki/pub/images/faerie_dragon_d&d.png]]
[[caption-width-right:300:5e]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E, 5E),Natural Fey Magical Beast (4E)\\
'''Challenge Rating:''' 6 (3E); 1(3E), 3 (4E), 1/4 (red, orange, yellow), 2 (green, blue, indigo, violet) (5E)\\
'''Alignment:'''NeutralGood (1E-3E, ChaoticGood (3E, 5E), Unaligned (4E)
Intelligent lesser Diminutive, mischevious dragons that look almost identical with ties to a red dragon, but are no larger than a cat.the fey.
*
* SuperstitiousSailors: Crow's nest dragons are considered lucky by sailors, and indeed, ships become slightly more seaworthy should a flock of such dragonets fly nearby. Should anyone aboard kill a crow's nest dragon, the flock will fly off and never return.
* TheSwarm: Their 3E rules let spiretop dragons fight as a swarm of Tiny creatures.
* {{Telepathy}}:
!!Pseudodragon
[[quoteright:300:https://static.
!!Faerie Dragon
[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Dragon (3E, 5E),
'''Challenge Rating:''' 6 (3E); 1
'''Alignment:'''
Changed line(s) 1407,1422 (click to see context) from:
* ArtifactName: Back in 1E, when it was the only creature besides the real dragons that ''looked'' like a proper dragon -- four legs, wings, single dragon head -- the name "pseudodragon" actually made sense. However, with the addition of many other draconic creatures to the game, as well other dragonets like the faerie dragon, the logic of calling ''this particular'' reptilian monster a "false dragon" evaporated. And its status, from 3E onward, as a member of the Dragon creature type makes the name technically inaccurate, to boot.
* BewareMyStingerTail: A pseudodragon's tail ends in a venomous stinger that can put victims into a ForcedSleep.
* ChameleonCamouflage: In earlier editions, pseudodragons could alter the coloration of their scales to help blend in with their surroundings.
* HeadPet: They're fond of riding on a humanoid's [[ShoulderTeammate shoulders]] or head.
* {{Telepathy}}: They're capable of conveying basic ideas such as affection, curiosity or hunger, or transmitting what they see or hear with a bonded companion.
[[/folder]]
[[folder:Dragonflesh Grafter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_grafter.png]]
[[caption-width-right:350:Dragonflesh grafter (5e)]]
[[caption-width-right:350:[[labelnote:Dragonflesh abomination (5e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_abomination_5e.png[[/labelnote]]]]
->'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 3 (grafter), 6 (abomination) (5E)\\
'''Alignment:''' NeutralEvil
Dragon-obsessed fleshcrafters who ingest, implant or stitch on dragon body parts in order to become more like the wyrms they revere. Those who survive their self-experimentation may ultimately turn into a dragon-like monster only barely recognizable as having once been humanoid.
* BewareMyStingerTail: A pseudodragon's tail ends in a venomous stinger that can put victims into a ForcedSleep.
* ChameleonCamouflage: In earlier editions, pseudodragons could alter the coloration of their scales to help blend in with their surroundings.
* HeadPet: They're fond of riding on a humanoid's [[ShoulderTeammate shoulders]] or head.
* {{Telepathy}}: They're capable of conveying basic ideas such as affection, curiosity or hunger, or transmitting what they see or hear with a bonded companion.
[[/folder]]
[[folder:Dragonflesh Grafter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_grafter.png]]
[[caption-width-right:350:Dragonflesh grafter (5e)]]
[[caption-width-right:350:[[labelnote:Dragonflesh abomination (5e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_abomination_5e.png[[/labelnote]]]]
->'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 3 (grafter), 6 (abomination) (5E)\\
'''Alignment:''' NeutralEvil
Dragon-obsessed fleshcrafters who ingest, implant or stitch on dragon body parts in order to become more like the wyrms they revere. Those who survive their self-experimentation may ultimately turn into a dragon-like monster only barely recognizable as having once been humanoid.
to:
* FairyDragons: Small (about the size of a cat), mischievous relatives of true dragons with butterfly wings, who often travel in the company of small fey such as sprites and pixies.
* {{Invisibility}}: They have a superior form of invisibility that allows them to perform actions while unseen.
* NoBodyLeftBehind: A slain faerie dragon's body dissolves in a
* PerpetualSmiler: Their mouths are set in a permanent sharp-toothed grin.
* ThePrankster: Faerie dragons are notorious for using their spell-like abilities for pranking, usually spontaneous acts, but some of these dragonets are capable of putting months of planning into a
*
* StrongerWithAge: Unlike other dragonets, they pass through something like a true dragon's age categories, gaining new spell-like abilities as they grow older, while their scales
*
* SweetTooth: They love fruits, honey and cooked pastries, and will go to great lengths to acquire a freshly-baked apple pie.
* {{Telepathy}}:
[[/folder]]
[[folder:Dragonflesh Grafter]]
[[quoteright:350:https://static.
!!Fire Drake
[[quoteright:260:https://static.tvtropes.
[[caption-width-right:350:[[labelnote:Dragonflesh abomination (5e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_abomination_5e.png[[/labelnote]]]]
->'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 3 (grafter), 6 (abomination) (5E)\\
'''Alignment:''' NeutralEvil
Dragon-obsessed fleshcrafters who ingest, implant or stitch on
->'''Alignment:''' TrueNeutral
Though easily mistaken for a red dragon
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* AcidAttack: A dragonflesh grafter or abomination can retch or belch a gout of caustic acid.
* ArtificialHybrid: Dragonflesh grafters collect dragon parts and incorporate them into their own bodies to emulate dragons.
* DragonHoard: As a universal effect of their experimentation, grafters become obsessed with treasure and compelled to gather any gold or gems they can, then gaze for hours on end at their hoards.
* HealingFactor: Since its body is constantly growing and changing, a dragonflesh abomination can quickly heal from its wounds.
* PoisonousPerson: Dragonflesh abominations' bodies are surrounded by a noxious miasma that can poison adjacent creatures.
* WasOnceAMan: These creatures' minds are but a shadow of their former selves, twisted by magical malevolence.
[[/folder]]
[[folder:Dragonfly Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonfly_turtle_2e.png]]
* ArtificialHybrid: Dragonflesh grafters collect dragon parts and incorporate them into their own bodies to emulate dragons.
* DragonHoard: As a universal effect of their experimentation, grafters become obsessed with treasure and compelled to gather any gold or gems they can, then gaze for hours on end at their hoards.
* HealingFactor: Since its body is constantly growing and changing, a dragonflesh abomination can quickly heal from its wounds.
* PoisonousPerson: Dragonflesh abominations' bodies are surrounded by a noxious miasma that can poison adjacent creatures.
* WasOnceAMan: These creatures' minds are but a shadow of their former selves, twisted by magical malevolence.
[[/folder]]
[[folder:Dragonfly Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonfly_turtle_2e.png]]
to:
* AcidAttack: BloodyMurder: A dragonflesh grafter fire drake's blood has a high phosphorous content, and so ignites upon contact with air, dealing a bit of damage to those attacking it in melee with slashing or abomination piercing weapons. This means that, if carefully harvested and properly stored, a fire drake's blood can retch or belch a gout of caustic acid.
* ArtificialHybrid: Dragonflesh grafters collect dragon partsbe bottled and incorporate them into used as a firebomb, or applied to a weapon to make a temporary FlamingSword.
* OneSteveLimit: Averted; these dragonet "fire drakes" are much different beasts from the wyvern-like, (fire) elemental drakes discussed elsewhere.
* PlayingWithFire: They can send a narrow cone of fire out to 60 feet. This isn't a conventional BreathWeapon, instead the fire drake is [[SuperSpit spitting]] its flammable blood.
* UnexpectedlyRealisticGameplay: Fire drakes are just smart enough to realize that the updrafts generated from theirown bodies breath weapon can be used to emulate dragons.
* DragonHoard: As a universal effect ofdisrupt other creatures flying overhead. But their experimentation, grafters become obsessed with treasure and compelled to gather any gold or gems they can, then gaze for hours on end at their hoards.
* HealingFactor: Since its body isburning blood also requires a lot of oxygen, so fire drakes constantly growing and changing, a dragonflesh abomination can quickly heal from its wounds.
* PoisonousPerson: Dragonflesh abominations' bodies are surrounded by a noxious miasma that can poison adjacent creatures.
* WasOnceAMan: These creatures' minds are but a shadow ofbeat their former selves, twisted by magical malevolence.
[[/folder]]
[[folder:Dragonfly Turtle]]
wings even when on the ground to fan themselves, and if their air supply is cut off will asphixiate in half the normal time.
!!Geyser Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonfly_turtle_2e.org/pmwiki/pub/images/d&d_geyser_dragon_2e.png]]
* ArtificialHybrid: Dragonflesh grafters collect dragon parts
* OneSteveLimit: Averted; these dragonet "fire drakes" are much different beasts from the wyvern-like, (fire) elemental drakes discussed elsewhere.
* PlayingWithFire: They can send a narrow cone of fire out to 60 feet. This isn't a conventional BreathWeapon, instead the fire drake is [[SuperSpit spitting]] its flammable blood.
* UnexpectedlyRealisticGameplay: Fire drakes are just smart enough to realize that the updrafts generated from their
* DragonHoard: As a universal effect of
* HealingFactor: Since its body is
* PoisonousPerson: Dragonflesh abominations' bodies are surrounded by a noxious miasma that can poison adjacent creatures.
* WasOnceAMan: These creatures' minds are but a shadow of
[[/folder]]
[[folder:Dragonfly Turtle]]
!!Geyser Dragon
[[quoteright:350:https://static.tvtropes.
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->'''Alignment:''' Unaligned
Also called "hovershells," these bizarre creatures are used as transportation by the wizards who create them.
Also called "hovershells," these bizarre creatures are used as transportation by the wizards who create them.
to:
->'''Alignment:''' Unaligned
Also called "hovershells," these bizarre creaturesTrueNeutral
These wingless dragonets areused as transportation by comfortable swimming through the wizards who create them.boiling water of geothermally-heated springs, but occasionally find their way inside nearby bathhouses built by humanoids.
Also called "hovershells," these bizarre creatures
These wingless dragonets are
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* DefendCommand: Like conventional turtles, they can pull their limbs into their shells for extra protection, and in fact dragonfly turtles usually fly like this.
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability that their riders can fight from their shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing to the ground.
* MixAndMatchCritters: They're giant turtles with dragonfly wings and heads. Like dragonfly nymphs, their hatchlings spend the first years of their lives in the water, until their wings fully grow in and they take to the air. Unlike dragonflies, they don't spend the majority of their lives in nymph stage, and can live for about twenty years instead of mere weeks or days after fully maturing.
[[/folder]]
[[folder:Dragonkin]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonkin_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Ogre-sized brutes distantly related to true dragons, and known for their love of magic items.
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability that their riders can fight from their shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing to the ground.
* MixAndMatchCritters: They're giant turtles with dragonfly wings and heads. Like dragonfly nymphs, their hatchlings spend the first years of their lives in the water, until their wings fully grow in and they take to the air. Unlike dragonflies, they don't spend the majority of their lives in nymph stage, and can live for about twenty years instead of mere weeks or days after fully maturing.
[[/folder]]
[[folder:Dragonkin]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonkin_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Ogre-sized brutes distantly related to true dragons, and known for their love of magic items.
to:
* DefendCommand: Like conventional turtles, they can pull BirdsOfAFeather: They're so confident in their limbs into their shells for extra protection, and in fact dragonfly turtles usually fly like this.
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stabilitypower that their riders can fight from their shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing only willing to the ground.
* MixAndMatchCritters: They're giant turtlesbond with dragonfly wings and heads. humanoids as boastfully arrogant as the geyser dragon themself.
* BloodyMurder: Likedragonfly nymphs, fire drakes, their hatchlings spend the first years blood is superheated, erupting in boiling jets that can damage their attackers.
* BoisterousWeakling: These dragonets suffer from "delusions of true dragonhood," and have grossly exaggerated notions of theirlives in the water, until their wings fully grow in and they take to the air. Unlike dragonflies, own might. As such, they don't spend the majority of their lives in nymph stage, and hesitate to attack even creatures much larger than them, which leads to geyser dragons' high mortality rate.
* SuperSpit: Three times each day, they canlive for about twenty years instead project a long line of mere weeks or days after fully maturing.
[[/folder]]
[[folder:Dragonkin]]
[[quoteright:350:https://static.boiling water that deals fire damage.
* {{Telepathy}}: They can communicate via empathy with a bonded companion, falling short of full telepathy.
!!Mole Dragon
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonkin_3e.org/pmwiki/pub/images/d&d_mole_dragon_2e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Ogre-sized brutes distantly related to true dragons,[[caption-width-right:330:2e]]
->'''Alignment:''' NeutralEvil
Dour andknown for their love of magic items.solitary wingless burrowers with a sadistic streak, leading these dragonets to sometimes associate with the duergar or derro.
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability
* MixAndMatchCritters: They're giant turtles
* BloodyMurder: Like
* BoisterousWeakling: These dragonets suffer from "delusions of true dragonhood," and have grossly exaggerated notions of their
* SuperSpit: Three times each day, they can
[[/folder]]
[[folder:Dragonkin]]
[[quoteright:350:https://static.
* {{Telepathy}}: They can communicate via empathy with a bonded companion, falling short of full telepathy.
!!Mole Dragon
[[quoteright:330:https://static.tvtropes.
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Ogre-sized brutes distantly related to true dragons,
->'''Alignment:''' NeutralEvil
Dour and
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* AttentionDeficitOohShiny: Tribal dragonkin are easily distracted by magic items, and if they detect one will prioritize snatching it from its owner and then flying off with their prize. Cult-trained dragonkin are more focused, and will steal a magic item mid-battle if they can get away with it, but continue fighting afterward.
* BarbarianTribe: Most dragonkin live in primitive, tribal societies, taking what they want from anyone weaker than them. That said, the Cult of the Dragon is known to have taken control of some dragonkin tribes (often through gifts of enchanted trinkets), teaching them discipline and tactics that make them even more dangerous.
* DeathFromAbove: When attacking from the air, they can make raking attacks with their front and rear claws at the same time.
* DraconicHumanoid: ''[[WingedHumanoid Winged]]'' draconic humanoids, no less.
* SupernaturalSensitivity: They can ''detect magic'' at will, which they use to identify enchanted items to steal.
* TooAwesomeToUse: Tribal dragonkin have this impression of the magic items they acquire, and never use them in battle for fear of having them stolen away from them.
[[/folder]]
[[folder:Dragonnel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_2e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' NeutralEvil (2E), TrueNeutral (3E, 5E)
Intelligent but animalistic dragons sometimes trained as mounts for humanoids.
* BarbarianTribe: Most dragonkin live in primitive, tribal societies, taking what they want from anyone weaker than them. That said, the Cult of the Dragon is known to have taken control of some dragonkin tribes (often through gifts of enchanted trinkets), teaching them discipline and tactics that make them even more dangerous.
* DeathFromAbove: When attacking from the air, they can make raking attacks with their front and rear claws at the same time.
* DraconicHumanoid: ''[[WingedHumanoid Winged]]'' draconic humanoids, no less.
* SupernaturalSensitivity: They can ''detect magic'' at will, which they use to identify enchanted items to steal.
* TooAwesomeToUse: Tribal dragonkin have this impression of the magic items they acquire, and never use them in battle for fear of having them stolen away from them.
[[/folder]]
[[folder:Dragonnel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_2e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' NeutralEvil (2E), TrueNeutral (3E, 5E)
Intelligent but animalistic dragons sometimes trained as mounts for humanoids.
to:
* AttentionDeficitOohShiny: Tribal dragonkin are easily distracted by magic items, DishingOutDirt: Mole dragons learn how to cast spells such as ''dig'', ''stone shape'', and if ''wall of stone'' as they detect one will prioritize snatching it grow older.
* GemTissue: As a mole dragon ages, their scaly hides become encrusted with gemstones, which serve as their treasure -- the older the dragonet, the more gems that can be harvested from itsowner carcass.
* MetalMuncher: They eat precious metals such as gold andthen flying off silver, making mole dragons loathed by dwarves and other mining races.
* {{Sadist}}: The only humanoids they're willing to bond withtheir prize. Cult-trained dragonkin are more focused, and will steal a magic item mid-battle if they those that enjoy inflicting pain as much as mole dragons do.
* {{Telepathy}}: They canget away with it, but continue fighting afterward.
* BarbarianTribe: Most dragonkin live in primitive, tribal societies, takingtransmit what they want from anyone weaker than them. That said, the Cult of the Dragon is known hear to have taken control of some dragonkin tribes (often through gifts of enchanted trinkets), teaching them discipline and tactics that make them even more dangerous.
* DeathFromAbove: When attacking from the air, they can make raking attacks with their front and rear claws at the same time.
* DraconicHumanoid: ''[[WingedHumanoid Winged]]'' draconic humanoids, no less.
* SupernaturalSensitivity: They can ''detect magic'' at will, which they use to identify enchanted items to steal.
* TooAwesomeToUse: Tribal dragonkin have this impression of the magic items they acquire, and never use them in battle for fear of having them stolen away from them.
[[/folder]]
[[folder:Dragonnel]]
a bonded companion within 300 yards.
!!Pavilion Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_5e.org/pmwiki/pub/images/d&d_pavilion_dragon_2e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_2e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' NeutralEvil (2E), TrueNeutral (3E, 5E)
Intelligent but animalistic[[caption-width-right:350:2e]]
->'''Alignment:''' TrueNeutral
Much like tropical birds, these brilliantly-colorful dragonets dwell within the highest branches of the rainforest canopy. Their intelligence, agreeable natures and array of powers make them prized familiars, though pavilion dragonssometimes trained as mounts for humanoids.do not willingly leave their forest homes.
* GemTissue: As a mole dragon ages, their scaly hides become encrusted with gemstones, which serve as their treasure -- the older the dragonet, the more gems that can be harvested from its
* MetalMuncher: They eat precious metals such as gold and
* {{Sadist}}: The only humanoids they're willing to bond with
* {{Telepathy}}: They can
* BarbarianTribe: Most dragonkin live in primitive, tribal societies, taking
* DeathFromAbove: When attacking from the air, they can make raking attacks with their front and rear claws at the same time.
* DraconicHumanoid: ''[[WingedHumanoid Winged]]'' draconic humanoids, no less.
* SupernaturalSensitivity: They can ''detect magic'' at will, which they use to identify enchanted items to steal.
* TooAwesomeToUse: Tribal dragonkin have this impression of the magic items they acquire, and never use them in battle for fear of having them stolen away from them.
[[/folder]]
[[folder:Dragonnel]]
!!Pavilion Dragon
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_2e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' NeutralEvil (2E), TrueNeutral (3E, 5E)
Intelligent but animalistic
->'''Alignment:''' TrueNeutral
Much like tropical birds, these brilliantly-colorful dragonets dwell within the highest branches of the rainforest canopy. Their intelligence, agreeable natures and array of powers make them prized familiars, though pavilion dragons
Changed line(s) 1473,1479 (click to see context) from:
* ArtEvolution: Their 2E art and description sets them up as hybrids between dragons and pteranodons, while their 3E depiction made them look more like draconic pegasi, only for their 5E art to make them more generically dragon-like.
* HitAndRunTactics: They are adept at making flyby attacks.
* HorseOfADifferentColor: Some knightly orders breed dragonnels as steeds, though the creatures are intelligent enough to require some degree of diplomacy during their training process. But if successful, dragonnels can prove to be fiercely loyal to and protective of their riders.
* HorsingAround: Part of what makes wild dragonnels so dangerous to train is their tendency to feign compliance, take their riders well off the ground, and then suddenly throw them.
* SapientSteed: Varies by edition; 2E dragonnels are only semi-intelligent, 3E dragonnels are just slightly smarter than ogres but capable of speaking Draconic, while 5E dragonnels come closer to human-level intelligence but can only understand speech.
* SupernaturalFearInducer: 3E dragonnels can let out a MightyRoar once per day that can cause other creatures to become shaken.
* TerrorDactyl: Their ''AD&D'' incarnation resembles a monstrous, scaly, toothy pterosaur.
* HitAndRunTactics: They are adept at making flyby attacks.
* HorseOfADifferentColor: Some knightly orders breed dragonnels as steeds, though the creatures are intelligent enough to require some degree of diplomacy during their training process. But if successful, dragonnels can prove to be fiercely loyal to and protective of their riders.
* HorsingAround: Part of what makes wild dragonnels so dangerous to train is their tendency to feign compliance, take their riders well off the ground, and then suddenly throw them.
* SapientSteed: Varies by edition; 2E dragonnels are only semi-intelligent, 3E dragonnels are just slightly smarter than ogres but capable of speaking Draconic, while 5E dragonnels come closer to human-level intelligence but can only understand speech.
* SupernaturalFearInducer: 3E dragonnels can let out a MightyRoar once per day that can cause other creatures to become shaken.
* TerrorDactyl: Their ''AD&D'' incarnation resembles a monstrous, scaly, toothy pterosaur.
to:
* ArtEvolution: Their 2E art and description sets them up as hybrids between PsychicPowers: As they age, pavilion dragons gain various psychoportation, clairsentience and pteranodons, while telepathic powers such as ''dimensional door'', ''clairvoyance'' and ''invisibility''.
* StatusInflictionAttack: Their breath weapon, usable three times per day, stuns those who fail their3E depiction saves, leaving them unable to act for up to eight rounds.
* {{Telepathy}}: Pavilion dragons are the only dragonet species that boasts full telepathy with their bondmates, and can transmit not only what they see or hear out to 100 yards, but also share complete thoughts.
!!Pseudodragon
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon_d&d.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Dragon (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 3 (4E), 1/4 (5E)\\
'''Alignment:''' NeutralGood (1E-3E, 5E), Unaligned (4E)
Intelligent lesser dragons that look almost identical to a red dragon, but are no larger than a cat.
----
* ArtifactName: Back in 1E, when it was the only creature besides the real dragons that ''looked'' like a proper dragon -- four legs, wings, single dragon head -- the name "pseudodragon" actually madethem look more like sense. However, with the addition of many other draconic pegasi, only for their 5E art to make them more generically dragon-like.
* HitAndRunTactics: They are adept at making flyby attacks.
* HorseOfADifferentColor: Some knightly orders breed dragonnels as steeds, though the creatures are intelligent enough to require some degree of diplomacy during their training process. But if successful, dragonnels can prove to be fiercely loyal to and protective of their riders.
* HorsingAround: Part of what makes wild dragonnels so dangerous to train is their tendency to feign compliance, take their riders well off the ground, and then suddenly throw them.
* SapientSteed: Varies by edition; 2E dragonnels are only semi-intelligent, 3E dragonnels are just slightly smarter than ogres but capable of speaking Draconic, while 5E dragonnels come closer to human-level intelligence but can only understand speech.
* SupernaturalFearInducer: 3E dragonnels can let out a MightyRoar once per day that can cause othercreatures to become shaken.
the game, as well other dragonets like the faerie dragon, the logic of calling ''this particular'' reptilian monster a "false dragon" evaporated. And its status, from 3E onward, as a member of the Dragon creature type makes the name technically inaccurate, to boot.
*TerrorDactyl: Their ''AD&D'' incarnation resembles BewareMyStingerTail: A pseudodragon's tail ends in a monstrous, scaly, toothy pterosaur.venomous stinger that can put victims into a ForcedSleep.
* ChameleonCamouflage: In earlier editions, pseudodragons could alter the coloration of their scales to help blend in with their surroundings.
* HeadPet: They're fond of riding on a humanoid's [[ShoulderTeammate shoulders]] or head.
* {{Telepathy}}: They're capable of conveying basic ideas such as affection, curiosity or hunger, or transmitting what they see or hear with a bonded companion.
* StatusInflictionAttack: Their breath weapon, usable three times per day, stuns those who fail their
* {{Telepathy}}: Pavilion dragons are the only dragonet species that boasts full telepathy with their bondmates, and can transmit not only what they see or hear out to 100 yards, but also share complete thoughts.
!!Pseudodragon
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon_d&d.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Dragon (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 3 (4E), 1/4 (5E)\\
'''Alignment:''' NeutralGood (1E-3E, 5E), Unaligned (4E)
Intelligent lesser dragons that look almost identical to a red dragon, but are no larger than a cat.
----
* ArtifactName: Back in 1E, when it was the only creature besides the real dragons that ''looked'' like a proper dragon -- four legs, wings, single dragon head -- the name "pseudodragon" actually made
* HitAndRunTactics: They are adept at making flyby attacks.
* HorseOfADifferentColor: Some knightly orders breed dragonnels as steeds, though the creatures are intelligent enough to require some degree of diplomacy during their training process. But if successful, dragonnels can prove to be fiercely loyal to and protective of their riders.
* HorsingAround: Part of what makes wild dragonnels so dangerous to train is their tendency to feign compliance, take their riders well off the ground, and then suddenly throw them.
* SapientSteed: Varies by edition; 2E dragonnels are only semi-intelligent, 3E dragonnels are just slightly smarter than ogres but capable of speaking Draconic, while 5E dragonnels come closer to human-level intelligence but can only understand speech.
* SupernaturalFearInducer: 3E dragonnels can let out a MightyRoar once per day that can cause other
*
* ChameleonCamouflage: In earlier editions, pseudodragons could alter the coloration of their scales to help blend in with their surroundings.
* HeadPet: They're fond of riding on a humanoid's [[ShoulderTeammate shoulders]] or head.
* {{Telepathy}}: They're capable of conveying basic ideas such as affection, curiosity or hunger, or transmitting what they see or hear with a bonded companion.
Changed line(s) 1482,1491 (click to see context) from:
[[folder:Dragonspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonspawn_abomination_3e.png]]
[[caption-width-right:350:Dragonspawn abomination (3e)]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' Varies by base creature and dragon type (3E)\\
'''Alignment:''' Same as creator
Dragon-like creatures made by fusing a subject's essence with that of a draconian. The most stable dragonspawn are made from the likes of humans and elves, while other creatures subjected to the same hideous transformation result in misshapen mutants known as dragonspawn abominations.\\\
For other creatures sometimes called "dragonspawn," see the "Spawn of Tiamat."
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonspawn_abomination_3e.png]]
[[caption-width-right:350:Dragonspawn abomination (3e)]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' Varies by base creature and dragon type (3E)\\
'''Alignment:''' Same as creator
Dragon-like creatures made by fusing a subject's essence with that of a draconian. The most stable dragonspawn are made from the likes of humans and elves, while other creatures subjected to the same hideous transformation result in misshapen mutants known as dragonspawn abominations.\\\
For other creatures sometimes called "dragonspawn," see the "Spawn of Tiamat."
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:[[labelnote:Dragonflesh abomination
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E)\\
->'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Dragon-like creatures made by fusing a subject's essence with that of a draconian. The most stable dragonspawn are made from
Dragon-obsessed fleshcrafters who ingest, implant or stitch on dragon body parts in order to become more like the
For other creatures sometimes called "dragonspawn," see the "Spawn of Tiamat."
Changed line(s) 1493,1498 (click to see context) from:
* BreathWeapon: Dragonspawn gain a breath weapon based on the species of their creator dragon.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, Giant or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so a dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench.
* ReforgedIntoAMinion: Dragonspawn are essentially artificial half-dragons made by the Dragon Overlords in a process involving a skull totem, an alchemical brew that includes the blood of a draconian, and something from their draconic creator -- their own blood, a drop of acidic spittle, a coal ignited by their breath weapon, etc. Most dragonspawn are [[UndyingLoyalty loyal servitors]] of their creators who forget their past lives, but a rare few retain their free will and memories.
* {{Synchronization}}: Dragonspawn's existence is intimately tied to that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insane from the resulting backlash.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, Giant or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so a dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench.
* ReforgedIntoAMinion: Dragonspawn are essentially artificial half-dragons made by the Dragon Overlords in a process involving a skull totem, an alchemical brew that includes the blood of a draconian, and something from their draconic creator -- their own blood, a drop of acidic spittle, a coal ignited by their breath weapon, etc. Most dragonspawn are [[UndyingLoyalty loyal servitors]] of their creators who forget their past lives, but a rare few retain their free will and memories.
* {{Synchronization}}: Dragonspawn's existence is intimately tied to that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insane from the resulting backlash.
to:
* BreathWeapon: Dragonspawn gain a breath weapon based on the species of their creator dragon.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, GiantAcidAttack: A dragonflesh grafter or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missingcan retch or misshapen limbs belch a gout of caustic acid.
* ArtificialHybrid: Dragonflesh grafters collect dragon parts andother physical deformities. That said, incorporate them into their own bodies to emulate dragons.
* DragonHoard: As a universal effect of their experimentation, grafters become obsessed with treasure and compelled to gather any gold or gems theyalso gain useful abilities based can, then gaze for hours on those mutations. Some depend upon the abomination's base stock, so end at their hoards.
* HealingFactor: Since its body is constantly growing and changing, adragonspawn dragonflesh abomination made can quickly heal from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench.
its wounds.
*ReforgedIntoAMinion: Dragonspawn PoisonousPerson: Dragonflesh abominations' bodies are essentially artificial half-dragons made surrounded by the Dragon Overlords in a process involving a skull totem, an alchemical brew noxious miasma that includes the blood of a draconian, and something from their draconic creator -- their own blood, a drop of acidic spittle, a coal ignited by their breath weapon, etc. Most dragonspawn can poison adjacent creatures.
* WasOnceAMan: These creatures' minds are[[UndyingLoyalty loyal servitors]] but a shadow of their creators who forget their past lives, but a rare few retain their free will and memories.
* {{Synchronization}}: Dragonspawn's existence is intimately tied to that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insane from the resulting backlash.former selves, twisted by magical malevolence.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, Giant
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing
* ArtificialHybrid: Dragonflesh grafters collect dragon parts and
* DragonHoard: As a universal effect of their experimentation, grafters become obsessed with treasure and compelled to gather any gold or gems they
* HealingFactor: Since its body is constantly growing and changing, a
*
* WasOnceAMan: These creatures' minds are
* {{Synchronization}}: Dragonspawn's existence is intimately tied to that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insane from the resulting backlash.
Changed line(s) 1501,1508 (click to see context) from:
[[folder:Drakkensteed]]
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/d&d_drakkensteed_3e.jpg]]
[[caption-width-right:340:3e]]
->'''Classification:''' Animal (3E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' 3 (3E), 16 (4E)\\
'''Alignment:''' Unaligned
Dragon-descended creatures that normally live in small herds far from civilization, but may rarely be tamed as mounts.
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/d&d_drakkensteed_3e.jpg]]
[[caption-width-right:340:3e]]
->'''Classification:''' Animal (3E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' 3 (3E), 16 (4E)\\
'''Alignment:''' Unaligned
Dragon-descended creatures that normally live in small herds far from civilization, but may rarely be tamed as mounts.
to:
[[quoteright:340:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:340:3e]]
->'''Classification:''' Animal (3E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' 3 (3E), 16 (4E)\\
'''Alignment:'''
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
Changed line(s) 1510,1514 (click to see context) from:
* DragonAncestry: They're "drakken," creatures with a clear draconic ancestry, but whose dragon blood has diluted to the point that they lack any of their ancestor's supernatural abilities. As such, 3rd Edition drakkensteeds are classified as animals rather than lesser dragons, though 4th Edition goes the other way and gives them some magical attacks.
* HorseOfADifferentColor: It's quite possible to tame and ride these dragonblooded equines, but drakkensteeds are notoriously skittish creatures that fly away from any humanoids, so domesticated drakkensteeds are exceedingly rare (and expensive, to the order of 15,000 gp). But some paladins do end up summoning a drakkensteed to serve as their special mount, gaining a robust and steadfastly loyal steed.
* MakeThemRot: 4th Edition introduced a "grave-born" drakkensteed variant, featuring a necrotic DeadlyGaze and BreathWeapon.
* MightyRoar: 4E drakkensteeds can daze nearby foes with a fearsome roar.
* TrampledUnderfoot: As a special attack, 3rd Edition's drakkensteeds can move at double their land speed and deal trample damage to those they move over.
* HorseOfADifferentColor: It's quite possible to tame and ride these dragonblooded equines, but drakkensteeds are notoriously skittish creatures that fly away from any humanoids, so domesticated drakkensteeds are exceedingly rare (and expensive, to the order of 15,000 gp). But some paladins do end up summoning a drakkensteed to serve as their special mount, gaining a robust and steadfastly loyal steed.
* MakeThemRot: 4th Edition introduced a "grave-born" drakkensteed variant, featuring a necrotic DeadlyGaze and BreathWeapon.
* MightyRoar: 4E drakkensteeds can daze nearby foes with a fearsome roar.
* TrampledUnderfoot: As a special attack, 3rd Edition's drakkensteeds can move at double their land speed and deal trample damage to those they move over.
to:
* DragonAncestry: DefendCommand: Like conventional turtles, they can pull their limbs into their shells for extra protection, and in fact dragonfly turtles usually fly like this.
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability that their riders can fight from their shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing to the ground.
* MixAndMatchCritters: They're"drakken," creatures giant turtles with a clear draconic ancestry, but whose dragon blood has diluted to dragonfly wings and heads. Like dragonfly nymphs, their hatchlings spend the point that they lack any first years of their ancestor's supernatural abilities. As such, 3rd Edition drakkensteeds are classified as animals rather than lesser dragons, though 4th Edition goes lives in the other way water, until their wings fully grow in and gives them some magical attacks.
* HorseOfADifferentColor: It's quite possible to tame and ride these dragonblooded equines, but drakkensteeds are notoriously skittish creatures that fly away from any humanoids, so domesticated drakkensteeds are exceedingly rare (and expensive,they take to the order air. Unlike dragonflies, they don't spend the majority of 15,000 gp). But some paladins do end up summoning a drakkensteed to serve as their special mount, gaining a robust lives in nymph stage, and steadfastly loyal steed.
* MakeThemRot: 4th Edition introduced a "grave-born" drakkensteed variant, featuring a necrotic DeadlyGaze and BreathWeapon.
* MightyRoar: 4E drakkensteedscan daze nearby foes with a fearsome roar.
* TrampledUnderfoot: As a special attack, 3rd Edition's drakkensteeds can move at double their land speed and deal trample damage to those they move over.live for about twenty years instead of mere weeks or days after fully maturing.
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability that their riders can fight from their shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing to the ground.
* MixAndMatchCritters: They're
* HorseOfADifferentColor: It's quite possible to tame and ride these dragonblooded equines, but drakkensteeds are notoriously skittish creatures that fly away from any humanoids, so domesticated drakkensteeds are exceedingly rare (and expensive,
* MakeThemRot: 4th Edition introduced a "grave-born" drakkensteed variant, featuring a necrotic DeadlyGaze and BreathWeapon.
* MightyRoar: 4E drakkensteeds
* TrampledUnderfoot: As a special attack, 3rd Edition's drakkensteeds can move at double their land speed and deal trample damage to those they move over.
Changed line(s) 1517,1524 (click to see context) from:
[[folder:Drakkoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drakkoth_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Dragon (3E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 13 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)
Also known as "dracotaurs," these nomadic, tribal beings aggressively defend the jungles and forests they claim as territory.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drakkoth_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Dragon (3E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 13 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)
Also known as "dracotaurs," these nomadic, tribal beings aggressively defend the jungles and forests they claim as territory.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:''' 3
'''Playable:''' 3E\\
'''Alignment:'''
Also
Ogre-sized brutes distantly related to true dragons, and known
Changed line(s) 1526,1532 (click to see context) from:
* AsskickingLeadsToLeadership: Dracotaurs respect nothing but strength and power, and their tribes are invariably led by their strongest warriors or magic-users.
* BewareMyStingerTail: A dracotaur's tail is lined with strong, sharp spikes that allow it to be swung as an effective weapon.
* FantasticRacism: Dracotaurs and centaurs despise each other, and dracotaurs cherish few foods as much as centaur flesh.
* HappinessInSlavery: They venerate and serve true dragons, and willingly give their lives for them.
* LackOfEmpathy: Dracotaurs are utterly incapable of compassion towards other beings.
* OurCentaursAreDifferent: As their nickname indicates, drakkoths have the upper body of lizardfolk and the lower body of a wingless dragon. Notably, they despise true centaurs and have this hatred fully reciprocated.
* SuperSpit: In 3E, they don't really breathe fire so much as they expectorate a glob of sticky spittle that ignites when exposed to air and deals splash damage around the impact site, though unlike alchemist's fire it doesn't continue to burn. 4E instead gives drakkoths a [[PoisonousPerson blast of venom]] for a special attack.
* BewareMyStingerTail: A dracotaur's tail is lined with strong, sharp spikes that allow it to be swung as an effective weapon.
* FantasticRacism: Dracotaurs and centaurs despise each other, and dracotaurs cherish few foods as much as centaur flesh.
* HappinessInSlavery: They venerate and serve true dragons, and willingly give their lives for them.
* LackOfEmpathy: Dracotaurs are utterly incapable of compassion towards other beings.
* OurCentaursAreDifferent: As their nickname indicates, drakkoths have the upper body of lizardfolk and the lower body of a wingless dragon. Notably, they despise true centaurs and have this hatred fully reciprocated.
* SuperSpit: In 3E, they don't really breathe fire so much as they expectorate a glob of sticky spittle that ignites when exposed to air and deals splash damage around the impact site, though unlike alchemist's fire it doesn't continue to burn. 4E instead gives drakkoths a [[PoisonousPerson blast of venom]] for a special attack.
to:
* AsskickingLeadsToLeadership: Dracotaurs respect nothing but strength AttentionDeficitOohShiny: Tribal dragonkin are easily distracted by magic items, and power, if they detect one will prioritize snatching it from its owner and then flying off with their prize. Cult-trained dragonkin are more focused, and will steal a magic item mid-battle if they can get away with it, but continue fighting afterward.
* BarbarianTribe: Most dragonkin live in primitive, tribal societies, taking what they want from anyone weaker than them. That said, the Cult of the Dragon is known to have taken control of some dragonkin tribesare invariably led by (often through gifts of enchanted trinkets), teaching them discipline and tactics that make them even more dangerous.
* DeathFromAbove: When attacking from the air, they can make raking attacks with theirstrongest warriors or magic-users.
* BewareMyStingerTail: A dracotaur's tail is lined with strong, sharp spikes that allow it to be swung as an effective weapon.
* FantasticRacism: Dracotaursfront and centaurs despise each other, and dracotaurs cherish few foods as much as centaur flesh.
rear claws at the same time.
*HappinessInSlavery: DraconicHumanoid: ''[[WingedHumanoid Winged]]'' draconic humanoids, no less.
* SupernaturalSensitivity: Theyvenerate and serve true dragons, and willingly give their lives for them.
* LackOfEmpathy: Dracotaurs are utterly incapable of compassion towards other beings.
* OurCentaursAreDifferent: As their nickname indicates, drakkoths have the upper body of lizardfolk and the lower body of a wingless dragon. Notably,can ''detect magic'' at will, which they despise true centaurs and use to identify enchanted items to steal.
* TooAwesomeToUse: Tribal dragonkin have thishatred fully reciprocated.
* SuperSpit: In 3E,impression of the magic items they don't really breathe fire so much as they expectorate a glob of sticky spittle that ignites when exposed to air acquire, and deals splash damage around the impact site, though unlike alchemist's fire it doesn't continue to burn. 4E instead gives drakkoths a [[PoisonousPerson blast of venom]] never use them in battle for a special attack.fear of having them stolen away from them.
* BarbarianTribe: Most dragonkin live in primitive, tribal societies, taking what they want from anyone weaker than them. That said, the Cult of the Dragon is known to have taken control of some dragonkin tribes
* DeathFromAbove: When attacking from the air, they can make raking attacks with their
* BewareMyStingerTail: A dracotaur's tail is lined with strong, sharp spikes that allow it to be swung as an effective weapon.
* FantasticRacism: Dracotaurs
*
* SupernaturalSensitivity: They
* LackOfEmpathy: Dracotaurs are utterly incapable of compassion towards other beings.
* OurCentaursAreDifferent: As their nickname indicates, drakkoths have the upper body of lizardfolk and the lower body of a wingless dragon. Notably,
* TooAwesomeToUse: Tribal dragonkin have this
* SuperSpit: In 3E,
Changed line(s) 1535,1544 (click to see context) from:
[[folder:Dray]]
[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/d&d_dray_2e.jpg]]
[[caption-width-right:180:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Natural Humanoid (4E)\\
'''Challenge Rating:''' 16 (4E)\\
'''Playable:''' 2E, 4E\\
'''Alignment:''' Any
The creations of Dregoth, the Dread King of Giustenal, who remade his servants and subjects in his own image.
[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/d&d_dray_2e.jpg]]
[[caption-width-right:180:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Natural Humanoid (4E)\\
'''Challenge Rating:''' 16 (4E)\\
'''Playable:''' 2E, 4E\\
'''Alignment:''' Any
The creations of Dregoth, the Dread King of Giustenal, who remade his servants and subjects in his own image.
to:
[[quoteright:180:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:180:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Natural Humanoid (4E)\\
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_2e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E, 5E)\\
'''Challenge Rating:'''
'''Playable:''' 2E, 4E\\
'''Alignment:'''
The creations of Dregoth, the Dread King of Giustenal, who remade his servants and subjects in his own image.
Intelligent but animalistic dragons sometimes trained as mounts for humanoids.
Changed line(s) 1546,1550 (click to see context) from:
* BeneathTheEarth: The first-generation dray eke out a primitive existence in the fiery cavern of Kragmorta, while the second-generation dray live in the UndergroundCity of New Giustenal, beneath the blasted ruins of Dregoth's original domain.
* DraconicHumanoid: They have dragon-like heads, scales, claws and tails, though not wings. This let 4th Edition easily justify using dragonborn to represent the dray in its ''Dark Sun'' update.
* FantasticRacism: The first-generation dray consider themselves superior to their successors, whom they distrust, while second-generation dray outright hate their predecessors as living failures. Second-generation dray have also been indoctrinated by Dregoth to view demihumans as worthy only of extermination, while humans are to pitied until they're transformed into dray and achieve perfection.
* FlawedPrototype: Dregoth's first attempt at making dray didn't go so well, as the results were bent from mutation, with uneven and mottled scales and jagged claws. He promptly banished these first-generation dray, who survive as best they can, hating their creator for abandoning them while also worshipping Dregoth as a god who may someday bring them back into the fold.
* ForcedTransformation: Dregoth didn't give any of his people a choice in becoming dray, while any humans who make the trip to New Giustenal will be offered the privilege of undergoing the transformation, whether they want to or not.
* DraconicHumanoid: They have dragon-like heads, scales, claws and tails, though not wings. This let 4th Edition easily justify using dragonborn to represent the dray in its ''Dark Sun'' update.
* FantasticRacism: The first-generation dray consider themselves superior to their successors, whom they distrust, while second-generation dray outright hate their predecessors as living failures. Second-generation dray have also been indoctrinated by Dregoth to view demihumans as worthy only of extermination, while humans are to pitied until they're transformed into dray and achieve perfection.
* FlawedPrototype: Dregoth's first attempt at making dray didn't go so well, as the results were bent from mutation, with uneven and mottled scales and jagged claws. He promptly banished these first-generation dray, who survive as best they can, hating their creator for abandoning them while also worshipping Dregoth as a god who may someday bring them back into the fold.
* ForcedTransformation: Dregoth didn't give any of his people a choice in becoming dray, while any humans who make the trip to New Giustenal will be offered the privilege of undergoing the transformation, whether they want to or not.
to:
* BeneathTheEarth: The first-generation dray eke out a primitive existence in the fiery cavern of Kragmorta, ArtEvolution: Their 2E art and description sets them up as hybrids between dragons and pteranodons, while the second-generation dray live in the UndergroundCity of New Giustenal, beneath the blasted ruins of Dregoth's original domain.
* DraconicHumanoid: They have dragon-like heads, scales, claws and tails, though not wings. This let 4th Edition easily justify using dragonborn to represent the dray in its ''Dark Sun'' update.
* FantasticRacism: The first-generation dray consider themselves superior totheir successors, whom they distrust, while second-generation dray outright hate 3E depiction made them look more like draconic pegasi, only for their predecessors as living failures. Second-generation dray have also been indoctrinated by Dregoth 5E art to view demihumans as worthy only of extermination, while humans make them more generically dragon-like.
* HitAndRunTactics: They areto pitied until they're transformed into dray and achieve perfection.
* FlawedPrototype: Dregoth's first attemptadept at making dray didn't go so well, flyby attacks.
* HorseOfADifferentColor: Some knightly orders breed dragonnels as steeds, though theresults were bent from mutation, with uneven and mottled scales and jagged claws. He promptly banished these first-generation dray, who survive as best they can, hating creatures are intelligent enough to require some degree of diplomacy during their creator for abandoning them training process. But if successful, dragonnels can prove to be fiercely loyal to and protective of their riders.
* HorsingAround: Part of what makes wild dragonnels so dangerous to train is their tendency to feign compliance, take their riders well off the ground, and then suddenly throw them.
* SapientSteed: Varies by edition; 2E dragonnels are only semi-intelligent, 3E dragonnels are just slightly smarter than ogres but capable of speaking Draconic, whilealso worshipping Dregoth as a god who may someday bring them back into the fold.
* ForcedTransformation: Dregoth didn't give any of his people a choice in becoming dray, while any humans who make the trip5E dragonnels come closer to New Giustenal will be offered the privilege of undergoing the transformation, whether they want human-level intelligence but can only understand speech.
* SupernaturalFearInducer: 3E dragonnels can let out a MightyRoar once per day that can cause other creatures toor not.become shaken.
* TerrorDactyl: Their ''AD&D'' incarnation resembles a monstrous, scaly, toothy pterosaur.
* DraconicHumanoid: They have dragon-like heads, scales, claws and tails, though not wings. This let 4th Edition easily justify using dragonborn to represent the dray in its ''Dark Sun'' update.
* FantasticRacism: The first-generation dray consider themselves superior to
* HitAndRunTactics: They are
* FlawedPrototype: Dregoth's first attempt
* HorseOfADifferentColor: Some knightly orders breed dragonnels as steeds, though the
* HorsingAround: Part of what makes wild dragonnels so dangerous to train is their tendency to feign compliance, take their riders well off the ground, and then suddenly throw them.
* SapientSteed: Varies by edition; 2E dragonnels are only semi-intelligent, 3E dragonnels are just slightly smarter than ogres but capable of speaking Draconic, while
* ForcedTransformation: Dregoth didn't give any of his people a choice in becoming dray, while any humans who make the trip
* SupernaturalFearInducer: 3E dragonnels can let out a MightyRoar once per day that can cause other creatures to
* TerrorDactyl: Their ''AD&D'' incarnation resembles a monstrous, scaly, toothy pterosaur.
Changed line(s) 1553,1560 (click to see context) from:
[[folder:Dread Blossom]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dread_blossom_swarm_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Beautiful red-and-black flowers from the Wilderness of the Beastlands, foolishly transplanted to the Material Plane by elves unaware of their bloodthirsty nature.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dread_blossom_swarm_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Beautiful red-and-black flowers from the Wilderness of the Beastlands, foolishly transplanted to the Material Plane by elves unaware of their bloodthirsty nature.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Plant
[[caption-width-right:350:Dragonspawn abomination (3e)]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Beautiful red-and-black flowers
Dragon-like creatures made by fusing a subject's essence with that of a draconian. The most stable dragonspawn are made from the
For other creatures sometimes called "dragonspawn," see the "Spawn of
Changed line(s) 1562,1565 (click to see context) from:
* FoulFlower: Dread blossoms are beautiful but predatory flowers that are capable of flight, and drink the blood of their victims.
* TheParalyzer: Their pollen is poisonous, forcing those within a 15-foot radius to save or become paralyzed, at which point the dread blossoms plant themselves in their victim to feed.
* TheSwarm: An individual dread blossom isn't too dangerous, but they're usually found in swarms of hundreds of flowers, wheeling about like flocks of birds when they aren't resting on their latest meal. All those razor-sharp stems are more than capable of bringing down prey that resists their paralytic pollen.
* VampiricDraining: Their stems are really six-inch-long hollow thorns, which they use to drain blood from victims, [[NonHealthDamage dealing Constitution damage.]]
* TheParalyzer: Their pollen is poisonous, forcing those within a 15-foot radius to save or become paralyzed, at which point the dread blossoms plant themselves in their victim to feed.
* TheSwarm: An individual dread blossom isn't too dangerous, but they're usually found in swarms of hundreds of flowers, wheeling about like flocks of birds when they aren't resting on their latest meal. All those razor-sharp stems are more than capable of bringing down prey that resists their paralytic pollen.
* VampiricDraining: Their stems are really six-inch-long hollow thorns, which they use to drain blood from victims, [[NonHealthDamage dealing Constitution damage.]]
to:
* FoulFlower: Dread blossoms are beautiful but predatory flowers BreathWeapon: Dragonspawn gain a breath weapon based on the species of their creator dragon.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, Giant or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so a dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench.
* ReforgedIntoAMinion: Dragonspawn arecapable of flight, and drink essentially artificial half-dragons made by the Dragon Overlords in a process involving a skull totem, an alchemical brew that includes the blood of a draconian, and something from their victims.
* TheParalyzer: Their pollen is poisonous, forcing those within a 15-foot radius to save or become paralyzed, at which point the dread blossoms plant themselves indraconic creator -- their victim to feed.
* TheSwarm: An individual dread blossom isn't too dangerous, but they're usually found in swarmsown blood, a drop of hundreds of flowers, wheeling about like flocks of birds when they aren't resting on acidic spittle, a coal ignited by their latest meal. All those razor-sharp stems breath weapon, etc. Most dragonspawn are more than capable [[UndyingLoyalty loyal servitors]] of bringing down prey that resists their paralytic pollen.
creators who forget their past lives, but a rare few retain their free will and memories.
*VampiricDraining: Their stems are really six-inch-long hollow thorns, which they use {{Synchronization}}: Dragonspawn's existence is intimately tied to drain blood that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insane from victims, [[NonHealthDamage dealing Constitution damage.]]the resulting backlash.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, Giant or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so a dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench.
* ReforgedIntoAMinion: Dragonspawn are
* TheParalyzer: Their pollen is poisonous, forcing those within a 15-foot radius to save or become paralyzed, at which point the dread blossoms plant themselves in
* TheSwarm: An individual dread blossom isn't too dangerous, but they're usually found in swarms
*
Changed line(s) 1568,1572 (click to see context) from:
[[folder:Dread Guard]]
[[quoteright:245:https://static.tvtropes.org/pmwiki/pub/images/d&d_dread_guard_3e.png]]
[[caption-width-right:245:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
[[quoteright:245:https://static.tvtropes.org/pmwiki/pub/images/d&d_dread_guard_3e.png]]
[[caption-width-right:245:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
to:
[[quoteright:245:https://static.
[[quoteright:340:https://static.tvtropes.
[[caption-width-right:245:3e]]
[[caption-width-right:340:3e]]
->'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 1575 (click to see context) from:
Armored guardian constructs that loyally and tirelessly follow their creator's simple commands.
to:
Changed line(s) 1577,1579 (click to see context) from:
* AnimatedArmor: A dread guard is more or less a magically-animated suit of masterwork armor.
* HeavilyArmoredMook: They have a high Armor Class and hit point total for their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards are slow-moving and unsophisticated in combat, making a single attack with whatever weapon they've been armed with.
* MistakenForUndead: Dread guards' GlowingEyesOfDoom inside their dark helmets make them easy to mistake for a form of WarriorUndead, though they're actually constructs little different from {{Golem}}s.
* HeavilyArmoredMook: They have a high Armor Class and hit point total for their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards are slow-moving and unsophisticated in combat, making a single attack with whatever weapon they've been armed with.
* MistakenForUndead: Dread guards' GlowingEyesOfDoom inside their dark helmets make them easy to mistake for a form of WarriorUndead, though they're actually constructs little different from {{Golem}}s.
to:
* AnimatedArmor: A dread guard is more or less DragonAncestry: They're "drakken," creatures with a magically-animated suit of masterwork armor.
* HeavilyArmoredMook: They have a high Armor Class and hitclear draconic ancestry, but whose dragon blood has diluted to the point total for that they lack any of their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards ancestor's supernatural abilities. As such, 3rd Edition drakkensteeds are slow-moving and unsophisticated in combat, making a single attack with whatever weapon they've been armed with.
* MistakenForUndead: Dread guards' GlowingEyesOfDoom inside their dark helmets make them easy to mistake for a form of WarriorUndead,classified as animals rather than lesser dragons, though they're actually constructs little different 4th Edition goes the other way and gives them some magical attacks.
* HorseOfADifferentColor: It's quite possible to tame and ride these dragonblooded equines, but drakkensteeds are notoriously skittish creatures that fly away from{{Golem}}s.any humanoids, so domesticated drakkensteeds are exceedingly rare (and expensive, to the order of 15,000 gp). But some paladins do end up summoning a drakkensteed to serve as their special mount, gaining a robust and steadfastly loyal steed.
* MakeThemRot: 4th Edition introduced a "grave-born" drakkensteed variant, featuring a necrotic DeadlyGaze and BreathWeapon.
* MightyRoar: 4E drakkensteeds can daze nearby foes with a fearsome roar.
* TrampledUnderfoot: As a special attack, 3rd Edition's drakkensteeds can move at double their land speed and deal trample damage to those they move over.
* HeavilyArmoredMook: They have a high Armor Class and hit
* MistakenForUndead: Dread guards' GlowingEyesOfDoom inside their dark helmets make them easy to mistake for a form of WarriorUndead,
* HorseOfADifferentColor: It's quite possible to tame and ride these dragonblooded equines, but drakkensteeds are notoriously skittish creatures that fly away from
* MakeThemRot: 4th Edition introduced a "grave-born" drakkensteed variant, featuring a necrotic DeadlyGaze and BreathWeapon.
* MightyRoar: 4E drakkensteeds can daze nearby foes with a fearsome roar.
* TrampledUnderfoot: As a special attack, 3rd Edition's drakkensteeds can move at double their land speed and deal trample damage to those they move over.
Changed line(s) 1582,1590 (click to see context) from:
[[folder:Dream Eater]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_dream_eater_5e.png]]
[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 7 (5E)\\
'''Alignment:''' ChaoticEvil (5E)
Living nightmares that haunt the elven realm of Silvanesti, which became a warped dreamscape when its ruler unwisely tampered with a magical artifact.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_dream_eater_5e.png]]
[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 7 (5E)\\
'''Alignment:''' ChaoticEvil (5E)
Living nightmares that haunt the elven realm of Silvanesti, which became a warped dreamscape when its ruler unwisely tampered with a magical artifact.
to:
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration (5E)\\
->'''Classification:''' Dragon (3E), Natural Humanoid (4E)\\
'''Challenge Rating:'''
'''Alignment:'''
Living nightmares that haunt
Also known as "dracotaurs," these nomadic, tribal beings aggressively defend the
Changed line(s) 1592,1594 (click to see context) from:
* AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears, though one constant is an oversized, smiling mouth. Those who behold it have to save against fear.
* LivingDream: Dream eaters are manifestations of nightmares and subconscious terrors.
* NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears, dealing psychic damage and rendering them blinded and restrained. The victim may free themselves with a Wisdom check, or someone else can attempt a Charisma check to convince their friend that their nightmare isn't real, though succeed or fail, that helper will take psychic damage as well.
* LivingDream: Dream eaters are manifestations of nightmares and subconscious terrors.
* NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears, dealing psychic damage and rendering them blinded and restrained. The victim may free themselves with a Wisdom check, or someone else can attempt a Charisma check to convince their friend that their nightmare isn't real, though succeed or fail, that helper will take psychic damage as well.
to:
* AppearanceIsInTheEyeOfTheBeholder: AsskickingLeadsToLeadership: Dracotaurs respect nothing but strength and power, and their tribes are invariably led by their strongest warriors or magic-users.
* BewareMyStingerTail: Adream eater twists its appearance into surreal illusions dracotaur's tail is lined with strong, sharp spikes that allow it to be swung as an effective weapon.
* FantasticRacism: Dracotaurs and centaurs despise each other, and dracotaurs cherish few foods as much as centaur flesh.
* HappinessInSlavery: They venerate and serve true dragons, and willingly give their lives for them.
* LackOfEmpathy: Dracotaurs are utterly incapable ofenemies' worst fears, compassion towards other beings.
* OurCentaursAreDifferent: As their nickname indicates, drakkoths have the upper body of lizardfolk and the lower body of a wingless dragon. Notably, they despise true centaurs and have this hatred fully reciprocated.
* SuperSpit: In 3E, they don't really breathe fire so much as they expectorate a glob of sticky spittle that ignites when exposed to air and deals splash damage around the impact site, thoughone constant is an oversized, smiling mouth. Those who behold unlike alchemist's fire it have doesn't continue to save against fear.
* LivingDream: Dream eaters are manifestationsburn. 4E instead gives drakkoths a [[PoisonousPerson blast of nightmares and subconscious terrors.
* NightmareWeaver: Dream eaters envelop their prey invenom]] for a miasma of its greatest fears, dealing psychic damage and rendering them blinded and restrained. The victim may free themselves with a Wisdom check, or someone else can attempt a Charisma check to convince their friend that their nightmare isn't real, though succeed or fail, that helper will take psychic damage as well.special attack.
* BewareMyStingerTail: A
* FantasticRacism: Dracotaurs and centaurs despise each other, and dracotaurs cherish few foods as much as centaur flesh.
* HappinessInSlavery: They venerate and serve true dragons, and willingly give their lives for them.
* LackOfEmpathy: Dracotaurs are utterly incapable of
* OurCentaursAreDifferent: As their nickname indicates, drakkoths have the upper body of lizardfolk and the lower body of a wingless dragon. Notably, they despise true centaurs and have this hatred fully reciprocated.
* SuperSpit: In 3E, they don't really breathe fire so much as they expectorate a glob of sticky spittle that ignites when exposed to air and deals splash damage around the impact site, though
* LivingDream: Dream eaters are manifestations
* NightmareWeaver: Dream eaters envelop their prey in
Changed line(s) 1597,1605 (click to see context) from:
[[folder:Dream Serpent]]
[[quoteright:324:https://static.tvtropes.org/pmwiki/pub/images/d&d_dream_serpent_3e.jpg]]
[[caption-width-right:324:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Usually TrueNeutral
15-foot-long snakes with a mesmerizing gaze and hallucinogenic venom.
[[quoteright:324:https://static.tvtropes.org/pmwiki/pub/images/d&d_dream_serpent_3e.jpg]]
[[caption-width-right:324:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Usually TrueNeutral
15-foot-long snakes with a mesmerizing gaze and hallucinogenic venom.
to:
[[quoteright:324:https://static.
[[quoteright:180:https://static.tvtropes.
->'''Origin:'''
'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 2E, 4E\\
'''Alignment:'''
15-foot-long snakes with a mesmerizing gaze
The creations of Dregoth, the Dread King of Giustenal, who remade his servants and
Changed line(s) 1607,1610 (click to see context) from:
* CraftedFromAnimals: Both the drow and yuan-ti of Xen'drik hold dream serpents sacred, and while the latter refuse to harm such aspects of the Devourer, the drow not only hunt the creatures for food, they use the dream serpents' skin for armor, their fangs for weapons, the venom as a poison, and their bones, eyes and a diluted form of their venom in religious ceremonies. Unfortunately, foreign explorers have taken to hunting the dream serpents for their shimmering scales and pearly fangs, leading Xen'drik's natives to attack those who "indulge in what they see as wasteful slaughter of these noble creatures."
* ForcedSleep: Their HypnoticGaze can put other creatures to sleep for up to six minutes. It's not uncommon for a dream serpent to put a camp sentry to sleep, leading the rest of the camp to rise the next morning and find that one of their number has been dragged off in the night.
* ItCanThink: At Intelligence 4, dream serpents are smarter than mere animals, enough to avoid antagonizing more powerful creatures, and for some specimens to develop a non-Neutral alignment.
* PoisonousPerson: Their bite delivers a [[NonHealthDamage Wisdom-damaging]] poison that has the side effect of causing the victim to have vivid and disturbing dreams of jungles filled with thousands of angry serpents the next time they sleep.
* ForcedSleep: Their HypnoticGaze can put other creatures to sleep for up to six minutes. It's not uncommon for a dream serpent to put a camp sentry to sleep, leading the rest of the camp to rise the next morning and find that one of their number has been dragged off in the night.
* ItCanThink: At Intelligence 4, dream serpents are smarter than mere animals, enough to avoid antagonizing more powerful creatures, and for some specimens to develop a non-Neutral alignment.
* PoisonousPerson: Their bite delivers a [[NonHealthDamage Wisdom-damaging]] poison that has the side effect of causing the victim to have vivid and disturbing dreams of jungles filled with thousands of angry serpents the next time they sleep.
to:
* CraftedFromAnimals: Both BeneathTheEarth: The first-generation dray eke out a primitive existence in the drow and yuan-ti fiery cavern of Xen'drik hold dream serpents sacred, and Kragmorta, while the latter refuse to harm such aspects of second-generation dray live in the Devourer, UndergroundCity of New Giustenal, beneath the drow blasted ruins of Dregoth's original domain.
* DraconicHumanoid: They have dragon-like heads, scales, claws and tails, though notonly hunt wings. This let 4th Edition easily justify using dragonborn to represent the creatures for food, they use the dream serpents' skin for armor, dray in its ''Dark Sun'' update.
* FantasticRacism: The first-generation dray consider themselves superior to theirfangs for weapons, the venom as a poison, and successors, whom they distrust, while second-generation dray outright hate their bones, eyes and a diluted form of their venom in religious ceremonies. Unfortunately, foreign explorers predecessors as living failures. Second-generation dray have taken also been indoctrinated by Dregoth to hunting view demihumans as worthy only of extermination, while humans are to pitied until they're transformed into dray and achieve perfection.
* FlawedPrototype: Dregoth's first attempt at making dray didn't go so well, as thedream serpents for their shimmering results were bent from mutation, with uneven and mottled scales and pearly fangs, leading Xen'drik's natives to attack those who "indulge in what they see as wasteful slaughter of jagged claws. He promptly banished these noble creatures."
* ForcedSleep: Their HypnoticGaze can put other creatures to sleep for up to six minutes. It's not uncommon for a dream serpent to put a camp sentry to sleep, leading the rest of the camp to rise the next morning and find that one offirst-generation dray, who survive as best they can, hating their number has been dragged off in creator for abandoning them while also worshipping Dregoth as a god who may someday bring them back into the night.
fold.
*ItCanThink: At Intelligence 4, dream serpents are smarter than mere animals, enough to avoid antagonizing more powerful creatures, and for some specimens to develop ForcedTransformation: Dregoth didn't give any of his people a non-Neutral alignment.
* PoisonousPerson: Their bite delivers a [[NonHealthDamage Wisdom-damaging]] poison that haschoice in becoming dray, while any humans who make the side effect of causing trip to New Giustenal will be offered the victim to have vivid and disturbing dreams privilege of jungles filled with thousands of angry serpents undergoing the next time transformation, whether they sleep.want to or not.
* DraconicHumanoid: They have dragon-like heads, scales, claws and tails, though not
* FantasticRacism: The first-generation dray consider themselves superior to their
* FlawedPrototype: Dregoth's first attempt at making dray didn't go so well, as the
* ForcedSleep: Their HypnoticGaze can put other creatures to sleep for up to six minutes. It's not uncommon for a dream serpent to put a camp sentry to sleep, leading the rest of the camp to rise the next morning and find that one of
*
* PoisonousPerson: Their bite delivers a [[NonHealthDamage Wisdom-damaging]] poison that has
Changed line(s) 1613,1614 (click to see context) from:
[[folder:Dromite]]
[[quoteright:315:https://static.tvtropes.org/pmwiki/pub/images/d&d_dromite_3e.jpg]]
[[quoteright:315:https://static.tvtropes.org/pmwiki/pub/images/d&d_dromite_3e.jpg]]
to:
[[quoteright:315:https://static.tvtropes.
Changed line(s) 1616,1621 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Sometimes called "bug men" by the ignorant, these small, genderless humanoids possess both insectoid features and latent psionic powers.
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Sometimes called "bug men" by the ignorant, these small, genderless humanoids possess both insectoid features and latent psionic powers.
to:
->'''Classification:''' Monstrous Humanoid Undead (3E)\\
'''Challenge Rating:'''1/2 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Sometimes called "bug men"TrueNeutral (2E), NeutralEvil (3E)
Flying skeletal arms often employed as guardians bythe ignorant, these small, genderless humanoids possess both insectoid features and latent psionic powers.their creators.
'''Challenge Rating:'''
Sometimes called "bug men"
Flying skeletal arms often employed as guardians by
Changed line(s) 1623,1630 (click to see context) from:
* BeePeople: For the most part subverted, despite their appearance. Dromite castes are based on personality, not biology, and while the Grand Queen and Elected Consort are considered leaders, they're chosen on a yearly basis from a pool of prominent residents, and their main job is to produce eggs.
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger as well as laughter, the Glimmer Caste are always zipping around somethere, the Ice Caste are analytical and rational, and the Voice Caste are artists who revel in song. Aside from a tendency for those of the Voice Caste to become performers, the dromite castes don't seem locked into specific societal roles, and are free to mix and mingle with one another.
* HiddenElfVillage: Dromite city-hives are built underground and kept secret from outsiders, with only a few well-hidden entrances -- and some cities are completely inaccessible without the use of psionic powers. Despite favoring hidden settlements, dromites seem driven to spend at least some time on the surface, and will often take up residence in other races' cities who accept them.
* InsectoidAliens: They have patches of chitin on their skin, a pair of small atennae, and compound eyes, though only four limbs.
* NoBiologicalSex: The vast majority of dromites are genderless beings with no sexual characteristics, with the exception of a city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together in "life-bonds," which can be likened to marriages, except they commonly contain more than two dromites, and new members are brought into the life-bond as older ones die off.
* PsychicPowers: Dromites are latent psionicists, and can produce an ''energy ray'' at least once per day that deals cold, fire, electricity or sonic damage, as appropriate for the dromite's caste.
* SuperSenses: Their antennae give them the benefit of the Scent ability and Blind-Fight as a bonus feat.
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger as well as laughter, the Glimmer Caste are always zipping around somethere, the Ice Caste are analytical and rational, and the Voice Caste are artists who revel in song. Aside from a tendency for those of the Voice Caste to become performers, the dromite castes don't seem locked into specific societal roles, and are free to mix and mingle with one another.
* HiddenElfVillage: Dromite city-hives are built underground and kept secret from outsiders, with only a few well-hidden entrances -- and some cities are completely inaccessible without the use of psionic powers. Despite favoring hidden settlements, dromites seem driven to spend at least some time on the surface, and will often take up residence in other races' cities who accept them.
* InsectoidAliens: They have patches of chitin on their skin, a pair of small atennae, and compound eyes, though only four limbs.
* NoBiologicalSex: The vast majority of dromites are genderless beings with no sexual characteristics, with the exception of a city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together in "life-bonds," which can be likened to marriages, except they commonly contain more than two dromites, and new members are brought into the life-bond as older ones die off.
* PsychicPowers: Dromites are latent psionicists, and can produce an ''energy ray'' at least once per day that deals cold, fire, electricity or sonic damage, as appropriate for the dromite's caste.
* SuperSenses: Their antennae give them the benefit of the Scent ability and Blind-Fight as a bonus feat.
to:
* BeePeople: For the most part subverted, despite their appearance. Dromite castes EyeOfNewt: Powdered dread bones have use in "certain preservative magics," or spells of flight, levitation or telekinesis.
* HelpingHands: Again, dreads arebased on personality, not biology, and while the Grand Queen and Elected Consort are considered leaders, they're chosen on a yearly basis from a pool set of prominent residents, and their main job is animated arms that fly around, wielding weapons or clawing foes. They're often used to produce eggs.
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger as well as laughter, the Glimmer Caste are always zippingprotect treasure vaults or positioned around somethere, the Ice Caste dungeon traps, but dreads have also been utilized as sparring partners, or as a literal extra set of hands assisting a wizard with their work.
* HeWasRightThereAllAlong: Dreads sometimes hide in coffins or bone piles, being overlooked since they obviously aren't a complete skeleton.
* HomeFieldAdvantage: 2nd Edition states that dreads in their "prime guard" area can't be [[TurnUndead turned]].
* ItCanThink: Dreads areanalytical officially mindless, but are still capable of following somewhat-complex instructions such as "attack all intruders except elves and rational, and the Voice Caste are artists who revel creatures displaying this token."
* LifeDrain: 2E mentions "vampiric" dreads that need to kill at least one living being each year to sustain themselves, but insong. Aside from a tendency for those of the Voice Caste combat they recover half as many hit points in damage as they deal to become performers, the dromite castes don't seem locked into other creatures. These vampiric dreads aren't bound to specific societal roles, sites, and are free to mix and mingle with one another.
hunt freely.
*HiddenElfVillage: Dromite city-hives are built underground and kept secret from outsiders, with only SupernaturalFearInducer: In 3rd Edition, dreads have a few well-hidden entrances -- and some cities are completely inaccessible without the use of psionic powers. Despite favoring hidden settlements, dromites seem driven to spend at least some time on the surface, and will often take up residence in frightful presence that can leave other races' cities who accept them.
* InsectoidAliens: They have patches of chitin on their skin, a pair of small atennae, and compound eyes, though only four limbs.
* NoBiologicalSex: The vast majority of dromites are genderless beings with no sexual characteristics, with the exception of a city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together in "life-bonds," which can be likened to marriages, except they commonly contain more than two dromites, and new members are brought into the life-bond as older ones die off.
* PsychicPowers: Dromites are latent psionicists, and can produce an ''energy ray'' at least once per day that deals cold, fire, electricity or sonic damage, as appropriate for the dromite's caste.
* SuperSenses: Their antennae give them the benefit of the Scent ability and Blind-Fight as a bonus feat.creatures shaken.
* HelpingHands: Again, dreads are
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger as well as laughter, the Glimmer Caste are always zipping
* HeWasRightThereAllAlong: Dreads sometimes hide in coffins or bone piles, being overlooked since they obviously aren't a complete skeleton.
* HomeFieldAdvantage: 2nd Edition states that dreads in their "prime guard" area can't be [[TurnUndead turned]].
* ItCanThink: Dreads are
* LifeDrain: 2E mentions "vampiric" dreads that need to kill at least one living being each year to sustain themselves, but in
*
* InsectoidAliens: They have patches of chitin on their skin, a pair of small atennae, and compound eyes, though only four limbs.
* NoBiologicalSex: The vast majority of dromites are genderless beings with no sexual characteristics, with the exception of a city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together in "life-bonds," which can be likened to marriages, except they commonly contain more than two dromites, and new members are brought into the life-bond as older ones die off.
* PsychicPowers: Dromites are latent psionicists, and can produce an ''energy ray'' at least once per day that deals cold, fire, electricity or sonic damage, as appropriate for the dromite's caste.
* SuperSenses: Their antennae give them the benefit of the Scent ability and Blind-Fight as a bonus feat.
Changed line(s) 1633,1634 (click to see context) from:
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drow_group_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drow_group_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1636,1644 (click to see context) from:
->'''Classification:''' Humanoid (3E), Fey Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 1 (3E), 11 (4E), 1/4 (5E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' NeutralEvil, Evil (4E)
An estranged elven subrace that has settled the Underdark, infamous for their cruel matriarchal society, dedication to their evil spider-goddess Lolth, and their burning hatred for surface-dwelling elves. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed into monstrous blends of elf and arachnid.
'''Challenge Rating:''' 1 (3E), 11 (4E), 1/4 (5E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' NeutralEvil, Evil (4E)
An estranged elven subrace that has settled the Underdark, infamous for their cruel matriarchal society, dedication to their evil spider-goddess Lolth, and their burning hatred for surface-dwelling elves. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed into monstrous blends of elf and arachnid.
to:
->'''Classification:''' Humanoid (3E), Fey Humanoid (4E), Humanoid (5E)\\
Plant (3E)\\
'''Challenge Rating:'''1 (3E), 11 (4E), 1/4 (5E)\\
'''Playable:''' 2E-5E\\
6 (3E)\\
'''Alignment:'''NeutralEvil, Evil (4E)
An estranged elven subrace that has settledUnaligned
Beautiful red-and-black flowers from theUnderdark, infamous for Wilderness of the Beastlands, foolishly transplanted to the Material Plane by elves unaware of their cruel matriarchal society, dedication to their evil spider-goddess Lolth, and their burning hatred for surface-dwelling elves. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed into monstrous blends of elf and arachnid.bloodthirsty nature.
'''Challenge Rating:'''
'''Playable:''' 2E-5E\\
'''Alignment:'''
An estranged elven subrace that has settled
Beautiful red-and-black flowers from the
!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed into monstrous blends of elf and arachnid.
Changed line(s) 1646,1657 (click to see context) from:
* TheExile: Drow who are transformed for displeasing their goddess are kicked out of their community and forbidden from returning. Most survive in the wilds of the Underdark as best they can, though some haunt the fringes of drow society to pursue past vendettas.
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also tolerate their presence (from a distance) as living examples of the price of failing the Spider Queen.
* WasOnceAMan: Every one of these creatures was once a normal drow, but now they're horrid hybrid creatures, some of them barely intelligent.
!!Chwidencha
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_chwidencha_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E), Fey (4E)\\
'''Challenge Rating:''' 9 (3E), 13 (4E)\\
'''Alignment:''' TrueNeutral (3E), ChaoticEvil (4E)
Also known as "spider leg horrors," these monsters are little more than skittering predators.
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also tolerate their presence (from a distance) as living examples of the price of failing the Spider Queen.
* WasOnceAMan: Every one of these creatures was once a normal drow, but now they're horrid hybrid creatures, some of them barely intelligent.
!!Chwidencha
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_chwidencha_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E), Fey (4E)\\
'''Challenge Rating:''' 9 (3E), 13 (4E)\\
'''Alignment:''' TrueNeutral (3E), ChaoticEvil (4E)
Also known as "spider leg horrors," these monsters are little more than skittering predators.
to:
* TheExile: Drow who FoulFlower: Dread blossoms are transformed for displeasing their goddess beautiful but predatory flowers that are kicked out capable of flight, and drink the blood of their community and forbidden from returning. Most survive in victims.
* TheParalyzer: Their pollen is poisonous, forcing those within a 15-foot radius to save or become paralyzed, at which point thewilds of the Underdark as best they can, though some haunt the fringes of drow society to pursue past vendettas.
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also toleratedread blossoms plant themselves in their presence (from a distance) as living examples of the price of failing the Spider Queen.
victim to feed.
*WasOnceAMan: Every one of these creatures was once a normal drow, TheSwarm: An individual dread blossom isn't too dangerous, but now they're horrid hybrid creatures, some usually found in swarms of them barely intelligent.
!!Chwidencha
[[quoteright:350:https://static.hundreds of flowers, wheeling about like flocks of birds when they aren't resting on their latest meal. All those razor-sharp stems are more than capable of bringing down prey that resists their paralytic pollen.
* VampiricDraining: Their stems are really six-inch-long hollow thorns, which they use to drain blood from victims, [[NonHealthDamage dealing Constitution damage.]]
[[/folder]]
[[folder:Dread Guard]]
[[quoteright:245:https://static.tvtropes.org/pmwiki/pub/images/d&d_chwidencha_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_dread_guard_3e.png]]
[[caption-width-right:245:3e]]
->'''Classification:'''Aberration (3E), Fey (4E)\\
Construct (3E)\\
'''Challenge Rating:'''9 (3E), 13 (4E)\\
2 (3E)\\
'''Alignment:'''TrueNeutral (3E), ChaoticEvil (4E)
Also known as "spider leg horrors," these monsters are little more than skittering predators.Unaligned
Armored guardian constructs that loyally and tirelessly follow their creator's simple commands.
* TheParalyzer: Their pollen is poisonous, forcing those within a 15-foot radius to save or become paralyzed, at which point the
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also tolerate
*
!!Chwidencha
[[quoteright:350:https://static.
* VampiricDraining: Their stems are really six-inch-long hollow thorns, which they use to drain blood from victims, [[NonHealthDamage dealing Constitution damage.]]
[[/folder]]
[[folder:Dread Guard]]
[[quoteright:245:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:245:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Also known as "spider leg horrors," these monsters are little more than skittering predators.
Armored guardian constructs that loyally and tirelessly follow their creator's simple commands.
Changed line(s) 1659,1674 (click to see context) from:
* AchillesHeel: Chwidenchas are vulnerable to sonic damage, and will flee from loud, high-pitched noises.
* AnArmAndALeg: A chwidencha's legs can be targeted and severed while they're grappling a victim, but the lost limbs will regenerate within a day.
* DigAttack: Chwidenchas typically hunt by burrowing beneath a layer of earth, then attacking foes they detect with their tremorsense.
* GiantSpider: They're basically a Large mass of writhing spider legs that makes it hard to see the creature's central body until it's dead.
* ImpaledWithExtremePrejudice: Anything struck by one of their spider limbs is in danger of being grappled and impaled.
* SupernaturalFearInducer: Other creatures who see a chwidencha charging or attacking have to save or become shaken.
* WallCrawl: As expected, they have a climb speed to scale sheer surfaces. That said, some Underdark denizens keep chwidenchas at the bottom of metal-lined pits for use as living garbage disposals, or to [[FedToTheBeast get rid of prisoners.]]
!!Drider
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drider_transparent_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Fey Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 14 (4E), 6 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)
Dark elf from the waist up and giant spider from the waist down, driders are wretched creatures who owe their miserable existence to Lolth's displeasure.
* AnArmAndALeg: A chwidencha's legs can be targeted and severed while they're grappling a victim, but the lost limbs will regenerate within a day.
* DigAttack: Chwidenchas typically hunt by burrowing beneath a layer of earth, then attacking foes they detect with their tremorsense.
* GiantSpider: They're basically a Large mass of writhing spider legs that makes it hard to see the creature's central body until it's dead.
* ImpaledWithExtremePrejudice: Anything struck by one of their spider limbs is in danger of being grappled and impaled.
* SupernaturalFearInducer: Other creatures who see a chwidencha charging or attacking have to save or become shaken.
* WallCrawl: As expected, they have a climb speed to scale sheer surfaces. That said, some Underdark denizens keep chwidenchas at the bottom of metal-lined pits for use as living garbage disposals, or to [[FedToTheBeast get rid of prisoners.]]
!!Drider
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drider_transparent_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Fey Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 14 (4E), 6 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)
Dark elf from the waist up and giant spider from the waist down, driders are wretched creatures who owe their miserable existence to Lolth's displeasure.
to:
* AchillesHeel: Chwidenchas AnimatedArmor: A dread guard is more or less a magically-animated suit of masterwork armor.
* HeavilyArmoredMook: They have a high Armor Class and hit point total for their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards arevulnerable to sonic damage, slow-moving and will flee from loud, high-pitched noises.
unsophisticated in combat, making a single attack with whatever weapon they've been armed with.
*AnArmAndALeg: A chwidencha's legs can be targeted and severed while MistakenForUndead: Dread guards' GlowingEyesOfDoom inside their dark helmets make them easy to mistake for a form of WarriorUndead, though they're grappling a victim, but the lost limbs will regenerate within a day.
* DigAttack: Chwidenchas typically hunt by burrowing beneath a layer of earth, then attacking foes they detect with their tremorsense.
* GiantSpider: They're basically a Large mass of writhing spider legs that makes it hard to see the creature's central body until it's dead.
* ImpaledWithExtremePrejudice: Anything struck by one of their spider limbs is in danger of being grappled and impaled.
* SupernaturalFearInducer: Other creatures who see a chwidencha charging or attacking have to save or become shaken.
* WallCrawl: As expected, they have a climb speed to scale sheer surfaces. That said, some Underdark denizens keep chwidenchas at the bottom of metal-lined pits for use as living garbage disposals, or to [[FedToTheBeast get rid of prisoners.]]
!!Drider
actually constructs little different from {{Golem}}s.
[[/folder]]
[[folder:Dread Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drider_transparent_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Fey Humanoid (4E), Monstrosity (5E)\\
org/pmwiki/pub/images/d&d_dread_warrior_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Undead (3E-4E)\\
'''Challenge Rating:'''7 (3E), 14 (4E), 6 (5E)\\
3 (3E, 4E)\\
'''Alignment:'''ChaoticEvil, Evil NeutralEvil, Unaligned (4E)
Dark elf from the waist up and giant spider from the waist down, driders are wretched creatures who owe Undead fighters created immediately after a warrior's death, so they retain some of their miserable existence to Lolth's displeasure.intelligence and combat ability.
* HeavilyArmoredMook: They have a high Armor Class and hit point total for their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards are
*
* DigAttack: Chwidenchas typically hunt by burrowing beneath a layer of earth, then attacking foes they detect with their tremorsense.
* GiantSpider: They're basically a Large mass of writhing spider legs that makes it hard to see the creature's central body until it's dead.
* ImpaledWithExtremePrejudice: Anything struck by one of their spider limbs is in danger of being grappled and impaled.
* SupernaturalFearInducer: Other creatures who see a chwidencha charging or attacking have to save or become shaken.
* WallCrawl: As expected, they have a climb speed to scale sheer surfaces. That said, some Underdark denizens keep chwidenchas at the bottom of metal-lined pits for use as living garbage disposals, or to [[FedToTheBeast get rid of prisoners.]]
!!Drider
[[/folder]]
[[folder:Dread Warrior]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Fey Humanoid (4E), Monstrosity (5E)\\
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Undead (3E-4E)\\
'''Challenge Rating:'''
'''Alignment:'''
Changed line(s) 1676,1689 (click to see context) from:
* PoisonousPerson: Their bite attacks deal [[NonHealthDamage Strength damage]] in 3rd Edition, or additional poison damage in 5th Edition.
* ReforgedIntoAMinion: Some free-thinking younger drow have broken from tradition by reasoning that a drider's transformation might be a way of castigating an individual but granting a boon to drow society as a whole -- yes, they failed one of Lolth's tests, but they gained some useful physical and magical abilities from her curse. Such drow have thus taken on driders as minions, putting them beneath true drow but above other non-drow servants. Since this is a step up from exile in the Underdark, these open-minded drow have no shortage of driders willing to work for them.
* SpiderPeople: Dark elves fused centaur-style with spiders. Why Lolth considers it a punishment to transform her people into a shape similar to her own has never been explained -- indeed, 4th Edition portrays the transformation into a drider as a sign of Lolth's ''favor'' rather than displeasure.
* WallCrawl: They unsurprisingly can imitate the ''spider climb'' spell, and also ignore any movement penalties imposed by spiderwebs.
* WeakenedByTheLight: Like normal drow, driders take penalties on rolls made in sunlight.
!!Fithrichen
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_fithrichen_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Aberration (3E), Fey Magical Beast (4E)\\
'''Challenge Rating:''' 7 (3E), 12 (4E)\\
'''Alignment:''' ChaoticEvil
Also known simply as "shunned," these miserable creatures survive as they can in the Underdark, holding vain hope of regaining Lolth's favor.
* ReforgedIntoAMinion: Some free-thinking younger drow have broken from tradition by reasoning that a drider's transformation might be a way of castigating an individual but granting a boon to drow society as a whole -- yes, they failed one of Lolth's tests, but they gained some useful physical and magical abilities from her curse. Such drow have thus taken on driders as minions, putting them beneath true drow but above other non-drow servants. Since this is a step up from exile in the Underdark, these open-minded drow have no shortage of driders willing to work for them.
* SpiderPeople: Dark elves fused centaur-style with spiders. Why Lolth considers it a punishment to transform her people into a shape similar to her own has never been explained -- indeed, 4th Edition portrays the transformation into a drider as a sign of Lolth's ''favor'' rather than displeasure.
* WallCrawl: They unsurprisingly can imitate the ''spider climb'' spell, and also ignore any movement penalties imposed by spiderwebs.
* WeakenedByTheLight: Like normal drow, driders take penalties on rolls made in sunlight.
!!Fithrichen
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_fithrichen_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Aberration (3E), Fey Magical Beast (4E)\\
'''Challenge Rating:''' 7 (3E), 12 (4E)\\
'''Alignment:''' ChaoticEvil
Also known simply as "shunned," these miserable creatures survive as they can in the Underdark, holding vain hope of regaining Lolth's favor.
to:
* PoisonousPerson: Their bite attacks deal [[NonHealthDamage Strength damage]] in 3rd Edition, ArtificialInsolence: Dread warriors may be smarter than the average zombie, but they're still pretty stupid. Orders of 12 words or less are no problem, but longer and more complex commands have a cumulative 5% chance per additional poison damage in 5th Edition.
* ReforgedIntoAMinion: Some free-thinking younger drow have broken from tradition by reasoning that a drider's transformation might be a wayword of castigating an individual but granting a boon leading the dread warrior to drow society as a whole -- yes, they failed one of Lolth's tests, but they gained some useful physical misinterpret the order and magical abilities from her curse. Such drow have thus taken on driders as minions, putting them beneath true drow but above other non-drow servants. Since this is a step up from exile in do the Underdark, these open-minded drow have no shortage exact opposite -- standing around and doing nothing instead of driders willing to work for them.
* SpiderPeople: Dark elves fused centaur-style with spiders. Why Lolth considers it a punishment to transform her peopleattacking, going into a shape similar to her own has never been explained -- indeed, 4th Edition portrays berserk killing frenzy instead of standing down, etc.
* HomeFieldAdvantage: In thetransformation into a drider as a sign Realms, they fall victim to this. Dread warriors are servitors of Lolth's ''favor'' rather than displeasure.
* WallCrawl: They unsurprisingly can imitatethe ''spider climb'' spell, Red Wizards of Thay, but should the undead be fighting in Rashemen, the powerful magic of the local spirits of the land doubles the chances that dread warriors will misinterpret their orders, and also ignore imposes an attack roll penalty if dread warriors are fighting Rashemaar nature spirits or Witches of Rashemen.
* WarriorUndead: They're skilled enough to wear armor and wield melee weapons, though complex missile weapons like bows or crossbows are beyond them, and they're too inept to get anymovement penalties imposed by spiderwebs.
* WeakenedByTheLight: Like normal drow, driders take penalties on rolls made in sunlight.
!!Fithrichen
attack bonus with thrown weapons like spears or javelins.
[[/folder]]
[[folder:Dream Eater]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_fithrichen_4e.org/pmwiki/pub/images/d&d_dream_eater_5e.png]]
[[caption-width-right:349:4e]]
->'''Classification:'''[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration(3E), Fey Magical Beast (4E)\\
(5E)\\
'''Challenge Rating:''' 7(3E), 12 (4E)\\
(5E)\\
'''Alignment:'''ChaoticEvil
Also known simply as "shunned," these miserable creatures survive as they can inChaoticEvil (5E)
Living nightmares that haunt theUnderdark, holding vain hope elven realm of regaining Lolth's favor.Silvanesti, which became a warped dreamscape when its ruler unwisely tampered with a magical artifact.
* ReforgedIntoAMinion: Some free-thinking younger drow have broken from tradition by reasoning that a drider's transformation might be a way
* SpiderPeople: Dark elves fused centaur-style with spiders. Why Lolth considers it a punishment to transform her people
* HomeFieldAdvantage: In the
* WallCrawl: They unsurprisingly can imitate
* WarriorUndead: They're skilled enough to wear armor and wield melee weapons, though complex missile weapons like bows or crossbows are beyond them, and they're too inept to get any
* WeakenedByTheLight: Like normal drow, driders take penalties on rolls made in sunlight.
!!Fithrichen
[[/folder]]
[[folder:Dream Eater]]
[[quoteright:349:https://static.tvtropes.
->'''Classification:'''
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration
'''Challenge Rating:''' 7
'''Alignment:'''
Also known simply as "shunned," these miserable creatures survive as they can in
Living nightmares that haunt the
Changed line(s) 1691,1705 (click to see context) from:
* CastingAShadow: They can generate a cloud of magical ''darkness''.
* {{Cephalothorax}}: They're little more than tumorous, pallid heads on spider legs.
* CruelMercy: While drow will defend themselves if one of the shunned attacks them, they never actively hunt fithrichen, believing that they shouldn't interfere with Lolth's punishment.
* EnemySummoner: They can disgorge a SpiderSwarm mid-combat that then follows their orders.
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" to their meat.
* SuperScream: Their 3rd Edition rules let them loose a horrid wail that can sicken creatures.
!!Mithrenda
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_mithrenda_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Fey Magical Beast (4E)\\
'''Challenge Rating:''' 11 (4E)\\
'''Alignment:''' ChaoticEvil
These mutated arachnids are cautious ambush predators, lurking in the shadows before reeling prey into range of their maws.
* {{Cephalothorax}}: They're little more than tumorous, pallid heads on spider legs.
* CruelMercy: While drow will defend themselves if one of the shunned attacks them, they never actively hunt fithrichen, believing that they shouldn't interfere with Lolth's punishment.
* EnemySummoner: They can disgorge a SpiderSwarm mid-combat that then follows their orders.
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" to their meat.
* SuperScream: Their 3rd Edition rules let them loose a horrid wail that can sicken creatures.
!!Mithrenda
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_mithrenda_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Fey Magical Beast (4E)\\
'''Challenge Rating:''' 11 (4E)\\
'''Alignment:''' ChaoticEvil
These mutated arachnids are cautious ambush predators, lurking in the shadows before reeling prey into range of their maws.
to:
* CastingAShadow: They can generate a cloud AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of magical ''darkness''.
enemies' worst fears, though one constant is an oversized, smiling mouth. Those who behold it have to save against fear.
*{{Cephalothorax}}: They're little more than tumorous, pallid heads on spider legs.
LivingDream: Dream eaters are manifestations of nightmares and subconscious terrors.
*CruelMercy: While drow will defend NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears, dealing psychic damage and rendering them blinded and restrained. The victim may free themselves if one of the shunned attacks them, they never actively hunt fithrichen, believing that they shouldn't interfere with Lolth's punishment.
* EnemySummoner: Theya Wisdom check, or someone else can disgorge attempt a SpiderSwarm mid-combat that then follows Charisma check to convince their orders.
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" tofriend that their meat.
* SuperScream: Their 3rd Edition rules let them loose a horrid wailnightmare isn't real, though succeed or fail, that can sicken creatures.
!!Mithrenda
[[quoteright:349:https://static.helper will take psychic damage as well.
[[/folder]]
[[folder:Dream Serpent]]
[[quoteright:324:https://static.tvtropes.org/pmwiki/pub/images/d&d_mithrenda_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Feyorg/pmwiki/pub/images/d&d_dream_serpent_3e.jpg]]
[[caption-width-right:324:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Magical Beast(4E)\\
(3E)\\
'''Challenge Rating:'''11 (4E)\\
6 (3E)\\
'''Alignment:'''ChaoticEvil
These mutated arachnids are cautious ambush predators, lurking in the shadows before reeling prey into range of their maws.Usually TrueNeutral
15-foot-long snakes with a mesmerizing gaze and hallucinogenic venom.
*
*
* EnemySummoner: They
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" to
* SuperScream: Their 3rd Edition rules let them loose a horrid wail
!!Mithrenda
[[quoteright:349:https://static.
[[/folder]]
[[folder:Dream Serpent]]
[[quoteright:324:https://static.tvtropes.
[[caption-width-right:349:4e]]
->'''Classification:''' Fey
[[caption-width-right:324:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Magical Beast
'''Challenge Rating:'''
'''Alignment:'''
These mutated arachnids are cautious ambush predators, lurking in the shadows before reeling prey into range of their maws.
15-foot-long snakes with a mesmerizing gaze and hallucinogenic venom.
Changed line(s) 1707,1716 (click to see context) from:
* ItCanThink: While mithrenda may beat chwidencha in terms of monstrous appearance, unlike the latter, mithrenda retain most of their intelligence, and can even speak.
* ProjectileWebbing: They can hurl webs to immobilize targets, and if that's not enough...
* WhatADrag: Once a target has been immobilized by a mithrenda's web, the creature can spend an action reeling them in, dealing damage in the process even before taking a bite out of them if they get close enough.
!!Scorrow
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_scorrow_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
* ProjectileWebbing: They can hurl webs to immobilize targets, and if that's not enough...
* WhatADrag: Once a target has been immobilized by a mithrenda's web, the creature can spend an action reeling them in, dealing damage in the process even before taking a bite out of them if they get close enough.
!!Scorrow
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_scorrow_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
to:
* CraftedFromAnimals: Both the drow and yuan-ti of Xen'drik hold dream serpents sacred, and while the latter refuse to harm such aspects of the Devourer, the drow not only hunt the creatures for food, they use the dream serpents' skin for armor, their fangs for weapons, the venom as a poison, and their bones, eyes and a diluted form of their venom in religious ceremonies. Unfortunately, foreign explorers have taken to hunting the dream serpents for their shimmering scales and pearly fangs, leading Xen'drik's natives to attack those who "indulge in what they see as wasteful slaughter of these noble creatures."
* ForcedSleep: Their HypnoticGaze can put other creatures to sleep for up to six minutes. It's not uncommon for a dream serpent to put a camp sentry to sleep, leading the rest of the camp to rise the next morning and find that one of their number has been dragged off in the night.
* ItCanThink:While mithrenda may beat chwidencha in terms of monstrous appearance, unlike the latter, mithrenda retain most of their intelligence, At Intelligence 4, dream serpents are smarter than mere animals, enough to avoid antagonizing more powerful creatures, and can even speak.
* ProjectileWebbing: They can hurl websfor some specimens to immobilize targets, and if that's not enough...
develop a non-Neutral alignment.
*WhatADrag: Once a target has been immobilized by a mithrenda's web, the creature can spend an action reeling them in, dealing damage in the process even before taking a PoisonousPerson: Their bite out delivers a [[NonHealthDamage Wisdom-damaging]] poison that has the side effect of them if causing the victim to have vivid and disturbing dreams of jungles filled with thousands of angry serpents the next time they get close enough.
!!Scorrow
[[quoteright:349:https://static.sleep.
[[/folder]]
[[folder:Dream Vestige]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scorrow_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberrationorg/pmwiki/pub/images/d&d_dream_vestige_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:'''7 16 (3E)\\
* ForcedSleep: Their HypnoticGaze can put other creatures to sleep for up to six minutes. It's not uncommon for a dream serpent to put a camp sentry to sleep, leading the rest of the camp to rise the next morning and find that one of their number has been dragged off in the night.
* ItCanThink:
* ProjectileWebbing: They can hurl webs
*
!!Scorrow
[[quoteright:349:https://static.
[[/folder]]
[[folder:Dream Vestige]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberration
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:'''
Changed line(s) 1719 (click to see context) from:
The drow of Eberron revere scorpions rather than spiders, and as such their drider analogues are chimeric blends of drow and giant scorpion. Unlike driders, the scorrow are a true-breeding race, and are respected by drow.
to:
These undead are the conglomeration of countless spirits into the form of an amorphous mass of whispering, moaning mist that seeks to incorporate more minds into itself. The drow of Eberron revere scorpions rather than spiders, and as such their drider analogues are chimeric blends of drow and giant scorpion. Unlike driders, first dream vestige is thought to have been spawned from the scorrow are combined nightmares of an entire city that perished in a true-breeding race, and are respected by drow.cursed sleep (an atrocity attributed to the demon prince Orcus), but it has since propagated itself numerous times.
Changed line(s) 1721,1725 (click to see context) from:
* BewareMyStingerTail: Being scorpion from the waist down, scorrow have a venomous stinger tail.
* BornAsAnAdult: Scorrow young hatch fully formed and are expected to travel with the colony from birth.
* ForcedTransformation: The scorrow claim that they were once the most skilled tribe of hunters among the drow of Xen'Drik, so the god Vulkoor sent a giant scorpion to their village that stung every member of it, triggering a painful transformation into the first scorrow. While they had no choice in the matter, the scorrow consider their current state a great honor, and their drow kin agree.
* ProudWarriorRaceGuy: Scorrow society revolves around the hunt, and they're only interested in {{Worthy Opponent}}s, to the extent they'll let "lesser" prey pass by and instead search for a greater challenge.
* ScorpionPeople: A scorrow has the upper body of a drow and the lower body of a giant scorpion.
* BornAsAnAdult: Scorrow young hatch fully formed and are expected to travel with the colony from birth.
* ForcedTransformation: The scorrow claim that they were once the most skilled tribe of hunters among the drow of Xen'Drik, so the god Vulkoor sent a giant scorpion to their village that stung every member of it, triggering a painful transformation into the first scorrow. While they had no choice in the matter, the scorrow consider their current state a great honor, and their drow kin agree.
* ProudWarriorRaceGuy: Scorrow society revolves around the hunt, and they're only interested in {{Worthy Opponent}}s, to the extent they'll let "lesser" prey pass by and instead search for a greater challenge.
* ScorpionPeople: A scorrow has the upper body of a drow and the lower body of a giant scorpion.
to:
* BewareMyStingerTail: Being scorpion from DreamWalker: They're capable of entering the waist down, scorrow have a venomous stinger tail.
* BornAsAnAdult: Scorrow young hatch fully formed and are expectedPlane of Dreams to travel with take shortcuts when traveling around on the colony from birth.
Material Plane, or to cross onto other planes entirely.
*ForcedTransformation: The scorrow claim that {{Intangibility}}: As incorporeal as the mist they were once the most skilled tribe of hunters among the drow of Xen'Drik, so the god Vulkoor sent a giant scorpion to resemble.
* MindHive: A downplayed example; dream vestiges drain away theirvillage that stung every member victims' minds, but the only practical application of it, triggering this is their ability to pick up new languages their victims' knew.
* MindRape: The lascivious caress of apainful transformation dream vestige's misty tendrils drains away a portion of the victim's mind, dealing Intelligence damage. Anyone whose Intelligence stat reaches zero as a result of this is then pulled bodily into the first scorrow. While they had no choice dream vestige, [[NoBodyLeftBehind vanishing completely.]]
* SupernaturalFearInducer: Dream vestiges have a frightful presence that can affect those who see them attack.
* WalkingWasteland: They're surrounded by a desecrating aura that bolsters other undead inthe matter, the scorrow consider their current state a great honor, and their drow kin agree.
* ProudWarriorRaceGuy: Scorrow society revolves around the hunt, and they're only interested in {{Worthy Opponent}}s, to the extent they'll let "lesser" prey pass by and instead search for a greater challenge.
* ScorpionPeople: A scorrow has the upper body of a drow and the lower body of a giant scorpion.vicinity.
* BornAsAnAdult: Scorrow young hatch fully formed and are expected
*
* MindHive: A downplayed example; dream vestiges drain away their
* MindRape: The lascivious caress of a
* SupernaturalFearInducer: Dream vestiges have a frightful presence that can affect those who see them attack.
* WalkingWasteland: They're surrounded by a desecrating aura that bolsters other undead in
* ProudWarriorRaceGuy: Scorrow society revolves around the hunt, and they're only interested in {{Worthy Opponent}}s, to the extent they'll let "lesser" prey pass by and instead search for a greater challenge.
* ScorpionPeople: A scorrow has the upper body of a drow and the lower body of a giant scorpion.
Changed line(s) 1728,1735 (click to see context) from:
[[folder:Dryad]]
[[quoteright:229:https://static.tvtropes.org/pmwiki/pub/images/d&d_dryad_5e_4.png]]
[[caption-width-right:229:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 1 (5E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E), TrueNeutral (2E, 5E)
Beautiful but shy feminine nature spirits, magically bound to specific oak trees.
[[quoteright:229:https://static.tvtropes.org/pmwiki/pub/images/d&d_dryad_5e_4.png]]
[[caption-width-right:229:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 1 (5E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E), TrueNeutral (2E, 5E)
Beautiful but shy feminine nature spirits, magically bound to specific oak trees.
to:
[[quoteright:229:https://static.
[[quoteright:315:https://static.tvtropes.
[[caption-width-right:229:5e]]
[[caption-width-right:315:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Beautiful but shy feminine nature spirits, magically bound to specific oak trees.
Sometimes called "bug men" by the ignorant, these small, genderless humanoids possess both insectoid features and latent psionic powers.
Changed line(s) 1737,1752 (click to see context) from:
* CharmPerson: While there are plenty of stories about dryads growing enamored of handsome travelers, charming them, and bringing them back to their trees, dryads are just as likely to "recruit" interlopers to deal with threats like loggers.
* DepartureMeansDeath: Dryads in 3rd Edition will sicken and die in a matter of hours if taken more than 300 yards from their home oaks.
* FriendToAllLivingThings: 3rd Edition dryads share a druid's "Wild Empathy" class feature, while in 5th Edition they can speak with plants and animals.
* GenderEqualsBreed: If a dryad conceives with a satyr, there's an even chance of the child being either a dryad or a satyr, depending on their sex.
* OurNymphsAreDifferent: Dryads resemble beautiful elven women, whose hair and skin change color with the seasons -- they both turn red and white in the fall and winter, respectively; in the spring and summer, their skin turns tan and their hair green. Since all dryads are female, they rely on other species for reproduction -- generally, a dryad will have children with either a magically enthralled human or elf, in which case the child will always be a dryad, or with a [[FaunsAndSatyrs satyr]], in which case there's an even chance of the child being either a dryad girl or a satyr boy. A young dryad will live with her mother until she reaches adulthood, at which point she will seek a tree of her own to bond to.
* {{Synchronization}}: 5th Edition notes that dryads suffer as their bound oaks take damage, and will descend into madness should their trees be destroyed.
* {{Teleportation}}: 5th Edition dryads have the ''tree stride'' ability, allowing them to step into one living tree and step out of another up to sixty feet away from the first.
!!Hamadryad
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/d&d_hamadryad_4e.jpg]]
[[caption-width-right:330:4e]]
->'''Classification:''' Fey Humanoid (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' TrueNeutral
Cousins of dryads who are able to roam further from their oaks, allowing them to patrol and protect their home woodlands, or venture into the wider world.
* DepartureMeansDeath: Dryads in 3rd Edition will sicken and die in a matter of hours if taken more than 300 yards from their home oaks.
* FriendToAllLivingThings: 3rd Edition dryads share a druid's "Wild Empathy" class feature, while in 5th Edition they can speak with plants and animals.
* GenderEqualsBreed: If a dryad conceives with a satyr, there's an even chance of the child being either a dryad or a satyr, depending on their sex.
* OurNymphsAreDifferent: Dryads resemble beautiful elven women, whose hair and skin change color with the seasons -- they both turn red and white in the fall and winter, respectively; in the spring and summer, their skin turns tan and their hair green. Since all dryads are female, they rely on other species for reproduction -- generally, a dryad will have children with either a magically enthralled human or elf, in which case the child will always be a dryad, or with a [[FaunsAndSatyrs satyr]], in which case there's an even chance of the child being either a dryad girl or a satyr boy. A young dryad will live with her mother until she reaches adulthood, at which point she will seek a tree of her own to bond to.
* {{Synchronization}}: 5th Edition notes that dryads suffer as their bound oaks take damage, and will descend into madness should their trees be destroyed.
* {{Teleportation}}: 5th Edition dryads have the ''tree stride'' ability, allowing them to step into one living tree and step out of another up to sixty feet away from the first.
!!Hamadryad
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/d&d_hamadryad_4e.jpg]]
[[caption-width-right:330:4e]]
->'''Classification:''' Fey Humanoid (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' TrueNeutral
Cousins of dryads who are able to roam further from their oaks, allowing them to patrol and protect their home woodlands, or venture into the wider world.
to:
* CharmPerson: While there are plenty of stories about dryads growing enamored of handsome travelers, charming them, and bringing them back to BeePeople: For the most part subverted, despite their trees, dryads appearance. Dromite castes are just based on personality, not biology, and while the Grand Queen and Elected Consort are considered leaders, they're chosen on a yearly basis from a pool of prominent residents, and their main job is to produce eggs.
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger aslikely well as laughter, the Glimmer Caste are always zipping around somethere, the Ice Caste are analytical and rational, and the Voice Caste are artists who revel in song. Aside from a tendency for those of the Voice Caste to "recruit" interlopers become performers, the dromite castes don't seem locked into specific societal roles, and are free to deal mix and mingle with threats like loggers.
one another.
*DepartureMeansDeath: Dryads in 3rd Edition HiddenElfVillage: Dromite city-hives are built underground and kept secret from outsiders, with only a few well-hidden entrances -- and some cities are completely inaccessible without the use of psionic powers. Despite favoring hidden settlements, dromites seem driven to spend at least some time on the surface, and will sicken often take up residence in other races' cities who accept them.
* InsectoidAliens: They have patches of chitin on their skin, a pair of small atennae, anddie compound eyes, though only four limbs.
* NoBiologicalSex: The vast majority of dromites are genderless beings with no sexual characteristics, with the exception of a city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together ina matter of hours if taken "life-bonds," which can be likened to marriages, except they commonly contain more than 300 yards from their home oaks.two dromites, and new members are brought into the life-bond as older ones die off.
*FriendToAllLivingThings: 3rd Edition dryads share a druid's "Wild Empathy" class feature, while in 5th Edition they PsychicPowers: Dromites are latent psionicists, and can speak with plants and animals.
* GenderEqualsBreed: If a dryad conceives with a satyr, there'sproduce an even chance of the child being either a dryad or a satyr, depending on their sex.
* OurNymphsAreDifferent: Dryads resemble beautiful elven women, whose hair and skin change color with the seasons -- they both turn red and white in the fall and winter, respectively; in the spring and summer, their skin turns tan and their hair green. Since all dryads are female, they rely on other species for reproduction -- generally, a dryad will have children with either a magically enthralled human or elf, in which case the child will always be a dryad, or with a [[FaunsAndSatyrs satyr]], in which case there's an even chance of the child being either a dryad girl or a satyr boy. A young dryad will live with her mother until she reaches adulthood,''energy ray'' at which point she will seek a tree of her own to bond to.
* {{Synchronization}}: 5th Edition notesleast once per day that dryads suffer as their bound oaks take deals cold, fire, electricity or sonic damage, and will descend into madness should their trees be destroyed.
* {{Teleportation}}: 5th Edition dryads haveas appropriate for the ''tree stride'' ability, allowing dromite's caste.
* SuperSenses: Their antennae give themto step into one living tree the benefit of the Scent ability and step out of another up to sixty feet away from the first.
!!Hamadryad
[[quoteright:330:https://static.Blind-Fight as a bonus feat.
[[/folder]]
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hamadryad_4e.org/pmwiki/pub/images/d&d_drow_group_3e.jpg]]
[[caption-width-right:330:4e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E), Fey Humanoid(4E)\\
(4E), Humanoid (5E)\\
'''Challenge Rating:''' 1 (3E), 11 (4E), 1/4 (5E)\\
'''Playable:'''4E\\
2E-5E\\
'''Alignment:'''TrueNeutral
Cousins of dryads who are able to roam further fromNeutralEvil, Evil (4E)
An estranged elven subrace that has settled the Underdark, infamous for theiroaks, allowing them cruel matriarchal society, dedication to patrol and protect their home woodlands, or venture evil spider-goddess Lolth, and their burning hatred for surface-dwelling elves. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed intothe wider world.monstrous blends of elf and arachnid.
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger as
*
* InsectoidAliens: They have patches of chitin on their skin, a pair of small atennae, and
* NoBiologicalSex: The vast majority of dromites are genderless beings with no sexual characteristics, with the exception of a city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together in
*
* GenderEqualsBreed: If a dryad conceives with a satyr, there's
* OurNymphsAreDifferent: Dryads resemble beautiful elven women, whose hair and skin change color with the seasons -- they both turn red and white in the fall and winter, respectively; in the spring and summer, their skin turns tan and their hair green. Since all dryads are female, they rely on other species for reproduction -- generally, a dryad will have children with either a magically enthralled human or elf, in which case the child will always be a dryad, or with a [[FaunsAndSatyrs satyr]], in which case there's an even chance of the child being either a dryad girl or a satyr boy. A young dryad will live with her mother until she reaches adulthood,
* {{Synchronization}}: 5th Edition notes
* {{Teleportation}}: 5th Edition dryads have
* SuperSenses: Their antennae give them
!!Hamadryad
[[quoteright:330:https://static.
[[/folder]]
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Humanoid (3E), Fey Humanoid
'''Challenge Rating:''' 1 (3E), 11 (4E), 1/4 (5E)\\
'''Playable:'''
'''Alignment:'''
Cousins of dryads who are able to roam further from
An estranged elven subrace that has settled the Underdark, infamous for their
!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed into
Changed line(s) 1754,1770 (click to see context) from:
* CharmPerson: Like normal dryads, 2E hamadryads know the spell and use it on handsome males, but they're less possessive of their victims, instead using their magic to recruit someone for a specific task, such as defending trees from woodcutters. Once that task is complete, the ''charmed'' male is allowed to leave the forest... or is left by a dryad's tree, where the guy might well be ''charmed'' again.
* GaiasVengeance: While most hamadryads are content to remain in their home woodlands, in rare circumstances, some natural (or man-made) disaster drives them to action to save the forest. Some hamadryads even take up adventuring and leave their forests, "seeking justice or revenge for the destruction of their woodlands."
* IntriguedByHumanity: Other hamadryads, usually those who live close to a mortal community, might observe something in civilization that they feel that they lack, and thus leave their forest behind to answer "their heart's yearning call."
* OneGenderRace: Like dryads, hamadryads are exclusively female.
* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given up some of the innocence and whimsy of the former to tap into the power of the latter. As such, hamadryads can shift between a nymph form, appearing as a beautiful fey humanoid with hair and eyes the color of autumn leaves, or appear more tree-like when using their supernatural abilities. They also have racial abilities related to nymphs' incredible beauty, letting them distract or dazzle opponents.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and hamadryads' skin takes on the appearance of carved wood as they tap into their natural power to gain the resilience of oak, or rejuvenate themself by stepping into a nearby tree.
* SpoiledBrat: Hamadryads in 4E are noted to have retained nymphs' passionate, impulsive natures, and are accustomed to being able to wrap mortals around their finger, and being treated almost like royalty by other fey beings. As such, they have trouble understanding why someone would tell them "no," and when denied, might tap into their dryad power to get what they want through force.
* {{Transflormation}}: At the end of her life, a hamadryad feels drawn back to her home wood, plants her feet in the earth, and turns into a tree that resembles her nymph form. Other fey creatures tend to make their homes around a hamadryad-tree.
!!Oaken Defender
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_oaken_defender_3e.png]]
[[caption-width-right:320:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralGood
Masses of thorny, tendriled vegeation that usually lie dormant beneath a dryad's sacred grove, but will burst from the soil to defend her if she is threatened.
* GaiasVengeance: While most hamadryads are content to remain in their home woodlands, in rare circumstances, some natural (or man-made) disaster drives them to action to save the forest. Some hamadryads even take up adventuring and leave their forests, "seeking justice or revenge for the destruction of their woodlands."
* IntriguedByHumanity: Other hamadryads, usually those who live close to a mortal community, might observe something in civilization that they feel that they lack, and thus leave their forest behind to answer "their heart's yearning call."
* OneGenderRace: Like dryads, hamadryads are exclusively female.
* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given up some of the innocence and whimsy of the former to tap into the power of the latter. As such, hamadryads can shift between a nymph form, appearing as a beautiful fey humanoid with hair and eyes the color of autumn leaves, or appear more tree-like when using their supernatural abilities. They also have racial abilities related to nymphs' incredible beauty, letting them distract or dazzle opponents.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and hamadryads' skin takes on the appearance of carved wood as they tap into their natural power to gain the resilience of oak, or rejuvenate themself by stepping into a nearby tree.
* SpoiledBrat: Hamadryads in 4E are noted to have retained nymphs' passionate, impulsive natures, and are accustomed to being able to wrap mortals around their finger, and being treated almost like royalty by other fey beings. As such, they have trouble understanding why someone would tell them "no," and when denied, might tap into their dryad power to get what they want through force.
* {{Transflormation}}: At the end of her life, a hamadryad feels drawn back to her home wood, plants her feet in the earth, and turns into a tree that resembles her nymph form. Other fey creatures tend to make their homes around a hamadryad-tree.
!!Oaken Defender
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_oaken_defender_3e.png]]
[[caption-width-right:320:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralGood
Masses of thorny, tendriled vegeation that usually lie dormant beneath a dryad's sacred grove, but will burst from the soil to defend her if she is threatened.
to:
* CharmPerson: Like TheExile: Drow who are transformed for displeasing their goddess are kicked out of their community and forbidden from returning. Most survive in the wilds of the Underdark as best they can, though some haunt the fringes of drow society to pursue past vendettas.
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also tolerate their presence (from a distance) as living examples of the price of failing the Spider Queen.
* WasOnceAMan: Every one of these creatures was once a normaldryads, 2E hamadryads know the spell and use it on handsome males, drow, but now they're less possessive of their victims, instead using their magic to recruit someone for a specific task, such as defending trees from woodcutters. Once that task is complete, the ''charmed'' male is allowed to leave the forest... or is left by a dryad's tree, where the guy might well be ''charmed'' again.
* GaiasVengeance: While most hamadryads are content to remain in their home woodlands, in rare circumstances, some natural (or man-made) disaster drives them to action to save the forest. Some hamadryads even take up adventuring and leave their forests, "seeking justice or revenge for the destruction of their woodlands."
* IntriguedByHumanity: Other hamadryads, usually those who live close to a mortal community, might observe something in civilization that they feel that they lack, and thus leave their forest behind to answer "their heart's yearning call."
* OneGenderRace: Like dryads, hamadryads are exclusively female.
* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given uphorrid hybrid creatures, some of the innocence and whimsy of the former to tap into the power of the latter. As such, hamadryads can shift between a nymph form, appearing as a beautiful fey humanoid with hair and eyes the color of autumn leaves, or appear more tree-like when using their supernatural abilities. They also have racial abilities related to nymphs' incredible beauty, letting them distract or dazzle opponents.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and hamadryads' skin takes on the appearance of carved wood as they tap into their natural power to gain the resilience of oak, or rejuvenate themself by stepping into a nearby tree.
* SpoiledBrat: Hamadryads in 4E are noted to have retained nymphs' passionate, impulsive natures, and are accustomed to being able to wrap mortals around their finger, and being treated almost like royalty by other fey beings. As such, they have trouble understanding why someone would tell them "no," and when denied, might tap into their dryad power to get what they want through force.
* {{Transflormation}}: At the end of her life, a hamadryad feels drawn back to her home wood, plants her feet in the earth, and turns into a tree that resembles her nymph form. Other fey creatures tend to make their homes around a hamadryad-tree.
!!Oaken Defender
[[quoteright:320:https://static.barely intelligent.
!!Chwidencha
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oaken_defender_3e.png]]
[[caption-width-right:320:3e]]
org/pmwiki/pub/images/d&d_chwidencha_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:'''Plant (3E)\\
Aberration (3E), Fey (4E)\\
'''Challenge Rating:'''12 (3E)\\
9 (3E), 13 (4E)\\
'''Alignment:'''NeutralGood
Masses of thorny, tendriled vegeation that usually lie dormant beneath a dryad's sacred grove, but will burst from the soil to defend her if she is threatened.TrueNeutral (3E), ChaoticEvil (4E)
Also known as "spider leg horrors," these monsters are little more than skittering predators.
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also tolerate their presence (from a distance) as living examples of the price of failing the Spider Queen.
* WasOnceAMan: Every one of these creatures was once a normal
* GaiasVengeance: While most hamadryads are content to remain in their home woodlands, in rare circumstances, some natural (or man-made) disaster drives them to action to save the forest. Some hamadryads even take up adventuring and leave their forests, "seeking justice or revenge for the destruction of their woodlands."
* IntriguedByHumanity: Other hamadryads, usually those who live close to a mortal community, might observe something in civilization that they feel that they lack, and thus leave their forest behind to answer "their heart's yearning call."
* OneGenderRace: Like dryads, hamadryads are exclusively female.
* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given up
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and hamadryads' skin takes on the appearance of carved wood as they tap into their natural power to gain the resilience of oak, or rejuvenate themself by stepping into a nearby tree.
* SpoiledBrat: Hamadryads in 4E are noted to have retained nymphs' passionate, impulsive natures, and are accustomed to being able to wrap mortals around their finger, and being treated almost like royalty by other fey beings. As such, they have trouble understanding why someone would tell them "no," and when denied, might tap into their dryad power to get what they want through force.
* {{Transflormation}}: At the end of her life, a hamadryad feels drawn back to her home wood, plants her feet in the earth, and turns into a tree that resembles her nymph form. Other fey creatures tend to make their homes around a hamadryad-tree.
!!Oaken Defender
[[quoteright:320:https://static.
!!Chwidencha
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:320:3e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Masses of thorny, tendriled vegeation that usually lie dormant beneath a dryad's sacred grove, but will burst from the soil to defend her if she is threatened.
Also known as "spider leg horrors," these monsters are little more than skittering predators.
Changed line(s) 1772,1786 (click to see context) from:
* BizarreAlienReproduction: When an oaken defender reaches a thousand years of age, an acorn from their dryad's tree begins incubating within a follicle inside the oaken defender, developing into a cyst that will grow and leech nutrients from its parent over the course of the next century, until a new oaken defender is born by bursting from the body of the old one, killing it. During this long process, the dryad tends to the old oaken defender, comforting it and helping it say its farewells.
* CombatTentacles: They have a total of six tentacle-like limbs, and can attack with two of them each round.
* GuardianEntity: They're such for dryads, slumbering for centuries at a time until they're needed.
* PsychicLink: Oaken defenders have an empathic link with the dryad(s) of their grove, and can sense their needs or feelings out to 900 feet. They also have the ability to find others of their kind as per the ''discern location'' spell, and will come to each other's aid if a threat is too much for a single oaken defender to handle.
* {{Treants}}: Oaken defenders are disc-like masses of spiky wood some 15 feet across, with the suggestion of an angry face covering their upper surface.
* UndergroundMonkey: Their entry suggests that other fey might have their own equivalents to oaken defenders -- an oread might have a "rocky defender" that appears as a giant gemstone, a fossergrim might have a "cascade defender," and so forth.
!!Verdant Reaver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_verdant_reaver_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted to its mistress.
* CombatTentacles: They have a total of six tentacle-like limbs, and can attack with two of them each round.
* GuardianEntity: They're such for dryads, slumbering for centuries at a time until they're needed.
* PsychicLink: Oaken defenders have an empathic link with the dryad(s) of their grove, and can sense their needs or feelings out to 900 feet. They also have the ability to find others of their kind as per the ''discern location'' spell, and will come to each other's aid if a threat is too much for a single oaken defender to handle.
* {{Treants}}: Oaken defenders are disc-like masses of spiky wood some 15 feet across, with the suggestion of an angry face covering their upper surface.
* UndergroundMonkey: Their entry suggests that other fey might have their own equivalents to oaken defenders -- an oread might have a "rocky defender" that appears as a giant gemstone, a fossergrim might have a "cascade defender," and so forth.
!!Verdant Reaver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_verdant_reaver_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted to its mistress.
to:
* BizarreAlienReproduction: When an oaken defender reaches a thousand years of age, an acorn AchillesHeel: Chwidenchas are vulnerable to sonic damage, and will flee from their dryad's tree begins incubating loud, high-pitched noises.
* AnArmAndALeg: A chwidencha's legs can be targeted and severed while they're grappling a victim, but the lost limbs will regenerate within afollicle inside the oaken defender, developing into day.
* DigAttack: Chwidenchas typically hunt by burrowing beneath acyst that will grow and leech nutrients from its parent over the course layer of the next century, until a new oaken defender is born by bursting from the body of the old one, killing it. During this long process, the dryad tends to the old oaken defender, comforting it and helping it say its farewells.
* CombatTentacles: They have a total of six tentacle-like limbs, and can attackearth, then attacking foes they detect with two of them each round.
their tremorsense.
*GuardianEntity: GiantSpider: They're such for dryads, slumbering for centuries at basically a time Large mass of writhing spider legs that makes it hard to see the creature's central body until they're needed.
it's dead.
*PsychicLink: Oaken defenders have an empathic link with the dryad(s) ImpaledWithExtremePrejudice: Anything struck by one of their grove, spider limbs is in danger of being grappled and can sense their needs impaled.
* SupernaturalFearInducer: Other creatures who see a chwidencha charging orfeelings out to 900 feet. They also attacking have the ability to find others of their kind as per the ''discern location'' spell, and will come to each other's aid if a threat is too much for a single oaken defender to handle.
save or become shaken.
*{{Treants}}: Oaken defenders are disc-like masses of spiky wood some 15 feet across, with the suggestion of an angry face covering their upper surface.
* UndergroundMonkey: Their entry suggests that other fey might have their own equivalents to oaken defenders -- an oread mightWallCrawl: As expected, they have a "rocky defender" that appears climb speed to scale sheer surfaces. That said, some Underdark denizens keep chwidenchas at the bottom of metal-lined pits for use as a giant gemstone, a fossergrim might have a "cascade defender," and so forth.
!!Verdant Reaver
living garbage disposals, or to [[FedToTheBeast get rid of prisoners.]]
!!Drider
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_verdant_reaver_3e.org/pmwiki/pub/images/d&d_drider_transparent_5e.png]]
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''Plant (3E)\\
Aberration (3E), Fey Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:'''5 (3E)\\
7 (3E), 14 (4E), 6 (5E)\\
'''Alignment:'''TrueNeutral
Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devotedChaoticEvil, Evil (4E)
Dark elf from the waist up and giant spider from the waist down, driders are wretched creatures who owe their miserable existence toits mistress.Lolth's displeasure.
* AnArmAndALeg: A chwidencha's legs can be targeted and severed while they're grappling a victim, but the lost limbs will regenerate within a
* DigAttack: Chwidenchas typically hunt by burrowing beneath a
* CombatTentacles: They have a total of six tentacle-like limbs, and can attack
*
*
* SupernaturalFearInducer: Other creatures who see a chwidencha charging or
*
* UndergroundMonkey: Their entry suggests that other fey might have their own equivalents to oaken defenders -- an oread might
!!Verdant Reaver
!!Drider
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted
Dark elf from the waist up and giant spider from the waist down, driders are wretched creatures who owe their miserable existence to
Changed line(s) 1788,1799 (click to see context) from:
* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but this effect only lasts until it moves on. Mechanically, this makes the spaces immediately around a reaver count as difficult terrain, and it lets them make a "verdant rend" attack if both its slam attacks hit, as the undergrowth tears at its target for additional damage.
* HappinessInSlavery: Verdant reavers all have a need to serve a "mistress," and should their dryad be slain, they'll wander the forests in search of another female (or apparent female) to serve. If they go a year and a day without finding a new mistress, a verdant reaver will perish.
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built from fallen logs or driftwood.
* WasOnceAMan: Each verdant reaver was originally a humanoid that spent an extended period as a dryad's ''charmed'' thrall. After a year and a day of such service, the humanoid finds itself rooted to the ground, and painfully transforms into a plant creature over the course of another day -- trying to cut the victim loose kills them instantly, and unless freed by ''remove disease'' or ''remove curse'' before sundown, the creature forever forgets its past existence and becomes a verdant reaver. Evil or Neutral dryads use this process to acquire loyal servants, while Good dryads might discover it by accident, and from that point on will only create a verdant reaver to punish a thrall they think deserves such a fate.
[[/folder]]
[[folder:Duckbunny]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duckbunny_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
Magical crossbreeds often created as practice by novice wizards who don't want to jump straight into experimenting with the likes of owlbears.
* HappinessInSlavery: Verdant reavers all have a need to serve a "mistress," and should their dryad be slain, they'll wander the forests in search of another female (or apparent female) to serve. If they go a year and a day without finding a new mistress, a verdant reaver will perish.
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built from fallen logs or driftwood.
* WasOnceAMan: Each verdant reaver was originally a humanoid that spent an extended period as a dryad's ''charmed'' thrall. After a year and a day of such service, the humanoid finds itself rooted to the ground, and painfully transforms into a plant creature over the course of another day -- trying to cut the victim loose kills them instantly, and unless freed by ''remove disease'' or ''remove curse'' before sundown, the creature forever forgets its past existence and becomes a verdant reaver. Evil or Neutral dryads use this process to acquire loyal servants, while Good dryads might discover it by accident, and from that point on will only create a verdant reaver to punish a thrall they think deserves such a fate.
[[/folder]]
[[folder:Duckbunny]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duckbunny_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
Magical crossbreeds often created as practice by novice wizards who don't want to jump straight into experimenting with the likes of owlbears.
to:
* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but this effect only lasts until it moves on. Mechanically, this makes the spaces immediately around a reaver count as difficult terrain, and it lets them make a "verdant rend" attack if both its slam PoisonousPerson: Their bite attacks hit, as the undergrowth tears at its target for deal [[NonHealthDamage Strength damage]] in 3rd Edition, or additional damage.
poison damage in 5th Edition.
*HappinessInSlavery: Verdant reavers all ReforgedIntoAMinion: Some free-thinking younger drow have broken from tradition by reasoning that a need drider's transformation might be a way of castigating an individual but granting a boon to serve drow society as a "mistress," and should their dryad be slain, they'll wander the forests in search of another female (or apparent female) to serve. If whole -- yes, they go a year failed one of Lolth's tests, but they gained some useful physical and a day without finding a new mistress, a verdant reaver will perish.
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids builtmagical abilities from fallen logs or driftwood.
* WasOnceAMan: Each verdant reaver was originally a humanoid that spent an extended periodher curse. Such drow have thus taken on driders as minions, putting them beneath true drow but above other non-drow servants. Since this is a dryad's ''charmed'' thrall. After a year and a day of such service, step up from exile in the humanoid finds itself rooted Underdark, these open-minded drow have no shortage of driders willing to the ground, and painfully transforms work for them.
* SpiderPeople: Dark elves fused centaur-style with spiders. Why Lolth considers it a punishment to transform her people into aplant creature over shape similar to her own has never been explained -- indeed, 4th Edition portrays the course transformation into a drider as a sign of another day -- trying to cut Lolth's ''favor'' rather than displeasure.
* WallCrawl: They unsurprisingly can imitate thevictim loose kills them instantly, ''spider climb'' spell, and unless freed also ignore any movement penalties imposed by ''remove disease'' or ''remove curse'' before sundown, the creature forever forgets its past existence and becomes a verdant reaver. Evil or Neutral dryads use this process to acquire loyal servants, while Good dryads might discover it by accident, and from that point spiderwebs.
* WeakenedByTheLight: Like normal drow, driders take penalties onwill only create a verdant reaver to punish a thrall they think deserves such a fate.
[[/folder]]
[[folder:Duckbunny]]
[[quoteright:350:https://static.rolls made in sunlight.
!!Fithrichen
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_duckbunny_2e.org/pmwiki/pub/images/d&d_fithrichen_4e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
[[caption-width-right:349:4e]]
->'''Classification:''' Aberration (3E), Fey Magicalcrossbreeds often created Beast (4E)\\
'''Challenge Rating:''' 7 (3E), 12 (4E)\\
'''Alignment:''' ChaoticEvil
Also known simply aspractice by novice wizards who don't want to jump straight into experimenting with "shunned," these miserable creatures survive as they can in the likes Underdark, holding vain hope of owlbears.regaining Lolth's favor.
*
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built
* WasOnceAMan: Each verdant reaver was originally a humanoid that spent an extended period
* SpiderPeople: Dark elves fused centaur-style with spiders. Why Lolth considers it a punishment to transform her people into a
* WallCrawl: They unsurprisingly can imitate the
* WeakenedByTheLight: Like normal drow, driders take penalties on
[[/folder]]
[[folder:Duckbunny]]
[[quoteright:350:https://static.
!!Fithrichen
[[quoteright:349:https://static.tvtropes.
->'''Alignment:''' Unaligned
->'''Classification:''' Aberration (3E), Fey Magical
'''Challenge Rating:''' 7 (3E), 12 (4E)\\
'''Alignment:''' ChaoticEvil
Also known simply as
Changed line(s) 1801,1805 (click to see context) from:
* {{Familiar}}: On occasion, duckbunnies can serve as such. "As far as familiars go, a wizard could certainly do worse, but most wizards are less than pleased to see a duckbunny waddle up to them after the intensive preparation and effort involved in the casting of the ''find familiar'' spell."
* FantasticLivestock: Duckbunny eggs are delicious, their meat can be substituted in rabbit stew, and both are quick to replenish since the creatures are so fast-breeding. Their hides can also be used to make excellent insulated boots, capes or cloaks. Duckbunnies' quacking can also serve as an alarm system, though they're otherwise useless as guard beasts.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose with their bill, which might leave the target so surprised at such aggression from a harmless-looking creature that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
* MixAndMatchCritters: They're magical blends of ducks and snowshoe hares, resulting in a platypus-like creature, though the duckbunny's long ears help distinguish them from those animals. They live in burrows like rabbits, but lay eggs, and their young are covered in downy feathers. Duckbunnies are much more agile in the water than on land, where they waddle like ducks instead of bounding like rabbits.
* RidiculouslyCuteCritter: While there are several practical reasons to raise duckbunnies, their entry admits that "Finally, and most importantly to some, duckbunnies are almost irresistibly cute, with their big eyes, floppy ears, and soft, downy fur. It is no coincidence that a majority of the wizards who have created duckbunnies in the laboratory have young daughters at home, and it must be stated that duckbunnies do make wonderful pets."
* FantasticLivestock: Duckbunny eggs are delicious, their meat can be substituted in rabbit stew, and both are quick to replenish since the creatures are so fast-breeding. Their hides can also be used to make excellent insulated boots, capes or cloaks. Duckbunnies' quacking can also serve as an alarm system, though they're otherwise useless as guard beasts.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose with their bill, which might leave the target so surprised at such aggression from a harmless-looking creature that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
* MixAndMatchCritters: They're magical blends of ducks and snowshoe hares, resulting in a platypus-like creature, though the duckbunny's long ears help distinguish them from those animals. They live in burrows like rabbits, but lay eggs, and their young are covered in downy feathers. Duckbunnies are much more agile in the water than on land, where they waddle like ducks instead of bounding like rabbits.
* RidiculouslyCuteCritter: While there are several practical reasons to raise duckbunnies, their entry admits that "Finally, and most importantly to some, duckbunnies are almost irresistibly cute, with their big eyes, floppy ears, and soft, downy fur. It is no coincidence that a majority of the wizards who have created duckbunnies in the laboratory have young daughters at home, and it must be stated that duckbunnies do make wonderful pets."
to:
* {{Familiar}}: On occasion, duckbunnies CastingAShadow: They can serve as such. "As far as familiars go, generate a wizard could certainly do worse, but most wizards are less cloud of magical ''darkness''.
* {{Cephalothorax}}: They're little more thanpleased tumorous, pallid heads on spider legs.
* CruelMercy: While drow will defend themselves if one of the shunned attacks them, they never actively hunt fithrichen, believing that they shouldn't interfere with Lolth's punishment.
* EnemySummoner: They can disgorge a SpiderSwarm mid-combat that then follows their orders.
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" tosee a duckbunny waddle up to their meat.
* SuperScream: Their 3rd Edition rules let themafter the intensive preparation and effort involved loose a horrid wail that can sicken creatures.
!!Mithrenda
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_mithrenda_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Fey Magical Beast (4E)\\
'''Challenge Rating:''' 11 (4E)\\
'''Alignment:''' ChaoticEvil
These mutated arachnids are cautious ambush predators, lurking in thecasting shadows before reeling prey into range of the ''find familiar'' spell."
* FantasticLivestock: Duckbunny eggs are delicious,their meat maws.
----
* ItCanThink: While mithrenda may beat chwidencha in terms of monstrous appearance, unlike the latter, mithrenda retain most of their intelligence, and canbe substituted in rabbit stew, even speak.
* ProjectileWebbing: They can hurl webs to immobilize targets, andboth if that's not enough...
* WhatADrag: Once a target has been immobilized by a mithrenda's web, the creature can spend an action reeling them in, dealing damage in the process even before taking a bite out of them if they get close enough.
!!Scorrow
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_scorrow_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
The drow of Eberron revere scorpions rather than spiders, and as such their drider analogues arequick to replenish since chimeric blends of drow and giant scorpion. Unlike driders, the creatures scorrow are a true-breeding race, and are respected by drow.
----
* BewareMyStingerTail: Being scorpion from the waist down, scorrow have a venomous stinger tail.
* BornAsAnAdult: Scorrow young hatch fully formed and are expected to travel with the colony from birth.
* ForcedTransformation: The scorrow claim that they were once the most skilled tribe of hunters among the drow of Xen'Drik, sofast-breeding. Their hides can also be used the god Vulkoor sent a giant scorpion to make excellent insulated boots, capes or cloaks. Duckbunnies' quacking can also serve as an alarm system, though their village that stung every member of it, triggering a painful transformation into the first scorrow. While they had no choice in the matter, the scorrow consider their current state a great honor, and their drow kin agree.
* ProudWarriorRaceGuy: Scorrow society revolves around the hunt, and they'reotherwise useless as guard beasts.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Theironly "attack" is interested in {{Worthy Opponent}}s, to snap at a threat's fingers or nose with their bill, which might leave the target so surprised at such aggression from a harmless-looking creature that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
* MixAndMatchCritters: They're magical blends of ducksextent they'll let "lesser" prey pass by and snowshoe hares, resulting in a platypus-like creature, though the duckbunny's long ears help distinguish them from those animals. They live in burrows like rabbits, but lay eggs, and their young are covered in downy feathers. Duckbunnies are much more agile in the water than on land, where they waddle like ducks instead search for a greater challenge.
* ScorpionPeople: A scorrow has the upper body ofbounding like rabbits.
* RidiculouslyCuteCritter: While there are several practical reasons to raise duckbunnies, their entry admits that "Finally,a drow and most importantly to some, duckbunnies are almost irresistibly cute, with their big eyes, floppy ears, and soft, downy fur. It is no coincidence that a majority of the wizards who have created duckbunnies in the laboratory have young daughters at home, and it must be stated that duckbunnies do make wonderful pets."lower body of a giant scorpion.
* {{Cephalothorax}}: They're little more than
* CruelMercy: While drow will defend themselves if one of the shunned attacks them, they never actively hunt fithrichen, believing that they shouldn't interfere with Lolth's punishment.
* EnemySummoner: They can disgorge a SpiderSwarm mid-combat that then follows their orders.
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" to
* SuperScream: Their 3rd Edition rules let them
!!Mithrenda
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_mithrenda_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Fey Magical Beast (4E)\\
'''Challenge Rating:''' 11 (4E)\\
'''Alignment:''' ChaoticEvil
These mutated arachnids are cautious ambush predators, lurking in the
* FantasticLivestock: Duckbunny eggs are delicious,
----
* ItCanThink: While mithrenda may beat chwidencha in terms of monstrous appearance, unlike the latter, mithrenda retain most of their intelligence, and can
* ProjectileWebbing: They can hurl webs to immobilize targets, and
* WhatADrag: Once a target has been immobilized by a mithrenda's web, the creature can spend an action reeling them in, dealing damage in the process even before taking a bite out of them if they get close enough.
!!Scorrow
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_scorrow_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
The drow of Eberron revere scorpions rather than spiders, and as such their drider analogues are
----
* BewareMyStingerTail: Being scorpion from the waist down, scorrow have a venomous stinger tail.
* BornAsAnAdult: Scorrow young hatch fully formed and are expected to travel with the colony from birth.
* ForcedTransformation: The scorrow claim that they were once the most skilled tribe of hunters among the drow of Xen'Drik, so
* ProudWarriorRaceGuy: Scorrow society revolves around the hunt, and they're
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their
* MixAndMatchCritters: They're magical blends of ducks
* ScorpionPeople: A scorrow has the upper body of
* RidiculouslyCuteCritter: While there are several practical reasons to raise duckbunnies, their entry admits that "Finally,
Changed line(s) 1808,1825 (click to see context) from:
[[folder:Duergar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duergar_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E, 5E), 4 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil
An embittered and cruel dwarven subrace that builds impregnable strongholds in the Underdark, where they toil in workshops, train for war, and plot revenge against their kin. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
!!Steeder
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_steeder_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E); 1/4 (male), 1 (female) (5E)\\
'''Alignment:''' Unaligned
Giant spiders used as steeds and beasts of burden by the duergar.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duergar_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E, 5E), 4 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil
An embittered and cruel dwarven subrace that builds impregnable strongholds in the Underdark, where they toil in workshops, train for war, and plot revenge against their kin. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
!!Steeder
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_steeder_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E); 1/4 (male), 1 (female) (5E)\\
'''Alignment:''' Unaligned
Giant spiders used as steeds and beasts of burden by the duergar.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil
An embittered and cruel dwarven subrace that builds impregnable strongholds in the Underdark, where they toil in workshops, train for war, and plot revenge against their kin. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
!!Steeder
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_steeder_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4
'''Alignment:'''
Giant spiders used as steeds and beasts of burden by the duergar.
Also called drowned ones or sea zombies, these sopping, sloshing, swollen undead exist to inflict choking death upon others.
Changed line(s) 1827,1831 (click to see context) from:
* DeadlierThanTheMale: Female steeders are bigger and nastier than their male counterparts. The duergar ride the females into battle while using the males as draft animals.
* GiantSpider: Steeders resemble spiders around the size of an ox.
* HorseOfADifferentColor: They're enormous spiders which the duergar ''kavalrachni'' ride into battle. This is a somewhat risky proposition, though, as steeders are aggressive predators and prone to turning on their riders unless very well-trained.
* PunnyName: Their name is a portmanteau of "steed" and "spider".
* WallCrawl: Steeders secrete a viscous substance from their legs and feet, which allows them to climb along walls and ceilings.
* GiantSpider: Steeders resemble spiders around the size of an ox.
* HorseOfADifferentColor: They're enormous spiders which the duergar ''kavalrachni'' ride into battle. This is a somewhat risky proposition, though, as steeders are aggressive predators and prone to turning on their riders unless very well-trained.
* PunnyName: Their name is a portmanteau of "steed" and "spider".
* WallCrawl: Steeders secrete a viscous substance from their legs and feet, which allows them to climb along walls and ceilings.
to:
* DeadlierThanTheMale: Female steeders DeceasedAndDiseased: 5E drowned ones carry a magical disease called bluerot, which causes the victim to break out in painful blue boils.
* HiveMind: 5E drowned ones arebigger linked together by a mystical telepathic network, allowing them to communicate and nastier than their male counterparts. coordinate with one another over great distances.
* AnIcePerson: Theduergar ride the females into battle while using the males as draft animals.body of a drowned master radiates unnatural cold, chilling anyone unwise enough to touch it or attack it in melee.
*GiantSpider: Steeders resemble spiders around the size InstantDeathRadius: In 3rd Edition, everything that comes within 30 feet of an ox.
* HorseOfADifferentColor: They're enormous spiders which the duergar ''kavalrachni'' ride into battle. Thisa drowned is a somewhat risky proposition, though, treated as steeders are aggressive predators if they were underwater and prone to turning on at risk of drowning. Creatures can hold their riders unless very well-trained.
* PunnyName: Their name isbreath with a portmanteau of "steed" Constitution check, but each round that check gets harder, and "spider".
as soon as they fail, they fall to the ground unconscious. Unless someone saves them, a fallen victim will hit -1 HP in the next round, and the round after that will expire.
*WallCrawl: Steeders secrete a viscous substance from ItCanThink: Don't mistake the silence of the drowned ones for stupidity. They may not be the sharpest tools in the shed, but they're smarter than any normal zombie, and their legs and feet, which HiveMind allows them to climb along walls plot and ceilings.coordinate large-scale attacks on coastal settlements.
* LastChanceHitPoint: 5E drowned ones have the same Undead Fortitude trait as regular zombies, allowing them to withstand a hit that would otherwise knock them down to 0 hit points with 1 instead.
* MakeThemRot: A drowned master can inflict necrotic damage by touching someone with its tentacles or spraying them with its foul ink.
* MalevolentMaskedMen: The drowned assassin wears a driftwood mask over its rotting face. It can whip the mask off at a moment's notice, scaring the living daylights out of anyone who happens to glimpse its repulsive visage.
* TendrilsOfDarkness: A drowned master's original legs have withered away to be replaced by shadowy tentacles. Their touch drains life, rots flesh, and spreads the bluerot disease.
* HiveMind: 5E drowned ones are
* AnIcePerson: The
*
* HorseOfADifferentColor: They're enormous spiders which the duergar ''kavalrachni'' ride into battle. This
* PunnyName: Their name is
*
* LastChanceHitPoint: 5E drowned ones have the same Undead Fortitude trait as regular zombies, allowing them to withstand a hit that would otherwise knock them down to 0 hit points with 1 instead.
* MakeThemRot: A drowned master can inflict necrotic damage by touching someone with its tentacles or spraying them with its foul ink.
* MalevolentMaskedMen: The drowned assassin wears a driftwood mask over its rotting face. It can whip the mask off at a moment's notice, scaring the living daylights out of anyone who happens to glimpse its repulsive visage.
* TendrilsOfDarkness: A drowned master's original legs have withered away to be replaced by shadowy tentacles. Their touch drains life, rots flesh, and spreads the bluerot disease.
Changed line(s) 1834,1842 (click to see context) from:
[[folder:Dune Reaper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_reaper_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classifcation:''' Magical Besat (3E), Aberrant Beast (4E)\\
'''Challenge Rating:''' 5 (drone), 9 (warrior) (3E); 12 (drone), 15 (warrior) (4E)\\
'''Alignment:''' Unaligned
Large, scythe-clawed pack hunters who roam the sandy wastes in search of prey.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_reaper_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classifcation:''' Magical Besat (3E), Aberrant Beast (4E)\\
'''Challenge Rating:''' 5 (drone), 9 (warrior) (3E); 12 (drone), 15 (warrior) (4E)\\
'''Alignment:''' Unaligned
Large, scythe-clawed pack hunters who roam the sandy wastes in search of prey.
to:
[[quoteright:350:https://static.
[[quoteright:229:https://static.tvtropes.
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classifcation:''' Magical Besat (3E), Aberrant Beast
[[caption-width-right:229:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:'''
'''Alignment:'''
Large, scythe-clawed pack hunters who roam the sandy wastes in search of prey.
Beautiful but shy feminine nature spirits, magically bound to specific oak trees.
Changed line(s) 1844,1864 (click to see context) from:
* BlackWidow: 2nd Edition states that a dune reaper matron kills a male after mating, then lays her eggs in his corpse.
* CraftedFromAnimals: Dune Reapers' arm blades are often converted into swords, while their scales can be used in shields or armor.
* DeadlyLunge: They prefer to lie in wait for prey, crouched atop a dune overlooking a trail, then pounce with a howling wail.
* EvilSmellsBad: One of their disquieting traits is the "sickly sweet smell of decay" that constantly clings to them.
* GladiatorGames: Dune reapers' ferocity and intimidating appearance makes them highly valued in Athas' arenas, and many sorcerer-kings enjoy unleashing one just after one gladiator is about to deal the killing blow to another.
* GlowingEyesOfDoom: Their eyes glow with an eerie red luminescence.
* HiveCasteSystem: Dune reapers operate out of nests built into the base of cliffs near a water source, and each pride is led by a single female matron, who is the only reaper allowed to breed. She is supported by a cadre of female warriors, each of whom directs a specific male drone, who are the smallest and dumbest of the group, and bound to their female director by pheromones for life. The drones will never attack their warrior, but may fight with other females should she interfere with their superior's orders. A warrior may in turn challenge her matron for leadership in a fight to the death.
* ItCanThink: While dune reaper drones are only semi-intelligent, warriors and matrons can be smarter than ogres.
* MonstrousCannibalism: Dune reapers are known to turn on each other when food is scarce, while 4th Edition adds that their hatchlings will kill and eat their weaker siblings.
* StarfishLanguage: They communicate with each other through "a complex system of sound, motion, and scents," and can relay specifics about potential prey's location, quantity and distance through a "dance" combined with sounds and odors.
* WeaponizedTeleportation: 4th Edition adds specialized drones known as "shrieks," which can leap through space-time, reappearing a round later in a nearby square with a SuperScream that deals damage and KnockBack.
[[/folder]]
[[folder:Dune Stalker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_stalker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' NeutralEvil
Hunched and gangly humanoids native to the Paraelemental Plane of Magma, sometimes summoned to the Material Plane on missions of evil.
* CraftedFromAnimals: Dune Reapers' arm blades are often converted into swords, while their scales can be used in shields or armor.
* DeadlyLunge: They prefer to lie in wait for prey, crouched atop a dune overlooking a trail, then pounce with a howling wail.
* EvilSmellsBad: One of their disquieting traits is the "sickly sweet smell of decay" that constantly clings to them.
* GladiatorGames: Dune reapers' ferocity and intimidating appearance makes them highly valued in Athas' arenas, and many sorcerer-kings enjoy unleashing one just after one gladiator is about to deal the killing blow to another.
* GlowingEyesOfDoom: Their eyes glow with an eerie red luminescence.
* HiveCasteSystem: Dune reapers operate out of nests built into the base of cliffs near a water source, and each pride is led by a single female matron, who is the only reaper allowed to breed. She is supported by a cadre of female warriors, each of whom directs a specific male drone, who are the smallest and dumbest of the group, and bound to their female director by pheromones for life. The drones will never attack their warrior, but may fight with other females should she interfere with their superior's orders. A warrior may in turn challenge her matron for leadership in a fight to the death.
* ItCanThink: While dune reaper drones are only semi-intelligent, warriors and matrons can be smarter than ogres.
* MonstrousCannibalism: Dune reapers are known to turn on each other when food is scarce, while 4th Edition adds that their hatchlings will kill and eat their weaker siblings.
* StarfishLanguage: They communicate with each other through "a complex system of sound, motion, and scents," and can relay specifics about potential prey's location, quantity and distance through a "dance" combined with sounds and odors.
* WeaponizedTeleportation: 4th Edition adds specialized drones known as "shrieks," which can leap through space-time, reappearing a round later in a nearby square with a SuperScream that deals damage and KnockBack.
[[/folder]]
[[folder:Dune Stalker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_stalker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' NeutralEvil
Hunched and gangly humanoids native to the Paraelemental Plane of Magma, sometimes summoned to the Material Plane on missions of evil.
to:
* BlackWidow: 2nd Edition states that a dune reaper matron kills a male after mating, then lays her eggs in his corpse.
* CraftedFromAnimals: Dune Reapers' arm bladesCharmPerson: While there are often converted into swords, while their scales can be used in shields or armor.
* DeadlyLunge: They prefer to lie in wait for prey, crouched atop a dune overlooking a trail, then pounce with a howling wail.
* EvilSmellsBad: Oneplenty of their disquieting traits is the "sickly sweet smell of decay" that constantly clings to them.
* GladiatorGames: Dune reapers' ferocity and intimidating appearance makes them highly valued in Athas' arenas, and many sorcerer-kings enjoy unleashing one just after one gladiator isstories about to deal the killing blow to another.
* GlowingEyesOfDoom: Their eyes glow with an eerie red luminescence.
* HiveCasteSystem: Dune reapers operate outdryads growing enamored of nests built into the base of cliffs near a water source, handsome travelers, charming them, and each pride is led by a single female matron, who is the only reaper allowed to breed. She is supported by a cadre of female warriors, each of whom directs a specific male drone, who are the smallest and dumbest of the group, and bound bringing them back to their female director by pheromones for life. The drones will never attack their warrior, but may fight trees, dryads are just as likely to "recruit" interlopers to deal with other females should she interfere with their superior's orders. A warrior may threats like loggers.
* DepartureMeansDeath: Dryads inturn challenge her matron for leadership in a fight to the death.
* ItCanThink: While dune reaper drones are only semi-intelligent, warriors and matrons can be smarter than ogres.
* MonstrousCannibalism: Dune reapers are known to turn on each other when food is scarce, while 4th3rd Edition adds that will sicken and die in a matter of hours if taken more than 300 yards from their hatchlings will kill and eat their weaker siblings.
home oaks.
*StarfishLanguage: They communicate with each other through "a complex system of sound, motion, and scents," and can relay specifics about potential prey's location, quantity and distance through a "dance" combined with sounds and odors.
* WeaponizedTeleportation: 4thFriendToAllLivingThings: 3rd Edition adds specialized drones known as "shrieks," which dryads share a druid's "Wild Empathy" class feature, while in 5th Edition they can leap through space-time, reappearing speak with plants and animals.
* GenderEqualsBreed: If around later in a nearby square dryad conceives with a SuperScream satyr, there's an even chance of the child being either a dryad or a satyr, depending on their sex.
* OurNymphsAreDifferent: Dryads resemble beautiful elven women, whose hair and skin change color with the seasons -- they both turn red and white in the fall and winter, respectively; in the spring and summer, their skin turns tan and their hair green. Since all dryads are female, they rely on other species for reproduction -- generally, a dryad will have children with either a magically enthralled human or elf, in which case the child will always be a dryad, or with a [[FaunsAndSatyrs satyr]], in which case there's an even chance of the child being either a dryad girl or a satyr boy. A young dryad will live with her mother until she reaches adulthood, at which point she will seek a tree of her own to bond to.
* {{Synchronization}}: 5th Edition notes thatdeals damage dryads suffer as their bound oaks take damage, and KnockBack.
[[/folder]]
[[folder:Dune Stalker]]
[[quoteright:350:https://static.will descend into madness should their trees be destroyed.
* {{Teleportation}}: 5th Edition dryads have the ''tree stride'' ability, allowing them to step into one living tree and step out of another up to sixty feet away from the first.
!!Hamadryad
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_stalker_3e.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_hamadryad_4e.jpg]]
[[caption-width-right:330:4e]]
->'''Classification:'''Outsider (3E)\\
'''Challenge Rating:''' 9 (3E)\\
Fey Humanoid (4E)\\
'''Playable:''' 4E\\
'''Alignment:'''NeutralEvil
HunchedTrueNeutral
Cousins of dryads who are able to roam further from their oaks, allowing them to patrol andgangly humanoids native to protect their home woodlands, or venture into the Paraelemental Plane of Magma, sometimes summoned to the Material Plane on missions of evil.wider world.
* CraftedFromAnimals: Dune Reapers' arm blades
* DeadlyLunge: They prefer to lie in wait for prey, crouched atop a dune overlooking a trail, then pounce with a howling wail.
* EvilSmellsBad: One
* GladiatorGames: Dune reapers' ferocity and intimidating appearance makes them highly valued in Athas' arenas, and many sorcerer-kings enjoy unleashing one just after one gladiator is
* GlowingEyesOfDoom: Their eyes glow with an eerie red luminescence.
* HiveCasteSystem: Dune reapers operate out
* DepartureMeansDeath: Dryads in
* ItCanThink: While dune reaper drones are only semi-intelligent, warriors and matrons can be smarter than ogres.
* MonstrousCannibalism: Dune reapers are known to turn on each other when food is scarce, while 4th
*
* WeaponizedTeleportation: 4th
* GenderEqualsBreed: If a
* OurNymphsAreDifferent: Dryads resemble beautiful elven women, whose hair and skin change color with the seasons -- they both turn red and white in the fall and winter, respectively; in the spring and summer, their skin turns tan and their hair green. Since all dryads are female, they rely on other species for reproduction -- generally, a dryad will have children with either a magically enthralled human or elf, in which case the child will always be a dryad, or with a [[FaunsAndSatyrs satyr]], in which case there's an even chance of the child being either a dryad girl or a satyr boy. A young dryad will live with her mother until she reaches adulthood, at which point she will seek a tree of her own to bond to.
* {{Synchronization}}: 5th Edition notes that
[[/folder]]
[[folder:Dune Stalker]]
[[quoteright:350:https://static.
* {{Teleportation}}: 5th Edition dryads have the ''tree stride'' ability, allowing them to step into one living tree and step out of another up to sixty feet away from the first.
!!Hamadryad
[[quoteright:330:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:330:4e]]
->'''Classification:'''
'''Challenge Rating:''' 9 (3E)\\
'''Playable:''' 4E\\
'''Alignment:'''
Hunched
Cousins of dryads who are able to roam further from their oaks, allowing them to patrol and
Changed line(s) 1866,1880 (click to see context) from:
* CraftedFromAnimals: Their bones are too strong to be worked, and their hides are too abrasive to use as leather... but make for good sandpaper.
* ExactWords: This can be the bane or boon of a dune stalker. Much like invisible stalkers, they're summoned by mortals for a general or specified mission. Since dune stalkers hate being on the Material Plane, they'll seek to fulfil the literal terms of their mission and go home as quickly as possible, regardless of whether the intended objective is complete. But sometimes, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, it's unable to meet its literal terms, trapping the creature on the Material Plane indefinitely. In such cases, the dune stalker will vent its frustration by killing anything it comes across.
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of death," in which it presses its lips or face against a victim and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any trail less than a day old, and have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are smarter than the average humanoid, and can understand orders in Common or Terran, they just never attempt to communicate.
* SuperScream: They can emit a loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in its cone of effect.
[[/folder]]
[[folder:Dune Trapper]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_trapper_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Alignment:''' Unaligned
False oases that swallow those who stop to drink.
* ExactWords: This can be the bane or boon of a dune stalker. Much like invisible stalkers, they're summoned by mortals for a general or specified mission. Since dune stalkers hate being on the Material Plane, they'll seek to fulfil the literal terms of their mission and go home as quickly as possible, regardless of whether the intended objective is complete. But sometimes, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, it's unable to meet its literal terms, trapping the creature on the Material Plane indefinitely. In such cases, the dune stalker will vent its frustration by killing anything it comes across.
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of death," in which it presses its lips or face against a victim and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any trail less than a day old, and have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are smarter than the average humanoid, and can understand orders in Common or Terran, they just never attempt to communicate.
* SuperScream: They can emit a loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in its cone of effect.
[[/folder]]
[[folder:Dune Trapper]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_trapper_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Alignment:''' Unaligned
False oases that swallow those who stop to drink.
to:
* CraftedFromAnimals: Their bones are too strong to be worked, CharmPerson: Like normal dryads, 2E hamadryads know the spell and their hides are too abrasive to use as leather... it on handsome males, but make for good sandpaper.
* ExactWords: This can be the bane or boon of a dune stalker. Much like invisible stalkers,they're summoned by mortals for a general or specified mission. Since dune stalkers hate being on the Material Plane, they'll seek to fulfil the literal terms less possessive of their mission and go victims, instead using their magic to recruit someone for a specific task, such as defending trees from woodcutters. Once that task is complete, the ''charmed'' male is allowed to leave the forest... or is left by a dryad's tree, where the guy might well be ''charmed'' again.
* GaiasVengeance: While most hamadryads are content to remain in their homeas quickly as possible, regardless of whether woodlands, in rare circumstances, some natural (or man-made) disaster drives them to action to save the intended objective is complete. But sometimes, forest. Some hamadryads even take up adventuring and leave their forests, "seeking justice or revenge for the destruction of their woodlands."
* IntriguedByHumanity: Other hamadryads, usually those who live close to asummoner's badly-phrased instructions may mean mortal community, might observe something in civilization that even if a dune stalker fulfils they feel that they lack, and thus leave their forest behind to answer "their heart's yearning call."
* OneGenderRace: Like dryads, hamadryads are exclusively female.
* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given up some of theintent innocence and whimsy of its mission, it's unable to meet its literal terms, trapping the creature former to tap into the power of the latter. As such, hamadryads can shift between a nymph form, appearing as a beautiful fey humanoid with hair and eyes the color of autumn leaves, or appear more tree-like when using their supernatural abilities. They also have racial abilities related to nymphs' incredible beauty, letting them distract or dazzle opponents.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and hamadryads' skin takes on theMaterial Plane indefinitely. In such cases, appearance of carved wood as they tap into their natural power to gain the dune stalker will vent its frustration resilience of oak, or rejuvenate themself by killing anything it comes across.
stepping into a nearby tree.
*KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of death," SpoiledBrat: Hamadryads in which it presses its lips or face against a victim 4E are noted to have retained nymphs' passionate, impulsive natures, and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkersare infamous for accustomed to being able to detect any trail less than a day old, wrap mortals around their finger, and being treated almost like royalty by other fey beings. As such, they have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are smarter than the average humanoid,trouble understanding why someone would tell them "no," and can understand orders in Common or Terran, when denied, might tap into their dryad power to get what they just never attempt want through force.
* {{Transflormation}}: At the end of her life, a hamadryad feels drawn back tocommunicate.
* SuperScream: They can emither home wood, plants her feet in the earth, and turns into a loud, rasping cough tree that replicates a ''shout'' spell, deafening and dealing damage resembles her nymph form. Other fey creatures tend to those in its cone of effect.
[[/folder]]
[[folder:Dune Trapper]]
[[quoteright:300:https://static.make their homes around a hamadryad-tree.
!!Oaken Defender
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_trapper_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
org/pmwiki/pub/images/d&d_oaken_defender_3e.png]]
[[caption-width-right:320:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:'''Unaligned
False oasesNeutralGood
Masses of thorny, tendriled vegeation thatswallow those who stop usually lie dormant beneath a dryad's sacred grove, but will burst from the soil to drink.defend her if she is threatened.
* ExactWords: This can be the bane or boon of a dune stalker. Much like invisible stalkers,
* GaiasVengeance: While most hamadryads are content to remain in their home
* IntriguedByHumanity: Other hamadryads, usually those who live close to a
* OneGenderRace: Like dryads, hamadryads are exclusively female.
* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given up some of the
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and hamadryads' skin takes on the
*
* ScarilyCompetentTracker: Dune stalkers
* TheSpeechless: Dune stalkers are smarter than the average humanoid,
* {{Transflormation}}: At the end of her life, a hamadryad feels drawn back to
* SuperScream: They can emit
[[/folder]]
[[folder:Dune Trapper]]
[[quoteright:300:https://static.
!!Oaken Defender
[[quoteright:320:https://static.tvtropes.
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
[[caption-width-right:320:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:'''
False oases
Masses of thorny, tendriled vegeation that
Changed line(s) 1882,1884 (click to see context) from:
* ChestMonster: A variant; rather than disguising themselves as a treasure chest, dune trappers take the form of something far more valuable in a desert -- a source of fresh water.
* {{Planimal}}: They're bizarre creatures, "some form of symbiotic/parasitic plant-animal that defies traditional classification." Their mouths are about an acre wide, while their roots can extend for miles underground, tapping into hidden water sources to create the shallow pools the dune trappers put in their mouths to lure in prey. They can also share some of their water supply with conventional plant life, which grows around their mouths to help sell the illusion of safety.
* SwallowedWhole: When a victim stops to drink at the pool in the victim of the dune trapper, the creature pulls itself down the pit it lurks in. Anyone who fails two Dexterity checks automatically ends up in the dune trapper's gullet to take acid damage until they're liquified, unable to do anything but attempt psionic attacks.
* {{Planimal}}: They're bizarre creatures, "some form of symbiotic/parasitic plant-animal that defies traditional classification." Their mouths are about an acre wide, while their roots can extend for miles underground, tapping into hidden water sources to create the shallow pools the dune trappers put in their mouths to lure in prey. They can also share some of their water supply with conventional plant life, which grows around their mouths to help sell the illusion of safety.
* SwallowedWhole: When a victim stops to drink at the pool in the victim of the dune trapper, the creature pulls itself down the pit it lurks in. Anyone who fails two Dexterity checks automatically ends up in the dune trapper's gullet to take acid damage until they're liquified, unable to do anything but attempt psionic attacks.
to:
* ChestMonster: A variant; rather than disguising themselves as BizarreAlienReproduction: When an oaken defender reaches a treasure chest, dune trappers take thousand years of age, an acorn from their dryad's tree begins incubating within a follicle inside the form oaken defender, developing into a cyst that will grow and leech nutrients from its parent over the course of something far more valuable in the next century, until a desert -- a source new oaken defender is born by bursting from the body of fresh water.
the old one, killing it. During this long process, the dryad tends to the old oaken defender, comforting it and helping it say its farewells.
*{{Planimal}}: CombatTentacles: They have a total of six tentacle-like limbs, and can attack with two of them each round.
* GuardianEntity: They'rebizarre creatures, "some form of symbiotic/parasitic plant-animal that defies traditional classification." Their mouths are about an acre wide, while their roots can extend such for miles underground, tapping into hidden water sources to create the shallow pools the dune trappers put in their mouths to lure in prey. They can also share some of their water supply with conventional plant life, which grows around their mouths to help sell the illusion of safety.
* SwallowedWhole: When a victim stops to drinkdryads, slumbering for centuries at the pool in the victim of the dune trapper, the creature pulls itself down the pit it lurks in. Anyone who fails two Dexterity checks automatically ends up in the dune trapper's gullet to take acid damage a time until they're liquified, unable needed.
* PsychicLink: Oaken defenders have an empathic link with the dryad(s) of their grove, and can sense their needs or feelings out todo anything 900 feet. They also have the ability to find others of their kind as per the ''discern location'' spell, and will come to each other's aid if a threat is too much for a single oaken defender to handle.
* {{Treants}}: Oaken defenders are disc-like masses of spiky wood some 15 feet across, with the suggestion of an angry face covering their upper surface.
* UndergroundMonkey: Their entry suggests that other fey might have their own equivalents to oaken defenders -- an oread might have a "rocky defender" that appears as a giant gemstone, a fossergrim might have a "cascade defender," and so forth.
!!Verdant Reaver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_verdant_reaver_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted to its mistress.
----
* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, butattempt psionic attacks.this effect only lasts until it moves on. Mechanically, this makes the spaces immediately around a reaver count as difficult terrain, and it lets them make a "verdant rend" attack if both its slam attacks hit, as the undergrowth tears at its target for additional damage.
* HappinessInSlavery: Verdant reavers all have a need to serve a "mistress," and should their dryad be slain, they'll wander the forests in search of another female (or apparent female) to serve. If they go a year and a day without finding a new mistress, a verdant reaver will perish.
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built from fallen logs or driftwood.
* WasOnceAMan: Each verdant reaver was originally a humanoid that spent an extended period as a dryad's ''charmed'' thrall. After a year and a day of such service, the humanoid finds itself rooted to the ground, and painfully transforms into a plant creature over the course of another day -- trying to cut the victim loose kills them instantly, and unless freed by ''remove disease'' or ''remove curse'' before sundown, the creature forever forgets its past existence and becomes a verdant reaver. Evil or Neutral dryads use this process to acquire loyal servants, while Good dryads might discover it by accident, and from that point on will only create a verdant reaver to punish a thrall they think deserves such a fate.
*
* GuardianEntity: They're
* SwallowedWhole: When a victim stops to drink
* PsychicLink: Oaken defenders have an empathic link with the dryad(s) of their grove, and can sense their needs or feelings out to
* {{Treants}}: Oaken defenders are disc-like masses of spiky wood some 15 feet across, with the suggestion of an angry face covering their upper surface.
* UndergroundMonkey: Their entry suggests that other fey might have their own equivalents to oaken defenders -- an oread might have a "rocky defender" that appears as a giant gemstone, a fossergrim might have a "cascade defender," and so forth.
!!Verdant Reaver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_verdant_reaver_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted to its mistress.
----
* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but
* HappinessInSlavery: Verdant reavers all have a need to serve a "mistress," and should their dryad be slain, they'll wander the forests in search of another female (or apparent female) to serve. If they go a year and a day without finding a new mistress, a verdant reaver will perish.
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built from fallen logs or driftwood.
* WasOnceAMan: Each verdant reaver was originally a humanoid that spent an extended period as a dryad's ''charmed'' thrall. After a year and a day of such service, the humanoid finds itself rooted to the ground, and painfully transforms into a plant creature over the course of another day -- trying to cut the victim loose kills them instantly, and unless freed by ''remove disease'' or ''remove curse'' before sundown, the creature forever forgets its past existence and becomes a verdant reaver. Evil or Neutral dryads use this process to acquire loyal servants, while Good dryads might discover it by accident, and from that point on will only create a verdant reaver to punish a thrall they think deserves such a fate.
Changed line(s) 1887,1894 (click to see context) from:
[[folder:Dune Winder]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' Unaligned
Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' Unaligned
Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.
to:
[[quoteright:325:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:'''
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
Changed line(s) 1896,1900 (click to see context) from:
* BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.
to:
* BreathWeapon: Once per hour, a dune winder {{Familiar}}: On occasion, duckbunnies can breathe serve as such. "As far as familiars go, a line of fire.
* DefeatEqualsExplosion: If defeated,wizard could certainly do worse, but most wizards are less than pleased to see a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet duckbunny waddle up to them after the intensive preparation and potentially poisons them.
effort involved in the casting of the ''find familiar'' spell."
*HeWasRightThereAllAlong: Dune winders use FantasticLivestock: Duckbunny eggs are delicious, their coloration meat can be substituted in rabbit stew, and both are quick to blend in with replenish since the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters thatcreatures are so fast-breeding. Their hides can sense prey moving across the sand through vibrations, also be used to make excellent insulated boots, capes or cloaks. Duckbunnies' quacking can also serve as an alarm system, though they're faster winding across otherwise useless as guard beasts.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose with their bill, which might leave thesurface target so surprised at such aggression from a harmless-looking creature that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
* MixAndMatchCritters: They're magical blends of ducks and snowshoe hares, resulting in a platypus-like creature, though the duckbunny's long ears help distinguish them from those animals. They live in burrows like rabbits, but lay eggs, and their young are covered in downy feathers. Duckbunnies are much more agile in the water thanburrowing beneath it, on land, where they waddle like ducks instead of bounding like rabbits.
* RidiculouslyCuteCritter: While there are several practical reasons to raise duckbunnies, their entry admits that "Finally, andlack most importantly to some, duckbunnies are almost irresistibly cute, with their big eyes, floppy ears, and soft, downy fur. It is no coincidence that a [[SwallowedWhole "swallow whole"]] attack.majority of the wizards who have created duckbunnies in the laboratory have young daughters at home, and it must be stated that duckbunnies do make wonderful pets."
* DefeatEqualsExplosion: If defeated,
*
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose with their bill, which might leave the
* MixAndMatchCritters: They're magical blends of ducks and snowshoe hares, resulting in a platypus-like creature, though the duckbunny's long ears help distinguish them from those animals. They live in burrows like rabbits, but lay eggs, and their young are covered in downy feathers. Duckbunnies are much more agile in the water than
* RidiculouslyCuteCritter: While there are several practical reasons to raise duckbunnies, their entry admits that "Finally, and
Changed line(s) 1903,1911 (click to see context) from:
[[folder:Dusanu]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Plant (3E), Shadow Magical Beast (4E)\\
'''Challenge Rating:''' 2 (3E), 7 (4E)\\
'''Alignment:''' ChaoticNeutral, Unaligned (4E)
Also known as "rot fiends," these ambulatory, mold-covered skeletons are easily mistaken for undead, but are actually animated by a fungal colony.
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Plant (3E), Shadow Magical Beast (4E)\\
'''Challenge Rating:''' 2 (3E), 7 (4E)\\
'''Alignment:''' ChaoticNeutral, Unaligned (4E)
Also known as "rot fiends," these ambulatory, mold-covered skeletons are easily mistaken for undead, but are actually animated by a fungal colony.
to:
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[[quoteright:350:https://static.tvtropes.
[[caption-width-right:230:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Plant (3E), Shadow Magical Beast
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:'''
'''Playable:''' 2E-5E\\
'''Alignment:'''
Also known as "rot fiends," these ambulatory, mold-covered skeletons are easily mistaken
An embittered and cruel dwarven subrace that builds impregnable strongholds in the Underdark, where they toil in workshops, train for
!!Steeder
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_steeder_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E); 1/4 (male), 1 (female) (5E)\\
'''Alignment:''' Unaligned
Giant spiders used as steeds and beasts of burden by
Changed line(s) 1913,1918 (click to see context) from:
* FesteringFungus: The real enemy here is the fungus that is [[PuppeteerParasite puppeting the skeleton]], not the bones.
* GlowingEyes: They aren't the GlowingEyelightsOfUndeath, but glowing waste fumes from the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
* MistakenForUndead: They look like yet another variety of undead, but aren't damaged by positive energy, and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.
* ItCanThink: A dusanu's spores operate as a small HiveMind, which is actually as intelligent as the average human, there's just no account of successful communication with one.
* PoisonousPerson: Dusanu shed spores in combat that can infest other creatures, causing what starts as an itchy rash but will soon cause the victim's body to erupt in yellowish mold, with death soon following. Or in gameplay terms, in ''AD&D'' victims are [[AntiRegeneration unable to benefit from curative magic]] and have to make death saving throws, while in 3rd Edition victims take heavy Constitution damage.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
* GlowingEyes: They aren't the GlowingEyelightsOfUndeath, but glowing waste fumes from the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
* MistakenForUndead: They look like yet another variety of undead, but aren't damaged by positive energy, and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.
* ItCanThink: A dusanu's spores operate as a small HiveMind, which is actually as intelligent as the average human, there's just no account of successful communication with one.
* PoisonousPerson: Dusanu shed spores in combat that can infest other creatures, causing what starts as an itchy rash but will soon cause the victim's body to erupt in yellowish mold, with death soon following. Or in gameplay terms, in ''AD&D'' victims are [[AntiRegeneration unable to benefit from curative magic]] and have to make death saving throws, while in 3rd Edition victims take heavy Constitution damage.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
to:
* FesteringFungus: The real enemy here is the fungus that is [[PuppeteerParasite puppeting the skeleton]], not the bones.
* GlowingEyes: They aren't the GlowingEyelightsOfUndeath, but glowing waste fumes from the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
* MistakenForUndead: They look like yet another variety of undead, but aren't damaged by positive energy,DeadlierThanTheMale: Female steeders are bigger and nastier than their spongy, infested bones make bludgeoning weapons, male counterparts. The duergar ride the damage type most effective against skeletons, all but useless against them.
* ItCanThink: A dusanu's spores operatefemales into battle while using the males as a small HiveMind, draft animals.
* GiantSpider: Steeders resemble spiders around the size of an ox.
* HorseOfADifferentColor: They're enormous spiders whichis actually as intelligent as the average human, there's just no account of successful communication with one.
* PoisonousPerson: Dusanu shed spores in combat that can infest other creatures, causing what startsduergar ''kavalrachni'' ride into battle. This is a somewhat risky proposition, though, as an itchy rash but will soon cause the victim's body to erupt in yellowish mold, with death soon following. Or in gameplay terms, in ''AD&D'' victims steeders are [[AntiRegeneration unable aggressive predators and prone to benefit turning on their riders unless very well-trained.
* PunnyName: Their name is a portmanteau of "steed" and "spider".
* WallCrawl: Steeders secrete a viscous substance fromcurative magic]] their legs and have feet, which allows them to make death saving throws, while in 3rd Edition victims take heavy Constitution damage.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.climb along walls and ceilings.
* GlowingEyes: They aren't the GlowingEyelightsOfUndeath, but glowing waste fumes from the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
* MistakenForUndead: They look like yet another variety of undead, but aren't damaged by positive energy,
* ItCanThink: A dusanu's spores operate
* GiantSpider: Steeders resemble spiders around the size of an ox.
* HorseOfADifferentColor: They're enormous spiders which
* PoisonousPerson: Dusanu shed spores in combat that can infest other creatures, causing what starts
* PunnyName: Their name is a portmanteau of "steed" and "spider".
* WallCrawl: Steeders secrete a viscous substance from
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
Changed line(s) 1921,1929 (click to see context) from:
[[folder:Duskling]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_duskling_3e.jpg]]
[[caption-width-right:320:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenger Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Neutral
Extraplanar fey who are as innately bound to incarnum as a dryad is to her tree.
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_duskling_3e.jpg]]
[[caption-width-right:320:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenger Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Neutral
Extraplanar fey who are as innately bound to incarnum as a dryad is to her tree.
to:
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[[quoteright:303:https://static.tvtropes.
[[caption-width-right:320:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenger
[[caption-width-right:303:5e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Undead (5E)\\
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:''' Any Neutral
Extraplanar fey
The remnants of those who
Changed line(s) 1931,1939 (click to see context) from:
* BookDumb: Dusklings are hardy but have a racial penalty to Intelligence, and "disdain strict eduction and learning."
* EarthyBarefootCharacter: They're wild, emotional, fey beings who favor the wilderness, and prefer going barefoot. Duskling culture is generally more comfortable with feet than others, so they don't consider it rude to prop their feet up on things, while lovers will commonly exchange anklets and foot massages as signs of affection.
* LostInTranslation: In-universe, duskling idioms can sound strange to other Sylvan speakers, and can make no sense when literally translated to Common: "let's cut these chains" (let's get out of here), "I turned it blue" (I changed my mind), "you smelted him" (you dealt a mortal wound), etc. Their roleplaying notes suggest duskling players drop unfamiliar idioms and aphorisms in their speech.
* MageSpecies: They have the incarnum subtype, gravitate towards the totemist class, and always have at least one point of essentia to draw upon.
-->'''Chevaril:''' Use incarnum? [[IAmTheNoun I]] ''[[IAmTheNoun am]]'' [[IAmTheNoun incarnum.]]
* OxymoronicBeing: It's noted that the duskling mindset can be quite paradoxical, as they hate restrictions and reject authority, but value family ties and are fiercely loyal to their friends. "The key to roleplaying a duskling is to acknowledge only those ties and obligations that the duskling chooses to accept."
* TheQuietOne: Dusklings "use [[TerseTalker few words]] but [[MotorMouth spit them out in a rapid-fire stream]]," then let others speak their piece.
* SprintShoes: They can [[DivertingPower invest essentia]] to boost their land movement speed by five feet per point of essentia, though only if they're wearing no more than light armor and carrying a light load.
* WanderingCulture: Duskling clans are nomadic, "simply because they are incapable of settling in a fixed location." They'll linger for at most a month in a given location, setting up tents or just sleeping in the open air.
* EarthyBarefootCharacter: They're wild, emotional, fey beings who favor the wilderness, and prefer going barefoot. Duskling culture is generally more comfortable with feet than others, so they don't consider it rude to prop their feet up on things, while lovers will commonly exchange anklets and foot massages as signs of affection.
* LostInTranslation: In-universe, duskling idioms can sound strange to other Sylvan speakers, and can make no sense when literally translated to Common: "let's cut these chains" (let's get out of here), "I turned it blue" (I changed my mind), "you smelted him" (you dealt a mortal wound), etc. Their roleplaying notes suggest duskling players drop unfamiliar idioms and aphorisms in their speech.
* MageSpecies: They have the incarnum subtype, gravitate towards the totemist class, and always have at least one point of essentia to draw upon.
-->'''Chevaril:''' Use incarnum? [[IAmTheNoun I]] ''[[IAmTheNoun am]]'' [[IAmTheNoun incarnum.]]
* OxymoronicBeing: It's noted that the duskling mindset can be quite paradoxical, as they hate restrictions and reject authority, but value family ties and are fiercely loyal to their friends. "The key to roleplaying a duskling is to acknowledge only those ties and obligations that the duskling chooses to accept."
* TheQuietOne: Dusklings "use [[TerseTalker few words]] but [[MotorMouth spit them out in a rapid-fire stream]]," then let others speak their piece.
* SprintShoes: They can [[DivertingPower invest essentia]] to boost their land movement speed by five feet per point of essentia, though only if they're wearing no more than light armor and carrying a light load.
* WanderingCulture: Duskling clans are nomadic, "simply because they are incapable of settling in a fixed location." They'll linger for at most a month in a given location, setting up tents or just sleeping in the open air.
to:
* BookDumb: Dusklings are hardy but have a racial penalty to Intelligence, and "disdain strict eduction and learning."
* EarthyBarefootCharacter: They're wild, emotional, fey beings who favorDegradedBoss: Previously the wilderness, and prefer going barefoot. Duskling culture is generally more comfortable only headless horseman in ''Ravenloft'' was the Headless Rider, a Darklord haunting a bridge that serves as a small domain. While he's still around in 5th Edition, the same book also introduces stats for generic dullahans.
* FlamingSkulls: Implied withfeet than others, so they don't consider it rude to prop their feet up on things, while lovers will commonly exchange anklets "fiery skull" ranged attack.
* HeadlessHorseman: Headless riders that run around andfoot massages as signs of affection.
murder innocents.
*LostInTranslation: In-universe, duskling idioms can sound strange to other Sylvan speakers, and can make no sense when literally translated to Common: "let's cut these chains" (let's get out of here), "I turned it blue" (I changed my mind), "you smelted him" (you dealt a mortal wound), etc. Their roleplaying notes suggest duskling players drop unfamiliar idioms and aphorisms HellishHorse: While not mentioned in their speech.
* MageSpecies: They havestatblock, the incarnum subtype, gravitate towards the totemist class, and always have at least one point of essentia to draw upon.
-->'''Chevaril:''' Use incarnum? [[IAmTheNoun I]] ''[[IAmTheNoun am]]'' [[IAmTheNoun incarnum.]]
accompanying illustration shows a dullahan riding a nightmare.
*OxymoronicBeing: It's noted that the duskling mindset can be quite paradoxical, as they hate restrictions and reject authority, but value family ties and are fiercely loyal to their friends. "The key to roleplaying a duskling is to acknowledge only those ties and obligations that the duskling chooses to accept."
* TheQuietOne: Dusklings "use [[TerseTalker few words]] but [[MotorMouth spit them out in a rapid-fire stream]]," then let others speak their piece.
* SprintShoes: They can [[DivertingPower invest essentia]] to boost their land movement speed by five feet per point of essentia, though only ifSequentialBoss: The first time they're wearing no more than light armor reduced to 0 hit points, a dullahan revives at 71% HP, [[TurnsRed gains new Mythic Actions in combat]], and carrying summons three death's heads to boot.
* SuperScream: As alight load.
* WanderingCulture: Duskling clans are nomadic, "simply because they are incapable of settling inMythic Action, a fixed location." They'll linger for at most a month in a given location, setting up tents or just sleeping in dullahan can loose an unearthly shriek from their neck-stump, dealing psychic damage and potentially granting the open air.dullahan some temporary hit points.
* EarthyBarefootCharacter: They're wild, emotional, fey beings who favor
* FlamingSkulls: Implied with
* HeadlessHorseman: Headless riders that run around and
*
* MageSpecies: They have
-->'''Chevaril:''' Use incarnum? [[IAmTheNoun I]] ''[[IAmTheNoun am]]'' [[IAmTheNoun incarnum.]]
*
* TheQuietOne: Dusklings "use [[TerseTalker few words]] but [[MotorMouth spit them out in a rapid-fire stream]]," then let others speak their piece.
* SprintShoes: They can [[DivertingPower invest essentia]] to boost their land movement speed by five feet per point of essentia, though only if
* SuperScream: As a
* WanderingCulture: Duskling clans are nomadic, "simply because they are incapable of settling in
Changed line(s) 1942,1949 (click to see context) from:
[[folder:Dust Blight]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.jpg]]
[[caption-width-right:270:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Stooped, bloodthirsty humanoids that can burrow through the sand with ease.
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.jpg]]
[[caption-width-right:270:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Stooped, bloodthirsty humanoids that can burrow through the sand with ease.
to:
[[quoteright:270:https://static.
[[folder:Dune Reaper]]
[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Aberration (3E)\\
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classifcation:''' Magical Besat (3E), Aberrant Beast (4E)\\
'''Challenge Rating:'''
'''Alignment:'''
Stooped, bloodthirsty humanoids that can burrow through
Large, scythe-clawed pack hunters who roam the
Changed line(s) 1951,1954 (click to see context) from:
* ArchEnemy: Asherati hunt dust blights without hesitation or remorse, which along with the dust blight's ability to quickly burrow through sand has led to speculation that they're [[WasOnceAMan former asherati transformed by a deep desert curse.]]
* EvilIsVisceral: Their bodies look to be composed of ash, but have rivulets of blood flowing across them like exposed veins. Dust blights don't have an actual "drain blood" attack like vampires, but they consume the blood of living creatures to survive, otherwise they'll dry up and blow away.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand with their tumbling movements to blind opponents.
* HorseOfADifferentColor: Dust blights have domesticated ashworms, and some have learned to ride the beasts.
* EvilIsVisceral: Their bodies look to be composed of ash, but have rivulets of blood flowing across them like exposed veins. Dust blights don't have an actual "drain blood" attack like vampires, but they consume the blood of living creatures to survive, otherwise they'll dry up and blow away.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand with their tumbling movements to blind opponents.
* HorseOfADifferentColor: Dust blights have domesticated ashworms, and some have learned to ride the beasts.
to:
* ArchEnemy: Asherati hunt dust blights without hesitation BlackWidow: 2nd Edition states that a dune reaper matron kills a male after mating, then lays her eggs in his corpse.
* CraftedFromAnimals: Dune Reapers' arm blades are often converted into swords, while their scales can be used in shields orremorse, which along armor.
* DeadlyLunge: They prefer to lie in wait for prey, crouched atop a dune overlooking a trail, then pounce with a howling wail.
* EvilSmellsBad: One of their disquieting traits is thedust blight's ability to quickly burrow through sand has led to speculation "sickly sweet smell of decay" that they're [[WasOnceAMan former asherati transformed by a deep desert curse.]]
constantly clings to them.
*EvilIsVisceral: GladiatorGames: Dune reapers' ferocity and intimidating appearance makes them highly valued in Athas' arenas, and many sorcerer-kings enjoy unleashing one just after one gladiator is about to deal the killing blow to another.
* GlowingEyesOfDoom: Theirbodies look eyes glow with an eerie red luminescence.
* HiveCasteSystem: Dune reapers operate out of nests built into the base of cliffs near a water source, and each pride is led by a single female matron, who is the only reaper allowed tobe composed breed. She is supported by a cadre of ash, but have rivulets female warriors, each of blood flowing across them like exposed veins. Dust blights don't have an actual "drain blood" whom directs a specific male drone, who are the smallest and dumbest of the group, and bound to their female director by pheromones for life. The drones will never attack like vampires, their warrior, but they consume the blood of living creatures to survive, otherwise they'll dry up and blow away.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sandmay fight with other females should she interfere with their tumbling movements superior's orders. A warrior may in turn challenge her matron for leadership in a fight to blind opponents.
the death.
*HorseOfADifferentColor: Dust blights have domesticated ashworms, ItCanThink: While dune reaper drones are only semi-intelligent, warriors and some have learned matrons can be smarter than ogres.
* MonstrousCannibalism: Dune reapers are known toride the beasts.turn on each other when food is scarce, while 4th Edition adds that their hatchlings will kill and eat their weaker siblings.
* StarfishLanguage: They communicate with each other through "a complex system of sound, motion, and scents," and can relay specifics about potential prey's location, quantity and distance through a "dance" combined with sounds and odors.
* WeaponizedTeleportation: 4th Edition adds specialized drones known as "shrieks," which can leap through space-time, reappearing a round later in a nearby square with a SuperScream that deals damage and KnockBack.
* CraftedFromAnimals: Dune Reapers' arm blades are often converted into swords, while their scales can be used in shields or
* DeadlyLunge: They prefer to lie in wait for prey, crouched atop a dune overlooking a trail, then pounce with a howling wail.
* EvilSmellsBad: One of their disquieting traits is the
*
* GlowingEyesOfDoom: Their
* HiveCasteSystem: Dune reapers operate out of nests built into the base of cliffs near a water source, and each pride is led by a single female matron, who is the only reaper allowed to
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand
*
* MonstrousCannibalism: Dune reapers are known to
* StarfishLanguage: They communicate with each other through "a complex system of sound, motion, and scents," and can relay specifics about potential prey's location, quantity and distance through a "dance" combined with sounds and odors.
* WeaponizedTeleportation: 4th Edition adds specialized drones known as "shrieks," which can leap through space-time, reappearing a round later in a nearby square with a SuperScream that deals damage and KnockBack.
Changed line(s) 1957,1965 (click to see context) from:
[[folder:Dvati]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_dvati_2e.png]]
[[caption-width-right:290:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Good or Neutral (2E), NeutralGood (3E)
A humanoid race from the Outlands consisting entirely of sets of identical twins, each effectively one soul in two bodies.
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_dvati_2e.png]]
[[caption-width-right:290:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Good or Neutral (2E), NeutralGood (3E)
A humanoid race from the Outlands consisting entirely of sets of identical twins, each effectively one soul in two bodies.
to:
[[quoteright:290:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
A humanoid race from
Hunched and gangly humanoids native to the
Changed line(s) 1967,1980 (click to see context) from:
* CantLiveWithoutYou: Dvati lore holds that their souls burn so brightly that one body is not enough to contain them. If one dvati twin dies, the other takes unhealable health (in 2E) or ability (in 3E) damage from the shock and loss of the other half of their soul until either they die too or the other twin is raised/resurrected. If it's impossible for their other half to be revived, a surviving dvati twin usually chooses ritual suicide rather than waiting to wither away.
* DoppelgangerLink: In addition to their TwinTelepathy, the twins can know the health and mental state of each other by concentrating a bit. This mental link also means that some powers targeting them will affect both, notably mind-affecting and personal spells, as well as LevelDrain.
* DualWielding: 2nd Edition states that dvati are naturally ambidextrous, automatically gaining proficiency in two-weapon fighting.
* LanguageEqualsThought: Unsurprisingly, dvati culture focuses heavily on the concept of duality and the number two, and Dvati doesn't have a singular pronoun.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices into one maddening cacophony, a pair of twins can confuse a creature they flank. In 3rd edition, their favored class is Bard.
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry in the ''Dragon Compendium'' comes with a warning label, since the dvati's racial mechanics are completely unprecedented. Their two separate bodies are played as a single character gaining class levels as usual, with their hit points split between the twins (outside of the Constitution bonus). Either twin can trigger a class ability, but any limited-use abilities or spells are expended from the same "pool", so dvati mages don't get double the spell slots. In the case of magic, both twins have to cast the spell at the same time for it to go off, though if one twin casts an ongoing touch spell on themself, they can shift it to the other twin as a move action. Physical effects such as petrification affect one dvati without harming the other, but if one twin falls victim to a mind-influencing effect, so does the other, and any negative levels apply to them both. And so on.
* TheNoseless: Dvati's noses are a barely protruding bump with two slits.
* PrecisionGuidedBoomerang: They favor weapons like throwing knives and shuriken, and have developed the ''tvan'th'', an S-shaped throwing blade that can return to the wielder if thrown correctly.
* SingleMindedTwins: Played with; dvati are one soul in two bodies, but dvati twins are fond of debating philosophy, with each twin taking a different viewpoint from which to question their own preconceptions and arrive at a higher truth. This skill makes dvati excellent diplomats and peacemakers, as each twin takes a different side, then finds areas of agreement to bring them together.
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sung than spoken, dvati being natural singers. Non-dvati ''can'' learn it, but it's very difficult. As a result, the twins will use Common names to interact with other races rather than their own, unpronounceable one.
* UncannyValley: Dvati are aware that their appearance -- slim, elven builds, [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
* WonderTwinPowers: Dvati have to act in unison to cast any spell, but several spells that would affect only one person can affect them both. They can also use their voices in unison to confuse a foe.
* DoppelgangerLink: In addition to their TwinTelepathy, the twins can know the health and mental state of each other by concentrating a bit. This mental link also means that some powers targeting them will affect both, notably mind-affecting and personal spells, as well as LevelDrain.
* DualWielding: 2nd Edition states that dvati are naturally ambidextrous, automatically gaining proficiency in two-weapon fighting.
* LanguageEqualsThought: Unsurprisingly, dvati culture focuses heavily on the concept of duality and the number two, and Dvati doesn't have a singular pronoun.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices into one maddening cacophony, a pair of twins can confuse a creature they flank. In 3rd edition, their favored class is Bard.
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry in the ''Dragon Compendium'' comes with a warning label, since the dvati's racial mechanics are completely unprecedented. Their two separate bodies are played as a single character gaining class levels as usual, with their hit points split between the twins (outside of the Constitution bonus). Either twin can trigger a class ability, but any limited-use abilities or spells are expended from the same "pool", so dvati mages don't get double the spell slots. In the case of magic, both twins have to cast the spell at the same time for it to go off, though if one twin casts an ongoing touch spell on themself, they can shift it to the other twin as a move action. Physical effects such as petrification affect one dvati without harming the other, but if one twin falls victim to a mind-influencing effect, so does the other, and any negative levels apply to them both. And so on.
* TheNoseless: Dvati's noses are a barely protruding bump with two slits.
* PrecisionGuidedBoomerang: They favor weapons like throwing knives and shuriken, and have developed the ''tvan'th'', an S-shaped throwing blade that can return to the wielder if thrown correctly.
* SingleMindedTwins: Played with; dvati are one soul in two bodies, but dvati twins are fond of debating philosophy, with each twin taking a different viewpoint from which to question their own preconceptions and arrive at a higher truth. This skill makes dvati excellent diplomats and peacemakers, as each twin takes a different side, then finds areas of agreement to bring them together.
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sung than spoken, dvati being natural singers. Non-dvati ''can'' learn it, but it's very difficult. As a result, the twins will use Common names to interact with other races rather than their own, unpronounceable one.
* UncannyValley: Dvati are aware that their appearance -- slim, elven builds, [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
* WonderTwinPowers: Dvati have to act in unison to cast any spell, but several spells that would affect only one person can affect them both. They can also use their voices in unison to confuse a foe.
to:
* CantLiveWithoutYou: Dvati lore holds that CraftedFromAnimals: Their bones are too strong to be worked, and their souls burn so brightly that one body is not enough hides are too abrasive to contain them. If one dvati twin dies, use as leather... but make for good sandpaper.
* ExactWords: This can be theother takes unhealable health (in 2E) bane or ability (in 3E) damage from boon of a dune stalker. Much like invisible stalkers, they're summoned by mortals for a general or specified mission. Since dune stalkers hate being on the shock and loss of Material Plane, they'll seek to fulfil the other half literal terms of their soul until either they die too or mission and go home as quickly as possible, regardless of whether the other twin intended objective is raised/resurrected. If complete. But sometimes, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, it's impossible for their other half unable to be revived, a surviving dvati twin usually chooses ritual suicide rather than waiting to wither away.
* DoppelgangerLink: In addition to their TwinTelepathy,meet its literal terms, trapping the twins can know the health and mental state of each other by concentrating a bit. This mental link also means that some powers targeting them will affect both, notably mind-affecting and personal spells, as well as LevelDrain.
* DualWielding: 2nd Edition states that dvati are naturally ambidextrous, automatically gaining proficiency in two-weapon fighting.
* LanguageEqualsThought: Unsurprisingly, dvati culture focuses heavily on the concept of duality and the number two, and Dvati doesn't have a singular pronoun.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices into one maddening cacophony, a pair of twins can confuse acreature they flank. In 3rd edition, their favored class is Bard.
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry inon the ''Dragon Compendium'' Material Plane indefinitely. In such cases, the dune stalker will vent its frustration by killing anything it comes with a warning label, since the dvati's racial mechanics are completely unprecedented. Their two separate bodies are played as a single character gaining class levels as usual, with their hit points split between the twins (outside across.
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss ofthe Constitution bonus). Either twin can trigger a class ability, but any limited-use abilities death," in which it presses its lips or spells are expended from the same "pool", so dvati mages don't get double the spell slots. In the case of magic, both twins have to cast the spell at the same time for it to go off, though if one twin casts an ongoing touch spell on themself, they can shift it to the other twin as face against a move action. Physical effects such as petrification affect one dvati without harming the other, but if one twin falls victim to a mind-influencing effect, so does the other, and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect anynegative levels apply to them both. And so on.
* TheNoseless: Dvati's noses aretrail less than a barely protruding bump with two slits.
* PrecisionGuidedBoomerang: They favor weapons like throwing knives and shuriken,day old, and have developed the ''tvan'th'', an S-shaped throwing blade that can return to the wielder if thrown correctly.
Improved Tracking ability in 3rd Edition.
*SingleMindedTwins: Played with; dvati TheSpeechless: Dune stalkers are one soul in two bodies, but dvati twins are fond of debating philosophy, with each twin taking a different viewpoint from which to question their own preconceptions and arrive at a higher truth. This skill makes dvati excellent diplomats and peacemakers, as each twin takes a different side, then finds areas of agreement to bring them together.
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sungsmarter than spoken, dvati being natural singers. Non-dvati ''can'' learn it, but it's very difficult. As a result, the twins will use average humanoid, and can understand orders in Common names to interact with other races rather than their own, unpronounceable one.
* UncannyValley: Dvati are aware that their appearance -- slim, elven builds, [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, soor Terran, they often wear [[InTheHood hooded cloaks]] around strangers.
* WonderTwinPowers: Dvati havejust never attempt to act in unison to cast any spell, but several spells that would affect only one person can affect them both. communicate.
* SuperScream: They canalso use their voices emit a loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in unison to confuse a foe.its cone of effect.
* ExactWords: This can be the
* DoppelgangerLink: In addition to their TwinTelepathy,
* DualWielding: 2nd Edition states that dvati are naturally ambidextrous, automatically gaining proficiency in two-weapon fighting.
* LanguageEqualsThought: Unsurprisingly, dvati culture focuses heavily on the concept of duality and the number two, and Dvati doesn't have a singular pronoun.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices into one maddening cacophony, a pair of twins can confuse a
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry in
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any
* TheNoseless: Dvati's noses are
* PrecisionGuidedBoomerang: They favor weapons like throwing knives and shuriken,
*
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sung
* UncannyValley: Dvati are aware that their appearance -- slim, elven builds, [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so
* WonderTwinPowers: Dvati have
* SuperScream: They can
Changed line(s) 1983,1991 (click to see context) from:
[[folder:Dwarf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dwarf_3e.png]]
[[caption-width-right:350:Hill dwarf (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E-5E\\
'''Alignment:''' LawfulGood
Stout and stalwart humanoids famed for their craftsmanship and mighty mountain strongholds. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dwarf_3e.png]]
[[caption-width-right:350:Hill dwarf (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E-5E\\
'''Alignment:''' LawfulGood
Stout and stalwart humanoids famed for their craftsmanship and mighty mountain strongholds. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:Hill dwarf (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E-5E\\
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Alignment:'''
Stout and stalwart humanoids famed for
False oases that swallow those who stop to drink.
----
* ChestMonster: A variant; rather than disguising themselves as a treasure chest, dune trappers take the form of something far more valuable in a desert -- a source of fresh water.
* {{Planimal}}: They're bizarre creatures, "some form of symbiotic/parasitic plant-animal that defies traditional classification." Their mouths are about an acre wide, while their
* SwallowedWhole: When a victim stops to drink at the pool in the victim of the dune trapper, the creature pulls itself down the pit it lurks in. Anyone who fails two Dexterity checks automatically ends up in the dune trapper's gullet to take acid damage until they're liquified, unable to do anything but attempt psionic attacks.
Changed line(s) 1994,2002 (click to see context) from:
[[folder:Dweomervore]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dweomervore_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Small dragons who snatch magic items to feed upon.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dweomervore_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Small dragons who snatch magic items to feed upon.
to:
[[quoteright:350:https://static.
[[quoteright:325:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Small dragons who snatch magic items to feed upon.
Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.
Changed line(s) 2004,2008 (click to see context) from:
* BewareMyStingerTail: Their tails are covered in ravor-sharp barbs that cause bleeding wounds, inflicting DamageOverTime.
* BizarreAlienReproduction: Dweomervores reproduce asexually, draining all the charges from a magic item over ten minutes and then laying an egg ten days later.
* ItCanThink: These dragons are highly intelligent and fully capable of speech, enhanced by their ''tongues'' ability. Dweomervores thus tend to set themselves up as the heads of small {{Thieves Guild}}s specializing in pilfering the magic items they eat. They also know magic like ''invisibility'', ''detect magic'' and ''blur'' to aid in their larceny.
* MagicEater: As their name suggests, dweomervores feed upon magic. Any magic item like a staff or wand that it puts in its mouth loses several charges each round, healing the dweomervore in the process.
* MindOverMatter: Their BreathWeapon is a telekinetic effect that functions similarly to the ''telekinesis'' spell, but dweomervores have such fine control over it that they can also use try and use it to pilfer small items from their owners undetected. They actually prefer to try and steal magic wands and the like this way, without resorting to outright combat.
* BizarreAlienReproduction: Dweomervores reproduce asexually, draining all the charges from a magic item over ten minutes and then laying an egg ten days later.
* ItCanThink: These dragons are highly intelligent and fully capable of speech, enhanced by their ''tongues'' ability. Dweomervores thus tend to set themselves up as the heads of small {{Thieves Guild}}s specializing in pilfering the magic items they eat. They also know magic like ''invisibility'', ''detect magic'' and ''blur'' to aid in their larceny.
* MagicEater: As their name suggests, dweomervores feed upon magic. Any magic item like a staff or wand that it puts in its mouth loses several charges each round, healing the dweomervore in the process.
* MindOverMatter: Their BreathWeapon is a telekinetic effect that functions similarly to the ''telekinesis'' spell, but dweomervores have such fine control over it that they can also use try and use it to pilfer small items from their owners undetected. They actually prefer to try and steal magic wands and the like this way, without resorting to outright combat.
to:
* BewareMyStingerTail: Their tails are covered in ravor-sharp barbs that cause bleeding wounds, inflicting DamageOverTime.
BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
*BizarreAlienReproduction: Dweomervores reproduce asexually, draining DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with thecharges from a magic item over ten minutes sand and then laying an egg ten days later.
* ItCanThink: These dragons are highly intelligent and fully capable of speech,ambush prey. They have a respectable racial bonus to Hide checks, enhanced by in sandy conditions, to offset their ''tongues'' ability. Dweomervores thus tend Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied toset themselves up as the heads of small {{Thieves Guild}}s specializing in pilfering the magic items victims they eat. They also know magic like ''invisibility'', ''detect magic'' enwrap and ''blur'' to aid in shred with their larceny.
hides.
*MagicEater: As their name suggests, dweomervores feed upon magic. Any magic item like a staff or wand SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that it puts in its mouth loses several charges each round, healing can sense prey moving across the dweomervore in sand through vibrations, though they're faster winding across the process.
* MindOverMatter: Their BreathWeapon is a telekinetic effect that functions similarly to the ''telekinesis'' spell, but dweomervores have such fine control over it that they can also use trysurface than burrowing beneath it, and use it to pilfer small items from their owners undetected. They actually prefer to try and steal magic wands and the like this way, without resorting to outright combat.lack a [[SwallowedWhole "swallow whole"]] attack.
*
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the
* ItCanThink: These dragons are highly intelligent and fully capable of speech,
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to
*
* MindOverMatter: Their BreathWeapon is a telekinetic effect that functions similarly to the ''telekinesis'' spell, but dweomervores have such fine control over it that they can also use try
Added DiffLines:
[[folder:Dusanu]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Plant (3E), Shadow Magical Beast (4E)\\
'''Challenge Rating:''' 2 (3E), 7 (4E)\\
'''Alignment:''' ChaoticNeutral, Unaligned (4E)
Also known as "rot fiends," these ambulatory, mold-covered skeletons are easily mistaken for undead, but are actually animated by a fungal colony.
----
* FesteringFungus: The real enemy here is the fungus that is [[PuppeteerParasite puppeting the skeleton]], not the bones.
* GlowingEyes: They aren't the GlowingEyelightsOfUndeath, but glowing waste fumes from the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
* MistakenForUndead: They look like yet another variety of undead, but aren't damaged by positive energy, and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.
* ItCanThink: A dusanu's spores operate as a small HiveMind, which is actually as intelligent as the average human, there's just no account of successful communication with one.
* PoisonousPerson: Dusanu shed spores in combat that can infest other creatures, causing what starts as an itchy rash but will soon cause the victim's body to erupt in yellowish mold, with death soon following. Or in gameplay terms, in ''AD&D'' victims are [[AntiRegeneration unable to benefit from curative magic]] and have to make death saving throws, while in 3rd Edition victims take heavy Constitution damage.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
[[/folder]]
[[folder:Duskling]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_duskling_3e.jpg]]
[[caption-width-right:320:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenger Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Neutral
Extraplanar fey who are as innately bound to incarnum as a dryad is to her tree.
----
* BookDumb: Dusklings are hardy but have a racial penalty to Intelligence, and "disdain strict eduction and learning."
* EarthyBarefootCharacter: They're wild, emotional, fey beings who favor the wilderness, and prefer going barefoot. Duskling culture is generally more comfortable with feet than others, so they don't consider it rude to prop their feet up on things, while lovers will commonly exchange anklets and foot massages as signs of affection.
* LostInTranslation: In-universe, duskling idioms can sound strange to other Sylvan speakers, and can make no sense when literally translated to Common: "let's cut these chains" (let's get out of here), "I turned it blue" (I changed my mind), "you smelted him" (you dealt a mortal wound), etc. Their roleplaying notes suggest duskling players drop unfamiliar idioms and aphorisms in their speech.
* MageSpecies: They have the incarnum subtype, gravitate towards the totemist class, and always have at least one point of essentia to draw upon.
-->'''Chevaril:''' Use incarnum? [[IAmTheNoun I]] ''[[IAmTheNoun am]]'' [[IAmTheNoun incarnum.]]
* OxymoronicBeing: It's noted that the duskling mindset can be quite paradoxical, as they hate restrictions and reject authority, but value family ties and are fiercely loyal to their friends. "The key to roleplaying a duskling is to acknowledge only those ties and obligations that the duskling chooses to accept."
* TheQuietOne: Dusklings "use [[TerseTalker few words]] but [[MotorMouth spit them out in a rapid-fire stream]]," then let others speak their piece.
* SprintShoes: They can [[DivertingPower invest essentia]] to boost their land movement speed by five feet per point of essentia, though only if they're wearing no more than light armor and carrying a light load.
* WanderingCulture: Duskling clans are nomadic, "simply because they are incapable of settling in a fixed location." They'll linger for at most a month in a given location, setting up tents or just sleeping in the open air.
[[/folder]]
[[folder:Dust Blight]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.jpg]]
[[caption-width-right:270:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Stooped, bloodthirsty humanoids that can burrow through the sand with ease.
----
* ArchEnemy: Asherati hunt dust blights without hesitation or remorse, which along with the dust blight's ability to quickly burrow through sand has led to speculation that they're [[WasOnceAMan former asherati transformed by a deep desert curse.]]
* EvilIsVisceral: Their bodies look to be composed of ash, but have rivulets of blood flowing across them like exposed veins. Dust blights don't have an actual "drain blood" attack like vampires, but they consume the blood of living creatures to survive, otherwise they'll dry up and blow away.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand with their tumbling movements to blind opponents.
* HorseOfADifferentColor: Dust blights have domesticated ashworms, and some have learned to ride the beasts.
[[/folder]]
[[folder:Dust Wight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dust_wight_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Former earth elementals now reduced to crumbling, dusty figures of eroding stone.
----
* ElementalEmbodiment: They were creatures of elemental earth, now they're Undead with the Earth subtype.
* MooksAteMyEquipment: Their "Crumbling Touch" ability makes a dust wight's attacks deal damage to any stone or metal armor worn by their target (or the target itself, if it's something like an iron golem or shield guardian). If this destroys a piece of armor, the dust wight gains temporary hit points.
* NonHumanUndead: You can't get less human than an undead elemental.
* TakenForGranite: The dusty cloud that surrounds these undead can petrify creatures that come within 5 feet of them.
[[/folder]]
[[folder:Dvati]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_dvati_2e.png]]
[[caption-width-right:290:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Good or Neutral (2E), NeutralGood (3E)
A humanoid race from the Outlands consisting entirely of sets of identical twins, each effectively one soul in two bodies.
----
* CantLiveWithoutYou: Dvati lore holds that their souls burn so brightly that one body is not enough to contain them. If one dvati twin dies, the other takes unhealable health (in 2E) or ability (in 3E) damage from the shock and loss of the other half of their soul until either they die too or the other twin is raised/resurrected. If it's impossible for their other half to be revived, a surviving dvati twin usually chooses ritual suicide rather than waiting to wither away.
* DoppelgangerLink: In addition to their TwinTelepathy, the twins can know the health and mental state of each other by concentrating a bit. This mental link also means that some powers targeting them will affect both, notably mind-affecting and personal spells, as well as LevelDrain.
* DualWielding: 2nd Edition states that dvati are naturally ambidextrous, automatically gaining proficiency in two-weapon fighting.
* LanguageEqualsThought: Unsurprisingly, dvati culture focuses heavily on the concept of duality and the number two, and Dvati doesn't have a singular pronoun.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices into one maddening cacophony, a pair of twins can confuse a creature they flank. In 3rd edition, their favored class is Bard.
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry in the ''Dragon Compendium'' comes with a warning label, since the dvati's racial mechanics are completely unprecedented. Their two separate bodies are played as a single character gaining class levels as usual, with their hit points split between the twins (outside of the Constitution bonus). Either twin can trigger a class ability, but any limited-use abilities or spells are expended from the same "pool", so dvati mages don't get double the spell slots. In the case of magic, both twins have to cast the spell at the same time for it to go off, though if one twin casts an ongoing touch spell on themself, they can shift it to the other twin as a move action. Physical effects such as petrification affect one dvati without harming the other, but if one twin falls victim to a mind-influencing effect, so does the other, and any negative levels apply to them both. And so on.
* TheNoseless: Dvati's noses are a barely protruding bump with two slits.
* PrecisionGuidedBoomerang: They favor weapons like throwing knives and shuriken, and have developed the ''tvan'th'', an S-shaped throwing blade that can return to the wielder if thrown correctly.
* SingleMindedTwins: Played with; dvati are one soul in two bodies, but dvati twins are fond of debating philosophy, with each twin taking a different viewpoint from which to question their own preconceptions and arrive at a higher truth. This skill makes dvati excellent diplomats and peacemakers, as each twin takes a different side, then finds areas of agreement to bring them together.
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sung than spoken, dvati being natural singers. Non-dvati ''can'' learn it, but it's very difficult. As a result, the twins will use Common names to interact with other races rather than their own, unpronounceable one.
* UncannyValley: Dvati are aware that their appearance -- slim, elven builds, [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
* WonderTwinPowers: Dvati have to act in unison to cast any spell, but several spells that would affect only one person can affect them both. They can also use their voices in unison to confuse a foe.
[[/folder]]
[[folder:Dwarf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dwarf_3e.png]]
[[caption-width-right:350:Hill dwarf (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E-5E\\
'''Alignment:''' LawfulGood
Stout and stalwart humanoids famed for their craftsmanship and mighty mountain strongholds. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Dweomervore]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dweomervore_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Small dragons who snatch magic items to feed upon.
----
* BewareMyStingerTail: Their tails are covered in ravor-sharp barbs that cause bleeding wounds, inflicting DamageOverTime.
* BizarreAlienReproduction: Dweomervores reproduce asexually, draining all the charges from a magic item over ten minutes and then laying an egg ten days later.
* ItCanThink: These dragons are highly intelligent and fully capable of speech, enhanced by their ''tongues'' ability. Dweomervores thus tend to set themselves up as the heads of small {{Thieves Guild}}s specializing in pilfering the magic items they eat. They also know magic like ''invisibility'', ''detect magic'' and ''blur'' to aid in their larceny.
* MagicEater: As their name suggests, dweomervores feed upon magic. Any magic item like a staff or wand that it puts in its mouth loses several charges each round, healing the dweomervore in the process.
* MindOverMatter: Their BreathWeapon is a telekinetic effect that functions similarly to the ''telekinesis'' spell, but dweomervores have such fine control over it that they can also use try and use it to pilfer small items from their owners undetected. They actually prefer to try and steal magic wands and the like this way, without resorting to outright combat.
[[/folder]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Plant (3E), Shadow Magical Beast (4E)\\
'''Challenge Rating:''' 2 (3E), 7 (4E)\\
'''Alignment:''' ChaoticNeutral, Unaligned (4E)
Also known as "rot fiends," these ambulatory, mold-covered skeletons are easily mistaken for undead, but are actually animated by a fungal colony.
----
* FesteringFungus: The real enemy here is the fungus that is [[PuppeteerParasite puppeting the skeleton]], not the bones.
* GlowingEyes: They aren't the GlowingEyelightsOfUndeath, but glowing waste fumes from the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
* MistakenForUndead: They look like yet another variety of undead, but aren't damaged by positive energy, and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.
* ItCanThink: A dusanu's spores operate as a small HiveMind, which is actually as intelligent as the average human, there's just no account of successful communication with one.
* PoisonousPerson: Dusanu shed spores in combat that can infest other creatures, causing what starts as an itchy rash but will soon cause the victim's body to erupt in yellowish mold, with death soon following. Or in gameplay terms, in ''AD&D'' victims are [[AntiRegeneration unable to benefit from curative magic]] and have to make death saving throws, while in 3rd Edition victims take heavy Constitution damage.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
[[/folder]]
[[folder:Duskling]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_duskling_3e.jpg]]
[[caption-width-right:320:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenger Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Neutral
Extraplanar fey who are as innately bound to incarnum as a dryad is to her tree.
----
* BookDumb: Dusklings are hardy but have a racial penalty to Intelligence, and "disdain strict eduction and learning."
* EarthyBarefootCharacter: They're wild, emotional, fey beings who favor the wilderness, and prefer going barefoot. Duskling culture is generally more comfortable with feet than others, so they don't consider it rude to prop their feet up on things, while lovers will commonly exchange anklets and foot massages as signs of affection.
* LostInTranslation: In-universe, duskling idioms can sound strange to other Sylvan speakers, and can make no sense when literally translated to Common: "let's cut these chains" (let's get out of here), "I turned it blue" (I changed my mind), "you smelted him" (you dealt a mortal wound), etc. Their roleplaying notes suggest duskling players drop unfamiliar idioms and aphorisms in their speech.
* MageSpecies: They have the incarnum subtype, gravitate towards the totemist class, and always have at least one point of essentia to draw upon.
-->'''Chevaril:''' Use incarnum? [[IAmTheNoun I]] ''[[IAmTheNoun am]]'' [[IAmTheNoun incarnum.]]
* OxymoronicBeing: It's noted that the duskling mindset can be quite paradoxical, as they hate restrictions and reject authority, but value family ties and are fiercely loyal to their friends. "The key to roleplaying a duskling is to acknowledge only those ties and obligations that the duskling chooses to accept."
* TheQuietOne: Dusklings "use [[TerseTalker few words]] but [[MotorMouth spit them out in a rapid-fire stream]]," then let others speak their piece.
* SprintShoes: They can [[DivertingPower invest essentia]] to boost their land movement speed by five feet per point of essentia, though only if they're wearing no more than light armor and carrying a light load.
* WanderingCulture: Duskling clans are nomadic, "simply because they are incapable of settling in a fixed location." They'll linger for at most a month in a given location, setting up tents or just sleeping in the open air.
[[/folder]]
[[folder:Dust Blight]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.jpg]]
[[caption-width-right:270:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Stooped, bloodthirsty humanoids that can burrow through the sand with ease.
----
* ArchEnemy: Asherati hunt dust blights without hesitation or remorse, which along with the dust blight's ability to quickly burrow through sand has led to speculation that they're [[WasOnceAMan former asherati transformed by a deep desert curse.]]
* EvilIsVisceral: Their bodies look to be composed of ash, but have rivulets of blood flowing across them like exposed veins. Dust blights don't have an actual "drain blood" attack like vampires, but they consume the blood of living creatures to survive, otherwise they'll dry up and blow away.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand with their tumbling movements to blind opponents.
* HorseOfADifferentColor: Dust blights have domesticated ashworms, and some have learned to ride the beasts.
[[/folder]]
[[folder:Dust Wight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dust_wight_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Former earth elementals now reduced to crumbling, dusty figures of eroding stone.
----
* ElementalEmbodiment: They were creatures of elemental earth, now they're Undead with the Earth subtype.
* MooksAteMyEquipment: Their "Crumbling Touch" ability makes a dust wight's attacks deal damage to any stone or metal armor worn by their target (or the target itself, if it's something like an iron golem or shield guardian). If this destroys a piece of armor, the dust wight gains temporary hit points.
* NonHumanUndead: You can't get less human than an undead elemental.
* TakenForGranite: The dusty cloud that surrounds these undead can petrify creatures that come within 5 feet of them.
[[/folder]]
[[folder:Dvati]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_dvati_2e.png]]
[[caption-width-right:290:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Good or Neutral (2E), NeutralGood (3E)
A humanoid race from the Outlands consisting entirely of sets of identical twins, each effectively one soul in two bodies.
----
* CantLiveWithoutYou: Dvati lore holds that their souls burn so brightly that one body is not enough to contain them. If one dvati twin dies, the other takes unhealable health (in 2E) or ability (in 3E) damage from the shock and loss of the other half of their soul until either they die too or the other twin is raised/resurrected. If it's impossible for their other half to be revived, a surviving dvati twin usually chooses ritual suicide rather than waiting to wither away.
* DoppelgangerLink: In addition to their TwinTelepathy, the twins can know the health and mental state of each other by concentrating a bit. This mental link also means that some powers targeting them will affect both, notably mind-affecting and personal spells, as well as LevelDrain.
* DualWielding: 2nd Edition states that dvati are naturally ambidextrous, automatically gaining proficiency in two-weapon fighting.
* LanguageEqualsThought: Unsurprisingly, dvati culture focuses heavily on the concept of duality and the number two, and Dvati doesn't have a singular pronoun.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices into one maddening cacophony, a pair of twins can confuse a creature they flank. In 3rd edition, their favored class is Bard.
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry in the ''Dragon Compendium'' comes with a warning label, since the dvati's racial mechanics are completely unprecedented. Their two separate bodies are played as a single character gaining class levels as usual, with their hit points split between the twins (outside of the Constitution bonus). Either twin can trigger a class ability, but any limited-use abilities or spells are expended from the same "pool", so dvati mages don't get double the spell slots. In the case of magic, both twins have to cast the spell at the same time for it to go off, though if one twin casts an ongoing touch spell on themself, they can shift it to the other twin as a move action. Physical effects such as petrification affect one dvati without harming the other, but if one twin falls victim to a mind-influencing effect, so does the other, and any negative levels apply to them both. And so on.
* TheNoseless: Dvati's noses are a barely protruding bump with two slits.
* PrecisionGuidedBoomerang: They favor weapons like throwing knives and shuriken, and have developed the ''tvan'th'', an S-shaped throwing blade that can return to the wielder if thrown correctly.
* SingleMindedTwins: Played with; dvati are one soul in two bodies, but dvati twins are fond of debating philosophy, with each twin taking a different viewpoint from which to question their own preconceptions and arrive at a higher truth. This skill makes dvati excellent diplomats and peacemakers, as each twin takes a different side, then finds areas of agreement to bring them together.
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sung than spoken, dvati being natural singers. Non-dvati ''can'' learn it, but it's very difficult. As a result, the twins will use Common names to interact with other races rather than their own, unpronounceable one.
* UncannyValley: Dvati are aware that their appearance -- slim, elven builds, [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
* WonderTwinPowers: Dvati have to act in unison to cast any spell, but several spells that would affect only one person can affect them both. They can also use their voices in unison to confuse a foe.
[[/folder]]
[[folder:Dwarf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dwarf_3e.png]]
[[caption-width-right:350:Hill dwarf (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E-5E\\
'''Alignment:''' LawfulGood
Stout and stalwart humanoids famed for their craftsmanship and mighty mountain strongholds. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Dweomervore]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dweomervore_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Small dragons who snatch magic items to feed upon.
----
* BewareMyStingerTail: Their tails are covered in ravor-sharp barbs that cause bleeding wounds, inflicting DamageOverTime.
* BizarreAlienReproduction: Dweomervores reproduce asexually, draining all the charges from a magic item over ten minutes and then laying an egg ten days later.
* ItCanThink: These dragons are highly intelligent and fully capable of speech, enhanced by their ''tongues'' ability. Dweomervores thus tend to set themselves up as the heads of small {{Thieves Guild}}s specializing in pilfering the magic items they eat. They also know magic like ''invisibility'', ''detect magic'' and ''blur'' to aid in their larceny.
* MagicEater: As their name suggests, dweomervores feed upon magic. Any magic item like a staff or wand that it puts in its mouth loses several charges each round, healing the dweomervore in the process.
* MindOverMatter: Their BreathWeapon is a telekinetic effect that functions similarly to the ''telekinesis'' spell, but dweomervores have such fine control over it that they can also use try and use it to pilfer small items from their owners undetected. They actually prefer to try and steal magic wands and the like this way, without resorting to outright combat.
[[/folder]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''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/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
to:
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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Changed line(s) 1066,1067 (click to see context) from:
* TheSwarm: They can be compared to the some of the [[Literature/BookOfExodus biblical plagues]], being vast hordes of insects or animals, except they're even more dangerous than mundane locust swarms.
to:
* TheSwarm: They can be compared to the some of the [[Literature/BookOfExodus biblical plagues]], being vast hordes of insects or animals, except they're even more dangerous than mundane locust swarms.
Changed line(s) 1085,1088 (click to see context) from:
* ArmorPiercingAttack: Bronze locusts' mandibles are made from adamantine, allowing them to ignore objects' hardness value and chew through even stone fortifications as easily as they can chew through flesh.
* MechanicalInsects: They look much like ordinary locusts, though their gemlike eyes and gleaming metal carapaces reveal their constructed nature.
* PlayingWithFire: Each bronze locust contains a tiny furnace of SacredFlames, which a swarm can unleash upon whatever they're overrunning. Half the damage deal is fire damage, but the other half is NonElemental divine power not subject to any damage reduction or resistances.
* MechanicalInsects: They look much like ordinary locusts, though their gemlike eyes and gleaming metal carapaces reveal their constructed nature.
* PlayingWithFire: Each bronze locust contains a tiny furnace of SacredFlames, which a swarm can unleash upon whatever they're overrunning. Half the damage deal is fire damage, but the other half is NonElemental divine power not subject to any damage reduction or resistances.
to:
* ArmorPiercingAttack: Bronze locusts' mandibles are made from adamantine, allowing them to ignore objects' hardness value and chew through gnaw even stone fortifications as easily as they can chew through slice flesh.
* MechanicalInsects: They look much like ordinary locusts, though their gemlike eyes and gleaming metal carapaces reveal theirconstructed artificial nature.
* PlayingWithFire: Each bronze locust contains a tiny furnace of SacredFlames, which a swarm can unleash upon whateverthey're it's overrunning. Half the damage deal is fire damage, but the other half is NonElemental divine power not subject to any damage reduction or resistances.
* MechanicalInsects: They look much like ordinary locusts, though their gemlike eyes and gleaming metal carapaces reveal their
* PlayingWithFire: Each bronze locust contains a tiny furnace of SacredFlames, which a swarm can unleash upon whatever
Changed line(s) 1097 (click to see context) from:
* EyeScream: Anything a deathraven swarm deals damage to has a 1-in-5 chance of having its eyes plucked out. In this case, ''remove blindness/deafness'' is useless, and it takes ''heal'' or stronger magic to regrow the lost eyeballs.
to:
* EyeScream: Anything Any time a deathraven swarm deals damage to something, the victim has a 1-in-5 chance of having its eyes plucked out. In this case, ''remove blindness/deafness'' is useless, and it takes ''heal'' or stronger magic to regrow the lost eyeballs.
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Changed line(s) 1958,1959 (click to see context) from:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dvati_3e.jpg]]
[[caption-width-right:350:3e]]
[[caption-width-right:350:3e]]
to:
[[caption-width-right:350:3e]]
[[caption-width-right:290:2e]]
Changed line(s) 1963,1965 (click to see context) from:
'''Alignment:''' NeutralGood
A humanoid race consisting entirely of sets of identical twins, each effectively one soul in two bodies.
A humanoid race consisting entirely of sets of identical twins, each effectively one soul in two bodies.
to:
'''Alignment:''' NeutralGood
Any Good or Neutral (2E), NeutralGood (3E)
A humanoid race from the Outlands consisting entirely of sets of identical twins, each effectively one soul in two bodies.
A humanoid race from the Outlands consisting entirely of sets of identical twins, each effectively one soul in two bodies.
Changed line(s) 1967 (click to see context) from:
* CantLiveWithoutYou: Dvati lore holds that their souls burn so brightly that one body is not enough to contain them. If one dvati twin dies, the other takes unhealable ability damage from the shock and loss of the other half of their soul until either they die too or the other twin is raised/resurrected. If it's impossible for their other half to be revived, a surviving dvati twin usually chooses ritual suicide rather than waiting to wither away.
to:
* CantLiveWithoutYou: Dvati lore holds that their souls burn so brightly that one body is not enough to contain them. If one dvati twin dies, the other takes unhealable health (in 2E) or ability (in 3E) damage from the shock and loss of the other half of their soul until either they die too or the other twin is raised/resurrected. If it's impossible for their other half to be revived, a surviving dvati twin usually chooses ritual suicide rather than waiting to wither away.
* DualWielding: 2nd Edition states that dvati are naturally ambidextrous, automatically gaining proficiency in two-weapon fighting.
* LanguageEqualsThought: Unsurprisingly, dvati culture focuses heavily on the concept of duality and the number two, and Dvati doesn't have a singular pronoun.
* LanguageEqualsThought: Unsurprisingly, dvati culture focuses heavily on the concept of duality and the number two, and Dvati doesn't have a singular pronoun.
* PrecisionGuidedBoomerang: They favor weapons like throwing knives and shuriken, and have developed the ''tvan'th'', an S-shaped throwing blade that can return to the wielder if thrown correctly.
Changed line(s) 1976 (click to see context) from:
* UncannyValley: Dvati are aware that their appearance -- [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
to:
* UncannyValley: Dvati are aware that their appearance -- slim, elven builds, [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
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Changed line(s) 1803 (click to see context) from:
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose with their beak, which might leave the target so surprised at such aggression from a harmless-looking creature that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
to:
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose with their beak, bill, which might leave the target so surprised at such aggression from a harmless-looking creature that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
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Changed line(s) 1802,1803 (click to see context) from:
* FantasticLivestock: Duckbunny eggs are delicious, their meat can be substituted in rabbit stew, and both are quick to replenish since they're so fast-breeding. Their skins can also be used to make excellent insulated boots, capes or cloaks. Duckbunnies' quacking can also serve as an alarm system, though they're otherwise useless as guard beasts.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose, which might leave the target so surprised that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose, which might leave the target so surprised that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
to:
* FantasticLivestock: Duckbunny eggs are delicious, their meat can be substituted in rabbit stew, and both are quick to replenish since they're the creatures are so fast-breeding. Their skins hides can also be used to make excellent insulated boots, capes or cloaks. Duckbunnies' quacking can also serve as an alarm system, though they're otherwise useless as guard beasts.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers ornose, nose with their beak, which might leave the target so surprised at such aggression from a harmless-looking creature that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or
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Added example(s), Added image
Changed line(s) 1098,1099 (click to see context) from:
* OneHitKill: As if that's not enough, any creature wounded by a deathraven swarm has to save or die instantly, and those who succumb to this tough of death [[DeaderThanDead can't be revived]] by anything short of a full ''wish'' or ''miracle''.
to:
* OneHitKill: As if that's not enough, any creature wounded by a deathraven swarm has to save or die instantly, and those who succumb to this tough touch of death [[DeaderThanDead can't be revived]] by anything short of a full ''wish'' or ''miracle''.
Changed line(s) 1437 (click to see context) from:
Also called "hovershells," these bizarre creatures are used as transportation by wizards.
to:
Also called "hovershells," these bizarre creatures are used as transportation by wizards.the wizards who create them.
Added DiffLines:
[[folder:Dweomervore]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dweomervore_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Small dragons who snatch magic items to feed upon.
----
* BewareMyStingerTail: Their tails are covered in ravor-sharp barbs that cause bleeding wounds, inflicting DamageOverTime.
* BizarreAlienReproduction: Dweomervores reproduce asexually, draining all the charges from a magic item over ten minutes and then laying an egg ten days later.
* ItCanThink: These dragons are highly intelligent and fully capable of speech, enhanced by their ''tongues'' ability. Dweomervores thus tend to set themselves up as the heads of small {{Thieves Guild}}s specializing in pilfering the magic items they eat. They also know magic like ''invisibility'', ''detect magic'' and ''blur'' to aid in their larceny.
* MagicEater: As their name suggests, dweomervores feed upon magic. Any magic item like a staff or wand that it puts in its mouth loses several charges each round, healing the dweomervore in the process.
* MindOverMatter: Their BreathWeapon is a telekinetic effect that functions similarly to the ''telekinesis'' spell, but dweomervores have such fine control over it that they can also use try and use it to pilfer small items from their owners undetected. They actually prefer to try and steal magic wands and the like this way, without resorting to outright combat.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dweomervore_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Small dragons who snatch magic items to feed upon.
----
* BewareMyStingerTail: Their tails are covered in ravor-sharp barbs that cause bleeding wounds, inflicting DamageOverTime.
* BizarreAlienReproduction: Dweomervores reproduce asexually, draining all the charges from a magic item over ten minutes and then laying an egg ten days later.
* ItCanThink: These dragons are highly intelligent and fully capable of speech, enhanced by their ''tongues'' ability. Dweomervores thus tend to set themselves up as the heads of small {{Thieves Guild}}s specializing in pilfering the magic items they eat. They also know magic like ''invisibility'', ''detect magic'' and ''blur'' to aid in their larceny.
* MagicEater: As their name suggests, dweomervores feed upon magic. Any magic item like a staff or wand that it puts in its mouth loses several charges each round, healing the dweomervore in the process.
* MindOverMatter: Their BreathWeapon is a telekinetic effect that functions similarly to the ''telekinesis'' spell, but dweomervores have such fine control over it that they can also use try and use it to pilfer small items from their owners undetected. They actually prefer to try and steal magic wands and the like this way, without resorting to outright combat.
[[/folder]]
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Changed line(s) 1083 (click to see context) from:
Finely-crafted insectoid constructs that can chew through just about anything, or blast victims with flame.
to:
Finely-crafted insectoid constructs that can chew through just about anything, or blast victims with divine flame.
Added DiffLines:
* OneSteveLimit: Averted; 5th Edition also has sunflies, but they look completely different ("cutesy" flyers rather than dragonfly-like outsiders), can be found across the Outer Planes, have a poisonous sting rather than power over light, and have no history of being used as instruments of divine justice (since even a swarm of 5E sunflies amounts to just a CR 1 encounter). As such, they have their own folder elsewhere on the creature index.
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Changed line(s) 1077,1087 (click to see context) from:
[[/folder]]
[[folder:Doc cu'o'c]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doc_cuoc_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' TrueNeutral
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable of fighting to protect a chosen estate or village.
[[folder:Doc cu'o'c]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doc_cuoc_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' TrueNeutral
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable of fighting to protect a chosen estate or village.
to:
[[folder:Doc cu'o'c]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doc_cuoc_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Outsider
!!Bronze Locust Swarm
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable of fighting to protect a chosen estate
Finely-crafted insectoid constructs that can chew through just about anything, or
Changed line(s) 1089,1106 (click to see context) from:
* BerserkButton: Doc cu'o'cs keep their offered treasure in lairs on the Astral Plane, and should those homes ever be robbed, the enraged doc cu'o'c returns to the Material Plane to ransack the very manor or village they were protecting, before leaving for good.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather than the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
[[/folder]]
[[folder:Dohwar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dohwar_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 0 (5E)\\
'''Alignment:''' ChaoticNeutral (2E), Any (5E)
A race of short, flightless, arctic avians who seek to become the greatest merchants in the multiverse.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather than the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
[[/folder]]
[[folder:Dohwar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dohwar_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 0 (5E)\\
'''Alignment:''' ChaoticNeutral (2E), Any (5E)
A race of short, flightless, arctic avians who seek to become the greatest merchants in the multiverse.
to:
* BerserkButton: Doc cu'o'cs keep ArmorPiercingAttack: Bronze locusts' mandibles are made from adamantine, allowing them to ignore objects' hardness value and chew through even stone fortifications as easily as they can chew through flesh.
* MechanicalInsects: They look much like ordinary locusts, though theiroffered treasure in lairs on the Astral Plane, gemlike eyes and should those homes ever be robbed, the enraged doc cu'o'c returns to the Material Plane to ransack the very manor or village they were protecting, before leaving for good.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leavegleaming metal carapaces reveal their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack constructed nature.
* PlayingWithFire: Each bronze locust contains a tiny furnace of SacredFlames, which a swarm can unleash upon whatever they're overrunning. Half thenext village down the road rather than the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricitydamage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usuallydeal is fire damage, but the other half is NonElemental divine power not subject to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
[[/folder]]
[[folder:Dohwar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dohwar_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
any damage reduction or resistances.
!!Deathraven Swarm
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:'''0 (5E)\\
20 (3E)\\
'''Alignment:'''ChaoticNeutral (2E), Any (5E)
A race of short, flightless, arctic avians who seekUnaligned
Silver-eyed crows dispatched at midnight tobecome kill the greatest merchants in the multiverse.vilest of foes.
* MechanicalInsects: They look much like ordinary locusts, though their
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave
* PlayingWithFire: Each bronze locust contains a tiny furnace of SacredFlames, which a swarm can unleash upon whatever they're overrunning. Half the
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity
* WeatherManipulation: They can use ''control weather'' a few times each day, usually
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
[[/folder]]
[[folder:Dohwar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dohwar_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
!!Deathraven Swarm
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
A race of short, flightless, arctic avians who seek
Silver-eyed crows dispatched at midnight to
Changed line(s) 1108,1118 (click to see context) from:
* AlienCatnip: Dohwar are unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as a strong beer, while a few tablespoons of maple syrup or honey will get a dohwar blind stinkin' drunk.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
to:
* AlienCatnip: Dohwar CreepyCrows: They're not actively evil, and in fact can be dispatched by good deities to destroy the most despicable beings, but deathravens are unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as extremely dangerous. It's also noted that, unlike most other swarms, deathraven swarms can not only grapple, but carry off Medium-sized targets.
* EyeScream: Anything astrong beer, while deathraven swarm deals damage to has a few tablespoons 1-in-5 chance of maple syrup or honey will get a dohwar blind stinkin' drunk.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests,having its eyes plucked out. In this case, ''remove blindness/deafness'' is useless, and gives them colorful plumage it takes ''heal'' or stronger magic to regrow the lost eyeballs.
* OneHitKill: As if that's not enough, any creature wounded by a deathraven swarm has to save or die instantly, andgenerally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega''those who succumb to fit over them, which are as effective as this tough of death [[DeaderThanDead can't be revived]] by anything short swords.
* BirdPeople: Asof a full ''wish'' or ''miracle''.
!!Sunfly Swarm
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
Dazzling golden dragonflies with rainbow-colored eyes and silvery wings, used primarily as messengers across the Upper Planes, though they'rebased on penguins, they can't fly, but have still dangerous when riled.
----
* DefendCommand: Sunflies can perform aswim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass"sundance," giving themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages,and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when notcreature in their cloaks.
space the benefits of a ''protection from evil'' effect.
*{{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically LightEmUp: Beyond dazzling those they attack with each other, as well as a nearby third party of their choice. If one member of glimmering bodies, sunfly swarms can also unleash a merger is slain, the other goes berserk and attacks anything around them.''sunburst'' spell as if cast by a 20th-level cleric, three times per day.
* EyeScream: Anything a
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests,
* OneHitKill: As if that's not enough, any creature wounded by a deathraven swarm has to save or die instantly, and
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega''
* BirdPeople: As
!!Sunfly Swarm
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
Dazzling golden dragonflies with rainbow-colored eyes and silvery wings, used primarily as messengers across the Upper Planes, though they're
----
* DefendCommand: Sunflies can perform a
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages,
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not
*
Changed line(s) 1121,1122 (click to see context) from:
[[folder:Domovoi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_domovoi_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_domovoi_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1124,1129 (click to see context) from:
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who protect settlements in cold climates.
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who protect settlements in cold climates.
to:
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:'''
Domestic fey appearing as two-foot-tall, hairy, soot-covered
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable of fighting to protect
Changed line(s) 1131,1134 (click to see context) from:
* HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings are brighter lit, the hearth fires are warmer, and creatures of cold and night are less likely to strike." They usually wear rags cast off by their hosts, and sustain themselves on rats and mice, as well as small offerings of grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until the nomads return.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.
to:
* HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings are brighter lit, the hearth fires are warmer, and creatures of cold and night are less likely to strike." They usually wear rags cast off by BerserkButton: Doc cu'o'cs keep their hosts, offered treasure in lairs on the Astral Plane, and sustain themselves on rats should those homes ever be robbed, the enraged doc cu'o'c returns to the Material Plane to ransack the very manor or village they were protecting, before leaving for good.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship andmice, as well as small offerings of grain food and firewood. In treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until next village down the nomads return.
road rather than the one the doc cu'o'c is sworn to defend.
*LoyalToThePosition: HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: Thedomovoi will help ''anyone'' survive axes they hold in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the firessingle hands crackle with energy, and forges they tend, this does mean they're particularly hard to grapple in combat.
deal heavy electricity damage with each strike.
*PlayingWithFire: These fey WeatherManipulation: They can use ''produce flame'' at will, or throw ''control weather'' a ''flaming sphere'' three few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once perday. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.day.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and
*
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The
* ThePigPen: While domovoi are always covered in soot from the fires
*
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per
Changed line(s) 1137,1146 (click to see context) from:
[[folder:Doppelganger]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e_revised.png]]
[[caption-width-right:200:5e]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E-5E)\\
'''Playable:''' 3E-4E\\
'''Alignment:''' TrueNeutral
Shapeshifters who infiltrate society for their own purposes. Their talents can make them phenomenal thieves and assassins, and their activities spread fear and paranoia in their wake, but thankfully most doppelgangers are content to take over someone else's life and reap the fruits of another's labor until it's time to make their escape.
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e_revised.png]]
[[caption-width-right:200:5e]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E-5E)\\
'''Playable:''' 3E-4E\\
'''Alignment:''' TrueNeutral
Shapeshifters who infiltrate society for their own purposes. Their talents can make them phenomenal thieves and assassins, and their activities spread fear and paranoia in their wake, but thankfully most doppelgangers are content to take over someone else's life and reap the fruits of another's labor until it's time to make their escape.
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[[caption-width-right:200:5e]]
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
'''Challenge Rating:'''
'''Playable:''' 3E-4E\\
'''Alignment:'''
Shapeshifters
A race of short, flightless, arctic avians who
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* AmbiguousSituation: In ''Eberron'', doppelgangers have some connection to the changeling race, but it's unclear whether doppelgangers are the changelings' ancestors, or the descendents of changelings mutated by the daelkyr.
* CaptureAndReplicate: During long cons, a doppelganger might keep the person they're impersonating captive in case they need more information about how to maintain the disguise.
* EatBrainForMemories: Greater doppelgangers are feared for being able to eat the brains of their victims, allowing them to perfectly take on their identity and access all their memories. This even lets greater doppelgangers use their victims' class abilities and magic, with the exception of divine spells over 2nd level and a paladin's god-given powers. The downside is that a greater doppelganger can only fully access one identity at a time, can only "store" so many at once, and should they take an action that runs against an assumed identity's alignment, the doppelganger is forced back into its natural form for a few rounds.
* TheGreys: Their artwork (particularly in 3rd Edition) often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are also adept infiltrators who frequently sneak into human society to manipulate it for their own mysterious ends, and abduct and (mentally) probe captives for information.
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnating other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the statue of an old wizard as template for his appearance, wearing identical robes, including the exact same runic writing on the hem of it.
* {{Telepathy}}: Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use this ability to sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
* CaptureAndReplicate: During long cons, a doppelganger might keep the person they're impersonating captive in case they need more information about how to maintain the disguise.
* EatBrainForMemories: Greater doppelgangers are feared for being able to eat the brains of their victims, allowing them to perfectly take on their identity and access all their memories. This even lets greater doppelgangers use their victims' class abilities and magic, with the exception of divine spells over 2nd level and a paladin's god-given powers. The downside is that a greater doppelganger can only fully access one identity at a time, can only "store" so many at once, and should they take an action that runs against an assumed identity's alignment, the doppelganger is forced back into its natural form for a few rounds.
* TheGreys: Their artwork (particularly in 3rd Edition) often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are also adept infiltrators who frequently sneak into human society to manipulate it for their own mysterious ends, and abduct and (mentally) probe captives for information.
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnating other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the statue of an old wizard as template for his appearance, wearing identical robes, including the exact same runic writing on the hem of it.
* {{Telepathy}}: Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use this ability to sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
to:
* AmbiguousSituation: In ''Eberron'', doppelgangers have some connection to the changeling race, but it's unclear whether doppelgangers AlienCatnip: Dohwar are the changelings' ancestors, unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as a strong beer, while a few tablespoons of maple syrup or the descendents of changelings mutated by the daelkyr.
honey will get a dohwar blind stinkin' drunk.
*CaptureAndReplicate: During long cons, ArtEvolution: Their original art depicts them as crested penguins with a doppelganger might keep the person black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they'reimpersonating captive in case based on penguins, they need more information about how can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to maintain the disguise.
* EatBrainForMemories: Greater doppelgangers are feared for being able tohelp them eat the brains tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their victims, allowing them to perfectly take on their identity and access all their memories. This artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, evenlets greater doppelgangers use their victims' class abilities and magic, with Abbathor from the exception of divine spells over 2nd level and dwarven pantheon. They make generous donations to these gods as a paladin's god-given powers. The downside is that "cosmic investment," a greater doppelganger can only fully access one identity at a time, can only "store" so many at once, and should they take an action that runs against an assumed identity's alignment, way to become the doppelganger is forced back into its natural form for a few rounds.multiverse's top merchants without offending any god in particular.
*TheGreys: Their artwork (particularly HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in3rd Edition) back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar oftendepicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are also adept infiltrators who frequently sneak into human society to manipulate it for their own mysterious ends, and abduct and (mentally) probe captives for information.
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnating other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the statue of an old wizard as template for his appearance,end up wearing identical robes, including the exact same runic writing on the hem "a garish mishmash of it.
clashing clothes" when not in their cloaks.
* {{Telepathy}}:Doppelgangers Two dohwar (such as merged partners) can read other creatures' surface thoughts at will, picking set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm:choice. If one member of a merger is slain, a doppelganger will drop its disguise the other goes berserk and revert to its gray, rubbery default form.
* VoluntaryShapeshifting: A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use this ability to sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.attacks anything around them.
*
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're
* EatBrainForMemories: Greater doppelgangers are feared for being able to
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even
*
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often
* LazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and impregnating other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and view other beings as playthings to be manipulated and deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of form, down to minute details. One old ''D&D'' module has an example of a doppelganger taking the statue of an old wizard as template for his appearance,
* {{Telepathy}}:
* ThisWasHisTrueForm:
* VoluntaryShapeshifting: A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use this ability to sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
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[[folder:Dracon]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_dracon_2e.png]]
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:''' LawfulGood
A large race of "dragon-centaurs" who are just beginning to explore space.
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_dracon_2e.png]]
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:''' LawfulGood
A large race of "dragon-centaurs" who are just beginning to explore space.
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->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:'''
'''Alignment:'''
A large race of "dragon-centaurs"
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who
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* ArchEnemy: They hate spiders in general and the neogi in particular, either because of their resemblance to the Dark God of dracon religion, or because of previous encounters with the slave-taking spider-eels.
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
* LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and a freak among its people." They prefer to live in familial herds led by an elder called a ''kaba'', advised by a high priest known as a ''shalla''. Dracons separated from their families are known to fall ill, and may gather a substitute family of non-dracons until they find their way back to their kin.
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only do they have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons to kickballs, rather than treating the eye tyrants as dangerous, insane aberrations. "How long this situation lasts remains to be seen."
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
* LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and a freak among its people." They prefer to live in familial herds led by an elder called a ''kaba'', advised by a high priest known as a ''shalla''. Dracons separated from their families are known to fall ill, and may gather a substitute family of non-dracons until they find their way back to their kin.
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only do they have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons to kickballs, rather than treating the eye tyrants as dangerous, insane aberrations. "How long this situation lasts remains to be seen."
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
to:
* ArchEnemy: They hate spiders HouseFey: Domovoi families live in general and the neogi in particular, either because of their resemblance to the Dark God of dracon religion, humanoid villages or because of previous encounters with the slave-taking spider-eels.
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to beencampments, ensuring that "the deformed," buildings are brighter lit, the hearth fires are warmer, and view them as disadvantaged. Dracons creatures of cold and night are also bad at [[DittoAliens telling humanoid races apart]], so that their racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
* LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and a freak among its people.less likely to strike." They prefer to live in familial herds led usually wear rags cast off by an elder called a ''kaba'', advised by a high priest known as a ''shalla''. Dracons separated from their families are known to fall ill, hosts, and may gather a substitute family sustain themselves on rats and mice, as well as small offerings of non-dracons grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until they find the nomads return.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in theirway back to their kin.
cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
*NaiveNewcomer: Zig-zagged. On ThePigPen: While domovoi are always covered in soot from the one hand, dracons are recent arrivals to the fringe of the Known Spheres, fires and forges they tend, this does mean they're smart enough not particularly hard to share grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set thelocation of their homeworld with any outsiders. But home they're still getting protecting on fire, and firefighting is one of the measure of their fellow spacefaring races, so that not only do duties they have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons perform to kickballs, rather than treating the eye tyrants as dangerous, insane aberrations. "How long this situation lasts remains to be seen."
* OurCentaursAreDifferent: They've gotmaintain a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').dwelling.
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be
* LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and a freak among its people.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their
*
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the
* OurCentaursAreDifferent: They've got
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
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[[folder:Draconian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_draconian_dreadnought_5e.png]]
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2-9 (3E); 2-8 (4E); 1/2 to 6 (5E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Evil (3E), Evil (4E), Any (5E)
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. They're unrelated to the dracons above.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_draconian_dreadnought_5e.png]]
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2-9 (3E); 2-8 (4E); 1/2 to 6 (5E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Evil (3E), Evil (4E), Any (5E)
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. They're unrelated to the dracons above.
to:
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->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon
[[caption-width-right:200:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e_revised.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:'''
'''Playable:'''
'''Alignment:'''
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically
Shapeshifters who infiltrate society for their own purposes. Their talents can make them phenomenal thieves and assassins, and their activities spread fear and paranoia in their wake, but thankfully most doppelgangers are content to take over someone else's life and reap the
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* BioweaponBeast: They are not born naturally and initially had no ability to reproduce on their own. Instead, they are created through a magical ritual that corrupts a dragon's egg, making it hatch into a clutch of new draconians.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons in their own venomous saliva.
* {{Retcon}}:
** As per their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition, which expanded its metallic dragon family, added the ferak (iron), kobaaz (cobalt) and adamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are kept as terminology for draconians created from metallic dragon eggs.
* VoluntaryShapeshifting: Aurak draconians can use a ''polymorph self'' effect three times per day.
* WingedHumanoid: Most draconians have wings just like the dragons they resemble, with aurak draconians being the one exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some at least use them to glide or slow a fall.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons in their own venomous saliva.
* {{Retcon}}:
** As per their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition, which expanded its metallic dragon family, added the ferak (iron), kobaaz (cobalt) and adamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are kept as terminology for draconians created from metallic dragon eggs.
* VoluntaryShapeshifting: Aurak draconians can use a ''polymorph self'' effect three times per day.
* WingedHumanoid: Most draconians have wings just like the dragons they resemble, with aurak draconians being the one exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some at least use them to glide or slow a fall.
to:
* BioweaponBeast: They AmbiguousSituation: In ''Eberron'', doppelgangers have some connection to the changeling race, but it's unclear whether doppelgangers are not born naturally and initially had no ability the changelings' ancestors, or the descendents of changelings mutated by the daelkyr.
* CaptureAndReplicate: During long cons, a doppelganger might keep the person they're impersonating captive in case they need more information about how toreproduce maintain the disguise.
* EatBrainForMemories: Greater doppelgangers are feared for being able to eat the brains of their victims, allowing them to perfectly take on theirown. Instead, identity and access all their memories. This even lets greater doppelgangers use their victims' class abilities and magic, with the exception of divine spells over 2nd level and a paladin's god-given powers. The downside is that a greater doppelganger can only fully access one identity at a time, can only "store" so many at once, and should they take an action that runs against an assumed identity's alignment, the doppelganger is forced back into its natural form for a few rounds.
* TheGreys: Their artwork (particularly in 3rd Edition) often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they arecreated through a magical ritual that corrupts a dragon's egg, making it hatch into a clutch of new draconians.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They arealso the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconianadept infiltrators coat their weapons in who frequently sneak into human society to manipulate it for their own venomous saliva.
mysterious ends, and abduct and (mentally) probe captives for information.
*{{Retcon}}:
** As perLazyBum: A doppelganger's life generally revolves around tricking people into doing work for them, including caring for their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) own children.
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form andaurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition, impregnating other humanoids, then abandoning them. The resulting offspring appear normal at first, [[ChangelingFantasy but around adolescence their shapechanging abilities will manifest, at which expanded its metallic dragon family, added the ferak (iron), kobaaz (cobalt) point most leave their old lives behind to seek out more of their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested andadamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage,view other beings as playthings to be manipulated and mastermind) and explains that dragon breeds deceived.
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes ofany family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg form, down to minute details. One old ''D&D'' module has an example of a silver, blue or sapphire dragon. The Krynnish names doppelganger taking the statue of an old wizard as template for draconians are kept as terminology for draconians created from metallic dragon eggs.
his appearance, wearing identical robes, including the exact same runic writing on the hem of it.
* {{Telepathy}}: Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting:Aurak draconians A doppelganger can take the appearance of any humanoid between four and eight feet tall, and routinely use a ''polymorph self'' effect three times per day.
* WingedHumanoid: Most draconians have wings just like the dragons they resemble, with aurak draconians being the one exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some at least use themthis ability to glide or slow a fall.sneak into humanoid settlements, infiltrate society, and casually walk past guard pickets.
* CaptureAndReplicate: During long cons, a doppelganger might keep the person they're impersonating captive in case they need more information about how to
* EatBrainForMemories: Greater doppelgangers are feared for being able to eat the brains of their victims, allowing them to perfectly take on their
* TheGreys: Their artwork (particularly in 3rd Edition) often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes and bulbous craniums of this trope. Like the greys of conspiracy theories, they are
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian
*
** As per
* ShapeshiftersDoItForAChange: Doppelgangers reproduce by taking male form and
* TheSociopath: Doppelgangers aren't committed to evil, but they are wholly self-interested and
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage,
* TechnicallyNakedShapeshifter: Doppelgangers can mimic clothes alongside their changes of
* {{Telepathy}}: Doppelgangers can read other creatures' surface thoughts at will, picking up their names, fears and aspirations, and the odd memory or two. This naturally gives them an advantage during social interactions.
* ThisWasHisTrueForm: If slain, a doppelganger will drop its disguise and revert to its gray, rubbery default form.
* VoluntaryShapeshifting:
* WingedHumanoid: Most draconians have wings just like the dragons they resemble, with aurak draconians being the one exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some at least use them
Changed line(s) 1207,1214 (click to see context) from:
[[folder:Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_red_dragon_3e.jpg]]
[[caption-width-right:350:A red dragon, with a hapless human for scale (3e)]]
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' Varies by dragon type and age category\\
'''Alignment:''' Varies by dragon type
Scaled, winged creatures that are majestic and mighty, intelligent and proud, famed for the magical powers at their disposal and their tendency to hoard treasure. See the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] subpage for information about Dragons in general, and [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for the "true" dragons.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_red_dragon_3e.jpg]]
[[caption-width-right:350:A red dragon, with a hapless human for scale (3e)]]
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' Varies by dragon type and age category\\
'''Alignment:''' Varies by dragon type
Scaled, winged creatures that are majestic and mighty, intelligent and proud, famed for the magical powers at their disposal and their tendency to hoard treasure. See the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] subpage for information about Dragons in general, and [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for the "true" dragons.
to:
[[quoteright:350:https://static.
[[quoteright:310:https://static.tvtropes.
[[caption-width-right:350:A red dragon, with a hapless human for scale (3e)]]
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' Varies by dragon type and age category\\
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:'''
Scaled, winged creatures that
A large race of "dragon-centaurs" who are
----
* ArchEnemy: They hate spiders in general and
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be carefully watched for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their
* LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and
* NaiveNewcomer: Zig-zagged. On the
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').
Changed line(s) 1217,1225 (click to see context) from:
[[folder:Dragon Eel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_4e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 11 (3E), 15 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)
Ravenous predators and bestial kin to true dragons.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_4e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 11 (3E), 15 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)
Ravenous predators and bestial kin to true dragons.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:'''
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E),
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Ravenous predators and bestial kin
Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. They're unrelated to
Changed line(s) 1227,1235 (click to see context) from:
* ArtEvolution: They got a drastic redesign between 3rd and 4th Edition, going from something like a draconic ''Dunkleosteus'' to a flying creature with wing-fins.
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath weapon.
* SeaMonster: The dragon eel is an evil monster that can easily puncture the side of a ship and then proceed to eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures are in the water.
* SwallowedWhole: They're capable of gulping down any Medium or smaller creatures they catch in their jaws.
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath weapon.
* SeaMonster: The dragon eel is an evil monster that can easily puncture the side of a ship and then proceed to eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures are in the water.
* SwallowedWhole: They're capable of gulping down any Medium or smaller creatures they catch in their jaws.
to:
* ArtEvolution: BioweaponBeast: They got a drastic redesign between 3rd are not born naturally and initially had no ability to reproduce on their own. Instead, they are created through a magical ritual that corrupts a dragon's egg, making it hatch into a clutch of new draconians.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons in their own venomous saliva.
* {{Retcon}}:
** As per their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition,going from something like a draconic ''Dunkleosteus'' to a flying creature with wing-fins.
* FoodChainOfEvil: Dragon eels are known to prey onwhich expanded its metallic dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying throughfamily, added the air as they are swimming in the water.
* {{Retcon}}: 3rdferak (iron), kobaaz (cobalt) and adamaaz (adamantine) draconian subtypes.
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragoneels breeds of any family might generate such creatures, so a draconian dreadnought, for example, could be created from the egg of a silver, blue or sapphire dragon. The Krynnish names for draconians are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath weapon.
* SeaMonster: Thekept as terminology for draconians created from metallic dragon eel is an evil monster that eggs.
* VoluntaryShapeshifting: Aurak draconians caneasily puncture use a ''polymorph self'' effect three times per day.
* WingedHumanoid: Most draconians have wings just like theside of a ship and then proceed to eat dragons they resemble, with aurak draconians being the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, andone exception amongst the base dragonian types. Despite these wings, [[WingsDoNothing most draconians cannot fly,]] though some crews that had already negotiated with at least use them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water upto a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures are in the water.
* SwallowedWhole: They're capable of gulping down any Mediumglide or smaller creatures they catch in their jaws.slow a fall.
* BreathWeapon: Aurak draconians (and their 5th Edition successors, draconian masterminds) can exhale a cloud of poisonous gas.
* ColorCodedForYourConvenience: The draconians have the same colors as the chromatic and metallic dragons, but turn the significance of those colors on its head. The base draconians, which are made from the eggs of the traditionally good metallic dragons, are frequently of evil alignment. Likewise the noble draconians, who come from the eggs of the frequently evil chromatic dragons, are usually of good alignment.
* DraconicHumanoid: They look like human-sized, bipedal versions of chromatic and metallic dragons, and are capable of wielding weapons and wearing armor.
* FlawedPrototype: The sesk and traag were early experiments with creating draconians that were discarded as failures. The traag turned out emaciated and gangly, and alternately cowardly and prone to berserk rages, so they were replaced with the baaz. The sesk are hunched and twisted creatures, as if their silver dragon blood is rebelling against them, and were actually ''too'' smart, prone to questioning their superiors, leading them to be replaced by the sivak. Both types of proto-draconians now eke out a tribal existence where they can.
* GoldColoredSuperiority: As with metallic dragons, aurak draconians are traditionally the strongest subtype.
* KungFuWizard: Aurak draconians and draconian masterminds eschew weapons in favor of ripping into foes with their bare, clawed hands. They are also the most magically-adept of the draconians, able to teleport around, beguile foes, and pelt enemies with energy blasts fired from their hands.
* KillAndReplace: Sivaks (and 5E draconian dreadnoughts) can transform themselves into the likeness of a Large or smaller humanoid they just killed, and can remain in that form indefinitely until they make another kill or choose to revert to their natural form.
* NoBodyLeftBehind: When a draconian dies, a magical effect kicks in that destroys its remains, traditionally varying by the draconian's subtype. Baaz [[TakenForGranite turn to stone]] (and might [[MooksAteMyEquipment entrap the melee weapon that killed them]]), sivaks turn into the likeness of their killer for three days before dissolving into soot, feraks disintegrate into a cloud of dust, and kobaaz crystalize into an icy statue cold enough to damage those around it. But in other cases, the effect is [[DefeatEqualsExplosion more dangerous]]: auraks detonate with magical energy, bozaks have their flesh crumble to dust just before their skeletons burst into bony shrapnel, kapaks dissolve into a pool of acid, and adamaaz explode in a thunderous burst. These death throes are carried over to 5E's generic draconians, though with occasional twists -- draconian foot soldiers both turn to stone themselves and might petrify those around them as well, while draconian masterminds explode in ChainLightning that seeks out nearby foes.
* PoisonedWeapons: Kapak draconians and draconian infiltrators coat their weapons in their own venomous saliva.
* {{Retcon}}:
** As per their origins in ''TabletopGame/{{Dragonlance}}'', traditionally there are five types of standard draconian, corresponding to the five metallic dragon breeds from whose eggs they're created: baaz (brass), kapak (copper), bozak (bronze), sivak (silver) and aurak (gold), each with traits that make them suit particular battlefield roles. 4th Edition,
* FoodChainOfEvil: Dragon eels are known to prey on
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through
* {{Retcon}}: 3rd
** 5th Edition instead categorizes draconians by role (dreadnought, foot soldier, infiltrator, mage, and mastermind) and explains that dragon
* SeaMonster: The
* VoluntaryShapeshifting: Aurak draconians can
* WingedHumanoid: Most draconians have wings just like the
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and
* SuperSenses: 3E dragon eels can smell blood in the water up
* SwallowedWhole: They're capable of gulping down any Medium
Changed line(s) 1238,1245 (click to see context) from:
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_turtle.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), 5E)\\
'''Challenge Rating:''' 9 (3E), 4-24 (5E)\\
'''Alignment:''' TrueNeutral
Chelonian dragons who live in the sea, generally attacking anything that enters their territory. They lack the intellect of true dragons, but dragon turtles are smart enough to accept tribute from passing ships, or form alliances with undersea races in exchange for treasure. Dragon turtles make their lairs in coral reefs and submerged caves, and their hoards are motley collections of coral and pearls gifted by aquatic races as well as treasures from the surface realm recovered from ships.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_turtle.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), 5E)\\
'''Challenge Rating:''' 9 (3E), 4-24 (5E)\\
'''Alignment:''' TrueNeutral
Chelonian dragons who live in the sea, generally attacking anything that enters their territory. They lack the intellect of true dragons, but dragon turtles are smart enough to accept tribute from passing ships, or form alliances with undersea races in exchange for treasure. Dragon turtles make their lairs in coral reefs and submerged caves, and their hoards are motley collections of coral and pearls gifted by aquatic races as well as treasures from the surface realm recovered from ships.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:A red dragon, with a hapless human for scale (3e)]]
->'''Classification:''' Dragon (3E, 5E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' Varies by dragon type and age category\\
'''Alignment:''' Varies by dragon type
Scaled, winged creatures that are majestic and mighty, intelligent and proud, famed for the magical powers at their disposal and their tendency to hoard treasure. See the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] subpage for information about Dragons in general, and [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for the "true" dragons.
[[/folder]]
[[folder:Dragon Eel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_4e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Dragon (3E),
'''Challenge Rating:'''
'''Alignment:'''
Chelonian dragons who live in the sea, generally attacking anything that enters their territory. They lack the intellect of
Ravenous predators and bestial kin to true
Added DiffLines:
* ArtEvolution: They got a drastic redesign between 3rd and 4th Edition, going from something like a draconic ''Dunkleosteus'' to a flying creature with wing-fins.
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath weapon.
* SeaMonster: The dragon eel is an evil monster that can easily puncture the side of a ship and then proceed to eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures are in the water.
* SwallowedWhole: They're capable of gulping down any Medium or smaller creatures they catch in their jaws.
[[/folder]]
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_turtle.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), 5E)\\
'''Challenge Rating:''' 9 (3E), 4-24 (5E)\\
'''Alignment:''' TrueNeutral
Chelonian dragons who live in the sea, generally attacking anything that enters their territory. They lack the intellect of true dragons, but dragon turtles are smart enough to accept tribute from passing ships, or form alliances with undersea races in exchange for treasure. Dragon turtles make their lairs in coral reefs and submerged caves, and their hoards are motley collections of coral and pearls gifted by aquatic races as well as treasures from the surface realm recovered from ships.
----
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath weapon.
* SeaMonster: The dragon eel is an evil monster that can easily puncture the side of a ship and then proceed to eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous, and some crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures are in the water.
* SwallowedWhole: They're capable of gulping down any Medium or smaller creatures they catch in their jaws.
[[/folder]]
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_turtle.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), 5E)\\
'''Challenge Rating:''' 9 (3E), 4-24 (5E)\\
'''Alignment:''' TrueNeutral
Chelonian dragons who live in the sea, generally attacking anything that enters their territory. They lack the intellect of true dragons, but dragon turtles are smart enough to accept tribute from passing ships, or form alliances with undersea races in exchange for treasure. Dragon turtles make their lairs in coral reefs and submerged caves, and their hoards are motley collections of coral and pearls gifted by aquatic races as well as treasures from the surface realm recovered from ships.
----
Is there an issue? Send a MessageReason:
Added example(s), Added image
Changed line(s) 1059,1067 (click to see context) from:
[[folder:Doc cu'o'c]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doc_cuoc_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' TrueNeutral
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable of fighting to protect a chosen estate or village.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doc_cuoc_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' TrueNeutral
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable of fighting to protect a chosen estate or village.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' TrueNeutral
Bizarre entities resembling vertically-bisected humans, who are nevertheless capable
Swarms of
Changed line(s) 1069,1075 (click to see context) from:
* BerserkButton: Doc cu'o'cs keep their offered treasure in lairs on the Astral Plane, and should those homes ever be robbed, the enraged doc cu'o'c returns to the Material Plane to ransack the very manor or village they were protecting, before leaving for good.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather than the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather than the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation: They can use ''control weather'' a few times each day, usually to scare off intruders, though a doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and ''remove disease'' each once per day.
to:
* BerserkButton: Doc cu'o'cs keep their offered treasure in lairs on the Astral Plane, and should DivinePunishment: Again, they're unleashed by deities upon those homes ever be robbed, the enraged doc cu'o'c returns to the Material Plane to ransack the very manor or village they were protecting, before leaving for good.
who displease them, though they're used sparingly.
*GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather than the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation:TheSwarm: They can use ''control weather'' a few times each day, usually be compared to scare off intruders, though a doc cu'o'c the some of the [[Literature/BookOfExodus biblical plagues]], being vast hordes of insects or animals, except they're even more dangerous than mundane locust swarms.
!!Apocalypse Frog Swarm
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Incessantly croaking black-eyed frogs sporting golden sunburst patterns on their backs, which can be annoying to good creatures but dangerous towards evildoers.
----
* PoisonousPerson: Evil creatures wounded by them mightanswer a request for rain contract the affliction known as eternal torpor, suffering Dexterity damage and leaving them too drowsy to bring about an ample harvest.
charge or run.
*WhiteMage: A doc cu'o'c can {{Synchronization}}: Apocalypse frogs are surrounded by a retributive aura, which means that whenever they're subjected to damage, anything in a 30-foot radius is also use spells like ''remove curse'' and ''remove disease'' each once per day.injured; they can save for half damage, but DamageReduction or other defenses don't apply.
*
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they hold in their single hands crackle with energy, and deal heavy electricity damage with each strike.
* WeatherManipulation:
!!Apocalypse Frog Swarm
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Incessantly croaking black-eyed frogs sporting golden sunburst patterns on their backs, which can be annoying to good creatures but dangerous towards evildoers.
----
* PoisonousPerson: Evil creatures wounded by them might
*
Changed line(s) 1078,1086 (click to see context) from:
[[folder:Dohwar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dohwar_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 0 (5E)\\
'''Alignment:''' ChaoticNeutral (2E), Any (5E)
A race of short, flightless, arctic avians who seek to become the greatest merchants in the multiverse.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dohwar_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 0 (5E)\\
'''Alignment:''' ChaoticNeutral (2E), Any (5E)
A race of short, flightless, arctic avians who seek to become the greatest merchants in the multiverse.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Origin:'''
'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
A race of short, flightless, arctic avians
Bizarre entities resembling vertically-bisected humans, who
Changed line(s) 1088,1098 (click to see context) from:
* AlienCatnip: Dohwar are unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as a strong beer, while a few tablespoons of maple syrup or honey will get a dohwar blind stinkin' drunk.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are useless in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on the lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
to:
* AlienCatnip: Dohwar are unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as a strong beer, while a few tablespoons of maple syrup or honey will get a dohwar blind stinkin' drunk.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, whileBerserkButton: Doc cu'o'cs keep their 5th Edition art depicts dohwar without head crests, and gives them colorful plumage and generally cuter faces.
* BeakAttack: Played with; dohwar know their beaks are uselessoffered treasure in combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants alwayslairs on the lookout for an opportunity to profit, Astral Plane, and should those homes ever be robbed, the enraged doc cu'o'c returns to the extent that a group of them is called a "cartel," Material Plane to ransack the very manor or village they undergo "mergers" with each were protecting, before leaving for good.
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather thanmarriages, and the one the doc cu'o'c is sworn to defend.
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes theyrefer to their eggs as "new wares." However, they're hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on a potential customer and rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when nothold in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathicallysingle hands crackle with energy, and deal heavy electricity damage with each other, as well as strike.
* WeatherManipulation: They can use ''control weather'' anearby third party of their choice. If one member of few times each day, usually to scare off intruders, though a merger is slain, the other goes berserk doc cu'o'c might answer a request for rain to bring about an ample harvest.
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' andattacks anything around them.''remove disease'' each once per day.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while
* BeakAttack: Played with; dohwar know their beaks are useless
* BirdPeople: As they're based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
* InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always
* GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and offerings of food and treasure, otherwise they'll leave their area and never return. And while doc cu'o'cs take their roles as protectors seriously, they have no allegiance to other areas, and are not above encouraging raiders to attack the next village down the road rather than
* HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs can turn ''invisible'' at will.
* ShockAndAwe: The axes they
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a psychic bond that lets them communicate telepathically
* WeatherManipulation: They can use ''control weather'' a
* WhiteMage: A doc cu'o'c can also use spells like ''remove curse'' and
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[[folder:Domovoi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_domovoi_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who protect settlements in cold climates.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_domovoi_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who protect settlements in cold climates.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:'''
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Fey
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans,
A race of short, flightless, arctic avians who
Changed line(s) 1111,1114 (click to see context) from:
* HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings are brighter lit, the hearth fires are warmer, and creatures of cold and night are less likely to strike." They usually wear rags cast off by their hosts, and sustain themselves on rats and mice, as well as small offerings of grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until the nomads return.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.
to:
* HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings AlienCatnip: Dohwar are brighter lit, the hearth fires are warmer, and creatures unaffected by alcohol, instead they get drunk on ''sugar'' -- an apple hits as hard as a strong beer, while a few tablespoons of cold and night are less likely to strike." They usually wear rags cast off by maple syrup or honey will get a dohwar blind stinkin' drunk.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while theirhosts, 5th Edition art depicts dohwar without head crests, and sustain themselves on rats gives them colorful plumage and mice, as well as small offerings of grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until the nomads return.
generally cuter faces.
*LoyalToThePosition: The domovoi will help ''anyone'' survive in BeakAttack: Played with; dohwar know their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoibeaks are always covered useless in soot from the fires and forges they tend, this does mean combat, so they've developed blades called ''weega'' to fit over them, which are as effective as short swords.
* BirdPeople: As they'reparticularly hard based on penguins, they can't fly, but have a swim speed. Their ''AD&D'' entry notes that unlike most birds, dohwar have developed fangs to grapple help them eat the tougher plant life of Wildspace, but they don't do much damage in combat ([[InformedAbility and aren't visible in their artwork]]).
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
*PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything InTheHood: Dohwar don hooded cloaks if they know their appearance may disconcert potential customers, and try to set pass themselves off as short members of another species.
* ProudMerchantRace: Dohwar are "shameless" merchants always on thehome lookout for an opportunity to profit, to the extent that a group of them is called a "cartel," they undergo "mergers" with each other rather than marriages, and they refer to their eggs as "new wares." However, they're protecting hampered by their lack of social skills -- their ''AD&D'' entry describes dohwar as "obnoxious, brash, persistent, money-grubbing merchants" whose sales pitch is to gang up on fire, a potential customer and firefighting rapidly recite their wares and prices, while also offering to buy things off the customer. 5th Edition also notes their habit of preferring to do business in back alleys even if the things they're selling are perfectly legal. All this to say, nobody has any interest in visiting the dohwar homeworld, and the space penguins come across as PluckyComicRelief compared to more successful merchants like the neogi and mercanes. And despite their lust for wealth, the dohwar treat each other well and for the most part fairly, to compensate for a multiverse they feel is one out to get them.
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of theduties they perform to maintain multiverse.
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up adwelling.psychic bond that lets them communicate telepathically with each other, as well as a nearby third party of their choice. If one member of a merger is slain, the other goes berserk and attacks anything around them.
* ArtEvolution: Their original art depicts them as crested penguins with a black-and-white coloration, while their
*
* ThePigPen: While domovoi
* BirdPeople: As they're
* EmergencyMultifaithPrayer: The dohwar venerate a pantheon of gods consisting of every god of commerce or wealth they come across -- Waukeen of the [[TabletopGame/ForgottenRealms Realms]], Shinare of [[TabletopGame/{{Dragonlance}} Krynn]], Zilchus of TabletopGame/{{Greyhawk}}, even Abbathor from the dwarven pantheon. They make generous donations to these gods as a "cosmic investment," a way to become the multiverse's top merchants without offending any god in particular.
* HorseOfADifferentColor: They've bred winged "space swine" to serve as beasts of burden, while armored dohwar cavalry known as Deathsquealers ride them into combat.
*
* ProudMerchantRace: Dohwar are "shameless" merchants always on the
* TheRival: They're driven to displace the mercane ("Our Competitors") as the foremost merchants of the
* RummageSaleReject: Dohwar often end up wearing "a garish mishmash of clashing clothes" when not in their cloaks.
* {{Telepathy}}: Two dohwar (such as merged partners) can set up a
[[folder:Domovoi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_domovoi_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who protect settlements in cold climates.
----
* HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings are brighter lit, the hearth fires are warmer, and creatures of cold and night are less likely to strike." They usually wear rags cast off by their hosts, and sustain themselves on rats and mice, as well as small offerings of grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until the nomads return.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_domovoi_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Domestic fey appearing as two-foot-tall, hairy, soot-covered humans, who protect settlements in cold climates.
----
* HouseFey: Domovoi families live in humanoid villages or encampments, ensuring that "the buildings are brighter lit, the hearth fires are warmer, and creatures of cold and night are less likely to strike." They usually wear rags cast off by their hosts, and sustain themselves on rats and mice, as well as small offerings of grain and firewood. In the case of nomadic humanoids, domovoi will remain in a winter camp, maintaining it until the nomads return.
* LoyalToThePosition: The domovoi will help ''anyone'' survive in their cold homelands, whether humans or dwarves, neanderthals or orcs, or even kobolds, ogres or giants.
* ThePigPen: While domovoi are always covered in soot from the fires and forges they tend, this does mean they're particularly hard to grapple in combat.
* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day. That said, domovoi will never do anything to set the home they're protecting on fire, and firefighting is one of the duties they perform to maintain a dwelling.
[[/folder]]
Changed line(s) 1354 (click to see context) from:
* ArtifactName: Back in 1E, when it was the only creature besides the real dragons that ''looked'' like a proper dragon -- four legs, wings, single dragon head -- the name "pseudodragon" actually made sense. However, with the addition of many other draconic creatures to the game, as well other puny types like the faerie dragon, the logic of calling ''this particular'' reptilian monster a "false dragon" evaporated. And its status, from 3E onward, as a member of the Dragon creature type makes the name technically inaccurate, to boot.
to:
* ArtifactName: Back in 1E, when it was the only creature besides the real dragons that ''looked'' like a proper dragon -- four legs, wings, single dragon head -- the name "pseudodragon" actually made sense. However, with the addition of many other draconic creatures to the game, as well other puny types dragonets like the faerie dragon, the logic of calling ''this particular'' reptilian monster a "false dragon" evaporated. And its status, from 3E onward, as a member of the Dragon creature type makes the name technically inaccurate, to boot.
Changed line(s) 1363 (click to see context) from:
[[caption-width-right:350:Dragonflesh grafter, 5e]]
to:
[[caption-width-right:350:Dragonflesh grafter, 5e]]grafter (5e)]]
[[caption-width-right:350:[[labelnote:Dragonflesh abomination (5e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_abomination_5e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Dragonflesh abomination (5e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_abomination_5e.png[[/labelnote]]]]
Changed line(s) 1387 (click to see context) from:
* MixAndMatchCritters: They're giant turtles with dragonfly wings and heads. Like dragonfly nymphs, their hatchlings spend the first years of their lives in the water, until their wings fully grow in and they take to the air. Unlike dragonflies, they don't spend the majority of their lives in nymph stage, and can live for about twenty years instead of weeks or days after fully maturing.
to:
* MixAndMatchCritters: They're giant turtles with dragonfly wings and heads. Like dragonfly nymphs, their hatchlings spend the first years of their lives in the water, until their wings fully grow in and they take to the air. Unlike dragonflies, they don't spend the majority of their lives in nymph stage, and can live for about twenty years instead of mere weeks or days after fully maturing.
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Added example(s), Added image
Changed line(s) 1386 (click to see context) from:
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability that a rider can fight from its shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing to the ground.
to:
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability that a rider their riders can fight from its their shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing to the ground.
Added DiffLines:
[[folder:Duckbunny]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duckbunny_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
Magical crossbreeds often created as practice by novice wizards who don't want to jump straight into experimenting with the likes of owlbears.
----
* {{Familiar}}: On occasion, duckbunnies can serve as such. "As far as familiars go, a wizard could certainly do worse, but most wizards are less than pleased to see a duckbunny waddle up to them after the intensive preparation and effort involved in the casting of the ''find familiar'' spell."
* FantasticLivestock: Duckbunny eggs are delicious, their meat can be substituted in rabbit stew, and both are quick to replenish since they're so fast-breeding. Their skins can also be used to make excellent insulated boots, capes or cloaks. Duckbunnies' quacking can also serve as an alarm system, though they're otherwise useless as guard beasts.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose, which might leave the target so surprised that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
* MixAndMatchCritters: They're magical blends of ducks and snowshoe hares, resulting in a platypus-like creature, though the duckbunny's long ears help distinguish them from those animals. They live in burrows like rabbits, but lay eggs, and their young are covered in downy feathers. Duckbunnies are much more agile in the water than on land, where they waddle like ducks instead of bounding like rabbits.
* RidiculouslyCuteCritter: While there are several practical reasons to raise duckbunnies, their entry admits that "Finally, and most importantly to some, duckbunnies are almost irresistibly cute, with their big eyes, floppy ears, and soft, downy fur. It is no coincidence that a majority of the wizards who have created duckbunnies in the laboratory have young daughters at home, and it must be stated that duckbunnies do make wonderful pets."
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duckbunny_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
Magical crossbreeds often created as practice by novice wizards who don't want to jump straight into experimenting with the likes of owlbears.
----
* {{Familiar}}: On occasion, duckbunnies can serve as such. "As far as familiars go, a wizard could certainly do worse, but most wizards are less than pleased to see a duckbunny waddle up to them after the intensive preparation and effort involved in the casting of the ''find familiar'' spell."
* FantasticLivestock: Duckbunny eggs are delicious, their meat can be substituted in rabbit stew, and both are quick to replenish since they're so fast-breeding. Their skins can also be used to make excellent insulated boots, capes or cloaks. Duckbunnies' quacking can also serve as an alarm system, though they're otherwise useless as guard beasts.
* HarmlessEnemy: Duckbunnies literally cannot deal damage. Their only "attack" is to snap at a threat's fingers or nose, which might leave the target so surprised that they lose their initiative roll, giving the duckbunny a chance to waddle to safety.
* MixAndMatchCritters: They're magical blends of ducks and snowshoe hares, resulting in a platypus-like creature, though the duckbunny's long ears help distinguish them from those animals. They live in burrows like rabbits, but lay eggs, and their young are covered in downy feathers. Duckbunnies are much more agile in the water than on land, where they waddle like ducks instead of bounding like rabbits.
* RidiculouslyCuteCritter: While there are several practical reasons to raise duckbunnies, their entry admits that "Finally, and most importantly to some, duckbunnies are almost irresistibly cute, with their big eyes, floppy ears, and soft, downy fur. It is no coincidence that a majority of the wizards who have created duckbunnies in the laboratory have young daughters at home, and it must be stated that duckbunnies do make wonderful pets."
[[/folder]]
Is there an issue? Send a MessageReason:
Added example(s), Added image
Added DiffLines:
[[folder:Dragonfly Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonfly_turtle_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
Also called "hovershells," these bizarre creatures are used as transportation by wizards.
----
* DefendCommand: Like conventional turtles, they can pull their limbs into their shells for extra protection, and in fact dragonfly turtles usually fly like this.
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability that a rider can fight from its shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing to the ground.
* MixAndMatchCritters: They're giant turtles with dragonfly wings and heads. Like dragonfly nymphs, their hatchlings spend the first years of their lives in the water, until their wings fully grow in and they take to the air. Unlike dragonflies, they don't spend the majority of their lives in nymph stage, and can live for about twenty years instead of weeks or days after fully maturing.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonfly_turtle_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' Unaligned
Also called "hovershells," these bizarre creatures are used as transportation by wizards.
----
* DefendCommand: Like conventional turtles, they can pull their limbs into their shells for extra protection, and in fact dragonfly turtles usually fly like this.
* GiantFlyer: Against all reason, dragonfly turtles can not only zip through the air as fast as a giant dragonfly, they can even hover in place with such stability that a rider can fight from its shell without penalty. The wizards who breed such creatures usually use ''sovereign glue'' to stick some furniture onto their steeds' 10-foot-long shells to make for a more comfortable ride. However, dragonfly turtles aren't agile enough to [[DodgeTheBullet dodge incoming missile fire]] like "normal" giant dragonflies, and if a [[ClipItsWings called shot to a wing]] deals as little as four points of damage, they're sent crashing to the ground.
* MixAndMatchCritters: They're giant turtles with dragonfly wings and heads. Like dragonfly nymphs, their hatchlings spend the first years of their lives in the water, until their wings fully grow in and they take to the air. Unlike dragonflies, they don't spend the majority of their lives in nymph stage, and can live for about twenty years instead of weeks or days after fully maturing.
[[/folder]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 1512 (click to see context) from:
* HeavilyArmoredMook: They have a high Armor Class and hit point total for their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards are slow and unsophisticated in combat, with a single longsword attack no more dangerous than any other humanoid foe's.
to:
* HeavilyArmoredMook: They have a high Armor Class and hit point total for their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards are slow slow-moving and unsophisticated in combat, with making a single longsword attack no more dangerous than any other humanoid foe's. with whatever weapon they've been armed with.
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None
Changed line(s) 907 (click to see context) from:
* RaptorAttack: Fleshrakers are large, scaly-skinned relatives of ''Velociraptor'' native to dense jungles, notable chiefly for their venomous claws and spines and for their preference for ambushing lone targets.
to:
* RaptorAttack: Fleshrakers are Beyond actual raptors like ''Deinonychus'' and ''Velociraptor'', ''D&D'' has invented "fleshrakers," large, scaly-skinned relatives of ''Velociraptor'' raptors native to dense jungles, notable chiefly for their venomous claws and spines and for their preference for ambushing lone targets.targets.
* SavageSpinosaurs: The 3E ''Monster Manual II'', which came out the year after ''Film/JurassicPark3'', features ''Spinosaurus'' as its apex dinosaur, a CR 13 monster (compared to a ''T. rex''[='s=] CR 8) so terrifying that its "unearthly, soul-searing bellow" acts as a SupernaturalFearInducer. True to the trope, it's described as a conventional land predator, and doesn't even have a swim speed.
* SavageSpinosaurs: The 3E ''Monster Manual II'', which came out the year after ''Film/JurassicPark3'', features ''Spinosaurus'' as its apex dinosaur, a CR 13 monster (compared to a ''T. rex''[='s=] CR 8) so terrifying that its "unearthly, soul-searing bellow" acts as a SupernaturalFearInducer. True to the trope, it's described as a conventional land predator, and doesn't even have a swim speed.
Changed line(s) 913 (click to see context) from:
** Swindlespitters are small dinosaurs, normally reliant on stealth and agility to stay out of danger, whose primary offensive power is their ability to spit out a spray of "[[PoisonIsCorrosive corrosive poison]]" every few turns. They're based directly on the ''Procompsognathus'' from ''Literature/TheLostWorld1995''.
to:
** Swindlespitters are small dinosaurs, normally reliant on stealth and agility to stay out of danger, whose primary offensive power is their ability to spit out a spray of "[[PoisonIsCorrosive corrosive poison]]" every few turns. They're based directly on the ''Procompsognathus'' from ''Literature/TheLostWorld1995''.''Literature/{{The Lost World|1995}}''.
Is there an issue? Send a MessageReason:
Added example(s), Added image
Added DiffLines:
[[folder:Dread Guard]]
[[quoteright:245:https://static.tvtropes.org/pmwiki/pub/images/d&d_dread_guard_3e.png]]
[[caption-width-right:245:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Armored guardian constructs that loyally and tirelessly follow their creator's simple commands.
----
* AnimatedArmor: A dread guard is more or less a magically-animated suit of masterwork armor.
* HeavilyArmoredMook: They have a high Armor Class and hit point total for their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards are slow and unsophisticated in combat, with a single longsword attack no more dangerous than any other humanoid foe's.
* MistakenForUndead: Dread guards' GlowingEyesOfDoom inside their dark helmets make them easy to mistake for a form of WarriorUndead, though they're actually constructs little different from {{Golem}}s.
[[/folder]]
[[quoteright:245:https://static.tvtropes.org/pmwiki/pub/images/d&d_dread_guard_3e.png]]
[[caption-width-right:245:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Armored guardian constructs that loyally and tirelessly follow their creator's simple commands.
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* AnimatedArmor: A dread guard is more or less a magically-animated suit of masterwork armor.
* HeavilyArmoredMook: They have a high Armor Class and hit point total for their Challenge Rating, which combined with their cold and fire resistance, and construct immunities to various status effects, can make them very tanky opponents for low-level parties. However, dread guards are slow and unsophisticated in combat, with a single longsword attack no more dangerous than any other humanoid foe's.
* MistakenForUndead: Dread guards' GlowingEyesOfDoom inside their dark helmets make them easy to mistake for a form of WarriorUndead, though they're actually constructs little different from {{Golem}}s.
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