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[[folder:Deadly Dancer]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_deadly_dancer_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticNeutral

Whirling, blade-limbed humanoids who revere the similarly-shaped vestige Paimon.
----
* BizarreAlienReproduction: Deadly dancers reproduce by breaking off one of their armblades in the corpse of a freshly-killed, Medium-sized creature -- the blade will grow into a full-sized new deadly dancer over the course of ten days. But sacrificing a blade-limb like this lessens a deadly dancer's effectiveness in combat, and the resulting wound gives them even odds of bleeding to death without magical intervention, so the creatures only reproduce if their troupe's destruction seems otherwise certain.
* BladeBelowTheShoulder[=/=]ArmedLegs: A deadly dancer's limbs end in bony blades, but it's adept at balancing and spinning on any of them.
* DanceBattler: They whirl and leap and tumble while in combat, slashing at nearby foes with an [[SpinAttack Improved Whirlwind Attack]] as they dance through a group of enemies.
* StarfishLanguage: They have no mouths or telepathic ability, but communicate with one another by dancing. Deadly dancers are smart enough to learn to understand other languages, however.
* WasOnceAMan: The prevailing theory about their origins is that they were human or elven binders who called up Paimon too many times.
[[/folder]]
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Sometimes called "bug men," these small, genderless humanoids possess both insectoid features and latent psionic powers.

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Sometimes called "bug men," men" by the ignorant, these small, genderless humanoids possess both insectoid features and latent psionic powers.



* 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.

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* 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.roles, and are free to mix and mingle with one another.



* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments with one another. Dromites who develop deep relationships with one another can form "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.

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* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments with one another. attachments. Dromites who develop deep relationships with one another can form 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.
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[[folder:Dromite]]
[[quoteright:315:https://static.tvtropes.org/pmwiki/pub/images/d&d_dromite_3e.jpg]]
[[caption-width-right:315:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral

Sometimes called "bug men," these small, genderless humanoids possess both insectoid features and latent psionic powers.
----
* 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.
* 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 with one another. Dromites who develop deep relationships with one another can form "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.
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[[folder:Death Dog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_dog_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 1 (5E)\\

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[[folder:Death Dog]]
[[folder:Darkweaver]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_dog_5e.org/pmwiki/pub/images/d&d_darkweaver_3e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
Aberration (3E)\\
'''Challenge Rating:''' 2 (3E), 1 (5E)\\10 (3E)\\



Savage, two-headed canines who may be descended from the legendary Cerberus.

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Savage, two-headed canines who may be descended Sinister predators from the legendary Cerberus.Plane of Shadow, who entrap their victims in webs of darkness.



* MultipleHeadCase: Death dogs have two heads each, which makes them that much harder to charm or knock unconscous. It also provides another obstacle for trainers hoping to use them as guard animals like their supposed ancestor.
* PoisonousPerson: Their saliva carries a foul disease that can deal both [[NonHealthDamage Strength and Constitution damage]] in 3rd Edition, or reduce a victim's hit point total in 5th Edition, potentially killing them.
* SavageWolves: Death dogs are driven by hate, and possess a taste for humanoid flesh.

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* MultipleHeadCase: Death dogs have two heads each, which makes them that much harder CastingAShadow: In addition to charm or knock unconscous. It also provides another obstacle knowing ''darkness'', darkweavers shroud themselves in semisolid shadowstuff for trainers hoping to use them as guard animals like additional armor. But their supposed ancestor.
* PoisonousPerson: Their saliva carries a foul disease
signature ability is creating long strands of unnatural shadow that can deal both [[NonHealthDamage have an oily chill to them, and slither away from light sources like snakes. Beyond obscuring vision, these shadow strands resist movement, so that once a creature enters the web of darkness, they have to succeed at a Strength check to move in any direction other than directly toward the darkweaver at the center of the web.
* GiantSpider: They appear vaguely as such, though with tentacles rather than legs.
* ItCanThink: Despite their alien appearance, darkweavers are highly intelligent
and Constitution damage]] capable of conversing in 3rd Edition, Common, Abyssal or reduce a Infernal. They also enjoy dominating other creatures, and may gift nearby predators or tribes of savage humanoids with helpless prey until those other creatures become reliant on the darkweaver.
* NonHealthDamage: Their bites deal heavy Strength damage, and in fact darkweavers feed by sapping their
victim's hit point total in 5th Edition, potentially killing them.
strength.
* SavageWolves: Death dogs are driven by hate, ShadowWalker: They can teleport between shadowy areas as per ''dimension door''.
* WeakenedByTheLight: Darkweavers unsurprisingly dislike natural
and possess a taste magical sunlight, and take morale penalties on rolls while so illuminated. In their ''AD&D'' rules, light-based magic can also destroy darkweavers' shadow strands, while more powerful spells like ''sunburst'' can blast away the monster's shadowstuff armor for humanoid flesh.several hours.


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[[folder:Death Dog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_dog_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil

Savage, two-headed canines who may be descended from the legendary Cerberus.
----
* MultipleHeadCase: Death dogs have two heads each, which makes them that much harder to charm or knock unconscous. It also provides another obstacle for trainers hoping to use them as guard animals like their supposed ancestor.
* PoisonousPerson: Their saliva carries a foul disease that can deal both [[NonHealthDamage Strength and Constitution damage]] in 3rd Edition, or reduce a victim's hit point total in 5th Edition, potentially killing them.
* SavageWolves: Death dogs are driven by hate, and possess a taste for humanoid flesh.
[[/folder]]
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* AnimateInanimateObject: They are cloth objects given life by nightmares.


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* OurDwarvesAreDifferent: The are a subrace of dwarves who are also related to the duergar.


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* OurDwarvesAreDifferent: They are a type of dwarves who inhabit the Underdark

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[[folder:Darkling]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darklings_5e_fixed.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 3 (dark creeper), 4 (dark stalker) (3E); 1/2 (darkling), 2 (darkling elder) (5E)\\

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[[folder:Darkling]]
[[folder:Darfellan]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darklings_5e_fixed.png]]
[[caption-width-right:349:5e]]
org/pmwiki/pub/images/d&d_darfellan_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Humanoid (3E), Fey (5E)\\
(3E)\\
'''Challenge Rating:''' 3 (dark creeper), 4 (dark stalker) (3E); 1/2 (darkling), 2 (darkling elder) (5E)\\(3E)\\



Skulking humanoids who shun the light and survive as thieves and assassins.

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Skulking Coast-dwelling humanoids who shun lived as peaceful hunter-gatherers, until a century of vicious conflict with the light and survive as thieves and assassins.sahuagin drove them to near-extinction.



* CastingAShadow: They can cloak themselves in shadow or cast areas in supernatural darkness.
* DefeatEqualsExplosion: Upon death, all the light a darkling's absorbed over its lifetime explodes out of it at once. In the case of normal darklings this can ignite their possessions and blind onlookers, while a darkling elder's death flare is intense enough to deal radiant damage to nearby creatures.
* HiddenDepths: Despite their amoral trades, darklings still have a fey's appreciation for fine art, and will sometimes risk exposing themselves to a candle so they can admire a painting, or even willingly age themselves just to experience a spectacular sunset.
* LargeAndInCharge: A darkling that transforms into an elder grows into a fair form, far taller than normal darklings.
* {{Retcon}}: In 3rd Edition, "dark ones" are an enigmatic group of subterranean humanoids, while 5th Edition "darklings" are described as the descendents of a cursed house of seelie fey whose ancestor betrayed the Summer Queen. Of course, since darklings display the same dimorphism and abilities as the dark ones, and similarly like to lair in caves beneath humanoid settlements, it's easy to accept that in-universe sources have simply learned more about these light-hating humanoids.
* SuperSenses: They don't just have darkvision to see in darkness, they have full-on blindsight, allowing them to operate in even supernatural darkness.
* WeakenedByTheLight: As a darkling's body absorbs light, it rapidly ages. For this reason, darklings cover themselves from head to toe when exposure to light is a risk. The smaller ones also have disadvantage on rolls when in bright light.

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* CastingAShadow: They can cloak themselves ApparentlyHumanMerfolk: Downplayed; darfellans are faster in shadow or cast areas in supernatural darkness.
* DefeatEqualsExplosion: Upon death, all
the light a darkling's absorbed over its lifetime explodes out of it at once. In water than on land, but like the case of normal darklings this can ignite their possessions and blind onlookers, while a darkling elder's death flare is intense enough to deal radiant damage to nearby creatures.
* HiddenDepths: Despite their amoral trades, darklings still have a fey's appreciation for fine art, and will sometimes risk exposing themselves to a candle so
orcas they resemble, they can't actually breathe water -- instead they can admire a painting, or even willingly age themselves just to experience a spectacular sunset.
hold their breath for over ten minutes.
* LargeAndInCharge: A darkling that transforms into an elder grows ArchEnemy: The surviving darfellans are brooding but normally calm, but the presence of sahuagin will drive them into a fair form, far taller than normal darklings.
bloodthirsty fury, translating into morale bonuses on attack and damage rolls against the sea devils.
* {{Retcon}}: In 3rd Edition, "dark ones" FantasticCasteSystem: Darfellan society ''used'' to be divided into castes, but their near-genocide has left them with too few survivors to make that workable. Regardless, darfellans tend to categorize and refer to people based on their job or function, with their actual names being secondary concerns.
* HiddenElfVillage: Even though the sahuagin have stopped actively hunting them, the darfellans still make their coastal settlements in sheltered, secluded areas, and when among other peoples will remain tight-lipped about their homes.
* ManBitesMan: They have a natural bite attack that deals as much damage as a short sword.
* MessianicArchetype: The darfellans fervently believe that someday a prophesized "Deep Dweller" will emerge to end their tribal existence, gather their people together, and restore their race to vitality.
* OurWerebeastsAreDifferent: The darfellan
are an enigmatic group of subterranean humanoids, while 5th Edition "darklings" are described as the descendents of a cursed house of seelie fey whose ancestor betrayed the Summer Queen. Of course, since darklings display the same dimorphism were-orcas who can no longer shapeshift, but are still excellent swimmers and abilities as the dark ones, and similarly like to lair in caves beneath humanoid settlements, it's easy to accept that in-universe sources have simply learned more about these light-hating humanoids.
* SuperSenses: They don't just have darkvision to see in darkness, they have full-on blindsight, allowing them to operate in even supernatural darkness.
* WeakenedByTheLight: As a darkling's
distinctly orca-like body absorbs light, it rapidly ages. For this reason, darklings cover themselves from head to toe when exposure to light is a risk. The smaller ones also have disadvantage on rolls when in bright light.markings.



[[folder:Darklore]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_darklore_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil

Sentient, sinister oozes that hunger for dark knowledge, which they extract from their victims.

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[[folder:Darklore]]
[[quoteright:300:https://static.
[[folder:Darkling]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_darklore_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil

Sentient, sinister oozes that hunger for dark knowledge, which they extract from their victims.
org/pmwiki/pub/images/d&d_darklings_5e_fixed.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 3 (dark creeper), 4 (dark stalker) (3E); 1/2 (darkling), 2 (darkling elder) (5E)\\
'''Alignment:''' ChaoticNeutral

Skulking humanoids who shun the light and survive as thieves and assassins.



* CastingAShadow: Darklores can cast ''darkness'' at will.
* CreatingLifeIsUnforeseen: The darklores were spawned when an ancient creation of the yugoloths, the Maeldur Et Kavurik, fell into the memory-sapping waters of the River Styx. This resulted in a great splash of foul water that had absorbed the Maeldur's dark knowledge, which combined with Et Kavurik's essence gave rise to the first (and hopefully only) darklores. The oozes have since spread from the Gray Waste of Hades across the Lower Planes, attacking fiends and travelers near the River Styx.
* IngestingKnowledge: As a darklore drains Intelligence from victims it strikes with its pseudopods, the ooze absorbs forbidden secrets and vile knowledge to hoard -- the location of a ''gate'' to the Lower Planes, the true name of an archfiend, details about an evil artifact, etc. Darklores can also reverse this process when striking Good or Neutral foes, potentially stunning them with a horrific revelation (and giving paladins a 1% chance of falling from grace). This means archfiends both fear and covet darklores, and have been known to capture the creatures to use them as interrogators, or ''charm'' them to make darklores willingly share some of the secrets they've accumulated.
* {{Seers}}: They can use ''clairvoyance'' and ''clairaudience'' at will, though mainly to help find prey.
* StupidityInducingAttack: Besides damage, darklores' physical attacks deal Intelligence drain, some of which is permanent. The catch is that since this ability is contingent on the victim having some dark knowledge to be consumed, Evil creatures are always affected, Neutral creatures are affected 50% of the time, Good creatures are only affected 25% of the time, and beings of pure Good such as celestials may be wholly immune to the effect.
* {{Teleportation}}: Darklores also have the ability to ''teleport'' beings whose names they know, provided those names constitute a dark secret. Some archfiends will thus surrender their names to a darklore, taking a point of permanent Intelligence drain (and usually having a minion remind the archfiend what their name is afterward) in exchange for being able to ''teleport without error'' at will.

to:

* CastingAShadow: Darklores They can cloak themselves in shadow or cast ''darkness'' at will.
areas in supernatural darkness.
* CreatingLifeIsUnforeseen: The darklores were spawned when an ancient creation of DefeatEqualsExplosion: Upon death, all the yugoloths, the Maeldur Et Kavurik, fell into the memory-sapping waters of the River Styx. This resulted in light a great splash of foul water that had darkling's absorbed over its lifetime explodes out of it at once. In the Maeldur's dark knowledge, which combined with Et Kavurik's essence gave rise case of normal darklings this can ignite their possessions and blind onlookers, while a darkling elder's death flare is intense enough to the first (and hopefully only) darklores. The oozes deal radiant damage to nearby creatures.
* HiddenDepths: Despite their amoral trades, darklings still
have since spread from the Gray Waste of Hades across the Lower Planes, attacking fiends a fey's appreciation for fine art, and travelers near the River Styx.
* IngestingKnowledge: As a darklore drains Intelligence from victims it strikes with its pseudopods, the ooze absorbs forbidden secrets and vile knowledge
will sometimes risk exposing themselves to hoard -- the location of a ''gate'' to the Lower Planes, the true name of an archfiend, details about an evil artifact, etc. Darklores candle so they can also reverse this process when striking Good admire a painting, or Neutral foes, potentially stunning them with a horrific revelation (and giving paladins a 1% chance of falling from grace). This means archfiends both fear and covet darklores, and have been known to capture the creatures to use them as interrogators, or ''charm'' them to make darklores even willingly share some of the secrets they've accumulated.
* {{Seers}}: They can use ''clairvoyance'' and ''clairaudience'' at will, though mainly
age themselves just to help find prey.
experience a spectacular sunset.
* StupidityInducingAttack: Besides damage, darklores' physical attacks deal Intelligence drain, some of which is permanent. The catch is LargeAndInCharge: A darkling that transforms into an elder grows into a fair form, far taller than normal darklings.
* {{Retcon}}: In 3rd Edition, "dark ones" are an enigmatic group of subterranean humanoids, while 5th Edition "darklings" are described as the descendents of a cursed house of seelie fey whose ancestor betrayed the Summer Queen. Of course,
since darklings display the same dimorphism and abilities as the dark ones, and similarly like to lair in caves beneath humanoid settlements, it's easy to accept that in-universe sources have simply learned more about these light-hating humanoids.
* SuperSenses: They don't just have darkvision to see in darkness, they have full-on blindsight, allowing them to operate in even supernatural darkness.
* WeakenedByTheLight: As a darkling's body absorbs light, it rapidly ages. For
this ability reason, darklings cover themselves from head to toe when exposure to light is contingent on the victim having some dark knowledge to be consumed, Evil creatures are always affected, Neutral creatures are affected 50% of the time, Good creatures are only affected 25% of the time, and beings of pure Good such as celestials may be wholly immune to the effect.
* {{Teleportation}}: Darklores
a risk. The smaller ones also have the ability to ''teleport'' beings whose names they know, provided those names constitute a dark secret. Some archfiends will thus surrender their names to a darklore, taking a point of permanent Intelligence drain (and usually having a minion remind the archfiend what their name is afterward) disadvantage on rolls when in exchange for being able to ''teleport without error'' at will.bright light.



[[folder:Darkmantle]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darkmantle_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Alignment:''' Unaligned

Subterranean creatures resembling squid. They drop from cave ceilings and latch onto the head of any creature which passes underneath them.

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[[folder:Darkmantle]]
[[quoteright:349:https://static.
[[folder:Darklore]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_darkmantle_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Alignment:''' Unaligned

Subterranean creatures resembling squid. They drop from cave ceilings and latch onto the head of any creature
org/pmwiki/pub/images/d&d_darklore_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil

Sentient, sinister oozes that hunger for dark knowledge,
which passes underneath them. they extract from their victims.



* CastingAShadow: They can cast the area around them in supernatural darkness, which doesn't hamper the darkmantle any due to its blindsight.
* CombatTentacles: Darkmantles attack by dropping onto its prey and wrapping its tentacles around the neck to suffocate it.
* HeWasRightThereAllAlong: A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite, until it drops down, engulfs and crushes its prey.
* SuperSenses: Darkmantles can use echolocation to "see," which works in areas of magical darkness, but not areas under a ''silence'' effect.

to:

* CastingAShadow: They Darklores can cast ''darkness'' at will.
* CreatingLifeIsUnforeseen: The darklores were spawned when an ancient creation of
the area around them yugoloths, the Maeldur Et Kavurik, fell into the memory-sapping waters of the River Styx. This resulted in supernatural darkness, a great splash of foul water that had absorbed the Maeldur's dark knowledge, which doesn't hamper combined with Et Kavurik's essence gave rise to the darkmantle any due to first (and hopefully only) darklores. The oozes have since spread from the Gray Waste of Hades across the Lower Planes, attacking fiends and travelers near the River Styx.
* IngestingKnowledge: As a darklore drains Intelligence from victims it strikes with
its blindsight.
* CombatTentacles: Darkmantles attack by dropping onto its prey
pseudopods, the ooze absorbs forbidden secrets and wrapping its tentacles around vile knowledge to hoard -- the neck location of a ''gate'' to suffocate it.
* HeWasRightThereAllAlong: A darkmantle clings
the Lower Planes, the true name of an archfiend, details about an evil artifact, etc. Darklores can also reverse this process when striking Good or Neutral foes, potentially stunning them with a horrific revelation (and giving paladins a 1% chance of falling from grace). This means archfiends both fear and covet darklores, and have been known to cavern ceilings, remaining perfectly still as it waits for capture the creatures to pass beneath it. From a distance, it use them as interrogators, or ''charm'' them to make darklores willingly share some of the secrets they've accumulated.
* {{Seers}}: They
can pass itself off as a stalactite, until it drops down, engulfs use ''clairvoyance'' and crushes its ''clairaudience'' at will, though mainly to help find prey.
* SuperSenses: Darkmantles can use echolocation to "see," StupidityInducingAttack: Besides damage, darklores' physical attacks deal Intelligence drain, some of which works is permanent. The catch is that since this ability is contingent on the victim having some dark knowledge to be consumed, Evil creatures are always affected, Neutral creatures are affected 50% of the time, Good creatures are only affected 25% of the time, and beings of pure Good such as celestials may be wholly immune to the effect.
* {{Teleportation}}: Darklores also have the ability to ''teleport'' beings whose names they know, provided those names constitute a dark secret. Some archfiends will thus surrender their names to a darklore, taking a point of permanent Intelligence drain (and usually having a minion remind the archfiend what their name is afterward)
in areas of magical darkness, but not areas under a ''silence'' effect.exchange for being able to ''teleport without error'' at will.


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[[folder:Darkmantle]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darkmantle_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Alignment:''' Unaligned

Subterranean creatures resembling squid. They drop from cave ceilings and latch onto the head of any creature which passes underneath them.
----
* CastingAShadow: They can cast the area around them in supernatural darkness, which doesn't hamper the darkmantle any due to its blindsight.
* CombatTentacles: Darkmantles attack by dropping onto its prey and wrapping its tentacles around the neck to suffocate it.
* HeWasRightThereAllAlong: A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite, until it drops down, engulfs and crushes its prey.
* SuperSenses: Darkmantles can use echolocation to "see," which works in areas of magical darkness, but not areas under a ''silence'' effect.
[[/folder]]
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Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into plant creature wholly devoted to their mistress.

to:

Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted to their its mistress.



* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but such terrain reverts to normal as soon as 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.

to:

* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but such terrain reverts to normal as soon as 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.



* PlantPerson: Verdant reavers are hulking plant creatures that would standing 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built from fallen logs or driftwood.

to:

* PlantPerson: Verdant reavers are hulking plant creatures that would standing stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built from fallen logs or driftwood.
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Added DiffLines:


!!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 plant creature wholly devoted to their mistress.
----
* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but such terrain reverts to normal as soon as 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 standing 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.

Added: 1876

Changed: 6345

Removed: 366

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[[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), Humanoid (5E)\\
'''Challenge Rating:''' 3 (3E), 1/4 (5E)\\
'''Alignment:''' ChaoticEvil

Relatives of the duergar, derro are former slaves of the illithids who responded particularly badly to their masters' psionic experiments. Their minds shattered and stripped of any ability to function as a society, they currently infest the less murdery corners of the Underdark, where their insane paranoia serves them well.

to:

[[folder:Derro]]
[[folder:Demonthorn Mandrake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_derro_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_demonthorn_mandrake_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E), Humanoid (5E)\\
Plant (3E)\\
'''Challenge Rating:''' 3 (3E), 1/4 (5E)\\
5 (3E)\\
'''Alignment:''' ChaoticEvil

Relatives of
NeutralEvil

Evil, intelligent, predatory plants common across
the duergar, derro are former slaves of Lower Planes, or protecting the illithids who responded particularly badly to their masters' psionic experiments. Their minds shattered and stripped lairs of any ability to function as a society, they currently infest evil cultists on the less murdery corners of the Underdark, where their insane paranoia serves them well.Material Plane.



* 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.
* InsanityImmunity: 3rd Edition derro are immune to ''confusion'' or ''insanity'' effects because they're already quite mad, thank you very much. Not even a ''wish'' or ''miracle'' spell can cure their racial insanity.
* TheMorlocks: They're essentially this to dwarves, being a degenerate splinter race of near-feral subterranean humanoids. Not that the duergar or surface dwarves recognize derro as kin.
* TheParanoiac: Derro are inherently paranoid, which serves them well in the dangerous societies of the Underdark.
* SanityHasAdvantages: While derro paranoia is usually [[ProperlyParanoid quite justified]] in the Underdark, their racial insanity makes it impossible for them to form communities more advanced than cults of personality centered on their spellcasting savants.
* WeakenedByTheLight: Like many subterranean creatures, derro suffer penalties on rolls made in sunlight.

to:

* CainAndAbel: The derro's mythic history describes 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 brothers Diirinka and Diinkarazan, and how Diirinka betrayed his sibling to steal magical power blast radius take damage as thorny growths burst from a pursuing enemy. This is not portrayed as a tragedy, but rather as a lesson on their faces, and then have to save or take DamageOverTime from the importance of survival at any cost, and how deceitfulness and cruelty can be useful.
* InsanityImmunity: 3rd Edition derro are immune to ''confusion'' or ''insanity'' effects because
thorns until they're already quite mad, thank you very much. Not even a ''wish'' either pulled out (dealing additional damage) or ''miracle'' spell can cure their racial insanity.
* TheMorlocks: They're essentially this to dwarves, being
cleansed with a degenerate splinter race vial of near-feral subterranean humanoids. Not that the duergar or surface dwarves recognize derro as kin.
holy water.
* TheParanoiac: Derro ItCanThink: Demonthorn mandrakes are inherently paranoid, which serves them well 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 dangerous societies way of the Underdark.
a society, either.
* SanityHasAdvantages: While derro paranoia is usually [[ProperlyParanoid quite justified]] MonsterLord: Somewhere in the Underdark, 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 racial insanity makes it impossible victims. If they go a month without feeding, the plants enter a state of dormancy that can last for them to form communities more advanced than cults of personality centered on years, until their spellcasting savants.
roots detect the presence of nearby creatures via tremorsense.
* WeakenedByTheLight: Like many subterranean creatures, derro suffer penalties on rolls made TheVirus: Should a creature succumb to a demonthorn mandrake's spores, a fully-grown plant will sprout from the corpse in sunlight.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.



[[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:

[[folder:Desmodu]]
[[folder:Derro]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_desmodu_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_derro_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
(3E), Humanoid (5E)\\
'''Challenge Rating:''' 9 (3E)\\
3 (3E), 1/4 (5E)\\
'''Alignment:''' NeutralGood

Ogre-sized, bat-like humanoids
ChaoticEvil

Relatives of the duergar, derro are former slaves of the illithids
who dwell within the Underdark's largest caverns. Unlike most underground races, responded particularly badly to their masters' psionic experiments. Their minds shattered and stripped of any ability to function as a society, they aren't dangerous unless attacked.currently infest the less murdery corners of the Underdark, where their insane paranoia serves them well.



* 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 membrances 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.]]
* MakeMeWannaShout: 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.
* 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.
* SuperSenses: Their echolocation gives them blindsight out to 120 feet.

to:

* AttackAnimal[=/=]HorseOfADifferentColor: They breed varieties 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 bat for use as hunting animals or guards, or Huge specimens they survival at any cost, and how deceitfulness and cruelty can ride.
be useful.
* BatPeople: InsanityImmunity: 3rd Edition derro are immune to ''confusion'' or ''insanity'' effects because they're already quite mad, thank you very much. Not even a ''wish'' or ''miracle'' spell can cure their racial insanity.
* TheMorlocks:
They're hulking humanoids with bat faces and leathery membrances 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 this to dwarves, being a cold-based variant degenerate splinter race of [[GreekFire alchemist's fire.]]
near-feral subterranean humanoids. Not that the duergar or surface dwarves recognize derro as kin.
* MakeMeWannaShout: Desmodus can emit subsonic vibrations at will TheParanoiac: Derro are inherently paranoid, which serves them well in the dangerous societies of the Underdark.
* SanityHasAdvantages: While derro paranoia is usually [[ProperlyParanoid quite justified]] in the Underdark, their racial insanity makes it impossible for them
to induce despair in enemies or hope in allies, granting morale form communities more advanced than cults of personality centered on their spellcasting savants.
* WeakenedByTheLight: Like many subterranean creatures, derro suffer
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.
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that the drow had wiped them out
rolls made 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.
* SuperSenses: Their echolocation gives them blindsight out to 120 feet.
sunlight.



[[folder:Destrachan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.jpg]]

to:

[[folder:Destrachan]]
[[folder:Desmodu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.org/pmwiki/pub/images/d&d_desmodu_3e.jpg]]



->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil

Eyeless reptilian monsters that hunt with devastating sonic attacks.

to:

->'''Classification:''' Aberration Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 8 9 (3E)\\
'''Alignment:''' NeutralEvil

Eyeless reptilian monsters that hunt with devastating sonic attacks.
NeutralGood

Ogre-sized, bat-like humanoids who dwell within the Underdark's largest caverns. Unlike most underground races, they aren't dangerous unless attacked.



* 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.
* MakeMeWannaShout: 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 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:
AttackAnimal[=/=]HorseOfADifferentColor: They look like beasts, but destrachans are frightfully intelligent and wholly malevolent. Though incapable breed varieties of speech, bat for use as hunting animals or guards, or Huge specimens they can fully understand Common, ride.
* BatPeople: They're hulking humanoids with bat faces
and communicate through gestures leathery membrances between their long arms and short legs, though while they're excellent climbers, desmodus are unable to fly or actions.
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.]]
* MakeMeWannaShout: Destrachans' tubular, toothless mouths Desmodus can emit destructive harmonics that can subsonic vibrations at will to induce unconsciousness, pulp flesh, despair in enemies or shatter stone, as 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.
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that
the monster sees fit. 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 also are resistant to can talk with bats as per ''speak with animals.''
* StarfishLanguage: Desmodu involves both ultra- and subsonic utterances, so not many
other sonic attacks.
species can speak it.
* SuperSenses: Their superior hearing echolocation gives destrachans Blindsight them blindsight out to a whopping 100 feet. On the downside, a ''silence'' spell will effectively blind them.120 feet.


Added DiffLines:

[[folder:Destrachan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil

Eyeless reptilian monsters that hunt with devastating sonic attacks.
----
* 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.
* MakeMeWannaShout: 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.
[[/folder]]
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* CreatingLifeIsUnforeseen: The darklores were spawned when an ancient creation of the yugoloths, the Maeldur Et Kavurik, fell into the memory-sapping waters of the River Styx somewhere in the Gray Waste of Hades. This resulted in a great splash of foul water that had absorbed the Maeldur's dark knowledge, which combined with Et Kavurik's essence gave rise to the first (and hopefully only) darklores. The oozes have since spread across the Lower Planes, attacking fiends and travelers near the River Styx.
* IngestingKnowledge: As a darklore drains Intelligence from victims it strikes with its pseudopods, the ooze absorbs forbidden secrets and vile knowledge to hoard -- the location of a ''gate'' to the Lower Planes, the true name of an archfiend, details about a vile artifact, etc. Darklores can also reverse this process when striking Good or Neutral foes, potentially stunning them with a horrific revelation (and giving paladins a 1% chance of falling from grace). This means archfiends both fear and covet darklores, and have been known to capture the creatures to use them as interrogators, or ''charm'' them to make darklores willingly share some of the secrets they've accumulated.

to:

* CreatingLifeIsUnforeseen: The darklores were spawned when an ancient creation of the yugoloths, the Maeldur Et Kavurik, fell into the memory-sapping waters of the River Styx somewhere in the Gray Waste of Hades.Styx. This resulted in a great splash of foul water that had absorbed the Maeldur's dark knowledge, which combined with Et Kavurik's essence gave rise to the first (and hopefully only) darklores. The oozes have since spread from the Gray Waste of Hades across the Lower Planes, attacking fiends and travelers near the River Styx.
* IngestingKnowledge: As a darklore drains Intelligence from victims it strikes with its pseudopods, the ooze absorbs forbidden secrets and vile knowledge to hoard -- the location of a ''gate'' to the Lower Planes, the true name of an archfiend, details about a vile an evil artifact, etc. Darklores can also reverse this process when striking Good or Neutral foes, potentially stunning them with a horrific revelation (and giving paladins a 1% chance of falling from grace). This means archfiends both fear and covet darklores, and have been known to capture the creatures to use them as interrogators, or ''charm'' them to make darklores willingly share some of the secrets they've accumulated.



* StupidityInducingAttack: Besides damage, darklores' physical attacks deal Intelligence drain, some of which is permanent. The catch is that since this Intelligence drain is contingent on the victim having some dark knowledge to be consumed, Evil creatures are always affected, Neutral creatures are affected 50% of the time, Good creatures are only affected 25% of the time, and beings of pure Good such as celestials may be wholly immune to the effect.
* {{Teleportation}}: Darklores also have the ability to ''teleport'' beings whose names they know, provided those names constitute a dark secret. Some archfiends are thus known to surrender their names to a darklore, taking a point of permanent Intelligence drain (and usually having a minion remind the archfiend what their name is) in exchange for being able to ''teleport without error'' at will.

to:

* StupidityInducingAttack: Besides damage, darklores' physical attacks deal Intelligence drain, some of which is permanent. The catch is that since this Intelligence drain ability is contingent on the victim having some dark knowledge to be consumed, Evil creatures are always affected, Neutral creatures are affected 50% of the time, Good creatures are only affected 25% of the time, and beings of pure Good such as celestials may be wholly immune to the effect.
* {{Teleportation}}: Darklores also have the ability to ''teleport'' beings whose names they know, provided those names constitute a dark secret. Some archfiends are will thus known to surrender their names to a darklore, taking a point of permanent Intelligence drain (and usually having a minion remind the archfiend what their name is) is afterward) in exchange for being able to ''teleport without error'' at will.



* HeWasRightThereAllAlong: They get a respectable racial bonus to Hide checks to offset their Huge size penalty, which is improved in sandy environments. Dune winders like to use their coloration to blend in with the sand, then ambush prey.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they wrap around 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.

to:

* HeWasRightThereAllAlong: They get a respectable racial bonus to Hide checks to offset their Huge size penalty, which is improved in sandy environments. Dune winders like to use their coloration to blend in with the sand, then sand and ambush prey.
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 wrap around 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.it, and lack a [[SwallowedWhole "swallow whole"]] attack.



Stooped humanoids that can burrow through the sand with ease, and thirst for the blood of their victims.

to:

Stooped Stooped, bloodthirsty humanoids that can burrow through the sand with ease, and thirst for the blood of their victims.ease.
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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\

to:

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

[[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 humanoids that can burrow through the sand with ease, and thirst for the blood of their victims.
----
* 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]]

Added: 1682

Changed: 1691

Removed: 97

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[[folder:Dusanu]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Alignment:''' ChaoticNeutral

Also known as "rot fiends," these ambulatory, mold-covered skeletons are easily mistaken for undead, but are actually animated by a fungal colony.

to:

[[folder:Dusanu]]
[[quoteright:230:https://static.
[[folder:Dune Winder]]
[[quoteright:325:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:230:2e]]
->'''Alignment:''' ChaoticNeutral

Also known as "rot fiends," these ambulatory, mold-covered skeletons are easily mistaken
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral

Desert-dwelling relatives of the remorhaz, named
for undead, but are actually animated by a fungal colony.their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.



* 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.
* MistakenIdentity: 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 deal a bit of damage and might infect other creatures. Those infested will develop an itchy rash and become unable to heal from ''cure wounds'' spells, then less than a week after infection, victims will have to start making death saving throws each day as their body erupts in yellowish mold. Fortunately, a ''cure disease'' spell will save them.
* 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.
* MistakenIdentity: They look like yet another variety
BreathWeapon: Once per hour, a dune winder can breathe a line of undead, but aren't damaged by positive energy, fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet
and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against potentially poisons them.
* ItCanThink: A dusanu's spores operate as HeWasRightThereAllAlong: They get a small HiveMind, respectable racial bonus to Hide checks to offset their Huge size penalty, which is actually as intelligent as the average human, there's just no account of successful communication improved in sandy environments. Dune winders like to use their coloration to blend in with one.
the sand, then ambush prey.
* PoisonousPerson: Dusanu shed spores in combat that deal A dune winder's spines carry a bit of damage and might infect other creatures. Those infested will develop an itchy rash and become unable Constitution-damaging poison, which is applied to heal from ''cure wounds'' spells, then less than a week after infection, victims will have to start making death saving throws each day as they wrap around and shred with their body erupts in yellowish mold. Fortunately, a ''cure disease'' spell will save them.
hides.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.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.


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[[folder:Dusanu]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Alignment:''' ChaoticNeutral

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.
* MistakenIdentity: 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 deal a bit of damage and might infect other creatures. Those infested will develop an itchy rash and become unable to heal from ''cure wounds'' spells, then less than a week after infection, victims will have to start making death saving throws each day as their body erupts in yellowish mold. Fortunately, a ''cure disease'' spell will save them.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
[[/folder]]

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[[folder:Darkmantle]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darkmantle_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Alignment:''' Unaligned

Subterranean creatures resembling squid. They drop from cave ceilings and latch onto the head of any creature which passes underneath them.

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[[folder:Darkmantle]]
[[quoteright:349:https://static.
[[folder:Darklore]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_darkmantle_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Alignment:''' Unaligned

Subterranean creatures resembling squid. They drop from cave ceilings and latch onto the head of any creature
org/pmwiki/pub/images/d&d_darklore_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' NeutralEvil

Sentient, sinister oozes that hunger for dark knowledge,
which passes underneath them. they extract from their victims.



* CastingAShadow: They can cast the area around them in supernatural darkness, which doesn't hamper the darkmantle any due to its blindsight.
* CombatTentacles: Darkmantles attack by dropping onto its prey and wrapping its tentacles around the neck to suffocate it.
* HeWasRightThereAllAlong: A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite, until it drops down, engulfs and crushes its prey.
* SuperSenses: Darkmantles can use echolocation to "see," which works in areas of magical darkness, but not areas under a ''silence'' effect.

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* CastingAShadow: They Darklores can cast ''darkness'' at will.
* CreatingLifeIsUnforeseen: The darklores were spawned when an ancient creation of
the area around them yugoloths, the Maeldur Et Kavurik, fell into the memory-sapping waters of the River Styx somewhere in supernatural darkness, the Gray Waste of Hades. This resulted in a great splash of foul water that had absorbed the Maeldur's dark knowledge, which doesn't hamper combined with Et Kavurik's essence gave rise to the darkmantle any due to first (and hopefully only) darklores. The oozes have since spread across the Lower Planes, attacking fiends and travelers near the River Styx.
* IngestingKnowledge: As a darklore drains Intelligence from victims it strikes with
its blindsight.
* CombatTentacles: Darkmantles attack by dropping onto its prey
pseudopods, the ooze absorbs forbidden secrets and wrapping its tentacles around vile knowledge to hoard -- the neck location of a ''gate'' to suffocate it.
* HeWasRightThereAllAlong: A darkmantle clings
the Lower Planes, the true name of an archfiend, details about a vile artifact, etc. Darklores can also reverse this process when striking Good or Neutral foes, potentially stunning them with a horrific revelation (and giving paladins a 1% chance of falling from grace). This means archfiends both fear and covet darklores, and have been known to cavern ceilings, remaining perfectly still as it waits for capture the creatures to pass beneath it. From a distance, it use them as interrogators, or ''charm'' them to make darklores willingly share some of the secrets they've accumulated.
* {{Seers}}: They
can pass itself off as a stalactite, until it drops down, engulfs use ''clairvoyance'' and crushes its ''clairaudience'' at will, though mainly to help find prey.
* SuperSenses: Darkmantles can use echolocation to "see," StupidityInducingAttack: Besides damage, darklores' physical attacks deal Intelligence drain, some of which works is permanent. The catch is that since this Intelligence drain is contingent on the victim having some dark knowledge to be consumed, Evil creatures are always affected, Neutral creatures are affected 50% of the time, Good creatures are only affected 25% of the time, and beings of pure Good such as celestials may be wholly immune to the effect.
* {{Teleportation}}: Darklores also have the ability to ''teleport'' beings whose names they know, provided those names constitute a dark secret. Some archfiends are thus known to surrender their names to a darklore, taking a point of permanent Intelligence drain (and usually having a minion remind the archfiend what their name is)
in areas of magical darkness, but not areas under a ''silence'' effect.exchange for being able to ''teleport without error'' at will.


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[[folder:Darkmantle]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darkmantle_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Alignment:''' Unaligned

Subterranean creatures resembling squid. They drop from cave ceilings and latch onto the head of any creature which passes underneath them.
----
* CastingAShadow: They can cast the area around them in supernatural darkness, which doesn't hamper the darkmantle any due to its blindsight.
* CombatTentacles: Darkmantles attack by dropping onto its prey and wrapping its tentacles around the neck to suffocate it.
* HeWasRightThereAllAlong: A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite, until it drops down, engulfs and crushes its prey.
* SuperSenses: Darkmantles can use echolocation to "see," which works in areas of magical darkness, but not areas under a ''silence'' effect.
[[/folder]]
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
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* PlayingWithFire: These fey can use ''produce flame'' at will, or throw a ''flaming sphere'' three times per day.

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* 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.
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* 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.


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!!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.
----
* 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.

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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.
----
* 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.
* BedsheetGhost: Subverted in that while they are definitely bedsheets, they're not technically 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.
[[/folder]]



Destructive fiends from the Infinite Layers of the Abyss, the demonic hordes embody the ChaoticEvil alignment. See [[Characters/DungeonsAndDragonsFiends the Fiends subpage]] for more information about them.

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Destructive fiends from the Infinite Layers of the Abyss, the demonic hordes embody the ChaoticEvil alignment. See [[Characters/DungeonsAndDragonsFiends [[Characters/DungeonsAndDragonsFiendsDemons the Fiends Demons subpage]] for more information about them.



Tyrannical fiends from the Nine Hells of Baator, devils are embodiments of the LawfulEvil alignment. See [[Characters/DungeonsAndDragonsFiends the Fiends subpage]] for more information about them.

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Tyrannical fiends from the Nine Hells of Baator, devils are embodiments of the LawfulEvil alignment. See [[Characters/DungeonsAndDragonsFiends [[Characters/DungeonsAndDragonsFiendsDevils the Fiends Devils subpage]] for more information about them.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[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/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[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/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\

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* 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 if they can get away with it, but continue fighting afterward.

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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.


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[[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.
----
* 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.]]
[[/folder]]
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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)\\
'''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.
[[/folder]]

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[[folder:Doppelganger]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E, 5E)\\

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[[folder:Doppelganger]]
[[folder:Doc cu'o'c]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e.png[[/labelnote]] ]]
org/pmwiki/pub/images/d&d_doc_cuoc_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
Outsider (3E)\\
'''Challenge Rating:''' 3 (3E, 5E)\\6 (3E)\\



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:

Shapeshifters
Bizarre entities resembling vertically-bisected humans,
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 nevertheless capable of fighting to take over someone else's life and reap the fruits of another's labor until it's time to make their escape.protect a chosen estate or village.



* AmbiguousSituation: In ''Eberron'', doppelgangers have some connection to the playable 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.
* TheGreys: Their artwork 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.
* {{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 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 playable changeling race, but it's unclear whether doppelgangers are Material Plane to ransack the changelings' ancestors, very manor 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
village they need more information about how to maintain the disguise.
were protecting, before leaving for good.
* TheGreys: Their artwork often depicts them with the grey hairless skin, absent genitals, frail physique, noseless faces, slit mouths, large eyes GuardianEntity: A particularly Neutral example. Doc cu'o'cs require regular worship and bulbous craniums offerings 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, food 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
treasure, otherwise they'll leave their old lives behind to seek out more of area and never return. And while doc cu'o'cs take their kind.]]
* TheSociopath: Doppelgangers aren't committed to evil, but
roles as protectors seriously, they are wholly self-interested and view have no allegiance to other beings as playthings to be manipulated areas, and deceived.
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.
* {{Telepathy}}: Doppelgangers HalfTheManHeUsedToBe: As mentioned, a doc cu'o'c looks like half of a person, divided vertically.
* {{Invisibility}}: Doc cu'o'cs
can read other creatures' surface thoughts turn ''invisible'' at will, picking up will.
* ShockAndAwe: The axes they hold in
their names, fears single hands crackle with energy, and aspirations, 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 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.
''remove disease'' each once per day.


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[[folder:Doppelganger]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E, 5E)\\
'''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.
----
* AmbiguousSituation: In ''Eberron'', doppelgangers have some connection to the playable 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.
* TheGreys: Their artwork 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.
* {{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]]
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[[folder:Dabus]]
[[quoteright:166:https://static.tvtropes.org/pmwiki/pub/images/d&d_dabus_2e.jpg]]
[[caption-width-right:166:2e]]
->'''Alignment:''' TrueNeutral

Horned humanoids who live in and maintain the great planar metropolis of Sigil, and only communicate through minor illusions.
----
* AlmightyJanitor[=/=]SlaveRace: It depends who you ask. To some, the dabus are the secret masters of Sigil, while others consider them nothing but the Lady's minions. Whatever the truth is, they know the city better than anyone, and their homes and workshops beneath its streets are rarely seen by outsiders.
* BizarreAlienReproduction: It's never been confirmed, but dabus are speculated to reproduce by merging enough of their thought-pictures to create a fully-formed new dabus.
* HoverSkates: Their feet never quite touch the ground, though dabus are incapable of true flight. This does however mean that they're immune to movement-impairing effects like ''transmute rock to mud'', as well as spells like ''gust of wind'' that can aversely affect flying creatures.
* NoBiologicalSex: Dabus are sexless beings.
* RebusBubble: Dabus don't speak, despite having mouths, instead they can cause images to appear over their heads, thought-pictures they use to communicate sounds or concepts. This is so similar to the phirblas' strange form of communication that there's in-universe speculation that the Lady of Pain made the first dabus from phirblas stock.
[[/folder]]
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* ExactWords: This can be the bane or boon of a dune stalker. Much like invisible trackers, 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 in other cases, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, they're 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.

to:

* ExactWords: This can be the bane or boon of a dune stalker. Much like invisible trackers, 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 in other cases, sometimes, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, they're 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.



Also known as "rot fiends," these ambulatory skeletons are easily mistaken for undead, but are actually animated by a fungal colony.

to:

Also known as "rot fiends," these ambulatory ambulatory, mold-covered skeletons are easily mistaken for undead, but are actually animated by a fungal colony.



* FesteringFungus: The real enemy here is the fungal colony 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.
* MistakenIdentity: They look like yet another variety of undead, but aren't bothered by positive energy, and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.

to:

* FesteringFungus: The real enemy here is the fungal colony 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 colony, that happen to be escaping the skeleton's eye sockets.
* MistakenIdentity: They look like yet another variety of undead, but aren't bothered damaged by positive energy, and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.



* PoisonousPerson: Dusanu shed spores in combat that deal a bit of damage and might infect other creatures. Those infested will develop an itchy rash and become unable to heal from ''cure wounds'' spells, but less than a week after infection, victims will have to start making death saving throws each day as their body erupts in yellowish mold. Fortunately a ''curse disease'' spell will save them.

to:

* PoisonousPerson: Dusanu shed spores in combat that deal a bit of damage and might infect other creatures. Those infested will develop an itchy rash and become unable to heal from ''cure wounds'' spells, but then less than a week after infection, victims will have to start making death saving throws each day as their body erupts in yellowish mold. Fortunately Fortunately, a ''curse ''cure disease'' spell will save them.
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[[folder:Dusanu]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Alignment:''' ChaoticNeutral

Also known as "rot fiends," these ambulatory skeletons are easily mistaken for undead, but are actually animated by a fungal colony.
----
* FesteringFungus: The real enemy here is the fungal colony 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.
* MistakenIdentity: They look like yet another variety of undead, but aren't bothered 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 deal a bit of damage and might infect other creatures. Those infested will develop an itchy rash and become unable to heal from ''cure wounds'' spells, but less than a week after infection, victims will have to start making death saving throws each day as their body erupts in yellowish mold. Fortunately a ''curse disease'' spell will save them.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
[[/folder]]
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[[caption-width-right:320:4e]]


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[[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: 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 trackers, 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 in other cases, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, they're 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.
* MakeMeWannaShout: They can emit a loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in its cone of effect.
* 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.
[[/folder]]

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[[folder:Destrachan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.jpg]]

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[[folder:Destrachan]]
[[folder:Desmodu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.org/pmwiki/pub/images/d&d_desmodu_3e.jpg]]



->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil

Eyeless reptilian monsters that hunt with devastating sonic attacks.

to:

->'''Classification:''' Aberration Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 8 9 (3E)\\
'''Alignment:''' NeutralEvil

Eyeless reptilian monsters that hunt with devastating sonic attacks.
NeutralGood

Ogre-sized, bat-like humanoids who dwell within the Underdark's largest caverns. Unlike most underground races, they aren't dangerous unless attacked.



* 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.
* MakeMeWannaShout: 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 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:
AttackAnimal[=/=]HorseOfADifferentColor: They look like beasts, but destrachans are frightfully intelligent and wholly malevolent. Though incapable breed varieties of speech, bat for use as hunting animals or guards, or Huge specimens they can fully understand Common, ride.
* BatPeople: They're hulking humanoids with bat faces
and communicate through gestures leathery membrances between their long arms and short legs, though while they're excellent climbers, desmodus are unable to fly or actions.
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.]]
* MakeMeWannaShout: Destrachans' tubular, toothless mouths Desmodus can emit destructive harmonics that can subsonic vibrations at will to induce unconsciousness, pulp flesh, despair in enemies or shatter stone, as 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.
* ReportsOfMyDeathWereGreatlyExaggerated: Most sages assumed that
the monster sees fit. 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 also are resistant to can talk with bats as per ''speak with animals.''
* StarfishLanguage: Desmodu involves both ultra- and subsonic utterances, so not many
other sonic attacks.
species can speak it.
* SuperSenses: Their superior hearing echolocation gives destrachans Blindsight them blindsight out to a whopping 100 feet. On the downside, a ''silence'' spell will effectively blind them.120 feet.


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[[folder:Destrachan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_destrachan_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil

Eyeless reptilian monsters that hunt with devastating sonic attacks.
----
* 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.
* MakeMeWannaShout: 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.
[[/folder]]
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* {{Intangibility}}: A dharculus usually keeps the bulk of its body 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 it with its main maw (in 3rd Edition).

to:

* {{Intangibility}}: A dharculus usually keeps the bulk of its body 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 it with its main maw (in 3rd Edition).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.

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[[folder:Digester]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_digester_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\

to:

[[folder:Digester]]
[[folder:Dharculus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_digester_3e.org/pmwiki/pub/images/d&d_dharculus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast Aberration (3E)\\
'''Challenge Rating:''' 6 9 (3E)\\



Bizarre saurian predators that hunt by liquefying, then slurping up their prey.

to:

Bizarre saurian Alien predators that hunt by liquefying, then slurping up attack their prey.victims across planar boundaries.



* 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.

to:

* AcidAttack: Digesters produce an acid that CombatTentacles: Dharculi's mawed tentatcles appear something like a half-dozen, eyeless eels, which can dissolve a human deal damage but are mainly used to latch onto prey.
* EyeOnAStalk: Other tentacles end
in just eyestalks, which the creatures keep safely on the Ethereal Plane.
* {{Intangibility}}: A dharculus usually keeps the bulk of its body on the Border Ethereal, but upon sighting prey, it phases its six mawed tentacles onto the Material Plane -- from
a few seconds. They have 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 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
of its mawed tentacles, the other creature is yanked onto the Border Ethereal with it and subject to its primary maw attack options (in 2nd Edition), or considered ethereal enough for the dharculus to attack it with its main maw (in 3rd Edition).
* 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 clawed kicks.poorly understood, so one theory is that they're from an Alternate Material Plane, while others insist they're from the Far Realm.



[[folder:Dinosaur]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_tyrannosaurus_3e.jpg]]

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[[folder:Dinosaur]]
[[folder:Digester]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_tyrannosaurus_3e.org/pmwiki/pub/images/d&d_digester_3e.jpg]]



->'''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:''' TrueNeutral (3E), Unaligned (4E-5E)

Also called behemoths in some quarters, dinosaurs are distinctly less extinct on some worlds than on others.

to:

->'''Classification:''' Animal (3E), Natural Magical Beast (4E), Beast (5E)\\
(3E)\\
'''Challenge Rating:''' Varies from 3 (''Deinonychus'') to 13 (''Spinosaurus'') (3E); 1/4 (''Velociraptor'') to 8 (''Tyrannosaurus rex'') (5E)\\
6 (3E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E-5E)

Also called behemoths in some quarters, dinosaurs are distinctly less extinct on some worlds than on others.
TrueNeutral

Bizarre saurian predators that hunt by liquefying, then slurping up their prey.


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* 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.
[[/folder]]

[[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:''' TrueNeutral (3E), Unaligned (4E-5E)

Also called behemoths in some quarters, dinosaurs are distinctly less extinct on some worlds than on others.
----
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%%
%% Not every folder needs an image for every edition in the game.
%% Unless a creature was given a significant redesign between editions, one image is plenty.
%%
%% We're not a D&D wiki, and it's not the end of the world if we don't have a folder for every creature to appear in a D&D supplement.
%% Before creating new folders, ask yourself if there's enough material to make the folder interesting to read.
%%
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[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\\
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | [[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/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

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

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

[[foldercontrol]]

!!D

[[folder:Darkling]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darklings_5e_fixed.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Humanoid (3E), Fey (5E)\\
'''Challenge Rating:''' 3 (dark creeper), 4 (dark stalker) (3E); 1/2 (darkling), 2 (darkling elder) (5E)\\
'''Alignment:''' ChaoticNeutral

Skulking humanoids who shun the light and survive as thieves and assassins.
----
* CastingAShadow: They can cloak themselves in shadow or cast areas in supernatural darkness.
* DefeatEqualsExplosion: Upon death, all the light a darkling's absorbed over its lifetime explodes out of it at once. In the case of normal darklings this can ignite their possessions and blind onlookers, while a darkling elder's death flare is intense enough to deal radiant damage to nearby creatures.
* HiddenDepths: Despite their amoral trades, darklings still have a fey's appreciation for fine art, and will sometimes risk exposing themselves to a candle so they can admire a painting, or even willingly age themselves just to experience a spectacular sunset.
* LargeAndInCharge: A darkling that transforms into an elder grows into a fair form, far taller than normal darklings.
* {{Retcon}}: In 3rd Edition, "dark ones" are an enigmatic group of subterranean humanoids, while 5th Edition "darklings" are described as the descendents of a cursed house of seelie fey whose ancestor betrayed the Summer Queen. Of course, since darklings display the same dimorphism and abilities as the dark ones, and similarly like to lair in caves beneath humanoid settlements, it's easy to accept that in-universe sources have simply learned more about these light-hating humanoids.
* SuperSenses: They don't just have darkvision to see in darkness, they have full-on blindsight, allowing them to operate in even supernatural darkness.
* WeakenedByTheLight: As a darkling's body absorbs light, it rapidly ages. For this reason, darklings cover themselves from head to toe when exposure to light is a risk. The smaller ones also have disadvantage on rolls when in bright light.
[[/folder]]

[[folder:Darkmantle]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darkmantle_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 (3E), 1/2 (5E)\\
'''Alignment:''' Unaligned

Subterranean creatures resembling squid. They drop from cave ceilings and latch onto the head of any creature which passes underneath them.
----
* CastingAShadow: They can cast the area around them in supernatural darkness, which doesn't hamper the darkmantle any due to its blindsight.
* CombatTentacles: Darkmantles attack by dropping onto its prey and wrapping its tentacles around the neck to suffocate it.
* HeWasRightThereAllAlong: A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite, until it drops down, engulfs and crushes its prey.
* SuperSenses: Darkmantles can use echolocation to "see," which works in areas of magical darkness, but not areas under a ''silence'' effect.
[[/folder]]

[[folder:Darktentacles]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_darktentacles_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil

A molluscoid swamp-dwelling monster named for its mass of tentacles, which can reach twenty feet in length.
----
* BarrierWarrior: As if their tentacle attacks weren't enough, darktentacles can also use ''wall of force'' once per day. For this reason, darktentacles' flesh, eyes and ichor [[CraftedFromAnimals are sometimes used as material components for similar spells.]]
* CharmPerson: They can use ''charm monster'' three times per day.
* CombatTentacles: Darktentacles can make twelve tentacle slam attacks per round, but the tendrils are also dexterous enough that they can wield weapons.
* ExtraEyes: Their tentacles are studded with small, shielded eyes.
* HeWasRightThereAllAlong: Though their rubbery bodies are about ten feet wide, darktentacles are adept at flattening their central mass to help hide in even shallow water.
* MindOverMatter: They can use ''hold monster'' up to five times per day.
* SuperSenses: Their numerous eyes provide darkvision, while the darktentacles also has tremorsense to detect anything in contact with the ground up to sixty feet away.
* TentacleRope: Fully capable of grappling and constricting multiple foes at once.
[[/folder]]

[[folder:Death Dog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_death_dog_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil

Savage, two-headed canines who may be descended from the legendary Cerberus.
----
* MultipleHeadCase: Death dogs have two heads each, which makes them that much harder to charm or knock unconscous. It also provides another obstacle for trainers hoping to use them as guard animals like their supposed ancestor.
* PoisonousPerson: Their saliva carries a foul disease that can deal both [[NonHealthDamage Strength and Constitution damage]] in 3rd Edition, or reduce a victim's hit point total in 5th Edition, potentially killing them.
* SavageWolves: Death dogs are driven by hate, and possess a taste for humanoid flesh.
[[/folder]]

[[folder:Deep Scion]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_scion_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (5E)\\
'''Challenge Rating:''' 3 (5E)\\
'''Alignment:''' NeutralEvil

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.
----
* 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.
* MakeMeWannaShout: 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.
[[/folder]]

[[folder:Deepspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deepspawn_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' ChaoticEvil

Large, spherical creatures studded with eyes and tentacles, notorious for their ability to produce more monstrosities. Despite their appearance, they are highly intelligent.
----
* CombatTentacles: Three of their tentacles have eyeless maws on them, three more can make slap attacks but are also dexterous enough to wield weapons.
* MookMaker: A deepspawn's signature ability is being able to create spawn based on any living, Material 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.
[[/folder]]

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

[[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)]]
Destructive fiends from the Infinite Layers of the Abyss, the demonic hordes embody the ChaoticEvil alignment. See [[Characters/DungeonsAndDragonsFiends the Fiends subpage]] for more information about them.
[[/folder]]

[[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), Humanoid (5E)\\
'''Challenge Rating:''' 3 (3E), 1/4 (5E)\\
'''Alignment:''' ChaoticEvil

Relatives of the duergar, derro are former slaves of the illithids who responded particularly badly to their masters' psionic experiments. Their minds shattered and stripped of any ability to function as a society, they currently infest the less murdery corners of the Underdark, where their insane paranoia serves them well.
----
* 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.
* InsanityImmunity: 3rd Edition derro are immune to ''confusion'' or ''insanity'' effects because they're already quite mad, thank you very much. Not even a ''wish'' or ''miracle'' spell can cure their racial insanity.
* TheMorlocks: They're essentially this to dwarves, being a degenerate splinter race of near-feral subterranean humanoids. Not that the duergar or surface dwarves recognize derro as kin.
* TheParanoiac: Derro are inherently paranoid, which serves them well in the dangerous societies of the Underdark.
* SanityHasAdvantages: While derro paranoia is usually [[ProperlyParanoid quite justified]] in the Underdark, their racial insanity makes it impossible for them to form communities more advanced than cults of personality centered on their spellcasting savants.
* WeakenedByTheLight: Like many subterranean creatures, derro suffer penalties on rolls made in sunlight.
[[/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)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil

Eyeless reptilian monsters that hunt with devastating sonic attacks.
----
* 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.
* MakeMeWannaShout: 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.
[[/folder]]

[[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)]]

Tyrannical fiends from the Nine Hells of Baator, devils are embodiments of the LawfulEvil alignment. See [[Characters/DungeonsAndDragonsFiends the Fiends subpage]] for more information about them.
[[/folder]]

[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_devourer_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Undead (3E), Fiend (5E)\\
'''Challenge Rating:''' 13 (5E)\\
'''Alignment:''' ChaoticEvil

Inhumanly tall, mummy-like monsters that roam the planes, capturing souls to empower themselves.
----
* 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.
* MookMaker: 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.
* {{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, while 5th edition casts 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 is 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.
[[/folder]]

[[folder:Digester]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_digester_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' TrueNeutral

Bizarre saurian predators that hunt by liquefying, then slurping up their prey.
----
* 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.
[[/folder]]

[[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:''' TrueNeutral (3E), Unaligned (4E-5E)

Also called behemoths in some quarters, dinosaurs are distinctly less extinct on some worlds than on others.
----
* 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 suite while collectively rebranding all dinosaurs as "behemoths". 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.
* 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.
* EverythingsBetterWithDinosaurs: There's no real reason for a DM to include dinosaurs in their game... but there's no real reason ''not'' to include them, either.
* RaptorAttack: Fleshrakers are large, scaly-skinned relatives of ''Velociraptor'' native to dense jungles, notable chiefly for their toxin-lacked claws and spines and for their preference for ambushing lone targets.
* 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 attacked bloodstrikers with either weapons with exceptional reach, such as longspears, which will still be damaged by the blood, or with ranged attacks.
* StockDinosaurs: ''D&D'' typically gives stat blocks to the most well-known and popular dinosaurs (and creatures that are often lumped in with dinosaurs, like ''Pteranodon'' or ''Elasmosaurus''). More obscure dinosaurs are generally ignored: don’t expect to see stats for ''Therizinosaurus'' or ''[[https://en.wikipedia.org/wiki/Sharovipteryx Sharovipteryx]]'' any time soon.
* SwallowedWhole: The larger carnivores like ''Tyrannosaurus rex'' can gulp down humanoids in a single bite.
* 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.
[[/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:''' Animal (3E)\\
'''Challenge Rating:''' Varies from 1/3 (dire rat) to 14 (dire hippopotamus) (3E)\\
'''Alignment:''' Always Neutral

Larger, tougher, and all-around meaner versions of mundane animals.
----
* 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.
[[/folder]]

[[folder:Disenchanter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/disenchanter.png]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' TrueNeutral

Strange quadrupeds with a ravenous hunger for magic.
----
* 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.
[[/folder]]

[[folder:Displacer Beast]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/displacer_beast.png]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' LawfulEvil

Six-legged, tentacled felines who are never quite where they seem to be.
----
* 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.
* HolographicDisguise: A variant; displacer beasts create a minor illusion to disguise their true position, allowing them to evade 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.
[[/folder]]

[[folder:Doppelganger]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_doppelganger_3e.png[[/labelnote]] ]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E, 5E)\\
'''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.
----
* AmbiguousSituation: In ''Eberron'', doppelgangers have some connection to the playable 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.
* TheGreys: Their artwork 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.
* {{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:Draconian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_draconian_dreadnought_5e.png]]
[[caption-width-right:350:Draconian dreadnought (5e)]]
->'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (foot soldier), 2 (mage), 3 (infiltrator), 4 (dreadnought), 6 (mastermind) (5E)\\
'''Alignment:''' Any (5E)

Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. See the ''Dragonlance'' section of [[Characters/DungeonsAndDragonsSettingSpecificCreatures the setting-specific creature subpage]] for details.
[[/folder]]

[[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)\\
'''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 [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for more information about them.
[[/folder]]

[[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)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' Any non-Evil (3E), Any (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:Dragonflesh Grafter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_grafter.png]]
[[caption-width-right:350:Dragonflesh grafter, 5e]]
->'''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.
----
* 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: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)\\
'''Alignment:''' ChaoticEvil

Ogre-sized brutes distantly related to true dragons, and known for their love of magic items.
----
* 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 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: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.
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* 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.
[[/folder]]

[[folder:Drider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drider_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 6 (5E)\\
'''Alignment:''' ChaoticEvil
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.
----
* TheExile: Any drow that turns into a drider is kicked out of its community and forbidden from returning. Most driders 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 driders as failures, they also tolerate their presence (from a distance) as living examples of the price of failing the Spider Queen.
* 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.
* WallCrawl: They unsurprisingly can imitate the ''spider climb'' spell, and also ignore any movement penalties imposed by spiderwebs.
* WasOnceAMan: Every drider was once a normal drow, until they were cursed with their spidery forms for failing one of Lolth’s many tests.
* WeakenedByTheLight: Like normal drow, driders take penalties on rolls made in sunlight.
[[/folder]]

[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drow_group_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' Varies\\
'''Alignment:''' NeutralEvil

An estranged elven subrace that has settled the Underdark, infamous for their cruel matriarchal society dedicated to the spider-goddess Lolth, and for their burning hatred of surface-dwelling elves. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

[[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)\\
'''Challenge Rating:''' 3 (3E), 1 (5E)\\
'''Alignment:''' ChaoticGood (3E), TrueNeutral (5E)

Beautiful but shy feminine nature spirits, magically bound to specific oak trees.
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* CantLiveWithoutYou: Dryads in 3rd Edition will sicken and die in a matter of hours if taken more than 300 yards from their home oaks.
* 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.
* 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.
[[/folder]]

[[folder:Duergar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duergar_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' Varies\\
'''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.
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* BaldOfEvil: Most duergar have no hair on their heads, even the women.
* BeingTorturedMakesYouEvil: On a racial level; the duergar were once normal dwarves who were enslaved by the illithids, endured generations of cruelty and twisted experiments before escaping, and emerged from the ordeal a joyless, vengeful people with nothing but hatred for other races, including their former kin.
* CantHoldHisLiquor: Unlike normal dwarves, duergar avoid overindulging on alcohol, as drinking too much runs the risk of awakening their deep racial memories of the illithids' cruelty, which can send a duergar into a frenzied rage or screaming panic.
* DeityOfHumanOrigin: The duergar's two deities were former mortals who helped liberate their people. Deep Duerra stole the power of psionics from the mind flayers, and her priests continue to teach duergar how to unlock their mental abilities, while Laduguer made a [[DealWithTheDevil deal with Asmodeus himself]] to gain the power necessary to free his people.
* FaithHeelTurn: The duergar hate the entire dwarven pantheon for not saving them from the mind flayers' cruelty.
* MadeASlave: Duergar have a long history of enslaving other races for hard labor, but in recent years have been moving away from this in favor of psionically-powered constructs. This isn't due to any crisis of conscience, the duergar have simply reasoned that [[PragmaticVillainy constructs are more durable, more efficient, and less hassle than slaves.]]
* {{Magitek}}: Duergar ''xarron'' are specialists who combine alchemy and psionics to create weapons like fire lances.
* ManInTheMachine: Duergar whose work ethic wavers may be punished by being strapped into mining and combat constructs powered by the pain of those within them.
* PsychicPowers: The duergar gained psionic powers as a result of the mind flayers' experiments, and even their basic warriors can use abilities such as ''[[SizeShifter enlarge]]'' or ''{{invisibility}}''. Some develop their psionic talents even further.
* TheStoic: Duergar society forbids showing any sign of weakness, which includes displays of happiness, contentment and trust.
* TrueCraftsman: Twisted; duergar are just as industrious and skilled craftsmen as normal dwarves, but they focus on quantity and utilitarianism over embellishing masterworks, and take no joy or satisfaction from the process of creation.

!!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.
----
* 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.
[[/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)\\
'''Challenge Rating:''' Varies\\
'''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]]

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