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* AchillesHeel: They have an odd one. Anyone who witnesses a daemonlord's SummoningRitual -- a blasphemous rite involving unwilling HumanSacrifice and the willing sacrifice of several undead daemon warriors -- is able to overcome the fiend's DamageReduction and ignore its HealingFactor. For this reason, daemonlords' first action upon being summoned is to slaughter everyone around them, and they hunt down anyone who spied upon the fiend's arrival.
* MeteorSummoningAttack: Daemonlords know ''meteor swarm'', and uniquely can combine this with their [[SummonMagic ability to summon various chaos wretches]] by having their minions spawn in the impact sight.
* OurDemonsAreDifferent: They're demons from the Abyss of Krynn's cosmology, not to be confused with tanar'ri or other fiends from the Infinite Layers of the Abyss, or the yugoloths sometimes known as "daemons" from Hades and Gehenna.

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* AchillesHeel: They have an odd one. Anyone who witnesses a daemonlord's SummoningRitual -- a blasphemous rite involving unwilling HumanSacrifice and the willing sacrifice of several undead daemon warriors -- is able to overcome the fiend's DamageReduction and ignore its HealingFactor. For this reason, daemonlords' first action upon being summoned is to slaughter everyone around them, and they hunt down anyone who they learned spied upon the fiend's arrival.
* MeteorSummoningAttack: Daemonlords know ''meteor swarm'', and uniquely can combine this with their [[SummonMagic ability to summon various chaos wretches]] by having their minions spawn in the impact sight.
site.
* OurDemonsAreDifferent: They're demons evil outsiders from the Abyss of Krynn's cosmology, not to be confused with tanar'ri or other fiends from the Infinite Layers of the Abyss, or the yugoloths sometimes known as "daemons" from Hades and Gehenna.



* {{Sadist}}: Daemonlords relish the chance to cause pain, and make a point of going after unwounded opponents first, and inflict slow deaths upon their victims whenever possible. They're even known to create or summon minions just to have them fight each other.
* SuperScream: They can roar every few rounds, potentially defeaning those in a 60-foot cone.
* WalkingWasteland: Their very presence causes foul weather, scares away mundane animals, and makes food and drink spoil around them.

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* {{Sadist}}: Daemonlords relish the chance to cause pain, and make a point of going after unwounded opponents first, and inflict slow deaths upon their victims whenever possible. They're even known to create or summon minions just to have them fight each other.
* SuperScream: They can roar every few rounds, potentially defeaning deafening those in a 60-foot cone.
* WalkingWasteland: Their very presence causes foul weather, scares away mundane animals, and makes food and drink spoil around them.spoil.
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[[folder:Daemonlord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_daemonlord_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' ChaoticEvil

12-foot-tall champions of the dark god Chaos, summoned to bring ruin to the world of mortals.
----
* AchillesHeel: They have an odd one. Anyone who witnesses a daemonlord's SummoningRitual -- a blasphemous rite involving unwilling HumanSacrifice and the willing sacrifice of several undead daemon warriors -- is able to overcome the fiend's DamageReduction and ignore its HealingFactor. For this reason, daemonlords' first action upon being summoned is to slaughter everyone around them, and they hunt down anyone who spied upon the fiend's arrival.
* MeteorSummoningAttack: Daemonlords know ''meteor swarm'', and uniquely can combine this with their [[SummonMagic ability to summon various chaos wretches]] by having their minions spawn in the impact sight.
* OurDemonsAreDifferent: They're demons from the Abyss of Krynn's cosmology, not to be confused with tanar'ri or other fiends from the Infinite Layers of the Abyss, or the yugoloths sometimes known as "daemons" from Hades and Gehenna.
* TheParalyzer: Those who meet a daemonlord's horrifying gaze have to save or freeze in fear.
* {{Sadist}}: Daemonlords relish the chance to cause pain, and make a point of going after unwounded opponents first, and inflict slow deaths upon their victims whenever possible. They're even known to create or summon minions just to have them fight each other.
* SuperScream: They can roar every few rounds, potentially defeaning those in a 60-foot cone.
* WalkingWasteland: Their very presence causes foul weather, scares away mundane animals, and makes food and drink spoil around them.
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[[folder:Darkenbeast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_darkenbeast_3e.jpg]]
[[caption-width-right:350:3e]]

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[[folder:Darkenbeast]]
[[quoteright:350:https://static.
[[folder:Dark Tree]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_darkenbeast_3e.org/pmwiki/pub/images/d&d_dark_tree_3e.jpg]]
[[caption-width-right:350:3e]][[caption-width-right:349:3e]]



'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\

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'''Classification:''' Magical Beast Plant (3E)\\
'''Challenge Rating:''' 4 7 (3E)\\



Also known as "death horrors," these flying reptilian monsters are magically created from ordinary animals.

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Also known as "death horrors," these flying reptilian monsters are magically created from ordinary animals.Animate cypress trees that delight in draining the blood of intelligent prey.



* CannonFodder: As their entry explains, "darkenbeasts' primary combat 'ability' is enough toughness to soak up a great deal of damage that would otherwise be inflicted upon their masters." Since they're created from livestock or domestic animals, evil spellcasters have no shortage of replacements for these creatures, which fight without much sense of self-preservation.
* ForcedTransformation: These creatures are transformed from Small or Medium-sized animals with 2 Hit Dice or less, and those with an Intelligence score of 4 or lower are automatically affected with NoSavingThrow.
* SuicideAttack: Darkenbeasts can be "imprinted" with a spell during the creature's creation, which its master can trigger with an action. Said spell has a 1-in-4 chance of failure, and regardless of whether it's cast successfully, the darkenbeast carrying it bursts into purple flame, then reverts to its true form in death.
* WeakenedByTheLight: The ''create darkenbeast'' spell can only be cast in darkness, and is dispelled in daylight, reverting the affected creature to its original form. In the Realms, the people of Rashemen have the saying "Would that it rained animals!" from their wish that the Red Wizards of Thay would forget to bring their darkenbeasts back before sunrise.

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* CannonFodder: As their entry explains, "darkenbeasts' primary combat 'ability' is enough toughness GoneHorriblyWrong: Dark trees are the creations of a Halruaan rogue mage named Benauril, who wanted to soak up a great deal create some arboreal servitors. "He was delighted with the success of damage that would otherwise be inflicted upon their masters.his experiments on the trees, until the trees turned against his will and slew him." Since they're created from livestock or domestic animals, evil spellcasters In the 200 years since then, the dark trees have no shortage of replacements for these spread across the Shining South.
* TheSpeechless: Dark trees have ogre-level intelligence, but can't speak.
* StupidityInducingAttack: They can cast ''confusion'' as a free action once per round.
* {{Treants}}: They're superficially similar to such, being (barely) mobile, intelligent tree
creatures, though "anyone who sees a dark tree can almost feel the palpable hatred and evil emanating from it."
* VampiricDraining: They can bring grappled victims to their toothy maws,
which fight without much sense of self-preservation.
* ForcedTransformation: These creatures are transformed from Small or Medium-sized animals with 2 Hit Dice or less,
deal bite damage and those with an Intelligence score drain Constitution.
* WeakToFire: Subverted, unlike most plant creatures. Dark trees' wet, slimy bark makes them quite resistant to fire damage, instead their AchillesHeel is cold.
* WhenTreesAttack: Even rangers, druids and priests
of 4 or lower are automatically affected with NoSavingThrow.
* SuicideAttack: Darkenbeasts
nature deities can be "imprinted" with easily mistake a spell during the creature's creation, which its master can trigger with dark tree for an action. Said spell has a 1-in-4 chance of failure, and regardless of whether ordinary cypress tree when it's cast successfully, the darkenbeast carrying it bursts into purple flame, then reverts to its true form in death.
* WeakenedByTheLight:
stationary. The ''create darkenbeast'' spell can only be cast in darkness, and is dispelled in daylight, reverting the affected creature to its original form. In the Realms, the people of Rashemen have the saying "Would that it rained animals!" from main tells are their wish darker bark (hard to spot since dark trees prefer the shade of deep jungles), the fact that the Red Wizards moss won't grow on them, and a pair of Thay would forget deep-set black eyes that are almost impossible to bring their darkenbeasts back spot unless one knows where to look. Dark trees can survive on photosynthesis, but need to drink blood before sunrise.they can reproduce by budding.


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[[folder:Darkenbeast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_darkenbeast_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil

Also known as "death horrors," these flying reptilian monsters are magically created from ordinary animals.
----
* CannonFodder: As their entry explains, "darkenbeasts' primary combat 'ability' is enough toughness to soak up a great deal of damage that would otherwise be inflicted upon their masters." Since they're created from livestock or domestic animals, evil spellcasters have no shortage of replacements for these creatures, which fight without much sense of self-preservation.
* ForcedTransformation: These creatures are transformed from Small or Medium-sized animals with 2 Hit Dice or less, and those with an Intelligence score of 4 or lower are automatically affected with NoSavingThrow.
* SuicideAttack: Darkenbeasts can be "imprinted" with a spell during the creature's creation, which its master can trigger with an action. Said spell has a 1-in-4 chance of failure, and regardless of whether it's cast successfully, the darkenbeast carrying it bursts into purple flame, then reverts to its true form in death.
* WeakenedByTheLight: The ''create darkenbeast'' spell can only be cast in darkness, and is dispelled in daylight, reverting the affected creature to its original form. In the Realms, the people of Rashemen have the saying "Would that it rained animals!" from their wish that the Red Wizards of Thay would forget to bring their darkenbeasts back before sunrise.
[[/folder]]
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* HumanSubspecies: Deep Imaskari are humans who have lived underground for thousands of years.

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* BeneathTheEarth: Their home of Deep Imaskar is an UndergroundCity in the Lowerdark, fully 10 miles beneath the surface. The city itself is sustained by magic, from the Great Seal that gives a ''suggestion'' to everyone on Faerûn that the Imaskari are extinct, to the subjective gravity that lets the locals build along the walls of the three-mile-long cavern.



* RetiredMonster: Imaskar was a godless empire that subjugated eastern Faerûn for thousands of years, before falling to a divinely-incited SlaveRevolt. A population of survivors fled deep underground to found a new homeland, protected by a Great Seal, and kept to themselves for two millennia. Now that the Great Seal has been breached, the deep Imaskari are beginning to venture out to explore the outside world, and have no interest in conquest.

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* RetiredMonster: Imaskar was a godless empire that subjugated eastern Faerûn for thousands of years, before falling to a divinely-incited SlaveRevolt. A population of survivors fled deep underground to found a new homeland, protected by a Great Seal, and kept to themselves for two four millennia. Now that the Great Seal has been breached, the deep Imaskari are beginning to venture out to explore the outside world, seeking communication and have no interest in conquest.commerce rather than conquest. They're guarded and detached, but curious about other creatures... though wary of Mulhorandi and Untheri, the descendants of the slaves who overthrew ancient Imaskar.



* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have their memory of its location wiped from their minds]], to keep it safe even if a deep Imaskari falls into the clutches of the likes of illithids.

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* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have their memory of its location wiped from their minds]], to keep it safe even if a deep Imaskari falls into the clutches of the likes of mind-reading foes like illithids.
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[[folder:Deep Imaskari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_deep_imaskari_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral

The scions of the ancient empire of Imaskar, who fled deep into the Underdark and adapted themselves to life underground.
----
* InnateNightVision: Downplayed; they have low-light vision, which is a step above normal human vision, but falls short of the darkvision enjoyed by most Underdark races.
* MageSpecies: As the survivors of a [[TheMagocracy magocracy]], deep Imaskari have a passion for magic, so that one surefire way to win their friendship is the gift of a new spell or piece of arcane lore. They have a racial bonus to Intelligence, favor the wizard class, and have the "Spell Clutch" ability to retain a 1st-level spell after casting it, once per day.
* RetiredMonster: Imaskar was a godless empire that subjugated eastern Faerûn for thousands of years, before falling to a divinely-incited SlaveRevolt. A population of survivors fled deep underground to found a new homeland, protected by a Great Seal, and kept to themselves for two millennia. Now that the Great Seal has been breached, the deep Imaskari are beginning to venture out to explore the outside world, and have no interest in conquest.
* RockMonster: Subverted; deep Imaskari's skin looks like fine marble, but it's just as soft as normal human flesh. Their skin tone does help them blend in with rocky environments, however.
* YouCantGoHomeAgain: Those who leave Deep Imaskar are unable to return, as they [[LaserGuidedAmnesia have their memory of its location wiped from their minds]], to keep it safe even if a deep Imaskari falls into the clutches of the likes of illithids.
[[/folder]]
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'''Playable:''' 2E, 4E\\
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'''Classifcation:''' Aberrant Beast (4E)\\
'''Challenge Rating:''' 12 (drone), 15 (warrior)\\

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'''Classifcation:''' Magical Besat (3E), Aberrant Beast (4E)\\
'''Challenge Rating:''' 5 (drone), 9 (warrior) (3E); 12 (drone), 15 (warrior)\\(warrior) (4E)\\
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'''Classification:''' Humanoid (3E), Immortal Humanoid (4E)\\

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'''Classification:''' Humanoid (3E), Immortal Humanoid (4E)\\(4E), Celestial (5E)\\



'''Alignment:''' TrueNeutral, Unaligned (4E)

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'''Alignment:''' TrueNeutral, TrueNeutral (3E), Unaligned (4E)
(4E), LawfulNeutral (5E)



'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil

to:

'''Classification:''' Aberration (3E)\\
(3E, 5E)\\
'''Challenge Rating:''' 10 (3E)\\
(3E, 5E)\\
'''Alignment:''' NeutralEvil
NeutralEvil (3E), ChaoticEvil (5E)



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

to:

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



'''Alignment:''' ChaoticEvil (2E), "often" NeutralEvil (3E)

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'''Alignment:''' ChaoticEvil (2E), "often" NeutralEvil (3E)
(3E, 5E)

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* BlackWidow: 2nd Edition states that a dune reaper matron kills males after mating, then lays her eggs in their corpse.

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* BlackWidow: 2nd Edition states that a dune reaper matron kills males a male after mating, then lays her eggs in their his corpse.



[[folder:Dune Winder]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\

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[[folder:Dune Winder]]
[[quoteright:325:https://static.
Trapper]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.org/pmwiki/pub/images/d&d_dune_trapper_2e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\



Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.

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Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.False oases that swallow those who stop to drink.



* BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.

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* BreathWeapon: Once per hour, ChestMonster: A variant; rather than disguising themselves as a treasure chest, dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with
trappers take the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced form of something far more valuable in sandy conditions, to offset their Huge size penalty.
a desert -- a source of fresh water.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm:
{{Planimal}}: They're 40-foot-long, desert-dwelling, worm-like monsters bizarre creatures, "some form of symbiotic/parasitic plant-animal that defies traditional classification." Their mouths are about an acre wide, while their roots can sense prey moving across extend for miles underground, tapping into hidden water sources to create the sand through vibrations, though shallow pools the dune trappers put in their mouths to lure in prey. They can also share some of their water supply with conventional plant life, which grows around their mouths to help sell the illusion of safety.
* SwallowedWhole: When a victim stops to drink at the pool in the victim of the dune trapper, the creature pulls itself down the pit it lurks in. Anyone who fails two Dexterity checks automatically ends up in the dune trapper's gullet to take acid damage until
they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.liquified, unable to do anything but attempt psionic attacks.


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[[folder:Dune Winder]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' Unaligned

Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.
----
* BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.
[[/folder]]

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* BlackWidow: 2nd Edition states that a dune reaper matron kills males after mating, then lays her eggs in their corpse.



* GlowingEyesOfDoom: Another is how their eyes glow with an eerie red luminescence.

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* GladiatorGames: Dune reapers' ferocity and intimidating appearance makes them highly valued in Athas' arenas, and many sorcerer-kings enjoy unleashing one just after one gladiator is about to deal the killing blow to another.
* GlowingEyesOfDoom: Another is how their Their eyes glow with an eerie red luminescence.


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* MonstrousCannibalism: Dune reapers are known to turn on each other when food is scarce, while 4th Edition adds that their hatchlings will kill and eat their weaker siblings.


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* WeaponizedTeleportation: 4th Edition adds specialized drones known as "shrieks," which can leap through space-time, reappearing a round later in a nearby square with a SuperScream that deals damage and KnockBack.

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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.

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[[folder:Dune Stalker]]
Reaper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_stalker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
org/pmwiki/pub/images/d&d_dune_reaper_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classifcation:''' Aberrant Beast (4E)\\
'''Challenge Rating:''' 9 (3E)\\
12 (drone), 15 (warrior)\\
'''Alignment:''' NeutralEvil

Hunched and gangly humanoids native to
Unaligned

Large, scythe-clawed pack hunters who roam
the Paraelemental Plane sandy wastes in search of Magma, sometimes summoned to the Material Plane on missions of evil.prey.



* CraftedFromAnimals: Their bones are too strong to be worked, and their hides are too abrasive to use as leather... but make for good sandpaper.
* ExactWords: This can be the bane or boon of a dune stalker. Much like invisible stalkers, they're summoned by mortals for a general or specified mission. Since dune stalkers hate being on the Material Plane, they'll seek to fulfil the literal terms of their mission and go home as quickly as possible, regardless of whether the intended objective is complete. But sometimes, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, it's unable to meet its literal terms, trapping the creature on the Material Plane indefinitely. In such cases, the dune stalker will vent its frustration by killing anything it comes across.
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of death," in which it presses its lips or face against a victim and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any trail less than a day old, and have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are smarter than the average humanoid, and can understand orders in Common or Terran, they just never attempt to communicate.
* SuperScream: They can emit a loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in its cone of effect.

to:

* CraftedFromAnimals: Their bones Dune Reapers' arm blades are too strong to be worked, and often converted into swords, while their hides are too abrasive to use as leather... but make for good sandpaper.
* ExactWords: This
scales can be the bane used in shields or boon of armor.
* DeadlyLunge: They prefer to lie in wait for prey, crouched atop
a dune stalker. Much like invisible stalkers, they're summoned by mortals for overlooking a general or specified mission. Since dune stalkers hate being on the Material Plane, they'll seek to fulfil the literal terms trail, then pounce with a howling wail.
* EvilSmellsBad: One
of their mission and go home as quickly as possible, regardless of whether disquieting traits is the intended objective is complete. But sometimes, a summoner's badly-phrased instructions may mean "sickly sweet smell of decay" that even if constantly clings to them.
* GlowingEyesOfDoom: Another is how their eyes glow with an eerie red luminescence.
* HiveCasteSystem: Dune reapers operate out of nests built into the base of cliffs near
a water source, and each pride is led by a single female matron, who is the only reaper allowed to breed. She is supported by a cadre of female warriors, each of whom directs a specific male drone, who are the smallest and dumbest of the group, and bound to their female director by pheromones for life. The drones will never attack their warrior, but may fight with other females should she interfere with their superior's orders. A warrior may in turn challenge her matron for leadership in a fight to the death.
* ItCanThink: While
dune stalker fulfils the intent of its mission, it's unable to meet its literal terms, trapping the creature on the Material Plane indefinitely. In such cases, the dune stalker will vent its frustration by killing anything it comes across.
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of death," in which it presses its lips or face against a victim
reaper drones are only semi-intelligent, warriors and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any trail less than a day old, and have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are
matrons can be smarter than the average humanoid, ogres.
* StarfishLanguage: They communicate with each other through "a complex system of sound, motion, and scents,"
and can understand orders in Common or Terran, they just never attempt to communicate.
* SuperScream: They can emit a loud, rasping cough that replicates a ''shout'' spell, deafening
relay specifics about potential prey's location, quantity and dealing damage to those in its cone of effect.distance through a "dance" combined with sounds and odors.



[[folder:Dune Winder]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' Unaligned

Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.

to:

[[folder:Dune Winder]]
[[quoteright:325:https://static.
Stalker]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
org/pmwiki/pub/images/d&d_dune_stalker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast Outsider (3E)\\
'''Challenge Rating:''' 10 9 (3E)\\
'''Alignment:''' Unaligned

Desert-dwelling relatives of
NeutralEvil

Hunched and gangly humanoids native to
the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.Paraelemental Plane of Magma, sometimes summoned to the Material Plane on missions of evil.



* BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.

to:

* BreathWeapon: Once per hour, 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 winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though
stalker. Much like invisible stalkers, they're faster winding across summoned by mortals for a general or specified mission. Since dune stalkers hate being on the surface Material Plane, they'll seek to fulfil the literal terms of their mission and go home as quickly as possible, regardless of whether the intended objective is complete. But sometimes, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, it's unable to meet its literal terms, trapping the creature on the Material Plane indefinitely. In such cases, the dune stalker will vent its frustration by killing anything it comes across.
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of death," in which it presses its lips or face against a victim and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any trail less
than burrowing beneath it, a day old, and lack have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are smarter than the average humanoid, and can understand orders in Common or Terran, they just never attempt to communicate.
* SuperScream: They can emit
a [[SwallowedWhole "swallow whole"]] attack.loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in its cone of effect.


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[[folder:Dune Winder]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' Unaligned

Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.
----
* BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.
[[/folder]]

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* BeneathTheEarth: The first-generation dray eke out an existence in the fiery cavern of Kragmorta, while the second-generation dray live in the UndergroundCity of New Giustenal, beneath the blasted ruins of Dregoth's original domain.

to:

* BeneathTheEarth: The first-generation dray eke out an a primitive existence in the fiery cavern of Kragmorta, while the second-generation dray live in the UndergroundCity of New Giustenal, beneath the blasted ruins of Dregoth's original domain.



* FantasticRacism: The first-generation dray consider themselves superior to their successors, whom they distrust, while second-generation dray outright hate their predecessors as living failures. Second-generation dray have also been indoctrinated by Dregoth to view demihumans as worthy only of extermination, while humans are to pitied until they're transformed into dray and achieve perfection.



* ForcedTransformation: Dregoth didn't give any of his people a choice in becoming dray, while any humans who make the trip to New Giustenal will be offered the opportunity to undergo the transformation... and if they decline, they'll be subjected to it anyway.

to:

* ForcedTransformation: Dregoth didn't give any of his people a choice in becoming dray, while any humans who make the trip to New Giustenal will be offered the opportunity to undergo privilege of undergoing the transformation... and if transformation, whether they decline, they'll be subjected want to it anyway.or not.
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[[folder:Dray]]
[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/d&d_dray_2e.jpg]]
[[caption-width-right:180:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Natural Humanoid (4E)\\
'''Challenge Rating:''' 16 (4E)\\
'''Alignment:''' Any

The creations of Dregoth, the Dread King of Giustenal, who remade his servants and subjects in his own image.
----
* BeneathTheEarth: The first-generation dray eke out an existence in the fiery cavern of Kragmorta, while the second-generation dray live in the UndergroundCity of New Giustenal, beneath the blasted ruins of Dregoth's original domain.
* DraconicHumanoid: They have dragon-like heads, scales, claws and tails, though not wings. This let 4th Edition easily justify using dragonborn to represent the dray in its ''Dark Sun'' update.
* FlawedPrototype: Dregoth's first attempt at making dray didn't go so well, as the results were bent from mutation, with uneven and mottled scales and jagged claws. He promptly banished these first-generation dray, who survive as best they can, hating their creator for abandoning them while also worshipping Dregoth as a god who may someday bring them back into the fold.
* ForcedTransformation: Dregoth didn't give any of his people a choice in becoming dray, while any humans who make the trip to New Giustenal will be offered the opportunity to undergo the transformation... and if they decline, they'll be subjected to it anyway.
[[/folder]]
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[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dagorran_2e.jpg[[/labelnote]]]]


Added DiffLines:

* ChallengingTheChief: Dagorran packs are ruled by their strongest member, who can be challenged in a ritualized fight in which the rest of the pack circles up around the combatants. "The victor becomes the lead dagorran while the loser becomes a meal for the rest of the pack."


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* DigAttack: 2nd Edition dagorrans are noted to prefer to sleep through the day and hunt at night, and a well-fed pack will bury themselves in the sand with only their eyes and nostrils uncovered. If an intruder stumbles upon them, the pack leader will psychically signal an attack.


Added DiffLines:

* StuffBlowingUp: 2E dagorrans know the ''detonate'' psychokinetic power, which they aim at the ground next to opponents to blast them with shrapnel.
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Added DiffLines:

[[folder:Dagorran]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_daggoran_4e.png]]
[[caption-width-right:350:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Natural Magical Beast (4E)\\
'''Challenge Rating:''' 16 (4E)\\
'''Alignment:''' Unaligned

Wasteland pack hunters who can track prey by its psychic "scent."
----
* ArtEvolution: 2nd Edition dagorrans are explicitly [[AmphibianAtLarge frog-like]] beasts with [[GemTissue green crystals growing between their shoulders]] (with the pack's leader sporting the largest growth). 4th Edition redesigned them as scaly, wolf-like creatures instead.
* BerserkButton: Dagorrans have an ancient hatred for thri-kreen, and even if just one is present among a group of enemies, the entire dagorran pack will focus on the mantis-man. This might have something to do with the thri-kreen considering dagorran flesh a delicacy.
* CraftedFromAnimals: Their hides are valued as armor by warriors and as a [[EyeOfNewt spell component]] by mages, while the crystals on 2E dagorrans can be used to make a variety of mind-affecting potions by both defilers and preservers. As a consequence, dagorrans' 2E entry explains that the creatures have been hunted to near-extinction.
* ItCanThink: They're semi-intelligent, enough to understand Common, and can communicate among each other telepathically -- and in 2nd Edition, they can convey "limited thoughts and ideas" to other beings.
* TheyHaveTheScent: Dagorrans have the uncanny ability to detect the psionic signature of sentient beings, even days after the creature in question has moved on. Some templars thus train dagorran pups to be psionic hunting hounds, helping them track down fugitives such as escaped slaves.
[[/folder]]

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* DireBeast: The 5E ''Glory of the Giants'' supplement includes several Gargantuan creatures that are essentially dire dinosaurs infused with elemental energy. A ''Tyrannosaurus'' can swallow a human in a single bite, while a "regisaur" is so staggeringly enormous that it can swallow a ''giant'' in a single bite.



* {{Kaiju}}: The 5E ''Glory of the Giants'' supplement includes several Gargantuan creatures that are essentially {{dire|beast}} dinosaurs infused with elemental energy. A ''Tyrannosaurus'' can swallow a human in a single bite, while a "regisaur" is so staggeringly enormous that it can swallow a ''giant'' in a single bite.



* EarthyBarefootCharacter: They're wild, fey beings who favor the wilderness, and prefer going barefoot. Duskling culture is generally more comfortable with feet than others, so they don't consider it rude to prop their feet up on things, while lovers will commonly exchange anklets and foot massages as signs of affection.

to:

* BookDumb: Dusklings are hardy but have a racial penalty to Intelligence, and "disdain strict eduction and learning."
* EarthyBarefootCharacter: They're wild, emotional, fey beings who favor the wilderness, and prefer going barefoot. Duskling culture is generally more comfortable with feet than others, so they don't consider it rude to prop their feet up on things, while lovers will commonly exchange anklets and foot massages as signs of affection.



* OxymoronicBeing: It's noted that the duskling mindset can be quite paradoxical, as they hate restrictions and reject authority, but value family ties and are fiercely loyal to their friends. "The key to roleplaying a duskling is to acknowledge only those ties and obligations that the duskling chooses to accept."



* SprintShoes: Dusklings can [[DivertingPower invest essentia]] to boost their land movement speed by five feet per point of essentia, though only if they're wearing no more than light armor and carrying a light load.

to:

* SprintShoes: Dusklings They can [[DivertingPower invest essentia]] to boost their land movement speed by five feet per point of essentia, though only if they're wearing no more than light armor and carrying a light load.

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[[folder:Dust Blight]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.jpg]]
[[caption-width-right:270:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil

Stooped, bloodthirsty humanoids that can burrow through the sand with ease.

to:

[[folder:Dust Blight]]
[[quoteright:270:https://static.
[[folder:Duskling]]
[[quoteright:320:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.org/pmwiki/pub/images/d&d_duskling_3e.jpg]]
[[caption-width-right:270:3e]]
[[caption-width-right:320:3e]]
->'''Classification:''' Aberration Fey (3E)\\
'''Challenge '''Challenger Rating:''' 3 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' NeutralEvil

Stooped, bloodthirsty humanoids that can burrow through the sand with ease.
Any Neutral

Extraplanar fey who are as innately bound to incarnum as a dryad is to her tree.



* 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.

to:

* ArchEnemy: Asherati hunt dust blights without hesitation or remorse, which along EarthyBarefootCharacter: They're wild, fey beings who favor the wilderness, and prefer going barefoot. Duskling culture is generally more comfortable with feet than others, so they don't consider it rude to prop their feet up on things, while lovers will commonly exchange anklets and foot massages as signs of affection.
* LostInTranslation: In-universe, duskling idioms can sound strange to other Sylvan speakers, and can make no sense when literally translated to Common: "let's cut these chains" (let's get out of here), "I turned it blue" (I changed my mind), "you smelted him" (you dealt a mortal wound), etc. Their roleplaying notes suggest duskling players drop unfamiliar idioms and aphorisms in their speech.
* MageSpecies: They have
the dust blight's ability incarnum subtype, gravitate towards the totemist class, and always have at least one point of essentia to quickly burrow through sand has led to speculation that they're [[WasOnceAMan former asherati transformed by a deep desert curse.draw upon.
-->'''Chevaril:''' Use incarnum? [[IAmTheNoun I]] ''[[IAmTheNoun am]]'' [[IAmTheNoun incarnum.
]]
* EvilIsVisceral: Their bodies look to be composed of ash, TheQuietOne: Dusklings "use [[TerseTalker few words]] but have rivulets of blood flowing across [[MotorMouth spit 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
out in combat, kicking up sand with a rapid-fire stream]]," then let others speak their tumbling movements piece.
* SprintShoes: Dusklings can [[DivertingPower invest essentia]]
to blind opponents.
* HorseOfADifferentColor: Dust blights have domesticated ashworms,
boost their land movement speed by five feet per point of essentia, though only if they're wearing no more than light armor and some have learned to ride carrying a light load.
* WanderingCulture: Duskling clans are nomadic, "simply because they are incapable of settling in a fixed location." They'll linger for at most a month in a given location, setting up tents or just sleeping in
the beasts.open air.


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, bloodthirsty humanoids that can burrow through the sand with ease.
----
* ArchEnemy: Asherati hunt dust blights without hesitation or remorse, which along with the dust blight's ability to quickly burrow through sand has led to speculation that they're [[WasOnceAMan former asherati transformed by a deep desert curse.]]
* EvilIsVisceral: Their bodies look to be composed of ash, but have rivulets of blood flowing across them like exposed veins. Dust blights don't have an actual "drain blood" attack like vampires, but they consume the blood of living creatures to survive, otherwise they'll dry up and blow away.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand with their tumbling movements to blind opponents.
* HorseOfADifferentColor: Dust blights have domesticated ashworms, and some have learned to ride the beasts.
[[/folder]]

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* AngelicTransformation: For all intents and purposes, devas are angelic beings incarnated in physical, humanoid bodies.



* OurAngelsAreDifferent: For all intents and purposes, devas are angelic beings incarnated in physical, humanoid bodies.
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* OneSteveLimit: Averted; these dragonet "fire drakes" are much different beasts from the wyvern-like, fire elemental drakes discussed below.

to:

* OneSteveLimit: Averted; these dragonet "fire drakes" are much different beasts from the wyvern-like, fire (fire) elemental drakes discussed below.elsewhere.



* UnexpectedlyRealisticGameplay: Fire drakes are just smart enough to realize that the updrafts generated from their breath weapon can be used to disrupt other creatures flying overhead. But their burning blood also requires a lot of oxygen, so fire drakes constantly beat their wings even when on the ground to fan themselves with air, and asphixiate in half the normal time.

to:

* UnexpectedlyRealisticGameplay: Fire drakes are just smart enough to realize that the updrafts generated from their breath weapon can be used to disrupt other creatures flying overhead. But their burning blood also requires a lot of oxygen, so fire drakes constantly beat their wings even when on the ground to fan themselves with air, themselves, and if their air supply is cut off will asphixiate in half the normal time.

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

to:

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



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.

to:

Scaled, winged creatures that are majestic and mighty, intelligent and proud, famed for the magical powers at their disposal and their tendency to hoard treasure. See the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] subpage for information about Dragons in general, and [[Characters/DungeonsAndDragonsDragons the Dragons subpage]] for more information about them.the "true" dragons.



->'''Classification:''' Dragon (3E)

to:

->'''Classification:''' Dragon (3E)



* ShoulderSizedDragon: All but the fire drake and mole dragon are small enough to perch upon a medium-sized humanoid.

to:

* ShoulderSizedDragon: All but the fire drake and mole dragon are small enough to perch upon a medium-sized Medium-sized humanoid.



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

to:

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



Also known as "spiretop dragons" in [[TabletopGame/{{Eberron}} the city of Sharn]], these flighty and mischevious dragonets usually dwell on the coast, and are comfortable diving into the ocean and swimming after prey, or following passing ships and feeding on the disturbed fish in their wake.

to:

Also known as "spiretop dragons" in [[TabletopGame/{{Eberron}} the city of Sharn]], these flighty and mischevious dragonets usually dwell on the coast, coastal cliffs or atop structures in port cities, and are comfortable diving into the ocean and swimming after prey, or following passing ships and feeding on the disturbed fish in their wake.



* TheSwarm: Their 3E rules let spiretop dragons fight as a swarm of Tiny creatures.



Telepathic lesser dragons that look almost identical to a red dragon, but are no larger than a cat.

to:

Telepathic Intelligent lesser dragons that look almost identical to a red dragon, but are no larger than a cat. cat.

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migrating from the Dragons subpage


[[folder:Dragonborn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonborn_of_bahamut_3e.jpg]]
[[caption-width-right:350:Dragonborn of Bahamut (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 5 (4E)\\
'''Playable:''' 3E-5E\\
'''Alignment:''' Any non-Evil (3E), Any (4E-5E)

Humanoids with draconic appearances, and some measure of their namesake's power. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

to:

[[folder:Dragonborn]]
[[folder:Dragon Eel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonborn_of_bahamut_3e.jpg]]
[[caption-width-right:350:Dragonborn of Bahamut (3e)]]
org/pmwiki/pub/images/d&d_dragon_eel_4e.png]]
[[caption-width-right:350:4e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragon_eel_3e.png[[/labelnote]]]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid Dragon (3E), Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 1/2 11 (3E), 5 15 (4E)\\
'''Playable:''' 3E-5E\\
'''Alignment:''' Any non-Evil NeutralEvil (3E), Any (4E-5E)

Humanoids with
Unaligned (4E)

Ravenous predators and bestial kin to true dragons.
----
* ArtEvolution: They got a drastic redesign between 3rd and 4th Edition, going from something like a
draconic appearances, ''Dunkleosteus'' to a flying creature with wing-fins.
* FoodChainOfEvil: Dragon eels are known to prey on dragon turtles.
* FlyingSeafoodSpecial: 4E dragon eels outwardly resemble marine animals, but are just as comfortable flying through the air as they are swimming in the water.
* {{Retcon}}: 3rd Edition dragon eels are fearsome but mundane sea monsters with no supernatural abilities, while their 4th Edition incarnation is equally at home in the sky and the water, travels through airy and watery pockets of the Elemental Chaos, and has a breath weapon.
* SeaMonster: The dragon eel is an evil monster that can easily puncture the side of a ship and then proceed to eat the drowned crew.
* ShockAndAwe: In 4E, dragon eels can spit lightning.
* SlipperyAsAnEel: Dragon eels are infamously treacherous,
and some measure crews that had already negotiated with them for safe passage have vanished without a trace.
* SuperSenses: 3E dragon eels can smell blood in the water up to a mile away, detect creatures by scent within 180 feet, and have blindsense out to 30 feet if both they and other creatures are in the water.
* SwallowedWhole: They're capable
of gulping down any Medium or smaller creatures they catch in their namesake's power. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.jaws.



[[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.

to:

[[folder:Dragonflesh Grafter]]
[[folder:Dragon Turtle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonflesh_grafter.png]]
[[caption-width-right:350:Dragonflesh grafter, 5e]]
org/pmwiki/pub/images/d&d_dragon_turtle.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrosity (5E)\\
Dragon (3E), 5E)\\
'''Challenge Rating:''' 3 (grafter), 6 (abomination) 9 (3E), 4-24 (5E)\\
'''Alignment:''' NeutralEvil

Dragon-obsessed fleshcrafters
TrueNeutral

Chelonian dragons
who ingest, implant or stitch on live in the sea, generally attacking anything that enters their territory. They lack the intellect of true dragons, but dragon body parts turtles are smart enough to accept tribute from passing ships, or form alliances with undersea races in order to become more like the wyrms they revere. Those who survive exchange for treasure. Dragon turtles make their self-experimentation may ultimately turn into a dragon-like monster only barely recognizable lairs in coral reefs and submerged caves, and their hoards are motley collections of coral and pearls gifted by aquatic races as having once been humanoid.well as treasures from the surface realm recovered from ships.



* 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.

to:

* AcidAttack: A dragonflesh grafter or abomination TheArchmage: While Dragon turtles are not 'True' Dragons, they do have access to the variant Innate Spellcasting rule. While they do not get many (1 spell for normal turtles and 2 for Ancient turtles), they can retch or belch a gout of caustic acid.
cast them at 5th and 8th level, respectively.
* ArtificialHybrid: Dragonflesh grafters collect CraftedFromAnimals: ''AD&D'' notes that turtle dragon parts shells make for outstanding armor and incorporate them into their own bodies to emulate dragons.
shields, providing additional protection than normal and resisting destruction from fire effects.
* DragonHoard: As a universal effect of their experimentation, grafters MixAndMatchCritters: Giant sea turtles with draconic heads.
* MundaneObjectAmazement: The more inquisitive dragon turtles may
become obsessed with treasure and compelled to gather any gold or gems they can, then gaze for hours on fascinated by the artifacts from the surface world that end at up in their hoards.
* HealingFactor: Since its body is constantly growing
hoards, and changing, even seek out humanoids to explain the things' purposes.
* OutsideContextProblem: Not exactly
a dragonflesh abomination ''problem'', per se, but even the dragon gods are baffled by them -- neither Tiamat nor Bahamut made them, and they have no idea where they came from.
-->'''Fizban:''' I know I didn't make dragon turtles, and Tiamat swears she didn't, so where did they come from? More importantly, why?
* PlayingWithFire: Their breath weapon is a cone of scalding steam, which
can quickly heal from its wounds.
deal fire damage even underwater, and the oldest dragon turtles can generate enough heat to set the water around them boiling, damaging everything nearby.
* PoisonousPerson: Dragonflesh abominations' bodies SeaMonster: Dragon turtles are surrounded by a noxious miasma that powerful and feared marine predators, and very fond of capsizing boats.
* ShockAndAwe: Ancient dragon turtles who are sorely pressed in combat
can poison adjacent creatures.
* WasOnceAMan: These creatures' minds are but a shadow of their former selves, twisted by
generate magical malevolence.storms around themselves, [[CounterAttack zapping anything that dares attack.]]
* StrongerWithAge: The elder dragon turtle is far larger, far stronger and ''far'' more dangerous than the ordinary dragon turtle, which is already a CR 17 terror of the seas.
* TurtleIsland: The oldest dragon turtles can be as large as an island, and have been mistaken for land by many unwitting sailors wrecked at sea. Ancient dragon turtles might sleep for decades while floating along the surface of the ocean, letting vegetation take root on their shells.



[[folder:Dragonkin]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonkin_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil

Ogre-sized brutes distantly related to true dragons, and known for their love of magic items.

to:

[[folder:Dragonkin]]
[[folder:Dragonborn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonkin_3e.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_dragonborn_of_bahamut_3e.jpg]]
[[caption-width-right:350:Dragonborn of Bahamut (3e)]]
->'''Classification:''' Monstrous Humanoid (3E)\\
(3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E)\\
1/2 (3E), 5 (4E)\\
'''Playable:''' 3E\\
3E-5E\\
'''Alignment:''' ChaoticEvil

Ogre-sized brutes distantly related to true dragons,
Any non-Evil (3E), Any (4E-5E)

Humanoids with draconic appearances,
and known for some measure of their love namesake's power. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

[[folder:Dragonet]]
->'''Classification:''' Dragon (3E)

A family
of magic items.lesser dragons with bodies only two to five feet long. Most possess breath weapons, and their intelligence ranges from animalistic to fully-sapient, but only faerie dragons are capable of speech.



* AttentionDeficitOohShiny: Tribal dragonkin are easily distracted by magic items, and if they detect one will prioritize snatching it from its owner and then flying off with their prize. Cult-trained dragonkin are more focused, and will steal a magic item mid-battle if they can get away with it, but continue fighting afterward.
* BarbarianTribe: Most dragonkin live in primitive, tribal societies, taking what they want from anyone weaker than them. That said, the Cult of the Dragon is known to have taken control of some dragonkin tribes (often through gifts of enchanted trinkets), teaching them discipline and tactics that make them even more dangerous.
* DeathFromAbove: When attacking from the air, they can make raking attacks with their front and rear claws at the same time.
* DraconicHumanoid: ''[[WingedHumanoid Winged]]'' draconic humanoids, no less.
* SupernaturalSensitivity: They can ''detect magic'' at will, which they use to identify enchanted items to steal.
* TooAwesomeToUse: Tribal dragonkin have this impression of the magic items they acquire, and never use them in battle for fear of having them stolen away from them.
[[/folder]]

[[folder:Dragonspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonspawn_abomination_3e.png]]
[[caption-width-right:350:Dragonspawn abomination (3e)]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' Varies by base creature and dragon type (3E)\\
'''Alignment:''' Same as creator

Dragon-like creatures made by fusing a subject's essence with that of a draconian. The most stable dragonspawn are made from the likes of humans and elves, while other creatures subjected to the same hideous transformation result in misshapen mutants known as dragonspawn abominations.\\\
For other creatures sometimes called "dragonspawn," see the "Spawn of Tiamat."

to:

* AttentionDeficitOohShiny: Tribal dragonkin CatLikeDragons: Besides most of them sharing true dragons' vaguely feline build, some dragonets like the faerie dragon and pseudodragon in particular are easily distracted by magic items, very cat-like in temperament, demanding their "master"'s attention and if occasionally acting out when they detect one will prioritize snatching it from its owner and then flying off aren't pampered enough.
* {{Familiar}}: Dragonets (with the exception of the belligerant fire drakes) are often sought out as familiars by like-minded mages, due to their telepathic abilities. Some even become bonded to non-mages who treat them well, developing an empathic link
with their prize. Cult-trained dragonkin partner.
* ShoulderSizedDragon: All but the fire drake and mole dragon
are more focused, and will steal small enough to perch upon a magic item mid-battle if they can get away with it, but continue fighting afterward.
medium-sized humanoid.
* BarbarianTribe: Most dragonkin live in primitive, tribal societies, taking {{Telepathy}}: With the exception of fire drakes, dragonets have some degree of telepathy, ranging from transmitting what they want from anyone weaker than them. That said, the Cult of the Dragon is known see or hear to have taken control of some dragonkin tribes (often through gifts of enchanted trinkets), teaching them discipline and tactics that make them even more dangerous.
* DeathFromAbove: When attacking from the air, they can make raking attacks with their front and rear claws at the same time.
* DraconicHumanoid: ''[[WingedHumanoid Winged]]'' draconic humanoids, no less.
* SupernaturalSensitivity: They can ''detect magic'' at will, which they use to identify enchanted items to steal.
* TooAwesomeToUse: Tribal dragonkin have this impression of the magic items they acquire, and never use them in battle for fear of having them stolen away from them.
[[/folder]]

[[folder:Dragonspawn]]
[[quoteright:350:https://static.
mentally sharing simple concepts.

!!Crow's Nest Dragon
[[quoteright:325:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dragonspawn_abomination_3e.org/pmwiki/pub/images/d&d_crows_nest_dragon_2e.png]]
[[caption-width-right:350:Dragonspawn abomination (3e)]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E)\\
'''Challenge
[[caption-width-right:325:2e]]
->'''Challenge
Rating:''' Varies by base creature and dragon type 1 (3E)\\
'''Alignment:''' Same as creator

Dragon-like creatures made by fusing a subject's essence with that of a draconian. The most stable dragonspawn are made from the likes of humans and elves, while other creatures subjected to the same hideous transformation result in misshapen mutants
ChaoticGood

Also
known as dragonspawn abominations.\\\
For other creatures sometimes called "dragonspawn," see
"spiretop dragons" in [[TabletopGame/{{Eberron}} the "Spawn city of Tiamat."Sharn]], these flighty and mischevious dragonets usually dwell on the coast, and are comfortable diving into the ocean and swimming after prey, or following passing ships and feeding on the disturbed fish in their wake.



* BreathWeapon: Dragonspawn gain a breath weapon based on the the species of their creator dragon.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, Giant or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so a dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench.
* ReforgedIntoAMinion: Dragonspawn are essentially artificial half-dragons made by the Dragon Overlords in a process involving a skull totem, an alchemical brew that includes the blood of a draconian, and something from their draconic creator -- their own blood, a drop of acidic spittle, a coal ignited by their breath weapon, etc. Most dragonspawn are [[UndyingLoyalty loyal servitors]] of their creators who forget their past lives, but a rare few retain their free will and memories.
* {{Synchronization}}: Dragonspawn's existence is intimately tied to that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insane from the resulting backlash.
[[/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.

to:

* BreathWeapon: Dragonspawn gain a DeathFromAbove: Crow's nest dragons hunt by diving on prey from above, gaining an attack bonus and dealing double damage with their bite attack.
* SmokeOut: Their only
breath weapon based on "weapon" is the ability to exhale a ''fog cloud''.
* SuperstitiousSailors: Crow's nest dragons are considered lucky by sailors, and indeed, ships become slightly more seaworthy should a flock of such dragonets fly nearby. Should anyone aboard kill a crow's nest dragon,
the species of their creator dragon.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, Giant or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs
flock will fly off and other physical deformities. That said, never return.
* {{Telepathy}}: Should
they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so bond with a dragonspawn abomination made from a dwarf sailor or gnome nautical spellcaster, they can burrow through the ground or wreck foes' weapons, while one made from transmit whatever they see to a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table range of additional mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench.
* ReforgedIntoAMinion: Dragonspawn are essentially artificial half-dragons made by the Dragon Overlords in a process involving a skull totem, an alchemical brew that includes the blood of a draconian, and something from their draconic creator -- their own blood, a drop of acidic spittle, a coal ignited by their breath weapon, etc. Most dragonspawn are [[UndyingLoyalty loyal servitors]] of their creators who forget their past lives, but a rare few retain their free will and memories.
* {{Synchronization}}: Dragonspawn's existence is intimately tied to that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insane from the resulting backlash.
[[/folder]]

[[folder:Drakkensteed]]
[[quoteright:340:https://static.
240 yards, making them excellent scouts.

!!Faerie Dragon
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_drakkensteed_3e.jpg]]
[[caption-width-right:340:3e]]
org/pmwiki/pub/images/faerie_dragon_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Animal (3E), Natural Dragon (3E, 5E), Fey Magical Beast (4E)\\
'''Challenge Rating:''' 3 (3E), 16 (4E)\\
6 (3E); 1 (red, orange, yellow), 2 (green, blue, indigo, violet) (5E)\\
'''Alignment:''' Unaligned

Dragon-descended creatures that normally live in small herds far from civilization, but may rarely be tamed as mounts.
ChaoticGood (3E, 5E), Unaligned (4E)

Diminutive, mischevious dragons with ties to the fey.



* 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:Drakkoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drakkoth_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Dragon (3E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 13 (4E)\\
'''Alignment:''' NeutralEvil (3E), Unaligned (4E)

Also known as "dracotaurs," these nomadic, tribal beings aggressively defend the jungles and forests they claim as territory.

to:

* DragonAncestry: They're "drakken," creatures with a clear draconic ancestry, but whose dragon blood has diluted to the point that BewareMyStingerTail: Subverted; they lack any of have stingers in their ancestor's supernatural abilities. As such, 3rd and 5th Edition drakkensteeds art, but no tail attack.
* FairyDragons: Small (about the size of a cat), mischievous relatives of true dragons with butterfly wings, who often travel in the company of small fey such as sprites and pixies.
* {{Invisibility}}: They have a superior form of invisibility that allows them to perform actions while unseen.
* NoBodyLeftBehind: A slain faerie dragon's body dissolves in a burst of light.
* PerpetualSmiler: Their mouths
are classified as animals rather than lesser dragons, though 4th Edition goes set in a permanent sharp-toothed grin.
* ThePrankster: Faerie dragons are notorious for using their spell-like abilities for pranking, usually spontaneous acts, but some of these dragonets are capable of putting months of planning into a single spectacular practical joke.
* SignatureLaugh: According to their ''AD&D'' write-up, a faerie dragon's laugh sounds like
the tinkling of tiny silver bells.
* StrongerWithAge: Unlike
other 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
dragonets, they pass through something like a drakkensteed to serve as their special mount, true dragon's age categories, 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
new spell-like abilities as they grow older, while their land speed scales cycle through the colors of the rainbow, starting with red and deal trample damage ending as violet.
* StupidityInducingAttack: Their breath weapon is a puff of gas that can cause an affected creature
to those spend a minute wandering at random or staring off into space in a euphoric state.
* SweetTooth: They love fruits, honey and cooked pastries, and will go to great lengths to acquire a freshly-baked apple pie.
* {{Telepathy}}: They have full telepathic communication, but only with other faerie dragons. Fortunately,
they move over.
[[/folder]]

[[folder:Drakkoth]]
[[quoteright:350:https://static.
can speak Draconic and Sylvan.

!!Fire Drake
[[quoteright:260:https://static.
tvtropes.org/pmwiki/pub/images/d&d_drakkoth_4e.org/pmwiki/pub/images/d&d_firedrake_2e.png]]
[[caption-width-right:350:4e]]\n->'''Classification:''' Dragon (3E), Natural Humanoid (4E)\\\n'''Challenge Rating:''' 3 (3E), 13 (4E)\\\n'''Alignment:''' NeutralEvil (3E), Unaligned (4E)\n\nAlso known as "dracotaurs," [[caption-width-right:260:2e]]
->'''Alignment:''' TrueNeutral

Though easily mistaken for a red dragon wyrmling,
these nomadic, tribal beings aggressively defend the jungles aggressive, fire-spitting creatures are much less powerful and forests they claim as territory.only semi-intelligent.



* AsskickingLeadsToLeadership: Dracotaurs respect nothing but strength and power, and their tribes are invariably led by their strongest warriors or magic-users.
* BewareMyStingerTail: A dracotaur's tail is lined with strong, sharp spikes that allow it to be swung as an effective weapon.
* FantasticRacism: Dracotaurs and centaurs despise each other, and dracotaurs cherish few foods as much as centaur flesh.
* HappinessInSlavery: They venerate and serve true dragons, and willingly give their lives for them.
* LackOfEmpathy: Dracotaurs are utterly incapable of compassion towards other beings.
* OurCentaursAreDifferent: As their nickname indicates, drakkoths have the upper body of lizardfolk and the lower body of a wingless dragon. Notably, they despise true centaurs and have this hatred fully reciprocated.
* SuperSpit: In 3E, they don't really breathe fire so much as they expectorate a glob of sticky spittle that ignites when exposed to air and deals splash damage around the impact site, though unlike alchemist's fire it doesn't continue to burn. 4E instead gives drakkoths a [[PoisonousPerson blast of venom]] for a special attack.
[[/folder]]

[[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.

to:

* AsskickingLeadsToLeadership: Dracotaurs respect nothing but strength and power, and their tribes are invariably led by their strongest warriors or magic-users.
* BewareMyStingerTail:
BloodyMurder: A dracotaur's tail is lined with strong, sharp spikes that allow it to be swung as an effective weapon.
* FantasticRacism: Dracotaurs and centaurs despise each other, and dracotaurs cherish few foods as much as centaur flesh.
* HappinessInSlavery: They venerate and serve true dragons, and willingly give their lives for them.
* LackOfEmpathy: Dracotaurs are utterly incapable of compassion towards other beings.
* OurCentaursAreDifferent: As their nickname indicates, drakkoths have the upper body of lizardfolk and the lower body of a wingless dragon. Notably, they despise true centaurs and have this hatred fully reciprocated.
* SuperSpit: In 3E, they don't really breathe
fire drake's blood has a high phosphorous content, and so much as they expectorate a glob of sticky spittle that ignites when exposed to air and deals splash upon contact with air, dealing a bit of damage around the impact site, though unlike alchemist's to those attacking it in melee with slashing or piercing weapons. This means that, if carefully harvested and properly stored, a fire it doesn't continue drake's blood can be bottled and used as a firebomb, or applied to burn. 4E a weapon to make a temporary FlamingSword.
* OneSteveLimit: Averted; these dragonet "fire drakes" are much different beasts from the wyvern-like, fire elemental drakes discussed below.
* PlayingWithFire: They can send a narrow cone of fire out to 60 feet. This isn't a conventional BreathWeapon,
instead gives drakkoths the fire drake is [[SuperSpit spitting]] its flammable blood.
* UnexpectedlyRealisticGameplay: Fire drakes are just smart enough to realize that the updrafts generated from their breath weapon can be used to disrupt other creatures flying overhead. But their burning blood also requires
a [[PoisonousPerson blast lot of venom]] for a special attack.
[[/folder]]

[[folder:Dread Blossom]]
oxygen, so fire drakes constantly beat their wings even when on the ground to fan themselves with air, and asphixiate in half the normal time.

!!Geyser Dragon
[[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
org/pmwiki/pub/images/d&d_geyser_dragon_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:''' TrueNeutral

These wingless dragonets are comfortable swimming through
the Wilderness boiling water of the Beastlands, foolishly transplanted to the Material Plane by elves unaware of geothermally-heated springs, but occasionally find their bloodthirsty nature.way inside nearby bathhouses built by humanoids.



* 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]]

[[folder:Dream Eater]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 7 (5E)\\
'''Alignment:''' ChaoticEvil (5E)

to:

* 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
BirdsOfAFeather: They're so confident in their victim to feed.
* TheSwarm: An individual dread blossom isn't too dangerous, but
power that they're usually found in swarms of hundreds of flowers, wheeling about like flocks of birds when they aren't resting on only willing to bond with humanoids as boastfully arrogant as the geyser dragon themself.
* BloodyMurder: Like fire drakes,
their latest meal. All those razor-sharp stems are more than capable of bringing down prey blood is superheated, erupting in boiling jets that resists can damage their paralytic pollen.
attackers.
* VampiricDraining: Their stems are really six-inch-long hollow thorns, BoisterousWeakling: These dragonets suffer from "delusions of true dragonhood," and have grossly exaggerated notions of their own might. As such, they don't hesitate to attack even creatures much larger than them, which leads to geyser dragons' high mortality rate.
* SuperSpit: Three times each day,
they use can project a long line of boiling water that deals fire damage.
* {{Telepathy}}: They can communicate via empathy with a bonded companion, falling short of full telepathy.

!!Mole Dragon
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/d&d_mole_dragon_2e.png]]
[[caption-width-right:330:2e]]
->'''Alignment:''' NeutralEvil

Dour and solitary wingless burrowers with a sadistic streak, leading these dragonets
to drain blood from victims, [[NonHealthDamage dealing Constitution damage.]]
[[/folder]]

[[folder:Dream Eater]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 7 (5E)\\
'''Alignment:''' ChaoticEvil (5E)
sometimes associate with the duergar or derro.



* AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears.
* LivingDream: Dream eaters are manifestations of nightmares and subconscious terrors.
* NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears.
[[/folder]]

[[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)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral

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

to:

* AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears.
* LivingDream: Dream eaters are manifestations of nightmares
DishingOutDirt: Mole dragons learn how to cast spells such as ''dig'', ''stone shape'', and subconscious terrors.
''wall of stone'' as they grow older.
* NightmareWeaver: Dream eaters envelop GemTissue: As a mole dragon ages, their prey in a miasma of scaly hides become encrusted with gemstones, which serve as their treasure -- the older the dragonet, the more gems that can be harvested from its greatest fears.
[[/folder]]

[[folder:Dromite]]
[[quoteright:315:https://static.
carcass.
* MetalMuncher: They eat precious metals such as gold and silver, making mole dragons loathed by dwarves and other mining races.
* {{Sadist}}: The only humanoids they're willing to bond with are those that enjoy inflicting pain as much as mole dragons do.
* {{Telepathy}}: They can transmit what they hear to a bonded companion within 300 yards.

!!Pavilion Dragon
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dromite_3e.jpg]]
[[caption-width-right:315:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:'''
org/pmwiki/pub/images/d&d_pavilion_dragon_2e.png]]
[[caption-width-right:350:2e]]
->'''Alignment:'''
TrueNeutral

Sometimes called "bug men" by the ignorant, Much like tropical birds, these small, genderless humanoids possess both insectoid features brilliantly-colorful dragonets dwell within the highest branches of the rainforest canopy. Their intelligence, agreeable natures and latent psionic powers.array of powers make them prized familiars, though pavilion dragons do not willingly leave their forest homes.



* BeePeople: For the most part subverted, despite their appearance. Dromite castes are based on personality, not biology, and while the Grand Queen and Elected Consort are considered leaders, they're chosen on a yearly basis from a pool of prominent residents, and their main job is to produce eggs.
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger as well as laughter, the Glimmer Caste are always zipping around somethere, the Ice Caste are analytical and rational, and the Voice Caste are artists who revel in song. Aside from a tendency for those of the Voice Caste to become performers, the dromite castes don't seem locked into specific societal roles, and are free to mix and mingle with one another.
* HiddenElfVillage: Dromite city-hives are built underground and kept secret from outsiders, with only a few well-hidden entrances -- and some cities are completely inaccessible without the use of psionic powers. Despite favoring hidden settlements, dromites seem driven to spend at least some time on the surface, and will often take up residence in other races' cities who accept them.
* InsectoidAliens: They have patches of chitin on their skin, a pair of small atennae, and compound eyes, though only four limbs.
* NoBiologicalSex: The vast majority of dromites are genderless beings with no sexual characteristics, with the exception of a city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together in "life-bonds," which can be likened to marriages, except they commonly contain more than two dromites, and new members are brought into the life-bond as older ones die off.
* PsychicPowers: Dromites are latent psionicists, and can produce an ''energy ray'' at least once per day that deals cold, fire, electricity or sonic damage, as appropriate for the dromite's caste.
* SuperSenses: Their antennae give them the benefit of the Scent ability and Blind-Fight as a bonus feat.

to:

* BeePeople: For the most part subverted, despite PsychicPowers: As they age, pavilion dragons gain various psychoportation, clairsentience and telepathic powers such as ''dimensional door'', ''clairvoyance'' and ''invisibility''.
* StatusInflictionAttack: Their breath weapon, usable three times per day, stuns those who fail
their appearance. Dromite castes saves, leaving them unable to act for up to eight rounds.
* {{Telepathy}}: Pavilion dragons
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 only dragonet species that boasts full telepathy with their main job is to produce eggs.
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament
bondmates, and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger as well as laughter, the Glimmer Caste are always zipping around somethere, the Ice Caste are analytical and rational, and the Voice Caste are artists who revel in song. Aside from a tendency for those of the Voice Caste to become performers, the dromite castes don't seem locked into specific societal roles, and are free to mix and mingle with one another.
* HiddenElfVillage: Dromite city-hives are built underground and kept secret from outsiders, with
can transmit not only a few well-hidden entrances -- and some cities are completely inaccessible without the use of psionic powers. Despite favoring hidden settlements, dromites seem driven to spend at least some time on the surface, and will often take up residence in other races' cities who accept them.
* InsectoidAliens: They have patches of chitin on their skin, a pair of small atennae, and compound eyes, though only four limbs.
* NoBiologicalSex: The vast majority of dromites are genderless beings with no sexual characteristics, with the exception of a city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together in "life-bonds," which can be likened to marriages, except
what they commonly contain more see or hear out to 100 yards, but also share complete thoughts.

!!Pseudodragon
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pseudodragon_d&d.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Dragon (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 3 (4E), 1/4 (5E)\\
'''Alignment:''' NeutralGood (1E-3E, 5E), Unaligned (4E)

Telepathic lesser dragons that look almost identical to a red dragon, but are no larger
than two dromites, and new members are brought into the life-bond as older ones die off.a cat.
----
* PsychicPowers: Dromites are latent psionicists, and can produce an ''energy ray'' at least once per day ArtifactName: Back in 1E, when it was the only creature besides the real dragons that deals cold, fire, electricity or sonic damage, as appropriate for ''looked'' like a proper dragon -- four legs, wings, single dragon head -- the dromite's caste.
* SuperSenses: Their antennae give them
name "pseudodragon" actually made sense. However, with the benefit addition of many other draconic creatures to the game, as well other puny types like the faerie dragon, the logic of calling ''this particular'' reptilian monster a "false dragon" evaporated. And its status, from 3E onward, as a member of the Scent ability and Blind-Fight Dragon creature type makes the name technically inaccurate, to boot.
* BewareMyStingerTail: A pseudodragon's tail ends in a venomous stinger that can put victims into a ForcedSleep.
* ChameleonCamouflage: In earlier editions, pseudodragons could alter the coloration of their scales to help blend in with their surroundings.
* HeadPet: They're fond of riding on a humanoid's [[ShoulderTeammate shoulders]] or head.
* {{Telepathy}}: They're capable of conveying basic ideas such
as affection, curiosity or hunger, or transmitting what they see or hear with a bonus feat.bonded companion.



[[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), Fey Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 1 (3E), 11 (4E), 1/4 (5E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' NeutralEvil, Evil (4E)

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

!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed into monstrous blends of elf and arachnid.

to:

[[folder:Drow]]
[[folder:Dragonflesh Grafter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drow_group_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_dragonflesh_grafter.png]]
[[caption-width-right:350:Dragonflesh grafter, 5e]]
->'''Classification:''' Humanoid (3E), Fey Humanoid (4E), Humanoid Monstrosity (5E)\\
'''Challenge Rating:''' 1 (3E), 11 (4E), 1/4 3 (grafter), 6 (abomination) (5E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' NeutralEvil, Evil (4E)

An estranged elven subrace that has settled
NeutralEvil

Dragon-obsessed fleshcrafters who ingest, implant or stitch on dragon body parts in order to become more like
the Underdark, infamous for wyrms they revere. Those who survive their cruel matriarchal society, dedication to their evil spider-goddess Lolth, and their burning hatred for surface-dwelling elves. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed
self-experimentation may ultimately turn into monstrous blends of elf and arachnid.a dragon-like monster only barely recognizable as having once been humanoid.



* TheExile: Drow who are transformed for displeasing their goddess are kicked out of their community and forbidden from returning. Most survive in the wilds of the Underdark as best they can, though some haunt the fringes of drow society to pursue past vendettas.
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also tolerate their presence (from a distance) as living examples of the price of failing the Spider Queen.
* WasOnceAMan: Every one of these creatures was once a normal drow, but now they're horrid hybrid creatures, some of them barely intelligent.

!!Chwidencha
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_chwidencha_3e.jpg]]

to:

* TheExile: Drow who are transformed for displeasing 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 goddess are kicked out own bodies to emulate dragons.
* DragonHoard: As a universal effect
of their community experimentation, grafters become obsessed with treasure and forbidden from returning. Most survive in the wilds of the Underdark as best compelled to gather any gold or gems they can, though some haunt the fringes of drow society to pursue past vendettas.
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also tolerate
then gaze for hours on end at their presence (from hoards.
* HealingFactor: Since its body is constantly growing and changing,
a distance) as living examples of the price of failing the Spider Queen.
dragonflesh abomination can quickly heal from its wounds.
* PoisonousPerson: Dragonflesh abominations' bodies are surrounded by a noxious miasma that can poison adjacent creatures.
* WasOnceAMan: Every one of these creatures was once a normal drow, These creatures' minds are but now they're horrid hybrid creatures, some a shadow of them barely intelligent.

!!Chwidencha
their former selves, twisted by magical malevolence.
[[/folder]]

[[folder:Dragonkin]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_chwidencha_3e.jpg]] org/pmwiki/pub/images/d&d_dragonkin_3e.png]]



->'''Classification:''' Aberration (3E), Fey (4E)\\
'''Challenge Rating:''' 9 (3E), 13 (4E)\\
'''Alignment:''' TrueNeutral (3E), ChaoticEvil (4E)

Also known as "spider leg horrors," these monsters are little more than skittering predators.

to:

->'''Classification:''' Aberration (3E), Fey (4E)\\
Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 9 (3E), 13 (4E)\\
3 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral (3E), ChaoticEvil (4E)

Also
ChaoticEvil

Ogre-sized brutes distantly related to true dragons, and
known as "spider leg horrors," these monsters are little more than skittering predators.for their love of magic items.



* AchillesHeel: Chwidenchas are vulnerable to sonic damage, and will flee from loud, high-pitched noises.
* AnArmAndALeg: A chwidencha's legs can be targeted and severed while they're grappling a victim, but the lost limbs will regenerate within a day.
* DigAttack: Chwidenchas typically hunt by burrowing beneath a layer of earth, then attacking foes they detect with their tremorsense.
* GiantSpider: They're basically a Large mass of writhing spider legs that makes it hard to see the creature's central body until it's dead.
* ImpaledWithExtremePrejudice: Anything struck by one of their spider limbs is in danger of being grappled and impaled.
* SupernaturalFearInducer: Other creatures who see a chwidencha charging or attacking have to save or become shaken.
* WallCrawl: As expected, they have a climb speed to scale sheer surfaces. That said, some Underdark denizens keep chwidenchas at the bottom of metal-lined pits for use as living garbage disposals, or to [[FedToTheBeast get rid of prisoners.]]

!!Drider
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drider_transparent_5e.png]]

to:

* AchillesHeel: Chwidenchas AttentionDeficitOohShiny: Tribal dragonkin are vulnerable to sonic damage, easily distracted by magic items, and will flee from loud, high-pitched noises.
* AnArmAndALeg: A chwidencha's legs can be targeted and severed while they're grappling a victim, but the lost limbs will regenerate within a day.
* DigAttack: Chwidenchas typically hunt by burrowing beneath a layer of earth, then attacking foes
if they detect one will prioritize snatching it from its owner and then flying off with their tremorsense.
* GiantSpider: They're basically a Large mass of writhing spider legs that makes it hard to see the creature's central body until it's dead.
* ImpaledWithExtremePrejudice: Anything struck by one of their spider limbs is in danger of being grappled
prize. Cult-trained dragonkin are more focused, and impaled.
* SupernaturalFearInducer: Other creatures who see
will steal a chwidencha charging or attacking have to save or become shaken.
* WallCrawl: As expected,
magic item mid-battle if they have a climb speed to scale sheer surfaces. 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 Underdark denizens keep chwidenchas 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 bottom 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 metal-lined pits the magic items they acquire, and never use them in battle for use as living garbage disposals, or to [[FedToTheBeast get rid fear of prisoners.]]

!!Drider
having them stolen away from them.
[[/folder]]

[[folder:Dragonnel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_drider_transparent_5e.org/pmwiki/pub/images/d&d_dragonnel_5e.png]]



->'''Classification:''' Aberration (3E), Fey Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 14 (4E), 6 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)

Dark elf from the waist up and giant spider from the waist down, driders are wretched creatures who owe their miserable existence to Lolth's displeasure.

to:

[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonnel_2e.png[[/labelnote]]]]
->'''Classification:''' Aberration (3E), Fey Humanoid (4E), Monstrosity (5E)\\
Dragon (3E, 5E)\\
'''Challenge Rating:''' 7 4 (3E), 14 (4E), 6 2 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)

Dark elf from the waist up and giant spider from the waist down, driders are wretched creatures who owe their miserable existence to Lolth's displeasure.
NeutralEvil (2E), TrueNeutral (3E, 5E)

Intelligent but animalistic dragons sometimes trained as mounts for humanoids.



* PoisonousPerson: Their bite attacks deal [[NonHealthDamage Strength damage]] in 3rd Edition, or additional poison damage in 5th Edition.
* ReforgedIntoAMinion: Some free-thinking younger drow have broken from tradition by reasoning that a drider's transformation might be a way of castigating an individual but granting a boon to drow society as a whole -- yes, they failed one of Lolth's tests, but they gained some useful physical and magical abilities from her curse. Such drow have thus taken on driders as minions, putting them beneath true drow but above other non-drow servants. Since this is a step up from exile in the Underdark, these open-minded drow have no shortage of driders willing to work for them.
* SpiderPeople: Dark elves fused centaur-style with spiders. Why Lolth considers it a punishment to transform her people into a shape similar to her own has never been explained -- indeed, 4th Edition portrays the transformation into a drider as a sign of Lolth's ''favor'' rather than displeasure.
* WallCrawl: They unsurprisingly can imitate the ''spider climb'' spell, and also ignore any movement penalties imposed by spiderwebs.
* WeakenedByTheLight: Like normal drow, driders take penalties on rolls made in sunlight.

!!Fithrichen
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_fithrichen_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Aberration (3E), Fey Magical Beast (4E)\\
'''Challenge Rating:''' 7 (3E), 12 (4E)\\
'''Alignment:''' ChaoticEvil

Also known simply as "shunned," these miserable creatures survive as they can in the Underdark, holding vain hope of regaining Lolth's favor.

to:

* PoisonousPerson: ArtEvolution: Their bite attacks deal [[NonHealthDamage Strength damage]] in 3rd Edition, or additional poison damage in 5th Edition.
2E art and description sets them up as hybrids between dragons and pteranodons, while their 3E depiction made them look more like draconic pegasi, only for their 5E art to make them more generically dragon-like.
* ReforgedIntoAMinion: HitAndRunTactics: They are adept at making flyby attacks.
* HorseOfADifferentColor:
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 knightly orders breed dragonnels as steeds, though the creatures are intelligent enough to drow society as a whole -- yes, they failed one of Lolth's tests, but they gained require some useful physical degree of diplomacy during their training process. But if successful, dragonnels can prove to be fiercely loyal to 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 protective of their riders.
* HorsingAround: Part of what makes wild dragonnels so dangerous to train
is a step up from exile in their tendency to feign compliance, take their riders well off the Underdark, these open-minded drow have no shortage of driders willing to work for ground, and then suddenly throw them.
* SpiderPeople: Dark elves fused centaur-style with spiders. Why Lolth considers it a punishment to transform her people into a shape similar to her own has never been explained -- indeed, 4th Edition portrays the transformation into a drider as a sign of Lolth's ''favor'' rather SapientSteed: Varies by edition; 2E dragonnels are only semi-intelligent, 3E dragonnels are just slightly smarter than displeasure.
* WallCrawl: They unsurprisingly
ogres but capable of speaking Draconic, while 5E dragonnels come closer to human-level intelligence but can imitate the ''spider climb'' spell, and also ignore any movement penalties imposed by spiderwebs.
only understand speech.
* WeakenedByTheLight: Like normal drow, driders take penalties on rolls made in sunlight.

!!Fithrichen
[[quoteright:349:https://static.
SupernaturalFearInducer: 3E dragonnels can let out a MightyRoar once per day that can cause other creatures to become shaken.
* TerrorDactyl: Their ''AD&D'' incarnation resembles a monstrous, scaly, toothy pterosaur.
[[/folder]]

[[folder:Dragonspawn]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_fithrichen_4e.org/pmwiki/pub/images/d&d_dragonspawn_abomination_3e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Aberration (3E), Fey Magical Beast (4E)\\
[[caption-width-right:350:Dragonspawn abomination (3e)]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 7 (3E), 12 (4E)\\
Varies by base creature and dragon type (3E)\\
'''Alignment:''' ChaoticEvil

Also known simply
Same as "shunned," these miserable creator

Dragon-like
creatures survive as they can in made by fusing a subject's essence with that of a draconian. The most stable dragonspawn are made from the Underdark, holding vain hope likes of regaining Lolth's favor.humans and elves, while other creatures subjected to the same hideous transformation result in misshapen mutants known as dragonspawn abominations.\\\
For other creatures sometimes called "dragonspawn," see the "Spawn of Tiamat."



* CastingAShadow: They can generate a cloud of magical ''darkness''.
* {{Cephalothorax}}: They're little more than tumorous, pallid heads on spider legs.
* CruelMercy: While drow will defend themselves if one of the shunned attacks them, they never actively hunt fithrichen, believing that they shouldn't interfere with Lolth's punishment.
* EnemySummoner: They can disgorge a SpiderSwarm mid-combat that then follows their orders.
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" to their meat.
* SuperScream: Their 3rd Edition rules let them loose a horrid wail that can sicken creatures.

!!Mithrenda
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_mithrenda_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Fey Magical Beast (4E)\\
'''Challenge Rating:''' 11 (4E)\\
'''Alignment:''' ChaoticEvil

These mutated arachnids are cautious ambush predators, lurking in the shadows before reeling prey into range of their maws.

to:

* CastingAShadow: They BreathWeapon: Dragonspawn gain a breath weapon based on the the species of their creator dragon.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template
can generate be applied to any Humanoid, Giant or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so
a cloud dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of magical ''darkness''.
additional mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench.
* {{Cephalothorax}}: They're little more than tumorous, pallid heads on spider legs.
* CruelMercy: While drow
ReforgedIntoAMinion: Dragonspawn are essentially artificial half-dragons made by the Dragon Overlords in a process involving a skull totem, an alchemical brew that includes the blood of a draconian, and something from their draconic creator -- their own blood, a drop of acidic spittle, a coal ignited by their breath weapon, etc. Most dragonspawn are [[UndyingLoyalty loyal servitors]] of their creators who forget their past lives, but a rare few retain their free will defend themselves if one and memories.
* {{Synchronization}}: Dragonspawn's existence is intimately tied to that
of the shunned attacks them, they never actively hunt fithrichen, believing Dragon Overlord that they shouldn't interfere with Lolth's punishment.
* EnemySummoner: They can disgorge a SpiderSwarm mid-combat that then follows
created them. When their orders.
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" to their meat.
* SuperScream: Their 3rd Edition rules let them loose a horrid wail that can sicken creatures.

!!Mithrenda
[[quoteright:349:https://static.
creator dies, dragonspawn risk being killed or going insane from the resulting backlash.
[[/folder]]

[[folder:Drakkensteed]]
[[quoteright:340:https://static.
tvtropes.org/pmwiki/pub/images/d&d_mithrenda_4e.png]]
[[caption-width-right:349:4e]]
org/pmwiki/pub/images/d&d_drakkensteed_3e.jpg]]
[[caption-width-right:340:3e]]
->'''Classification:''' Fey Animal (3E), Natural Magical Beast (4E)\\
'''Challenge Rating:''' 11 3 (3E), 16 (4E)\\
'''Alignment:''' ChaoticEvil

These mutated arachnids are cautious ambush predators, lurking
Unaligned

Dragon-descended creatures that normally live
in the shadows before reeling prey into range of their maws.small herds far from civilization, but may rarely be tamed as mounts.



* ItCanThink: While mithrenda may beat chwidencha in terms of monstrous appearance, unlike the latter, mithrenda retain most of their intelligence, and can even speak.
* ProjectileWebbing: They can hurl webs to immobilize targets, and if that's not enough...
* WhatADrag: Once a target has been immobilized by a mithrenda's web, the creature can spend an action reeling them in, dealing damage in the process even before taking a bite out of them if they get close enough.

!!Scorrow
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_scorrow_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil

The drow of Eberron revere scorpions rather than spiders, and as such their drider analogues are chimeric blends of drow and giant scorpion. Unlike driders, the scorrow are a true-breeding race, and are respected by drow.
----
* BewareMyStingerTail: Being scorpion from the waist down, scorrow have a venomous stinger tail.
* BornAsAnAdult: Scorrow young hatch fully formed and are expected to travel with the colony from birth.
* ForcedTransformation: The scorrow claim that they were once the most skilled tribe of hunters among the drow of Xen'Drik, so the god Vulkoor sent a giant scorpion to their village that stung every member of it, triggering a painful transformation into the first scorrow. While they had no choice in the matter, the scorrow consider their current state a great honor, and their drow kin agree.
* ProudWarriorRaceGuy: Scorrow society revolves around the hunt, and they're only interested in {{Worthy Opponent}}s, to the extent they'll let "lesser" prey pass by and instead search for a greater challenge.
* ScorpionPeople: A scorrow has the upper body of a drow and the lower body of a giant scorpion.

to:

* ItCanThink: While mithrenda may beat chwidencha in terms of monstrous appearance, unlike DragonAncestry: They're "drakken," creatures with a clear draconic ancestry, but whose dragon blood has diluted to the latter, mithrenda retain most point that they lack any of their intelligence, and can even speak.
* ProjectileWebbing: They can hurl webs to immobilize targets, and if that's not enough...
* WhatADrag: Once a target has been immobilized by a mithrenda's web, the creature can spend an action reeling them in, dealing damage in the process even before taking a bite out of them if they get close enough.

!!Scorrow
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_scorrow_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil

The drow of Eberron revere scorpions
ancestor's supernatural abilities. As such, 3rd Edition drakkensteeds are classified as animals rather than spiders, lesser dragons, though 4th Edition goes the other way and as such their drider analogues gives them some magical attacks.
* HorseOfADifferentColor: It's quite possible to tame and ride these dragonblooded equines, but drakkensteeds
are chimeric blends of drow and giant scorpion. Unlike driders, the scorrow are a true-breeding race, and are respected by drow.
----
* BewareMyStingerTail: Being scorpion
notoriously skittish creatures that fly away from the waist down, scorrow have a venomous stinger tail.
* BornAsAnAdult: Scorrow young hatch fully formed and
any humanoids, so domesticated drakkensteeds are expected to travel with the colony from birth.
* ForcedTransformation: The scorrow claim that they were once the most skilled tribe of hunters among the drow of Xen'Drik, so the god Vulkoor sent a giant scorpion to their village that stung every member of it, triggering a painful transformation into the first scorrow. While they had no choice in the matter, the scorrow consider their current state a great honor, and their drow kin agree.
* ProudWarriorRaceGuy: Scorrow society revolves around the hunt, and they're only interested in {{Worthy Opponent}}s,
exceedingly rare (and expensive, to the extent they'll let "lesser" prey pass by order of 15,000 gp). But some paladins do end up summoning a drakkensteed to serve as their special mount, gaining a robust and instead search for steadfastly loyal steed.
* MakeThemRot: 4th Edition introduced
a greater challenge.
* ScorpionPeople: A scorrow has the upper body of
"grave-born" drakkensteed variant, featuring a drow necrotic DeadlyGaze and the lower body of BreathWeapon.
* MightyRoar: 4E drakkensteeds can daze nearby foes with
a giant scorpion.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:Dryad]]
[[quoteright:229:https://static.tvtropes.org/pmwiki/pub/images/d&d_dryad_5e_4.png]]
[[caption-width-right:229:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 1 (5E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E), TrueNeutral (2E, 5E)

Beautiful but shy feminine nature spirits, magically bound to specific oak trees.

to:

[[folder:Dryad]]
[[quoteright:229:https://static.
[[folder:Drakkoth]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dryad_5e_4.png]]
[[caption-width-right:229:5e]]
org/pmwiki/pub/images/d&d_drakkoth_4e.png]]
[[caption-width-right:350:4e]]
->'''Classification:''' Fey (3E, 5E), Fey Dragon (3E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 1 (5E)\\
13 (4E)\\
'''Alignment:''' ChaoticGood NeutralEvil (3E), Unaligned (4E), TrueNeutral (2E, 5E)

Beautiful but shy feminine nature spirits, magically bound to specific oak trees.
(4E)

Also known as "dracotaurs," these nomadic, tribal beings aggressively defend the jungles and forests they claim as territory.



* 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.

!!Oaken Defender
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_oaken_defender_3e.png]]
[[caption-width-right:320:3e]]

to:

* CantLiveWithoutYou: Dryads in 3rd Edition will sicken AsskickingLeadsToLeadership: Dracotaurs respect nothing but strength 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
power, and their hair green. Since all dryads tribes are female, they rely on invariably led by their strongest warriors or magic-users.
* BewareMyStingerTail: A dracotaur's tail is lined with strong, sharp spikes that allow it to be swung as an effective weapon.
* FantasticRacism: Dracotaurs and centaurs despise each other, and dracotaurs cherish few foods as much as centaur flesh.
* HappinessInSlavery: They venerate and serve true dragons, and willingly give their lives for them.
* LackOfEmpathy: Dracotaurs are utterly incapable of compassion towards
other 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.
beings.
* {{Synchronization}}: 5th Edition notes that dryads suffer as OurCentaursAreDifferent: As their bound oaks take damage, and will descend into madness should their trees be destroyed.
* {{Teleportation}}: 5th Edition dryads
nickname indicates, drakkoths have the ''tree stride'' ability, allowing them to step into one living tree upper body of lizardfolk and step out of another up to sixty feet away from the first.

!!Oaken Defender
[[quoteright:320:https://static.
lower body of a wingless dragon. Notably, they despise true centaurs and have this hatred fully reciprocated.
* SuperSpit: In 3E, they don't really breathe fire so much as they expectorate a glob of sticky spittle that ignites when exposed to air and deals splash damage around the impact site, though unlike alchemist's fire it doesn't continue to burn. 4E instead gives drakkoths a [[PoisonousPerson blast of venom]] for a special attack.
[[/folder]]

[[folder:Dread Blossom]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_oaken_defender_3e.png]]
[[caption-width-right:320:3e]]
org/pmwiki/pub/images/d&d_dread_blossom_swarm_3e.jpg]]
[[caption-width-right:350:3e]]



'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralGood

Masses of thorny, tendriled vegeation that usually lie dormant beneath a dryad's sacred grove, but will burst from the soil to defend her if she is threatened.

to:

'''Challenge Rating:''' 12 6 (3E)\\
'''Alignment:''' NeutralGood

Masses of thorny, tendriled vegeation that usually lie dormant beneath a dryad's sacred grove, but will burst
Unaligned

Beautiful red-and-black flowers
from the soil Wilderness of the Beastlands, foolishly transplanted to defend her if she is threatened.the Material Plane by elves unaware of their bloodthirsty nature.



* BizarreAlienReproduction: When an oaken defender reaches a thousand years of age, an acorn from their dryad's tree begins incubating within a follicle inside the oaken defender, developing into a cyst that will grow and leech nutrients from its parent over the course of the next century, until a new oaken defender is born by bursting from the body of the old one, killing it. During this long process, the dryad tends to the old oaken defender, comforting it and helping it say its farewells.
* CombatTentacles: They have a total of six tentacle-like limbs, and can attack with two of them each round.
* GuardianEntity: They're such for dryads, slumbering for centuries at a time until they're needed.
* PsychicLink: Oaken defenders have an empathic link with the dryad(s) of their grove, and can sense their needs or feelings out to 900 feet. They also have the ability to find others of their kind as per the ''discern location'' spell, and will come to each other's aid if a threat is too much for a single oaken defender to handle.
* {{Treants}}: Oaken defenders are disc-like masses of spiky wood some 15 feet across, with the suggestion of an angry face covering their upper surface.
* UndergroundMonkey: Their entry suggests that other fey might have their own equivalents to oaken defenders -- an oread might have a "rocky defender" that appears as a giant gemstone, a fossergrim might have a "cascade defender," and so forth.

!!Verdant Reaver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_verdant_reaver_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral

Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted to its mistress.
----
* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but this effect only lasts until it moves on. Mechanically, this makes the spaces immediately around a reaver count as difficult terrain, and it lets them make a "verdant rend" attack if both its slam attacks hit, as the undergrowth tears at its target for additional damage.
* HappinessInSlavery: Verdant reavers all have a need to serve a "mistress," and should their dryad be slain, they'll wander the forests in search of another female (or apparent female) to serve. If they go a year and a day without finding a new mistress, a verdant reaver will perish.
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built from fallen logs or driftwood.
* WasOnceAMan: Each verdant reaver was originally a humanoid that spent an extended period as a dryad's ''charmed'' thrall. After a year and a day of such service, the humanoid finds itself rooted to the ground, and painfully transforms into a plant creature over the course of another day -- trying to cut the victim loose kills them instantly, and unless freed by ''remove disease'' or ''remove curse'' before sundown, the creature forever forgets its past existence and becomes a verdant reaver. Evil or Neutral dryads use this process to acquire loyal servants, while Good dryads might discover it by accident, and from that point on will only create a verdant reaver to punish a thrall they think deserves such a fate.

to:

* BizarreAlienReproduction: When an oaken defender reaches a thousand years FoulFlower: Dread blossoms are beautiful but predatory flowers that are capable of age, an acorn from flight, and drink the blood of their dryad's tree begins incubating victims.
* TheParalyzer: Their pollen is poisonous, forcing those
within a follicle inside 15-foot radius to save or become paralyzed, at which point 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 dread blossoms plant themselves in their victim to the old oaken defender, comforting it and helping it say its farewells.
feed.
* 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
TheSwarm: An individual dread blossom isn't too dangerous, but they're needed.
* PsychicLink: Oaken defenders have an empathic link with the dryad(s)
usually found in swarms of hundreds of flowers, wheeling about like flocks of birds when they aren't resting on their grove, and can sense latest meal. All those razor-sharp stems are more than capable of bringing down prey that resists 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.
paralytic pollen.
* {{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:
VampiricDraining: Their entry suggests that other fey might have their own equivalents to oaken defenders -- an oread might have a "rocky defender" that appears as a giant gemstone, a fossergrim might have a "cascade defender," and so forth.

!!Verdant Reaver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_verdant_reaver_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral

Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted to its mistress.
----
* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but this effect only lasts until it moves on. Mechanically, this makes the spaces immediately around a reaver count as difficult terrain, and it lets them make a "verdant rend" attack if both its slam attacks hit, as the undergrowth tears at its target for additional damage.
* HappinessInSlavery: Verdant reavers all have a need to serve a "mistress," and should their dryad be slain, they'll wander the forests in search of another female (or apparent female) to serve. If
stems are really six-inch-long hollow thorns, which they go a year and a day without finding a new mistress, a verdant reaver will perish.
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12
use to 15 feet tall if not for their hunched posture, and resemble humanoids built drain blood 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.
victims, [[NonHealthDamage dealing Constitution damage.]]



[[folder:Duergar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duergar_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E, 5E), 4 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil

An embittered and cruel dwarven subrace that builds impregnable strongholds in the Underdark, where they toil in workshops, train for war, and plot revenge against their kin. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

!!Steeder
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_steeder_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E); 1/4 (male), 1 (female) (5E)\\
'''Alignment:''' Unaligned

Giant spiders used as steeds and beasts of burden by the duergar.

to:

[[folder:Duergar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duergar_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E, 5E), 4 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil

An embittered and cruel dwarven subrace that builds impregnable strongholds in the Underdark, where they toil in workshops, train for war, and plot revenge against their kin. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

!!Steeder
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_steeder_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity
[[folder:Dream Eater]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration
(5E)\\
'''Challenge Rating:''' 4 (3E); 1/4 (male), 1 (female) 7 (5E)\\
'''Alignment:''' Unaligned

Giant spiders used as steeds and beasts of burden by the duergar.
ChaoticEvil (5E)



* 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.

to:

* DeadlierThanTheMale: Female steeders AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears.
* LivingDream: Dream eaters
are bigger manifestations of nightmares and nastier than subconscious terrors.
* NightmareWeaver: Dream eaters envelop
their male counterparts. The duergar ride the females into battle while using the males as draft animals.
* GiantSpider: Steeders resemble spiders around the size
prey in a miasma 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.
its greatest fears.



[[folder:Dune Stalker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_stalker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' NeutralEvil

Hunched and gangly humanoids native to the Paraelemental Plane of Magma, sometimes summoned to the Material Plane on missions of evil.

to:

[[folder:Dune Stalker]]
[[quoteright:350:https://static.
[[folder:Dromite]]
[[quoteright:315:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dune_stalker_3e.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_dromite_3e.jpg]]
[[caption-width-right:315:3e]]
->'''Classification:''' Outsider Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 9 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' NeutralEvil

Hunched and gangly
TrueNeutral

Sometimes called "bug men" by the ignorant, these small, genderless
humanoids native to the Paraelemental Plane of Magma, sometimes summoned to the Material Plane on missions of evil.possess both insectoid features and latent psionic powers.



* CraftedFromAnimals: Their bones are too strong to be worked, and their hides are too abrasive to use as leather... but make for good sandpaper.
* ExactWords: This can be the bane or boon of a dune stalker. Much like invisible stalkers, they're summoned by mortals for a general or specified mission. Since dune stalkers hate being on the Material Plane, they'll seek to fulfil the literal terms of their mission and go home as quickly as possible, regardless of whether the intended objective is complete. But sometimes, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, it's unable to meet its literal terms, trapping the creature on the Material Plane indefinitely. In such cases, the dune stalker will vent its frustration by killing anything it comes across.
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of death," in which it presses its lips or face against a victim and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any trail less than a day old, and have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are smarter than the average humanoid, and can understand orders in Common or Terran, they just never attempt to communicate.
* SuperScream: They can emit a loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in its cone of effect.

to:

* CraftedFromAnimals: Their bones are too strong to be worked, and BeePeople: For the most part subverted, despite their hides appearance. Dromite castes are too abrasive to use as leather... but make for good sandpaper.
* ExactWords: This can be
based on personality, not biology, and while the bane or boon of a dune stalker. Much like invisible stalkers, Grand Queen and Elected Consort are considered leaders, they're summoned by mortals chosen on a yearly basis from a pool of prominent residents, and their main job is to produce eggs.
* FantasticCasteSystem: Dromites are divided into four castes, based on both their temperament and [[PersonalityPowers its associated energy type.]] The Fire Caste are quick to anger as well as laughter, the Glimmer Caste are always zipping around somethere, the Ice Caste are analytical and rational, and the Voice Caste are artists who revel in song. Aside from a tendency
for those of the Voice Caste to become performers, the dromite castes don't seem locked into specific societal roles, and are free to mix and mingle with one another.
* HiddenElfVillage: Dromite city-hives are built underground and kept secret from outsiders, with only
a general or specified mission. Since dune stalkers hate being 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 Material Plane, they'll seek to fulfil the literal terms surface, and will often take up residence in other races' cities who accept them.
* InsectoidAliens: They have patches
of chitin on their mission skin, a pair of small atennae, and go home as quickly as possible, regardless compound eyes, though only four limbs.
* NoBiologicalSex: The vast majority
of whether dromites are genderless beings with no sexual characteristics, with the intended objective is complete. But sometimes, exception of a summoner's badly-phrased instructions may city-hive's Grand Queen and Elected Consort.
* {{Polyamory}}: Just because they're sexless doesn't
mean dromites don't form emotional attachments. Dromites who develop deep relationships with one another can join together in "life-bonds," which can be likened to marriages, except they commonly contain more than two dromites, and new members are brought into the life-bond as older ones die off.
* PsychicPowers: Dromites are latent psionicists, and can produce an ''energy ray'' at least once per day
that even if a dune stalker fulfils deals cold, fire, electricity or sonic damage, as appropriate for the intent of its mission, it's unable to meet its literal terms, trapping dromite's caste.
* SuperSenses: Their antennae give them
the creature on benefit of 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
Scent 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 Blind-Fight as a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any trail less than a day old, and have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are smarter than the average humanoid, and can understand orders in Common or Terran, they just never attempt to communicate.
* SuperScream: They can emit a loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in its cone of effect.
bonus feat.



[[folder:Dune Winder]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' Unaligned

Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.

to:

[[folder:Dune Winder]]
[[quoteright:325:https://static.
[[folder:Drow]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.org/pmwiki/pub/images/d&d_drow_group_3e.jpg]]
[[caption-width-right:325:3e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
Humanoid (3E), Fey Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 10 (3E)\\
1 (3E), 11 (4E), 1/4 (5E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' Unaligned

Desert-dwelling relatives of
NeutralEvil, Evil (4E)

An estranged elven subrace that has settled
the remorhaz, named Underdark, infamous for their sidewinding movement and feared for "tenderizing" prey against cruel matriarchal society, dedication to their bristly, venomous bodies.evil spider-goddess Lolth, and their burning hatred for surface-dwelling elves. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

!Drow Transformations
The spider-goddes Lolth is fickle and cruel, prone to suddenly "testing" her faithful and punishing those who fall short of her expectations. Such unfortunate drow can be transformed into monstrous blends of elf and arachnid.



* BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.
[[/folder]]

[[folder:Dusanu]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Plant (3E), Shadow Magical Beast (4E)\\
'''Challenge Rating:''' 2 (3E), 7 (4E)\\
'''Alignment:''' ChaoticNeutral, Unaligned (4E)

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

to:

* BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use
TheExile: Drow who are transformed for displeasing their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset goddess are kicked out of their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims
community and forbidden from returning. Most survive in the wilds of the Underdark as best they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations,
can, though some haunt the fringes of drow society to pursue past vendettas.
* MakeAnExampleOfThem: While drow shun these creatures as failures, they also tolerate their presence (from a distance) as living examples of the price of failing the Spider Queen.
* WasOnceAMan: Every one of these creatures was once a normal drow, but now
they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.
[[/folder]]

[[folder:Dusanu]]
[[quoteright:230:https://static.
horrid hybrid creatures, some of them barely intelligent.

!!Chwidencha
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.org/pmwiki/pub/images/d&d_chwidencha_3e.jpg]]
[[caption-width-right:230:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Plant
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration
(3E), Shadow Magical Beast Fey (4E)\\
'''Challenge Rating:''' 2 9 (3E), 7 13 (4E)\\
'''Alignment:''' ChaoticNeutral, Unaligned TrueNeutral (3E), ChaoticEvil (4E)

Also known as "rot fiends," "spider leg horrors," these ambulatory, mold-covered skeletons monsters are easily mistaken for undead, but are actually animated by a fungal colony.little more than skittering predators.



* FesteringFungus: The real enemy here is the fungus that is [[PuppeteerParasite puppeting the skeleton]], not the bones.
* GlowingEyes: They aren't the GlowingEyelightsOfUndeath, but glowing waste fumes from the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
* MistakenForUndead: They look like yet another variety of undead, but aren't damaged by positive energy, and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.
* ItCanThink: A dusanu's spores operate as a small HiveMind, which is actually as intelligent as the average human, there's just no account of successful communication with one.
* PoisonousPerson: Dusanu shed spores in combat that can infest other creatures, causing what starts as an itchy rash but will soon cause the victim's body to erupt in yellowish mold, with death soon following. Or in gameplay terms, in ''AD&D'' victims are [[AntiRegeneration unable to benefit from curative magic]] and have to make death saving throws, while in 3rd Edition victims take heavy Constitution damage.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
[[/folder]]

[[folder:Dust Blight]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.jpg]]
[[caption-width-right:270:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil

Stooped, bloodthirsty humanoids that can burrow through the sand with ease.

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
AchillesHeel: Chwidenchas are vulnerable to sonic damage, and will flee from loud, high-pitched noises.
* AnArmAndALeg: A chwidencha's legs can be targeted and severed while they're grappling a victim, but
the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
lost limbs will regenerate within a day.
* MistakenForUndead: They look like yet another variety DigAttack: Chwidenchas typically hunt by burrowing beneath a layer of undead, but aren't damaged by positive energy, and earth, then attacking foes they detect with their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.
tremorsense.
* ItCanThink: A dusanu's spores operate as GiantSpider: They're basically a small HiveMind, which is actually as intelligent as the average human, there's just no account Large mass of successful communication with one.
* PoisonousPerson: Dusanu shed spores in combat
writhing spider legs that can infest other creatures, causing what starts as an itchy rash but will soon cause makes it hard to see the victim's creature's central body to erupt until it's dead.
* ImpaledWithExtremePrejudice: Anything struck by one of their spider limbs is
in yellowish mold, with death soon following. Or in gameplay terms, in ''AD&D'' victims are [[AntiRegeneration unable to benefit from curative magic]] danger of being grappled and impaled.
* SupernaturalFearInducer: Other creatures who see a chwidencha charging or attacking
have to make death saving throws, while in 3rd Edition victims take heavy Constitution damage.
save or become shaken.
* TheVirus: Those who succumb WallCrawl: As expected, they have a climb speed to a dusanu's spores will rise scale sheer surfaces. That said, some Underdark denizens keep chwidenchas at the bottom of metal-lined pits for use as a new rot fiend a few days later.
[[/folder]]

[[folder:Dust Blight]]
[[quoteright:270:https://static.
living garbage disposals, or to [[FedToTheBeast get rid of prisoners.]]

!!Drider
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.jpg]]
[[caption-width-right:270:3e]]
org/pmwiki/pub/images/d&d_drider_transparent_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E)\\
(3E), Fey Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E)\\
7 (3E), 14 (4E), 6 (5E)\\
'''Alignment:''' NeutralEvil

Stooped, bloodthirsty humanoids that can burrow through
ChaoticEvil, Evil (4E)

Dark elf from
the sand with ease.waist up and giant spider from the waist down, driders are wretched creatures who owe their miserable existence to Lolth's displeasure.



* ArchEnemy: Asherati hunt dust blights without hesitation or remorse, which along with the dust blight's ability to quickly burrow through sand has led to speculation that they're [[WasOnceAMan former asherati transformed by a deep desert curse.]]
* EvilIsVisceral: Their bodies look to be composed of ash, but have rivulets of blood flowing across them like exposed veins. Dust blights don't have an actual "drain blood" attack like vampires, but they consume the blood of living creatures to survive, otherwise they'll dry up and blow away.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand with their tumbling movements to blind opponents.
* HorseOfADifferentColor: Dust blights have domesticated ashworms, and some have learned to ride the beasts.
[[/folder]]

[[folder:Dvati]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dvati_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' NeutralGood

A humanoid race consisting entirely of sets of identical twins, each effectively one soul in two bodies.

to:

* 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:
PoisonousPerson: Their bodies look to be composed of ash, but bite attacks deal [[NonHealthDamage Strength damage]] in 3rd Edition, or additional poison damage in 5th Edition.
* ReforgedIntoAMinion: Some free-thinking younger drow
have rivulets broken from tradition by reasoning that a drider's transformation might be a way of blood flowing across them like exposed veins. Dust blights don't have castigating an actual "drain blood" attack like vampires, individual but granting a boon to drow society as a whole -- yes, they failed one of Lolth's tests, but they consume 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 blood Underdark, these open-minded drow have no shortage of living creatures driders willing to survive, otherwise they'll dry up and blow away.
work for them.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand SpiderPeople: Dark elves fused centaur-style with their tumbling movements spiders. Why Lolth considers it a punishment to blind opponents.
transform her people into a shape similar to her own has never been explained -- indeed, 4th Edition portrays the transformation into a drider as a sign of Lolth's ''favor'' rather than displeasure.
* HorseOfADifferentColor: Dust blights have domesticated ashworms, WallCrawl: They unsurprisingly can imitate the ''spider climb'' spell, and some have learned to ride the beasts.
[[/folder]]

[[folder:Dvati]]
[[quoteright:350:https://static.
also ignore any movement penalties imposed by spiderwebs.
* WeakenedByTheLight: Like normal drow, driders take penalties on rolls made in sunlight.

!!Fithrichen
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_dvati_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_fithrichen_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Humanoid (3E)\\
Aberration (3E), Fey Magical Beast (4E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
7 (3E), 12 (4E)\\
'''Alignment:''' NeutralGood

A humanoid race consisting entirely
ChaoticEvil

Also known simply as "shunned," these miserable creatures survive as they can in the Underdark, holding vain hope
of sets of identical twins, each effectively one soul in two bodies. regaining Lolth's favor.



* CantLiveWithoutYou: Dvati lore holds that their souls burn so brightly that one body is not enough to contain them. If one dvati twin dies, the other takes unhealable ability damage from the shock and loss of the other half of their soul until either they die too or the other twin is raised/resurrected. If it's impossible for their other half to be revived, a surviving dvati twin usually chooses ritual suicide rather than waiting to wither away.
* DoppelgangerLink: In addition to their TwinTelepathy, the twins can know the health and mental state of each other by concentrating a bit. This mental link also means that some powers targeting them will affect both, notably mind-affecting and personal spells, as well as LevelDrain.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices into one maddening cacophony, a pair of twins can confuse a creature they flank. In 3rd edition, their favored class is Bard.
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry in the ''Dragon Compendium'' comes with a warning label, since the dvati's racial mechanics are completely unprecedented. Their two separate bodies are played as a single character gaining class levels as usual, with their hit points split between the twins (outside of the Constitution bonus). Either twin can trigger a class ability, but any limited-use abilities or spells are expended from the same "pool", so dvati mages don't get double the spell slots. In the case of magic, both twins have to cast the spell at the same time for it to go off, though if one twin casts an ongoing touch spell on themself, they can shift it to the other twin as a move action. Physical effects such as petrification affect one dvati without harming the other, but if one twin falls victim to a mind-influencing effect, so does the other, and any negative levels apply to them both. And so on.
* TheNoseless: Dvati's noses are a barely protruding bump with two slits.
* SingleMindedTwins: Played with; dvati are one soul in two bodies, but dvati twins are fond of debating philosophy, with each twin taking a different viewpoint from which to question their own preconceptions and arrive at a higher truth. This skill makes dvati excellent diplomats and peacemakers, as each twin takes a different side, then finds areas of agreement to bring them together.
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sung than spoken, dvati being natural singers. Non-dvati ''can'' learn it, but it's very difficult. As a result, the twins will use Common names to interact with other races rather than their own, unpronounceable one.
* UncannyValley: Dvati are aware that their appearance -- [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
* WonderTwinPowers: Dvati have to act in unison to cast any spell, but several spells that would affect only one person can affect them both. They can also use their voices in unison to confuse a foe.

to:

* CantLiveWithoutYou: Dvati lore holds that their souls burn so brightly that CastingAShadow: They can generate a cloud of magical ''darkness''.
* {{Cephalothorax}}: They're little more than tumorous, pallid heads on spider legs.
* CruelMercy: While drow will defend themselves if
one body is not enough to contain them. If one dvati twin dies, the other takes unhealable ability damage from the shock and loss of the other half shunned attacks them, they never actively hunt fithrichen, believing that they shouldn't interfere with Lolth's punishment.
* EnemySummoner: They can disgorge a SpiderSwarm mid-combat that then follows their orders.
* EvenTheRatsWontTouchIt: Shunned have no natural predators, since animals and vermin can sense an inherent "wrongness" to their meat.
* SuperScream: Their 3rd Edition rules let them loose a horrid wail that can sicken creatures.

!!Mithrenda
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_mithrenda_4e.png]]
[[caption-width-right:349:4e]]
->'''Classification:''' Fey Magical Beast (4E)\\
'''Challenge Rating:''' 11 (4E)\\
'''Alignment:''' ChaoticEvil

These mutated arachnids are cautious ambush predators, lurking in the shadows before reeling prey into range
of their soul until either they die too or maws.
----
* ItCanThink: While mithrenda may beat chwidencha in terms of monstrous appearance, unlike
the other twin is raised/resurrected. If it's impossible for latter, mithrenda retain most of their other half intelligence, and can even speak.
* ProjectileWebbing: They can hurl webs
to be revived, immobilize targets, and if that's not enough...
* WhatADrag: Once
a surviving dvati twin usually chooses ritual suicide target has been immobilized by a mithrenda's web, the creature can spend an action reeling them in, dealing damage in the process even before taking a bite out of them if they get close enough.

!!Scorrow
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_scorrow_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil

The drow of Eberron revere scorpions
rather than waiting spiders, and as such their drider analogues are chimeric blends of drow and giant scorpion. Unlike driders, the scorrow are a true-breeding race, and are respected by drow.
----
* BewareMyStingerTail: Being scorpion from the waist down, scorrow have a venomous stinger tail.
* BornAsAnAdult: Scorrow young hatch fully formed and are expected
to wither away.
travel with the colony from birth.
* DoppelgangerLink: In addition ForcedTransformation: The scorrow claim that they were once the most skilled tribe of hunters among the drow of Xen'Drik, so the god Vulkoor sent a giant scorpion to their TwinTelepathy, the twins can know the health and mental state of each other by concentrating a bit. This mental link also means village that some powers targeting them will affect both, notably mind-affecting and personal spells, as well as LevelDrain.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices
stung every member of it, triggering a painful transformation into one maddening cacophony, a pair of twins can confuse a creature the first scorrow. While they flank. In 3rd edition, their favored class is Bard.
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry
had no choice in the ''Dragon Compendium'' comes with a warning label, since matter, the dvati's racial mechanics are completely unprecedented. Their two separate bodies are played as a single character gaining class levels as usual, with scorrow consider their hit points split between current state a great honor, and their drow kin agree.
* ProudWarriorRaceGuy: Scorrow society revolves around
the twins (outside of the Constitution bonus). Either twin can trigger a class ability, but any limited-use abilities or spells are expended from the same "pool", so dvati mages don't get double the spell slots. In the case of magic, both twins have to cast the spell at the same time for it to go off, though if one twin casts an ongoing touch spell on themself, they can shift it hunt, and they're only interested in {{Worthy Opponent}}s, to the other twin as a move action. Physical effects such as petrification affect one dvati without harming the other, but if one twin falls victim to a mind-influencing effect, so does the other, extent they'll let "lesser" prey pass by and any negative levels apply to them both. And so on.instead search for a greater challenge.
* TheNoseless: Dvati's noses are a barely protruding bump with two slits.
* SingleMindedTwins: Played with; dvati are one soul in two bodies, but dvati twins are fond
ScorpionPeople: A scorrow has the upper body of debating philosophy, with each twin taking a different viewpoint from which to question their own preconceptions drow and arrive at a higher truth. This skill makes dvati excellent diplomats and peacemakers, as each twin takes a different side, then finds areas of agreement to bring them together.
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sung than spoken, dvati being natural singers. Non-dvati ''can'' learn it, but it's very difficult. As a result,
the twins will use Common names to interact with other races rather than their own, unpronounceable one.
* UncannyValley: Dvati are aware that their appearance -- [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
* WonderTwinPowers: Dvati have to act in unison to cast any spell, but several spells that would affect only one person can affect them both. They can also use their voices in unison to confuse
lower body of a foe.giant scorpion.



[[folder:Dwarf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dwarf_3e.png]]
[[caption-width-right:350:Hill dwarf (3e)]]

to:

[[folder:Dwarf]]
[[folder:Dryad]]
[[quoteright:229:https://static.tvtropes.org/pmwiki/pub/images/d&d_dryad_5e_4.png]]
[[caption-width-right:229:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 1 (5E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E), TrueNeutral (2E, 5E)

Beautiful but shy feminine nature spirits, magically bound to specific oak trees.
----
* 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.

!!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.

!!Verdant Reaver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dwarf_3e.org/pmwiki/pub/images/d&d_verdant_reaver_3e.png]]
[[caption-width-right:350:Hill dwarf (3e)]][[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral

Should a dryad keep a ''charmed'' humanoid with her for long enough, it will transform into a plant creature wholly devoted to its mistress.
----
* FertileFeet: Undergrowth springs up around a verdant reaver's feet, even if it moves across bare stone, but this effect only lasts until it moves on. Mechanically, this makes the spaces immediately around a reaver count as difficult terrain, and it lets them make a "verdant rend" attack if both its slam attacks hit, as the undergrowth tears at its target for additional damage.
* HappinessInSlavery: Verdant reavers all have a need to serve a "mistress," and should their dryad be slain, they'll wander the forests in search of another female (or apparent female) to serve. If they go a year and a day without finding a new mistress, a verdant reaver will perish.
* PlantPerson: Verdant reavers are hulking plant creatures that would stand 12 to 15 feet tall if not for their hunched posture, and resemble humanoids built from fallen logs or driftwood.
* WasOnceAMan: Each verdant reaver was originally a humanoid that spent an extended period as a dryad's ''charmed'' thrall. After a year and a day of such service, the humanoid finds itself rooted to the ground, and painfully transforms into a plant creature over the course of another day -- trying to cut the victim loose kills them instantly, and unless freed by ''remove disease'' or ''remove curse'' before sundown, the creature forever forgets its past existence and becomes a verdant reaver. Evil or Neutral dryads use this process to acquire loyal servants, while Good dryads might discover it by accident, and from that point on will only create a verdant reaver to punish a thrall they think deserves such a fate.
[[/folder]]

[[folder:Duergar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_duergar_5e.png]]
[[caption-width-right:350:5e]]



'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E-5E\\
'''Alignment:''' LawfulGood

Stout and stalwart humanoids famed for their craftsmanship and mighty mountain strongholds. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

to:

'''Challenge Rating:''' 1/2 (3E), 1 (3E, 5E), 4 (4E)\\
'''Playable:''' 1E-5E\\
2E-5E\\
'''Alignment:''' LawfulGood

Stout
LawfulEvil

An embittered
and stalwart humanoids famed cruel dwarven subrace that builds impregnable strongholds in the Underdark, where they toil in workshops, train for war, and plot revenge against their craftsmanship and mighty mountain strongholds.kin. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

!!Steeder
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_steeder_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E); 1/4 (male), 1 (female) (5E)\\
'''Alignment:''' Unaligned

Giant spiders used as steeds and beasts of burden by the duergar.
----
* 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.


Added DiffLines:

[[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 stalkers, they're summoned by mortals for a general or specified mission. Since dune stalkers hate being on the Material Plane, they'll seek to fulfil the literal terms of their mission and go home as quickly as possible, regardless of whether the intended objective is complete. But sometimes, a summoner's badly-phrased instructions may mean that even if a dune stalker fulfils the intent of its mission, it's unable to meet its literal terms, trapping the creature on the Material Plane indefinitely. In such cases, the dune stalker will vent its frustration by killing anything it comes across.
* KissOfDeath: A dune stalker's most feared ability is its so-called "kiss of death," in which it presses its lips or face against a victim and emits sonic vibrations that can, on a failed save, cause a OneHitKill.
* ScarilyCompetentTracker: Dune stalkers are infamous for being able to detect any trail less than a day old, and have the Improved Tracking ability in 3rd Edition.
* TheSpeechless: Dune stalkers are smarter than the average humanoid, and can understand orders in Common or Terran, they just never attempt to communicate.
* SuperScream: They can emit a loud, rasping cough that replicates a ''shout'' spell, deafening and dealing damage to those in its cone of effect.
[[/folder]]

[[folder:Dune Winder]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_dunewinder_3e.jpg]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' Unaligned

Desert-dwelling relatives of the remorhaz, named for their sidewinding movement and feared for "tenderizing" prey against their bristly, venomous bodies.
----
* BreathWeapon: Once per hour, a dune winder can breathe a line of fire.
* DefeatEqualsExplosion: If defeated, a dunewinder explodes, sending spiked flesh flying -- this damages all foes within 60 feet and potentially poisons them.
* HeWasRightThereAllAlong: Dune winders use their coloration to blend in with the sand and ambush prey. They have a respectable racial bonus to Hide checks, enhanced in sandy conditions, to offset their Huge size penalty.
* PoisonousPerson: A dune winder's spines carry a Constitution-damaging poison, which is applied to victims they enwrap and shred with their hides.
* SandWorm: They're 40-foot-long, desert-dwelling, worm-like monsters that can sense prey moving across the sand through vibrations, though they're faster winding across the surface than burrowing beneath it, and lack a [[SwallowedWhole "swallow whole"]] attack.
[[/folder]]

[[folder:Dusanu]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusanu_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Plant (3E), Shadow Magical Beast (4E)\\
'''Challenge Rating:''' 2 (3E), 7 (4E)\\
'''Alignment:''' ChaoticNeutral, Unaligned (4E)

Also known as "rot fiends," these ambulatory, mold-covered skeletons are easily mistaken for undead, but are actually animated by a fungal colony.
----
* FesteringFungus: The real enemy here is the fungus that is [[PuppeteerParasite puppeting the skeleton]], not the bones.
* GlowingEyes: They aren't the GlowingEyelightsOfUndeath, but glowing waste fumes from the dusanu fungal colony, that happen to be escaping the skeleton's eye sockets.
* MistakenForUndead: They look like yet another variety of undead, but aren't damaged by positive energy, and their spongy, infested bones make bludgeoning weapons, the damage type most effective against skeletons, all but useless against them.
* ItCanThink: A dusanu's spores operate as a small HiveMind, which is actually as intelligent as the average human, there's just no account of successful communication with one.
* PoisonousPerson: Dusanu shed spores in combat that can infest other creatures, causing what starts as an itchy rash but will soon cause the victim's body to erupt in yellowish mold, with death soon following. Or in gameplay terms, in ''AD&D'' victims are [[AntiRegeneration unable to benefit from curative magic]] and have to make death saving throws, while in 3rd Edition victims take heavy Constitution damage.
* TheVirus: Those who succumb to a dusanu's spores will rise as a new rot fiend a few days later.
[[/folder]]

[[folder:Dust Blight]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/d&d_dustblight_3e.jpg]]
[[caption-width-right:270:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil

Stooped, bloodthirsty humanoids that can burrow through the sand with ease.
----
* ArchEnemy: Asherati hunt dust blights without hesitation or remorse, which along with the dust blight's ability to quickly burrow through sand has led to speculation that they're [[WasOnceAMan former asherati transformed by a deep desert curse.]]
* EvilIsVisceral: Their bodies look to be composed of ash, but have rivulets of blood flowing across them like exposed veins. Dust blights don't have an actual "drain blood" attack like vampires, but they consume the blood of living creatures to survive, otherwise they'll dry up and blow away.
* AHandfulForAnEye: Dust blights make use of the Sand Dancer feat in combat, kicking up sand with their tumbling movements to blind opponents.
* HorseOfADifferentColor: Dust blights have domesticated ashworms, and some have learned to ride the beasts.
[[/folder]]

[[folder:Dvati]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dvati_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' NeutralGood

A humanoid race consisting entirely of sets of identical twins, each effectively one soul in two bodies.
----
* CantLiveWithoutYou: Dvati lore holds that their souls burn so brightly that one body is not enough to contain them. If one dvati twin dies, the other takes unhealable ability damage from the shock and loss of the other half of their soul until either they die too or the other twin is raised/resurrected. If it's impossible for their other half to be revived, a surviving dvati twin usually chooses ritual suicide rather than waiting to wither away.
* DoppelgangerLink: In addition to their TwinTelepathy, the twins can know the health and mental state of each other by concentrating a bit. This mental link also means that some powers targeting them will affect both, notably mind-affecting and personal spells, as well as LevelDrain.
* MagicMusic: Dvati have natural song powers, notably the "echo attack": by combining their voices into one maddening cacophony, a pair of twins can confuse a creature they flank. In 3rd edition, their favored class is Bard.
* MechanicallyUnusualClass: Or Unusual Race in this case -- enough so that their entry in the ''Dragon Compendium'' comes with a warning label, since the dvati's racial mechanics are completely unprecedented. Their two separate bodies are played as a single character gaining class levels as usual, with their hit points split between the twins (outside of the Constitution bonus). Either twin can trigger a class ability, but any limited-use abilities or spells are expended from the same "pool", so dvati mages don't get double the spell slots. In the case of magic, both twins have to cast the spell at the same time for it to go off, though if one twin casts an ongoing touch spell on themself, they can shift it to the other twin as a move action. Physical effects such as petrification affect one dvati without harming the other, but if one twin falls victim to a mind-influencing effect, so does the other, and any negative levels apply to them both. And so on.
* TheNoseless: Dvati's noses are a barely protruding bump with two slits.
* SingleMindedTwins: Played with; dvati are one soul in two bodies, but dvati twins are fond of debating philosophy, with each twin taking a different viewpoint from which to question their own preconceptions and arrive at a higher truth. This skill makes dvati excellent diplomats and peacemakers, as each twin takes a different side, then finds areas of agreement to bring them together.
* ThemeTwinNaming: A pair of twins will very often adopt such names to interact with non-dvati -- Xephon and Xephat, Lia and Kira, etc. They have a tendency to forget which twin is using which name, however, and thus they will sometimes switch.
* TwinTelepathy: Each pair of dvati twins can communicate with each other telepathically over any distance, even across different planes of existence.
* TheUnpronounceable: The Dvati language requires two voices used in unison, and is more sung than spoken, dvati being natural singers. Non-dvati ''can'' learn it, but it's very difficult. As a result, the twins will use Common names to interact with other races rather than their own, unpronounceable one.
* UncannyValley: Dvati are aware that their appearance -- [[EeriePaleSkinnedBrunette chalk-white skin, dark hair,]] [[TheNoseless no real nose to speak of]], and [[MonochromaticEyes solid blue eyes]] -- tends to unnerve other races, so they often wear [[InTheHood hooded cloaks]] around strangers.
* WonderTwinPowers: Dvati have to act in unison to cast any spell, but several spells that would affect only one person can affect them both. They can also use their voices in unison to confuse a foe.
[[/folder]]

[[folder:Dwarf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dwarf_3e.png]]
[[caption-width-right:350:Hill dwarf (3e)]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E-5E\\
'''Alignment:''' LawfulGood

Stout and stalwart humanoids famed for their craftsmanship and mighty mountain strongholds. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
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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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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\[[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\



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.

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This page covers general ''TabletopGame/DungeonsAndDragons'' monsters such as can be found in Monsters from the ''Monster Manual'' or in setting-agnostic books such as ''Volo's Guide to Monsters'' or ''Mordenkainen's Tome myriad worlds 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.
''TabletopGame/DungeonsAndDragons''.



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''.

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For See also the game's iconic dragons, see ''Characters/DungeonsAndDragonsDragons''. For demons [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]], [[Characters/DungeonsAndDragonsFiendsDemons Demons]], [[Characters/DungeonsAndDragonsFiendsDevils Devils]], [[Characters/DungeonsAndDragonsDragons Dragons]], [[Characters/DungeonsAndDragonsGiants Giants]], [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]], [[Characters/DungeonsAndDragonsUndead Undead]], and devils, see ''Characters/DungeonsAndDragonsFiends''. For the various undead creatures, see ''Characters/DungeonsAndDragonsUndead''. For creatures found only in specific settings, see ''Characters/DungeonsAndDragonsSettingSpecificCreatures''.
[[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] subpages for information about those respective creatures.


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[[folder:Demodand]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demodands_3e.jpg]]
[[caption-width-right:350:From left to right, a farastu, kelubar and shator (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 11 (Farastu), 13 (Kelubar), 16 (Shator)\\
'''Alignment:''' ChaoticEvil (2E), "often" NeutralEvil (3E)

Also known as gehreleths, these cruel fiends are native to the Tarterian Depths of Carceri, and are simultaneously inmates and the self-appointed wardens of that prison plane.
----
* AcidAttack: Kelubar skin is coated in a pale green acidic slime.
* BackStab: Kelubars can deal Sneak Attack damage like a mid-level rogue, which makes their ability to cast ''invisibility'' at will all the more dangerous.
* TheBerserker: Farastus can fly into a berserk rage during combat, which gives them a chance to vent their frustrations from being at the bottom of the demodand pecking order.
* EnemySummoner:
** Like other races of outsider, demodands have a chance to summon others of their kind, to various degrees of success.
** Their ''AD&D'' rules put an interesting spin on the notion by making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon denizens of the Lower Planes, particularly fiends that the author dislikes.
* FatBastard: Kelubars and shators are obese, partly because they live fairly sedentary lives.
* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.
* LargeAndInCharge: The Large (and horribly obese) shators are at the top of the demodands' pecking order.
* NoodleIncident: What exactly led to the demodands' exile to Carceri has been lost in the mists of time, but the kelubars and shators agree that it was the farastus' fault.
* TheParalyzer: A shator's slime acts as a paralytic neurotoxin.
* {{Sadist}}: Demodands have no interest in corrupting mortals, ruling the world, or imposing their particular notion of evil upon the cosmos. Their only real desire is to make others suffer in various ways.
* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast.
* WardensAreEvil: Shators are unusually cruel wardens of Carceri, and secretly hope those that are bound to the plane will attempt to escape, just so they can hunt the escapees down.
* WeaponizedStench: Kelubars' slime is so foul that it can nauseate other creatures within 30 feet.
[[/folder]]



[[folder:Demonthorn Mandrake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demonthorn_mandrake_3e.jpg]]

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[[folder:Demonthorn Mandrake]]
[[folder:Demonhive]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demonthorn_mandrake_3e.jpg]] org/pmwiki/pub/images/d&d_demonhive_3e.jpg]]



->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 5 (3E)\\

to:

->'''Classification:''' Plant Outsider (3E)\\
'''Challenge Rating:''' 5 2 (demonet swarm, attendant), 6 (queen) (3E)\\



Evil, intelligent, predatory plants common across the Lower Planes, or protecting the lairs of evil cultists on the Material Plane.

to:

Evil, intelligent, predatory plants common Insectoid fiends that originated in the Abyss, but have since spread across the Lower Planes, or protecting the lairs of evil cultists on the Material Plane.Planes.



* CombatTentacles: In melee, these plants make slam attacks with their bristly vines.
* FacialHorror: For a ranged attack, a demonthorn mandrake can spit a spore pod out to 30 feet, which then explodes in a 10-foot-radius burst. Any living creatures in the blast radius take damage as thorny growths burst from their faces, and then have to save or take DamageOverTime from the thorns until they're either pulled out (dealing additional damage) or cleansed with a vial of holy water.
* ItCanThink: Demonthorn mandrakes are smarter than ogres but dumber than humans, capable of following a summoner's orders, but are unable to speak themselves. As predatory plants, they don't have anything in the way of a society, either.
* MonsterLord: Somewhere in the Abyss is the Mother Seed, the largest demonthorn mandrake in the Great Wheel, whom lesser mandrakes obey without question.
* PerpetualMotionMonster: Unlike normal plants, demonthorn mandrakes don't require water or light to survive, only the flesh of their victims. If they go a month without feeding, the plants enter a state of dormancy that can last for years, until their roots detect the presence of nearby creatures via tremorsense.
* TheVirus: Should a creature succumb to a demonthorn mandrake's spores, a fully-grown plant will sprout from the corpse in a matter of hours.
* YouWillNotEvadeMe: The plants can extend their roots out to a 30 foot radius, immobilizing themselves but also potentially entangling prey. While a demonthorn mandrake's roots are extended and exposed, they emit humanlike screams.

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* CombatTentacles: In melee, these plants make slam attacks AttackAttackAttack: While foraging, demonhive attendants attack anything larger than a non-demonic insect.
* BeePeople: The demonhive is a species of eusocial, insectile fiends,
with a reproductive queen giving birth to thousands of demonets, most of which grow up to be male attendants. Females remain immature as long as the queen lives; after this, they grow up and establish their bristly vines.
own hive.
* FacialHorror: For BigCreepyCrawlies: Individual demonets are the size of rats, attendants the size of dogs, while the bloated demonhive queens are 10 feet wide.
* HiveCasteSystem: Demonhive members are divided into three castes: demonets that gather in swarms, male attendants that hunt for the hive, and the hive's queen.
* HiveMind: All demonhive members within two miles of
a ranged attack, a demonthorn mandrake can spit a spore pod queen are in constant communication.
* MamaBear: A demonhive queen lets
out to 30 feet, which then explodes in a 10-foot-radius burst. Any living creatures in the blast radius take [[SuperScream "maternal scream"]] as her demonet swarms are killed, dealing sonic damage as thorny growths burst from their faces, and then have to save or take DamageOverTime from the thorns until anything within 60 feet (which won't affect other demonhive creatures, since they're either pulled out (dealing additional damage) or cleansed with a vial of holy water.
* ItCanThink: Demonthorn mandrakes are smarter than ogres but dumber than humans, capable of following a summoner's orders, but are unable
immune to speak themselves. As predatory plants, they don't have anything in the way of sonic damage).
* MonstrousCannibalism: When food runs out,
a society, either.
* MonsterLord: Somewhere in the Abyss is the Mother Seed, the largest demonthorn mandrake in the Great Wheel, whom lesser mandrakes obey without question.
* PerpetualMotionMonster: Unlike normal plants, demonthorn mandrakes don't require water or light
demonhive queen begins to survive, only the flesh of their victims. If they go a month without feeding, the plants enter a state of dormancy that can last for years, until their roots detect the presence of nearby creatures via tremorsense.
* TheVirus: Should a creature succumb
starve, and starts to a demonthorn mandrake's spores, a fully-grown plant will sprout from kill an attendant each day. The queen does not eat the corpse in a matter but instead [[PetTheDog leaves it for demonets and other attendants to feed on]].
* TheSwarm: Demonets operate as such, allowing them to swarm around and distract enemies with the [[DroneOfDread mind-numbing droning]]
of hours.
* YouWillNotEvadeMe: The plants can extend
their roots out wings.
* TurnsRed: Should a demonhive queen enter negative hit points, her attendants fly into a frenzy similar
to a 30 foot radius, immobilizing themselves but also potentially entangling prey. While ''haste'' effect.
* WolfpackBoss: A demonhive is intended to be encountered as
a demonthorn mandrake's roots are extended unit, and exposed, they emit humanlike screams.part of the challenge comes from how the hive's components support each other with their abilities. Optimally, the adventurers will defeat the attendants first, then the queen, and finally mop up the swarms.



[[folder:Derro]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_derro_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 3 (3E), 13 (4E), 1/4 (5E)\\
'''Alignment:''' ChaoticEvil

Small, cruel, and thoroughly mad humanoids who infest certain corners of the Underdark, where their insane paranoia serves them well.

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[[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), Natural Humanoid (4E), Humanoid (5E)\\
Plant (3E)\\
'''Challenge Rating:''' 3 (3E), 13 (4E), 1/4 (5E)\\
5 (3E)\\
'''Alignment:''' ChaoticEvil

Small, cruel, and thoroughly mad humanoids who infest certain corners of
NeutralEvil

Evil, intelligent, predatory plants common across
the Underdark, where their insane paranoia serves them well.Lower Planes, or protecting the lairs of evil cultists on the Material Plane.


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* CombatTentacles: In melee, these plants make slam attacks with their bristly vines.
* FacialHorror: For a ranged attack, a demonthorn mandrake can spit a spore pod out to 30 feet, which then explodes in a 10-foot-radius burst. Any living creatures in the blast radius take damage as thorny growths burst from their faces, and then have to save or take DamageOverTime from the thorns until they're either pulled out (dealing additional damage) or cleansed with a vial of holy water.
* ItCanThink: Demonthorn mandrakes are smarter than ogres but dumber than humans, capable of following a summoner's orders, but are unable to speak themselves. As predatory plants, they don't have anything in the way of a society, either.
* MonsterLord: Somewhere in the Abyss is the Mother Seed, the largest demonthorn mandrake in the Great Wheel, whom lesser mandrakes obey without question.
* PerpetualMotionMonster: Unlike normal plants, demonthorn mandrakes don't require water or light to survive, only the flesh of their victims. If they go a month without feeding, the plants enter a state of dormancy that can last for years, until their roots detect the presence of nearby creatures via tremorsense.
* TheVirus: Should a creature succumb to a demonthorn mandrake's spores, a fully-grown plant will sprout from the corpse in a matter of hours.
* YouWillNotEvadeMe: The plants can extend their roots out to a 30 foot radius, immobilizing themselves but also potentially entangling prey. While a demonthorn mandrake's roots are extended and exposed, they emit humanlike screams.
[[/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), Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 3 (3E), 13 (4E), 1/4 (5E)\\
'''Alignment:''' ChaoticEvil

Small, cruel, and thoroughly mad humanoids who infest certain corners of the Underdark, where their insane paranoia serves them well.
----
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* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so a dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]] such as a HealingFactor or WeaponizedStench, as well as general stat or skill bonuses.

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* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so a dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]] mutations]], which can be as simple as stat or skill bonuses, or grant abilities such as a HealingFactor or WeaponizedStench, as well as general stat or skill bonuses.WeaponizedStench.



* {{Synchronization}}: Dragonspawn's existence is intimately tied to that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insnae from the resulting backlash.

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* {{Synchronization}}: Dragonspawn's existence is intimately tied to that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insnae insane from the resulting backlash.

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* DireBeast: The 5E ''Glory of the Giants'' supplement includes several Gargantuan creatures that are essentially dire dinosaurs infused with elemental energy. A ''Tyrannosaurus'' can swallow a human in a single bite, while a "regisaur" is so staggeringly enormous that it can swallow a ''giant'' in a single bite.



[[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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[[folder:Drakkensteed]]
[[quoteright:340:https://static.
[[folder:Dragonspawn]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_drakkensteed_3e.jpg]]
[[caption-width-right:340:3e]]
->'''Classification:''' Animal (3E), Natural Magical Beast (4E)\\
org/pmwiki/pub/images/d&d_dragonspawn_abomination_3e.png]]
[[caption-width-right:350:Dragonspawn abomination (3e)]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 3 (3E), 16 (4E)\\
Varies by base creature and dragon type (3E)\\
'''Alignment:''' Unaligned

Dragon-descended
Same as creator

Dragon-like
creatures made by fusing a subject's essence with that normally live in small herds far of a draconian. The most stable dragonspawn are made from civilization, but may rarely be tamed the likes of humans and elves, while other creatures subjected to the same hideous transformation result in misshapen mutants known as mounts.dragonspawn abominations.\\\
For other creatures sometimes called "dragonspawn," see the "Spawn of Tiamat."



* 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.

to:

* DragonAncestry: They're "drakken," creatures with BreathWeapon: Dragonspawn gain a clear breath weapon based on the the species of their creator dragon.
* DefeatEqualsExplosion: When slain, dragonspawn release a small burst of elemental energy that depends upon their creator dragon's type.
* DraconicHumanoid: Most dragonspawn are, since the template can be applied to any Humanoid, Giant or Monstrous Humanoid, though since the lastmost category includes centaurs in 3rd Edition, sometimes the result can be something like the abomination pictured instead.
* {{Mutants}}: No two dragonspawn abominations look alike, as they're prone to having missing or misshapen limbs and other physical deformities. That said, they also gain useful abilities based on those mutations. Some depend upon the abomination's base stock, so a dragonspawn abomination made from a dwarf or gnome can burrow through the ground or wreck foes' weapons, while one made from a minotaur or ogre can fly into a murderous rage or trample enemies. Dragonspawn abominations also roll twice on a [[GameplayRandomization table of additional mutations]] such as a HealingFactor or WeaponizedStench, as well as general stat or skill bonuses.
* ReforgedIntoAMinion: Dragonspawn are essentially artificial half-dragons made by the Dragon Overlords in a process involving a skull totem, an alchemical brew that includes the blood of a draconian, and something from their
draconic ancestry, but whose dragon blood has diluted to the point that they lack any creator -- their own blood, a drop of acidic spittle, a coal ignited by their breath weapon, etc. Most dragonspawn are [[UndyingLoyalty loyal servitors]] of their 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
creators who forget their special mount, gaining past lives, but 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
rare few retain their land speed free will and deal trample damage memories.
* {{Synchronization}}: Dragonspawn's existence is intimately tied
to those they move over.that of the Dragon Overlord that created them. When their creator dies, dragonspawn risk being killed or going insnae from the resulting backlash.


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[[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.
----
* 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]]

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* AntiRegeneration: Wounds dealt by their jagged mouths don't heal naturally, only curative magic like ''cure wounds'' spells (or innate regeneration or fast healing) will recover it.




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* WoundThatWillNotHeal: Wounds dealt by their jagged mouths don't heal naturally, only curative magic like ''cure wounds'' spells (or innate regeneration or fast healing) will recover it.



[[folder:Death Embrace]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/death_embrace.png]]
->'''Origin:''' ''WebVideo/CriticalRole''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 11 (5E)\\
'''Alignment:''' ChaoticEvil
----
* CombatTentacles: A death embrace is surrounded by six 60-foot-long tentacles, which grasp and petrify prey.
* HumanShield: The death embrace uses creatures it caught in its tentacles as shields to absorb attacks.
* TakenForGranite: Creatures restrained in a death embrace's tentacles are slowly turned into stone.
[[/folder]]



[[folder:Dream Eater]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 7 (5E)\\
'''Alignment:''' ChaoticEvil (5E)
----
* AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears.
* LivingDream: Dream eaters are manifestations of nightmares and subconscious terrors.
* NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears.
[[/folder]]


Added DiffLines:

[[folder:Dream Eater]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 7 (5E)\\
'''Alignment:''' ChaoticEvil (5E)
----
* AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears.
* LivingDream: Dream eaters are manifestations of nightmares and subconscious terrors.
* NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears.
[[/folder]]

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* ForcedTransformation: The spell to create these creatures can only be cast on Small or Medium-sized animals with 2 Hit Dice or less, and those with an Intelligence score of 4 or lower are automatically affected with NoSavingThrow.

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* ForcedTransformation: The spell to create these These creatures can only be cast on are transformed from Small or Medium-sized animals with 2 Hit Dice or less, and those with an Intelligence score of 4 or lower are automatically affected with NoSavingThrow.



* FaceFullOfAlienWingWong: Prior to 5th Edtiion, these plants reproduce by having their death's heads bite or [[BulletSeed spit at]] (in 3E) living creatures, implanting seeds into their flesh. Since those seeds are coated in a low-grade anesthetic, victims might not notice they've been implanted, until they start taking cumulative damage for each day the seeds have taken root. Unless magic or surgery is used to remove the seed, the victim will die and a new death's head tree will begin growing in their corpse.

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* FaceFullOfAlienWingWong: Prior to 5th Edtiion, Edition, these plants reproduce by having their death's heads bite or [[BulletSeed spit at]] (in 3E) living creatures, implanting seeds into their flesh. Since those seeds are coated in a low-grade anesthetic, victims might not notice they've been implanted, until they start taking cumulative damage for each day the seeds have taken root. Unless magic or surgery is used to remove the seed, the victim will die and a new death's head tree will begin growing in their corpse.



* EnemySummoner: 5th Edition devourers were explicitly created by Orcus to spread plagues of undeath across worlds, and are able to convert imprisoned souls into zombies, ghouls or wights based upon how powerful they were in life.



* 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.



[[folder:Dream Eater]]
->'''Origin:''' ''TabletopGame/{{Dragonlance}}''\\
'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 7 (5E)\\
'''Alignment:''' ChaoticEvil (5E)
----
* AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears.
* LivingDream: Dream eaters are manifestations of nightmares and subconscious terrors.
* NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears.
[[/folder]]



These mutated archnids are cautious ambush predators, lurking in the shadows before reeling prey into range of their maws.

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These mutated archnids arachnids are cautious ambush predators, lurking in the shadows before reeling prey into range of their maws.

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* FaceFullOfAlienWingWong: Prior to 5th Edtiion, these plants reproduce by having their death's heads bite (2E) or [[BulletSeed spit at]] (3E) living creatures, implanting seeds into their flesh. Since those seeds are coated in a low-grade anesthetic, victims might not notice they've been implanted, until they start taking cumulative damage for each day the seeds have taken root. Unless magic or surgery is used to remove the seed, the victim will die and a new death's head tree will begin growing in their corpse.
* FlyingFace: A death's head tree's "fruit" can detach and fly about (buoyed by foul natural gases, in 2E and 3E) to defend the tree or find new hosts, becoming an independent Undead creature. 5th Edition has several varieties of death's head available, from standard gnashing humanoid heads, to aberrant heads with a [[BrownNote "mind-bending bite"]], to heads with a [[TakenForGranite petrifying bite]]... meaning that yes, you can [[{{Expy}} recreate]] ''VideoGame/{{Castlevania}}''[='s=] infamous [[LedgeBats flying medusa heads.]]

to:

* FaceFullOfAlienWingWong: Prior to 5th Edtiion, these plants reproduce by having their death's heads bite (2E) or [[BulletSeed spit at]] (3E) (in 3E) living creatures, implanting seeds into their flesh. Since those seeds are coated in a low-grade anesthetic, victims might not notice they've been implanted, until they start taking cumulative damage for each day the seeds have taken root. Unless magic or surgery is used to remove the seed, the victim will die and a new death's head tree will begin growing in their corpse.
* FlyingFace: A death's head tree's "fruit" can detach and fly about (buoyed by foul natural gases, in 2E and 3E) to defend the tree or find new hosts, becoming an independent Undead creature. 5th Edition has several varieties of death's head available, from standard gnashing humanoid heads, to aberrant heads with a [[BrownNote "mind-bending bite"]], bite,"]] to heads with a [[TakenForGranite petrifying bite]]... meaning that yes, you can [[{{Expy}} recreate]] ''VideoGame/{{Castlevania}}''[='s=] infamous [[LedgeBats flying medusa heads.]]]]
* LuringInPrey: The "fruit" of a death's head tree softly call for help in the language of the victim the tree sprouted from.
* MorphicResonance: Rumor has it that the heads of these trees resemble the visages of whoever's blood nurtured it.


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* WeakToFire: Averted; unlike most plants, death's head trees are immune (2E) or resistant (3E) to fire damage, making their wood useful to make fire-resistant magic items.
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Added DiffLines:

[[folder:Death's Head Tree]]
[[quoteright:307:https://static.tvtropes.org/pmwiki/pub/images/d&d_deaths_head_tree_3e.png]]
[[caption-width-right:307:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Plant (3E, 5E) and Undead (3E, 5E)\\
'''Challenge Rating:''' 1/6 (death's head), 9 (tree) (3E); 1/2 (death's head), 2 (tree) (5E)\\
'''Alignment:''' NeutralEvil

Willow-like trees that grow where blood has been shed, sprouting macabre fruit that resemble humanoid heads.
----
* FaceFullOfAlienWingWong: Prior to 5th Edtiion, these plants reproduce by having their death's heads bite (2E) or [[BulletSeed spit at]] (3E) living creatures, implanting seeds into their flesh. Since those seeds are coated in a low-grade anesthetic, victims might not notice they've been implanted, until they start taking cumulative damage for each day the seeds have taken root. Unless magic or surgery is used to remove the seed, the victim will die and a new death's head tree will begin growing in their corpse.
* FlyingFace: A death's head tree's "fruit" can detach and fly about (buoyed by foul natural gases, in 2E and 3E) to defend the tree or find new hosts, becoming an independent Undead creature. 5th Edition has several varieties of death's head available, from standard gnashing humanoid heads, to aberrant heads with a [[BrownNote "mind-bending bite"]], to heads with a [[TakenForGranite petrifying bite]]... meaning that yes, you can [[{{Expy}} recreate]] ''VideoGame/{{Castlevania}}''[='s=] infamous [[LedgeBats flying medusa heads.]]
* StationaryEnemy: While death's head trees can move their branches to attack foes, they can't uproot themselves and move about like other animate trees.
[[/folder]]

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