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* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losing their supple sheen for centuries, and are sometimes used in furniture-making. However, the difficulty in hunting the beasts means that their hides are usually only found in the homes of royalty. The yuan-ti also use deathcoils blood as a secret ingredient in one of their ''osssra'', alchemical mixtures that provide various effects when burned and inhaled as smoke.

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* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losing their supple sheen for centuries, and are sometimes used in furniture-making. However, the difficulty in hunting the beasts means that their hides are usually only found in the homes of royalty.
* EyeOfNewt:
The yuan-ti also use deathcoils blood as a secret ingredient in one of their ''osssra'', alchemical mixtures that provide various effects when burned and inhaled as smoke.smoke. The mixture in question, ''duthlah'hass'', puts Scaled Ones into a state of "dreamsleep" that helps them recover memories with perfect clarity or receive messages from their deities. Humanoids describe the smoke as "nose-clearing" and smelling of burning moss or sizzling seaweed, and have to save to avoid becoming ''feebleminded'' and taking Dexterity damage after inhaling it.



* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains that they're as smart as the average human, and dangerously cunning when they hunt. They've been known to scatter treasure to lure humanoids into an ambush, drag prey wrapped in their coils into a river to drown, sink boats and pin the wrecks down with rocks to create sunken larders, chase prey over cliffs, or sneak out of the forest at night to eat livestock.

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* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains that they're as smart as the average human, and dangerously cunning when they hunt. They've been known to scatter treasure to lure humanoids into an ambush, drag prey wrapped in their coils into a river to drown, sink boats and pin the wrecks down with rocks to create sunken larders, chase prey over cliffs, cliffs to create a pile of broken corpses for easy feeding between hunts, or sneak out of the forest at night to eat livestock.
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[[folder:Deathcoils]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_deathcoils_3e.png]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil

Fearsome and cunning serpents who can grow up to 80 feet long.
----
* BreathWeapon: Twice per day they can exhale a cone of ''[[ForcedSleep sleep]]'' gas that also deals a bit of Constitution damage.
* CraftedFromAnimals: Deathcoils' scaly hides, though hard and slippery, are valued for not losing their supple sheen for centuries, and are sometimes used in furniture-making. However, the difficulty in hunting the beasts means that their hides are usually only found in the homes of royalty. The yuan-ti also use deathcoils blood as a secret ingredient in one of their ''osssra'', alchemical mixtures that provide various effects when burned and inhaled as smoke.
* TheGreatSerpent: They're certifiably Huge snakes, though despite their size, they lack a "Swallow Whole" attack.
* ItCanThink: While Faerûnian folklore can exaggerate deathcoils' intelligence, the fact remains that they're as smart as the average human, and dangerously cunning when they hunt. They've been known to scatter treasure to lure humanoids into an ambush, drag prey wrapped in their coils into a river to drown, sink boats and pin the wrecks down with rocks to create sunken larders, chase prey over cliffs, or sneak out of the forest at night to eat livestock.
* SuperPersistentPredator: Deathcoils are "relentless" hunters, known to chase prey that eludes or wounds them for miles.
[[/folder]]
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[[folder:Dream Serpent]]
[[quoteright:324:https://static.tvtropes.org/pmwiki/pub/images/d&d_dream_serpent_3e.jpg]]
[[caption-width-right:324:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Usually TrueNeutral

15-foot-long snakes with a mesmerizing gaze and hallucinogenic venom.
----
* CraftedFromAnimals: Both the drow and yuan-ti of Xen'drik hold dream serpents sacred, and while the latter refuse to harm such aspects of the Devourer, the drow not only hunt the creatures for food, they use the dream serpents' skin for armor, their fangs for weapons, the venom as a poison, and their bones, eyes and a diluted form of their venom in religious ceremonies. Unfortunately, foreign explorers have taken to hunting the dream serpents for their shimmering scales and pearly fangs, leading Xen'drik's natives to attack those who "indulge in what they see as wasteful slaughter of these noble creatures."
* ForcedSleep: Their HypnoticGaze can put other creatures to sleep for up to six minutes. It's not uncommon for a dream serpent to put a camp sentry to sleep, leading the rest of the camp to rise the next morning and find that one of their number has been dragged off in the night.
* ItCanThink: At Intelligence 4, dream serpents are smarter than mere animals, enough to avoid antagonizing more powerful creatures, and for some specimens to develop a non-Neutral alignment.
* PoisonousPerson: Their bite delivers a [[NonHealthDamage Wisdom-damaging]] poison that has the side effect of causing the victim to have vivid and disturbing dreams of jungles filled with thousands of angry serpents the next time they sleep.
[[/folder]]

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A large race of "dragon-centaurs" whoe are just beginning to explore space.

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A large race of "dragon-centaurs" whoe who are just beginning to explore space.



* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be watched careful for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them with as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only do have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons to kickballs, rather than as dangerous, insane aberrations. "How long this situation lasts remains to be seen."

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* ArchEnemy: They hate spiders in general and the neogi in particular, either because of their resemblance to the Dark God of dracon religion, or because of previous encounters with the slave-taking spider-eels.
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be carefully watched careful for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them with as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
* LonersAreFreaks: Their entry bluntly states that "A lone dracon is a rarity and a freak among its people." They prefer to live in familial herds led by an elder called a ''kaba'', advised by a high priest known as a ''shalla''. Dracons separated from their families are known to fall ill, and may gather a substitute family of non-dracons until they find their way back to their kin.
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only do they have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons to kickballs, rather than treating the eye tyrants as dangerous, insane aberrations. "How long this situation lasts remains to be seen."


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* TrialByCombat: Dracons have codes to settle disputes through ritualized combat, usually taking the form of wrestling. They'll never offer these terms to non-dracons, but if an outsider challenges a dracon under those codes, they would be honor-bound to accept (within reason, such as by demanding that an illithid forgo the use of their ''mind blast'').

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[[folder:Dracon]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_dracon_2e.png]]
[[caption-width-right:310:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:''' LawfulGood

A large race of "dragon-centaurs" whoe are just beginning to explore space.
----
* DragonsAreDivine: Dracons hold true dragons in awe, and consider them messengers from the dracons' pantheon to be watched careful for signs of the gods' intentions.
* FantasticRacism: Downplayed; they aren't hateful, but dracons do consider all sentients with fewer than six limbs to be "the deformed," and view them with as disadvantaged. Dracons are also bad at [[DittoAliens telling humanoid races apart]], so that their racial quote in ''The Complete Spacefarer's Handbook'' has a dracon [[AssInAmbassador ambassador]] telling an elf "Oh, that's right, you're the ones who live in caves and hoard gold, I remember. Did you shave your beard?" It's mentioned this exchange happened "just before the fighting started."
* NaiveNewcomer: Zig-zagged. On the one hand, dracons are recent arrivals to the fringe of the Known Spheres, and they're smart enough not to share the location of their homeworld with any outsiders. But they're still getting the measure of their fellow spacefaring races, so that not only do have trouble telling humanoids apart, they view beholders as "comical," making joking comparisons to kickballs, rather than as dangerous, insane aberrations. "How long this situation lasts remains to be seen."
* OurCentaursAreDifferent: They've got a {{Horned|Humanoid}}, DraconicHumanoid upper torso atop the bulky, flat-footed, whip-tailed body of a brontosaur.
[[/folder]]



Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army.

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Monstrous draconic humanoids created from warped or corrupted dragon eggs, typically the result of an evil mage creating an army. They're unrelated to the dracons above.



* CharmPerson: Like normal dryads, 2E hamadryads know the spell and use it on handsome males, but they're less possessive of their victims, instead using their magic to recruit someone for a specific task, such as defending trees from woodcutters. Once that task is complete, the ''charmed'' male is allowed to leave the forest... or is left by a dryad's tree, where the guy might be ''charmed'' again.

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* CharmPerson: Like normal dryads, 2E hamadryads know the spell and use it on handsome males, but they're less possessive of their victims, instead using their magic to recruit someone for a specific task, such as defending trees from woodcutters. Once that task is complete, the ''charmed'' male is allowed to leave the forest... or is left by a dryad's tree, where the guy might well be ''charmed'' again.



* IntriguedByHumanity: Other hamadryads, ones who usually live close to a mortal community, might observe something in civilization that they feel that they lack, and leave their forest behind to answer "their heart's yearning call."

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* IntriguedByHumanity: Other hamadryads, ones who usually those who live close to a mortal community, might observe something in civilization that they feel that they lack, and thus leave their forest behind to answer "their heart's yearning call."

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* IntriguedByHumanity: Other hamadryads, ones who usually live close to a mortal community, might observe something in civilization that they feel that they lack, and leave their forest behind to answer "their heart's yearning call."



* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given up some of the innocence and whimsy of the former to tap into the power of the latter. As such, hamadryads can shift between a nymph form, appearing as a beautiful fey humanoid with hair and eyes the color of autumn leaves, or appear more tree-like when using their supernatural abilities.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and when tapping into their dryad traits, hamadryads' skin takes on the appearance of carved wood.

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* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given up some of the innocence and whimsy of the former to tap into the power of the latter. As such, hamadryads can shift between a nymph form, appearing as a beautiful fey humanoid with hair and eyes the color of autumn leaves, or appear more tree-like when using their supernatural abilities.
abilities. They also have racial abilities related to nymphs' incredible beauty, letting them distract or dazzle opponents.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and when tapping into their dryad traits, hamadryads' skin takes on the appearance of carved wood.
wood as they tap into their natural power to gain the resilience of oak, or rejuvenate themself by stepping into a nearby tree.
* SpoiledBrat: Hamadryads in 4E are noted to have retained nymphs' passionate, impulsive natures, and are accustomed to being able to wrap mortals around their finger, and being treated almost like royalty by other fey beings. As such, they have trouble understanding why someone would tell them "no," and when denied, might tap into their dryad power to get what they want through force.
* {{Transflormation}}: At the end of her life, a hamadryad feels drawn back to her home wood, plants her feet in the earth, and turns into a tree that resembles her nymph form. Other fey creatures tend to make their homes around a hamadryad-tree.

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* CharmPerson: Like normal dryads, 2E hamadryads know the spell, but are less possessive of males they use it on, instead using their magic to recruit someone for a specific task, such as defending trees from woodcutters. Once that task is complete, the ''charmed'' male is allowed to leave the forest... or is left by a dryad's tree, where the guy might be ''charmed'' again.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain the benefits of a night's rest. Leaves and acorns might hang from their hair, and when tapping into their dryad traits, hamadryads' skin takes on the appearance of carved wood.

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* CharmPerson: Like normal dryads, 2E hamadryads know the spell, spell and use it on handsome males, but are they're less possessive of males they use it on, their victims, instead using their magic to recruit someone for a specific task, such as defending trees from woodcutters. Once that task is complete, the ''charmed'' male is allowed to leave the forest... or is left by a dryad's tree, where the guy might be ''charmed'' again.
* GaiasVengeance: While most hamadryads are content to remain in their home woodlands, in rare circumstances, some natural (or man-made) disaster drives them to action to save the forest. Some hamadryads even take up adventuring and leave their forests, "seeking justice or revenge for the destruction of their woodlands."
* OneGenderRace: Like dryads, hamadryads are exclusively female.
* OurNymphsAreDifferent: 4th Edition paints hamadryads as an intermediate step between nymphs and dryads, who have given up some of the innocence and whimsy of the former to tap into the power of the latter. As such, hamadryads can shift between a nymph form, appearing as a beautiful fey humanoid with hair and eyes the color of autumn leaves, or appear more tree-like when using their supernatural abilities.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain sustenance and the benefits of a night's rest. Leaves and acorns might hang from their hair, and when tapping into their dryad traits, hamadryads' skin takes on the appearance of carved wood.

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'''Alignment:''' TrueNeutral

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'''Alignment:''' TrueNeutral
Unaligned



* OurMonstersAreWeird: They look something like a spindly-legged ''Tyrannosaurus rex'' sans forearms, but with bony armor plates running along its spine and tail, bristly hair on its lower back, an anteater-like head over a "beard" of fleshy tendrils, bulging, forward-facing eyes, and a protruding orifice on its forehead to spray acid.

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* OurMonstersAreWeird: They look A digester looks something like a spindly-legged ''Tyrannosaurus rex'' sans forearms, but with bony armor plates running along its spine and tail, bristly hair on its lower back, an anteater-like head over a "beard" of fleshy tendrils, bulging, forward-facing eyes, and a protruding orifice on its forehead to spray acid.


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!!Hamadryad
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/d&d_hamadryad_4e.jpg]]
[[caption-width-right:330:4e]]
->'''Classification:''' Fey Humanoid (4E)\\
'''Playable:''' 4E\\
'''Alignment:''' TrueNeutral

Cousins of dryads who are able to roam further from their oaks, allowing them to patrol and protect their home woodlands, or venture into the wider world.
----
* CharmPerson: Like normal dryads, 2E hamadryads know the spell, but are less possessive of males they use it on, instead using their magic to recruit someone for a specific task, such as defending trees from woodcutters. Once that task is complete, the ''charmed'' male is allowed to leave the forest... or is left by a dryad's tree, where the guy might be ''charmed'' again.
* PlantPerson: They're not classified as such, but have many plant-like traits. Hamadryads don't need to eat or sleep, but instead meditate for four hours while basking in sunlight, soaking in water, or connecting with bare earth to gain the benefits of a night's rest. Leaves and acorns might hang from their hair, and when tapping into their dryad traits, hamadryads' skin takes on the appearance of carved wood.

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* AntiDebuff: Their rejuvenating seedpods can cure other creatures of the blinded, deafened, paralyzed or poisoned conditions.
* BerserkButton: Dandylions are ferociously protective of their plants, and anyone who tramples their gardens or steals their crops does so at their own peril. Thankfully, they're also susceptible to flattery, which can convince them to share their bounty.



* GreenThumb: Dandylions are master horticulturists even without their supernatural ability to release seadpods from their tail, which can enrich soil in a small area, restoring vegetation to full health and ensuring that any crops yield twice the normal harvest for the next year. The plants they raise are valued as potion ingredients and [[EyeOfNewt spell components.]]

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* GreenThumb: Dandylions are master horticulturists even without their supernatural ability to release seadpods from their tail, which can enrich soil in a small area, restoring vegetation to full health and ensuring that any crops yield twice the normal harvest for the next year. The plants they raise are valued as potion ingredients and [[EyeOfNewt spell components.]]]] They also know magic like ''druidcraft'', ''entangle'', ''goodberry'' and ''speak with plants''.


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* SupernaturalFearInducer: When attacked, a dandylion can respond with a roar that forces their foe to save against fear.


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[[caption-width-right:350:5e]]

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[[folder:Darfellan]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_darfellan_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\

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[[folder:Darfellan]]
[[quoteright:349:https://static.
[[folder:Dandylion]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_darfellan_3e.jpg]]
[[caption-width-right:349:3e]]
org/pmwiki/pub/images/d&d_dandylion_5e.png]]
[[caption-width-right:300:5e\\
[-Created by Jones D.-D.-]]]
->'''Classification:''' Humanoid (3E)\\
Fey (5E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
6 (5E)\\



Coast-dwelling humanoids who lived as peaceful hunter-gatherers, until a century of vicious conflict with the sahuagin drove them to near-extinction.

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Coast-dwelling humanoids Intelligent lions who lived as peaceful hunter-gatherers, until a century of vicious conflict with cultivate gardens and farms in the sahuagin drove them to near-extinction.Feywild.



* ApparentlyHumanMerfolk: Downplayed; darfellans are faster in the water than on land, but like the orcas they resemble, they can't actually breathe water -- instead they can hold their breath for over ten minutes.
* ArchEnemy: The surviving darfellans are brooding but normally calm, but the presence of sahuagin will drive them into a bloodthirsty fury, translating into morale bonuses on attack and damage rolls against the sea devils.
* FantasticCasteSystem: Darfellan society ''used'' to be divided into castes, but their near-genocide has left them with too few survivors to make that workable. Regardless, darfellans tend to categorize and refer to people based on their job or function, with their actual names being secondary concerns.
* HiddenElfVillage: Even though the sahuagin have stopped actively hunting them, the darfellans still make their coastal settlements in sheltered, secluded areas, and when among other peoples will remain tight-lipped about their homes.
* ManBitesMan: They have a natural bite attack that deals as much damage as a short sword.
* MessianicArchetype: The darfellans fervently believe that someday a prophesized "Deep Dweller" will emerge to end their tribal existence, gather their people together, and restore their race to vitality.
* OurWerebeastsAreDifferent: The darfellan are the descendents of were-orcas who can no longer shapeshift, but are still excellent swimmers and have distinctly orca-like body markings.

to:

* ApparentlyHumanMerfolk: Downplayed; darfellans are faster in the water than on land, but like the orcas they resemble, they can't actually breathe water -- instead they can hold their breath for over ten minutes.
* ArchEnemy: The surviving darfellans are brooding but normally calm, but the presence of sahuagin will drive them into a bloodthirsty fury, translating into morale bonuses on attack and damage rolls against the sea devils.
* FantasticCasteSystem: Darfellan society ''used'' to be divided into castes, but their near-genocide has left them with too few survivors to make that workable. Regardless, darfellans tend to categorize and refer to people based on their job or function, with their actual names being secondary concerns.
* HiddenElfVillage: Even though the sahuagin have stopped actively hunting them, the darfellans still make their coastal settlements in sheltered, secluded areas, and when among other peoples will remain tight-lipped about their homes.
* ManBitesMan:
DeadlyLunge: They have a natural bite attack that deals mundane big cats' ability to pounce on foes as much damage as part of a short sword.
* MessianicArchetype: The darfellans fervently believe that someday a prophesized "Deep Dweller" will emerge to end
charge, potentially knocking their tribal existence, gather foe down and subjecting them to a follow-up bite attack.
* GreenThumb: Dandylions are master horticulturists even without
their people together, and restore supernatural ability to release seadpods from their race tail, which can enrich soil in a small area, restoring vegetation to vitality.
* OurWerebeastsAreDifferent:
full health and ensuring that any crops yield twice the normal harvest for the next year. The darfellan plants they raise are the descendents of were-orcas who can no longer shapeshift, but are still excellent swimmers valued as potion ingredients and [[EyeOfNewt spell components.]]
* {{Planimal}}: They look like such, though they're classified as Fey rather than Plants.
* PunBasedCreature: They're lions with plant traits,
and have distinctly orca-like body markings.a puffy dandelion seedhead instead of a tuft of hair at the end of their tail. They're also somewhat dandy lions, boastful of their sunny manes, and they often weave petal necklaces from their gardens' flowers.



[[folder:Dark Tree]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_dark_tree_3e.jpg]]

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[[folder:Dark Tree]]
[[folder:Darfellan]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_dark_tree_3e.org/pmwiki/pub/images/d&d_darfellan_3e.jpg]]



->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralEvil

Animate cypress trees that delight in draining the blood of intelligent prey.

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->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Plant
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 7 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' NeutralEvil

Animate cypress trees that delight in draining
ChaoticNeutral

Coast-dwelling humanoids who lived as peaceful hunter-gatherers, until a century of vicious conflict with
the blood of intelligent prey.sahuagin drove them to near-extinction.



* GoneHorriblyWrong: Dark trees are the creations of a Halruaan rogue mage named Benauril, who wanted to create some arboreal servitors. "He was delighted with the success of his experiments on the trees, until the trees turned against his will and slew him." In the 200 years since then, the dark trees have 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 deal bite damage and 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 nature deities can easily mistake a dark tree for an ordinary cypress tree when it's stationary. The main tells are their darker bark (hard to spot since dark trees prefer the shade of deep jungles), the fact that moss won't grow on them, and a pair of deep-set black eyes that are almost impossible to spot unless one knows where to look. Dark trees can survive on photosynthesis, but need to drink blood before they can reproduce by budding.

to:

* GoneHorriblyWrong: Dark trees ApparentlyHumanMerfolk: Downplayed; darfellans are faster in the creations of a Halruaan rogue mage named Benauril, who wanted to create some arboreal servitors. "He was delighted with water than on land, but like the success of his experiments on the trees, until the trees turned against his will and slew him." In the 200 years since then, the dark trees have spread across the Shining South.
* TheSpeechless: Dark trees have ogre-level intelligence, but
orcas they resemble, they 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 deal bite damage and drain Constitution.
* WeakToFire: Subverted, unlike most plant creatures. Dark trees' wet, slimy bark makes them quite resistant to fire damage,
actually breathe water -- instead their AchillesHeel is cold.
* WhenTreesAttack: Even rangers, druids and priests of nature deities can easily mistake a dark tree for an ordinary cypress tree when it's stationary. The main tells are their darker bark (hard to spot since dark trees prefer the shade of deep jungles), the fact that moss won't grow on them, and a pair of deep-set black eyes that are almost impossible to spot unless one knows where to look. Dark trees can survive on photosynthesis, but need to drink blood before
they can reproduce by budding.hold their breath for over ten minutes.
* ArchEnemy: The surviving darfellans are brooding but normally calm, but the presence of sahuagin will drive them into a bloodthirsty fury, translating into morale bonuses on attack and damage rolls against the sea devils.
* FantasticCasteSystem: Darfellan society ''used'' to be divided into castes, but their near-genocide has left them with too few survivors to make that workable. Regardless, darfellans tend to categorize and refer to people based on their job or function, with their actual names being secondary concerns.
* HiddenElfVillage: Even though the sahuagin have stopped actively hunting them, the darfellans still make their coastal settlements in sheltered, secluded areas, and when among other peoples will remain tight-lipped about their homes.
* ManBitesMan: They have a natural bite attack that deals as much damage as a short sword.
* MessianicArchetype: The darfellans fervently believe that someday a prophesized "Deep Dweller" will emerge to end their tribal existence, gather their people together, and restore their race to vitality.
* OurWerebeastsAreDifferent: The darfellan are the descendents of were-orcas who can no longer shapeshift, but are still excellent swimmers and have distinctly orca-like body markings.



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

to:

[[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)\\

to:

'''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.

to:

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.

to:

* 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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* BigEater: Every digester is "a hunting and eating machine" that is nearly perpetually hungry.
* OurMonstersAreWeird: They look something like a spindly-legged ''Tyrannosaurus rex'' sans forearms, but with bony armor plates running along its spine and tail, bristly hair on its lower back, an anteater-like head over a "beard" of fleshy tendrils, bulging, forward-facing eyes, and a protruding orifice on its forehead to spray acid.


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* DinosaursAreDragons: While dinosaurs are mere beasts with no magical abilities, there is some speculation that they're related to dragons, which might be the dinosaurs' more successful descendents. This "evolutionary" theory is controversial, however, since it contradicts the far more simple explanation that [[Characters/DungeonsAndDragonsScalykindDeities Io]] created the dragons in his own image, just as other deities created the mortal races.
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!!Farrastu

to:

!!Farrastu!!Farastu

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* EnemySummoner: Like other races of Outsider, demodands have a chance to summon others of their kind, to various degrees of success. But their ''AD&D'' rules put an interesting spin on the notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon specific denizens of the Lower Planes, particularly fiends whom the author dislikes.

to:

* ApeShallNeverKillApe: ''AD&D'' notes that while gehreleths are merciless towards outsiders, they never attack each other, and have a stable society built upon raw power.
* AssociationFallacy: 3E mentions that demodands have no reason to bother non-petitioners on Carceri, but unfortunately for planar visitors, "If a creature is on Carceri, the demodands think it belongs there, and thus they see that keeping it there is their duty."
* DemonOfHumanOrigin: 2E states that gehreleths are born when mortals perish on the Lower Planes, prompting the dark power they worship, Apomps the Three-Sided One, to convert the cadaver into a new gehreleth.
* EnemySummoner: Like other races of Outsider, Outsiders, demodands have a chance to summon others of their kind, to various degrees of success. But their ''AD&D'' rules put an interesting spin on the notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon specific denizens of the Lower Planes, particularly fiends whom the author dislikes.



* 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.

to:

* TheBerserker: Farastus In 3E, farastus can fly into a berserk rage during combat, which gives them a chance to vent their frustrations from being at the bottom of the demodand pecking order.



* 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.

to:

* 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 fugitives down.

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* EnemySummoner: Like other races of outsider, demodands have a chance to summon others of their kind, to various degrees of success. But their ''AD&D'' rules put an interesting spin on the notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon specific denizens of the Lower Planes, particularly fiends whom the author dislikes.

to:

* EnemySummoner: Like other races of outsider, Outsider, demodands have a chance to summon others of their kind, to various degrees of success. But their ''AD&D'' rules put an interesting spin on the notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon specific denizens of the Lower Planes, particularly fiends whom the author dislikes.



* NoSell: Demodands as a race are immune to acid and poison, and enjoy a permanent ''freedom of movement'' effect that lets them ignore difficult terrain or magical effects to reduce their speed.



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_farastu_5e.png]]
[[caption-width-right:350:5e]]



The weakest and most common of the demodands, who when they aren't pushing around weaker creatures can be found serving their stronger kin, or hunting down escapees from Carceri.

to:

The weakest least and most common of the demodands, who when they aren't pushing around weaker creatures can be found serving their stronger kin, or hunting down escapees from Carceri.



* TheChainOfHarm: They have to endure the hatred and disdain of their kin, which makes them all the more arrogant and cruel when those stronger demodands aren't around.



* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast.


to:

* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast.

fast when they strike the fiend.



[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_kelubar_5e.png]]
[[caption-width-right:349:5e]]



* 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.

to:

* BackStab: Kelubars In 3E, kelubars can deal Sneak Attack damage like a mid-level rogue, which makes their ability to cast ''invisibility'' at will all the more dangerous.


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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shator_5e.png]]
[[caption-width-right:350:5e]]


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* InstantPeopleJustAddWater: A liquid variant; shators have the weird ability to reduce willing farastus and kelebars to pools of tar and slime that can then be collected into flasks, each housing its own fiend. Demodands stored in this way will keep for centuries, and will be revived the instant someone opens their flask.

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Large, spherical creatures studded with eyes and tentacles, notorious for their ability to produce more monstrosities. Despite their appearance, they are highly intelligent.

to:

Large, spherical creatures studded with eyes and tentacles, notorious for their ability to produce more monstrosities. Despite their appearance, they are highly intelligent.



* ItCanThink: Despite their monstrous appearance, deepspawn are highly intelligent.



'''Challenge Rating:''' 11 (Farastu), 13 (Kelubar), 16 (Shator)\\



* 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.

to:

* 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:
**
EnemySummoner: Like other races of outsider, demodands have a chance to summon others of their kind, to various degrees of success.
** Their
success. But their ''AD&D'' rules put an interesting spin on the notion by additionally making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon specific denizens of the Lower Planes, particularly fiends that whom the author dislikes.



* 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.



* TheParalyzer: A shator's slime acts as a paralytic neurotoxin.




!!Farrastu
->'''Challenge Rating:''' 11 (3E, 5E)

The weakest and most common of the demodands, who when they aren't pushing around weaker creatures can be found serving their stronger kin, or hunting down escapees from Carceri.
----
* 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.
* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.



* 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.

to:

* WardensAreEvil: Shators are unusually cruel wardens

!!Kelubar
->'''Challenge Rating:''' 13 (3E, 5E)

The middle rung
of Carceri, and secretly hope those that are bound demodand society, kelubars serve as bureaucrats, or supervisors for squads of farastus.
----
* 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 the plane cast ''invisibility'' at will attempt to escape, just so they can hunt all the escapees down.more dangerous.


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!!Shator
->'''Challenge Rating:''' 16 (3E, 5E)

The corpulet shators rule what society exists on Carceri, managing the plane's prisoners and extending its influence to other worlds.
----
* LargeAndInCharge: The Large (and horribly obese) shators are at the top of the demodands' pecking order.
* TheParalyzer: A shator's slime acts as a paralytic neurotoxin.
* WardensAreEvil: Shators are unusually cruel wardens of Carceri, and secretly hope those that are bound to the plane will attempt to escape, just so they can hunt the escapees down.
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Gigantic, magical jellyfish found in the Netherdeep, an explanar abyssal trench.

to:

Gigantic, magical jellyfish found in the Netherdeep, an explanar extraplanar abyssal trench.



* BrownNote: Their cacophonic chirps, hoots and howls has enough magic to it to induce vertigo in listeners -- in gameplay terms, those who fails their saving throws can't climb, dash, or cast spells more complicated than cantrips.

to:

* BrownNote: Their cacophonic chirps, hoots and howls has have enough magic to it to induce vertigo in listeners -- in gameplay terms, those who fails fail their saving throws can't climb, dash, or cast spells more complicated than cantrips.



* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and finding their way to the surface, where they continue to feed on anything they can, to the detriment of nearby settlements.
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing someone to travel with a dire corby flock in relative safety.

to:

* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally Occasionally, blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and finding their way to the surface, where they continue to feed on anything they can, to the detriment of nearby settlements.
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing someone them to travel with a dire corby flock in relative safety.
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Black-feathered, avian humanoids who travel the Underdark in ravenous, raucous flocks. Not to be confused with dire ravens, which are simply oversized animals.

to:

Black-feathered, avian humanoids who travel the Underdark in ravenous, raucous flocks. Not to be confused with dire ravens, which are simply oversized animals.



* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them to travel with a dire corby flock in relative safety.

to:

* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them someone to travel with a dire corby flock in relative safety.

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* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and [[ForebodingFleeingFlock prompting its denizens to flee.]] If a dire corby flock follows a dungeon to the surface, it will continue to feed on anything it can, to the detriment of nearby settlements.

to:

* ForebodingFleeingFlock: Beyond their echoing calls, one sign of an approaching dire corby flock is how other Underdark or dungeon denizens are fleeing for safer ground.
* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and [[ForebodingFleeingFlock prompting its denizens to flee.]] If a dire corby flock follows a dungeon finding their way to the surface, it will where they continue to feed on anything it they can, to the detriment of nearby settlements.settlements.
* PretendWereDead: A variant; someone who plugs their ears to block the dire corbies' screeching, and manages to mimic their hooting and chirping, can fool these simple-minded beings with surprising ease, allowing them to travel with a dire corby flock in relative safety.
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[[folder:Dire Corby]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dire_corby_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 1/2 (5E)\\
'''Alignment:''' NeutralEvil, ChaoticEvil (4E)

Black-feathered, avian humanoids who travel the Underdark in ravenous, raucous flocks. Not to be confused with dire ravens, which are simply oversized animals.
----
* BirdPeople: They look something like Medium-sized kenku, dark, wingless humanoid birds. Evidently they were able to fly in the past, but somehow lost the ability in favor of increased ferocity and strength.
* BrownNote: Their cacophonic chirps, hoots and howls has enough magic to it to induce vertigo in listeners -- in gameplay terms, those who fails their saving throws can't climb, dash, or cast spells more complicated than cantrips.
* TheHorde: Dire corbies migrate through the Underdark along pedictable routes, consuming everything in their path (normally insects, lichen and fungi, but anything that succumbs to their sonic chattering is fair game). Occasionally blocked passages will force the dire corbies to make a detour, which can lead to them entering the lower levels of a dungeon and [[ForebodingFleeingFlock prompting its denizens to flee.]] If a dire corby flock follows a dungeon to the surface, it will continue to feed on anything it can, to the detriment of nearby settlements.
[[/folder]]

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Gigantic, magical jellyfish found in the Netherdeep, an explanar abyssal trench.



[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_dream_eater_5e.png]]
[[caption-width-right:349:5e]]




Living nightmares that haunt the elven realm of Silvanesti, which became a warped dreamscape when its ruler unwisely tampered with a magical artifact.



* AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears.

to:

* AppearanceIsInTheEyeOfTheBeholder: A dream eater twists its appearance into surreal illusions of enemies' worst fears.fears, though one constant is an oversized, smiling mouth. Those who behold it have to save against fear.



* NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears.

to:

* NightmareWeaver: Dream eaters envelop their prey in a miasma of its greatest fears.fears, dealing psychic damage and rendering them blinded and restrained. The victim may free themselves with a Wisdom check, or someone else can attempt a Charisma check to convince their friend that their nightmare isn't real, though succeed or fail, that helper will take psychic damage as well.

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'''Challenge Rating:''' 1/6 (death's head), 9 (tree) (3E); 1/2 (death's head), 2 (tree) (5E)\\

to:

'''Challenge Rating:''' 1/6 (death's head), 9 (tree) 5 (3E); 1/2 (death's head), 2 (tree) (5E)\\



* 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.

to:

* 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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[[folder:Decapus]]
[[quoteright:301:https://static.tvtropes.org/pmwiki/pub/images/d&d_decapus_2e.jpg]]
[[caption-width-right:301:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' ChaoticEvil (2E), Unaligned (5E)

Large, arboreal predators that use their ten tentacles to move through the trees and grab prey.
----
* AdaptationalDumbass: 2E decapuses are as intelligent as humans, enough to have an alignment, but 5E makes them more animalistic predators.
* StarfishLanguage: In 2E, they have "a complex language of clickng sounds and body movement."
* TentacledTerror: Ten-tentacled terrors, to be precise. It's mentioned that a decapus can use one tentacle to hang from a branch, leaving the rest of their limbs free for combat, though 5th Edition restricts them to a single "tentacles" attack that deals less damage if the creature is currently on the ground or busy grappling something. As for the "terror" part, 2nd Edition notes that decapuses' "savagery is legendary," and the creatures eagerly prey upon the likes of elves and humans.
* TerrestrialSeaLife: They're basically tree octopi.
* UndergroundMonkey: Some decapuses dwell in the ocean, where they compete with the likes of sharks for dominance of their territory.
[[/folder]]

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'''Challenge Rating:''' 2 (3E)\\

to:

'''Challenge Rating:''' 2 (3E)\\(3E, 5E)\\


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* DomainHolder: Downplayed; while their control over Sigil doesn't equal the Lady's, 5th Edition describes how dabus can repair cracked masonry or toppled brickwork just by being near damaged buildings. This also lets them fight using the environment, firing bricks at enemies or causing the ground to reach up and immobilize a threat.


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* MartialPacifist: 5E gives dabus the "Physical Restraint" rule, preventing them from making melee attacks or attacks of opportunity, even when attacked by someone else. Instead, dabus defend themselves using their control of Sigil itself.


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* FoodAsBribe: 5th Edition paints darkweavers as gourmands who view the Great Wheel as a cosmic buffet -- "Whether its fare is a demon, an archon, a struggling halfling, or a catatonic mule, all such meals are culinary delights for a darkweaver." As such, a captive might be able to delay their consumption by vividly describing their own culinary experiences, or even win their freedom by promising to return with a savory spice or rare meal. "Those who manage to escape a darkweaver should think twice about returning to the creature's lair, though, as darkweavers prioritize their appetites over bargains."
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* HaveAGayOldTime: In Australia, "Derro" (derived from "derelict") is slang for a homeless person, a tramp; a social derelict, especially an alcoholic.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\

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Removed: 136

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* CantLiveWithoutYou: Dryads in 3rd Edition will sicken and die in a matter of hours if taken more than 300 yards from their home oaks.


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* DepartureMeansDeath: Dryads in 3rd Edition will sicken and die in a matter of hours if taken more than 300 yards from their home oaks.
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* BreathWeapon: Dragonspawn gain a breath weapon based on the the species of their creator dragon.

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* BreathWeapon: Dragonspawn gain a breath weapon based on the the species of their creator dragon.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | '''D''' | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\
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* ReligionOfEvil: Disir "[[DoesNotLikeMagic do not practice or condone the use of arcane magic]]," but they do have divine spellcasters, (male) clerics of Morgion, Krynnish god of pestilence. They tend to advise their tribes' queen to follow the god's will, and it's suspected that the disir's spread is born from Morgion's desire to undermine the dwarves and other races.
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* AbsoluteXenophobe: Disir are sentient and have their own language (Dis), but have "a fanatical hatred of anything that might be their neighbor," attacking and [[ToServeMan eating]] dwarves, kobolds and other underground races, then squatting in their homes.


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* DumbMuscle: Tyin are disir mutated by their queens into Large, slightly more powerful forms that are better able to tolerate sunlight. However, they're only as smart as ogres, and understand simple verbal commands in Dis but can comprehend little else.
* InsectQueen: A disir tribe's queen is larger and far stronger than the lesser disir, and provide leadership (advised by a council of elite males) and induce mutations in disir larvae to produce the likes of tyin. However, they aren't actually "baby factories," instead it is the other disir females who reproduce.


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* MookCommander: Disir queens have special rules doubling the bonus disir receive from the "aid another" action, or inspiring them to grant morale bonuses on attack and damage rolls, as well as saving throws.


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* SexShifter: Disir sexes are hard to distinguish in normal circumstances, not helped by the fact that their hatchlings develop into males as they grow into adults, then around the 10-year mark, half of these will transition into breeding females or queens.
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[[folder:Disir]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_disir_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (disir), 4 (tyin), 11 (queen) (3E)\\
'''Alignment:''' LawfulEvil (disir), TrueNeutral (tyin)

Disgusting beings who live deep underground, preying upon all around them, though they have begun to venture onto the surface as well.
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* CoveredInGunge: The gunk coating their bodies adds poison to their melee attacks, makes them resistant to fire damage, and lets them more easily wriggle out of bonds.
* DayHurtsDarkAdjustedEyes: True disir have the "Light Sensitivity" trait, though the tyin have had this weakness bred out of them.
* MixAndMatchCritters: They look like some combination of LizardFolk and SlayingMantis, though the degree of variation exhibited in things like how much their bodies are covered by their carapace suggests that they're not a natural species. "What the true disir originally were, in the distant past, can no longer be determined."
* TheParalyzer: The poison coating their bodies causes such intense pain that it numbs the victim's body, gradually paralyzing them (through [[NonHealthDamage Dexterity damage]] in 3rd Edition).
* ThePigPen: Disirs' slimy bodies constantly shed dead flesh and other debris, and they reek of death and decay.
[[/folder]]

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