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

to:

''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | '''H''' | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ [[Characters/DungeonsAndDragonsCreaturesNToO N to O]] | [[Characters/DungeonsAndDragonsCreaturesPToQ P to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\

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

to:

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



See also the [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]], [[Characters/DungeonsAndDragonsFiendsDemons Demons]], [[Characters/DungeonsAndDragonsFiendsDevils Devils]], [[Characters/DungeonsAndDragonsDragons Dragons]], [[Characters/DungeonsAndDragonsGiants Giants]], [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]], [[Characters/DungeonsAndDragonsUndead Undead]], and [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] subpages for information about those respective creatures.
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Added example(s), Added image

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[[folder:Humbaba]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_humbada_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' LawfulNeutral

20-foot-tall giants made from dozens of undead bodies, who act as guardians for holy sites and places mortals are not meant to tread.
----
* BodyOfBodies: They have humanoid shapes, comprised of multiple writhing bodies that remain in place but grasp at other creatures. This lets humbabas [[MeleeDisarming yank weapons from opponents' hands]] and more easily grapple foes around them. More dangerously, they can make a "melding touch" attack against grappled enemies, dealing Constitution drain each round until the victim is killed and absorbed into the humbaba's mass. Victims absorbed in this way can't be raised from the dead until the humbaba is destroyed.
* BoulderBludgeon: They can hurl boulders as easily as giants.
* {{Necromancer}}: Humbabas can wield potent necromantic magic, casting ''enervation'' at will, as well as ''circle of death'', ''control undead'', ''slay living'' and ''soul blind'' several times per day.
* NonMaliciousMonster: Unusually for undead, humbabas only fight if someone trespasses in their territory, and prefer to convince or intimidate opponents into leaving before resorting to lethal force. It's suspected that deities of the afterlife create humbabas to guard sacred tombs or the border between the worlds of the living and dead, and they'll usually avoid engaging the clerics of said deities.
* PlayingPossum: If something manages to overwhelm a humbaba, it can have its constituent bodies collapse into a seemingly inert pile. In this state the humbaba takes half damage and can't be turned, but it can reform as a full-round action.
[[/folder]]

Added: 27881

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migrating from Undead page


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

to:

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



[[folder:Hebi-No-Onna]]
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/d&d_hebi_no_onna_3e.jpg]]
[[caption-width-right:266:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' LawfulEvil

Beautiful and vain women with snakes for arms, who use their magic and charisma to build cults devoted to themselves.

to:

[[folder:Hebi-No-Onna]]
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/d&d_hebi_no_onna_3e.jpg]]
[[caption-width-right:266:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' LawfulEvil

Beautiful
[[folder:Haunt]]
->'''Classification:''' Undead (3E)

These undead can be thought of as more specialized ghosts, either tied to specific locations in the case of bridge
and vain women with snakes for arms, who use forest haunts, or defined by their magic and charisma to build cults devoted to themselves.behavior, like the taunting haunt.



* TheBeastmaster: Hebi-no-onna can command ordinary snakes (i.e. those with the Animal type).
* CharmPerson: Their gaze can replicate a ''hypnosis'' spell, causing other creatures to stop and stare in fascination, and making them receptive to requests. While a hebi-no-onna uses this ability, her eyes turn yellow, with a snake's slitted pupils.
* {{Cult}}: They try to establish these, using their hypnotic gaze and spellcasting to brainwash people into believing the hebi-no-onna is a living goddess, so that they're willing to die for her.
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim of the cults they form is to surround themselves with beautiful luxuries and provide them with doting servants to help them bathe, get dressed, arrange their hair, etc. But "they are more in love with themselves than any of their plans or goals," and won't hesitate to sacrifice their prized minions if it helps them escape a losing battle.
* NoSell: They're immune to poison, as well as the gaze attacks of any reptilian creature, and a dark naga's ''detect thoughts'' ability.
* PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which deliver a [[NonHealthDamage Constitution-damaging poison]] in 3rd Edition, or one of eight different poisons in 2nd Edition, depending on which species of snake is up their sleeves. In addition, a hebi-no-onna can bite with her human mouth to deliver a poison that causes nightmarish hallucinations, leaving victims [[SupernaturalFearInducer cowering helplessly for several rounds.]]
* SnakePeople: They appear as beautiful and well-dressed women, who wear robes with voluminous sleeves to hide the serpents they have for arms.
* StalkerWithATestTube: Hebi-no-onna are exclusively female, and desire only healthy, handsome, and strong-willed mates to pass those traits on to their daughters. They'll thus seek out such exceptional males and kidnap them -- though in some cases, a hebi-no-onna will try and lure adventurers to her lair to more easily capture a desirable mate. The father's spirit will then be broken down over weeks of conditioning until he's willing to cooperate, but once his work is done, he'll be [[BlackWidow ritualistically sacrificed]] in a grand ceremony attended by the rest of the hebi-no-onna's cult.
* UnreliableIllustrator: Their 3rd Edition art depicts hebi-no-onna with a pair of human arms surrounded by smaller serpents, while their ''AD&D'' picture has a single, larger snake in each sleeve, with no sign of human arms.
* VillainTeamUp: Hebi-no-onna sometimes cooperate with dark or spirit nagas, and while such alliances usually end in a power struggle that leaves one party dead or driven off, until that point the naga and hebi-no-onna use their combined power to dominate entire villages.
[[/folder]]

[[folder:Hej-kin]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_hejkin_4e.jpg]]
[[caption-width-right:349:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 1 (4E)\\

to:

* TheBeastmaster: Hebi-no-onna can command ordinary snakes (i.e. those with the Animal type).
{{Intangibility}}: Like ghosts, they are incorporeal undead.
* CharmPerson: Their gaze can replicate a ''hypnosis'' spell, causing other creatures to stop and stare in fascination, and making them receptive to requests. While a hebi-no-onna uses this ability, her eyes turn yellow, with a snake's slitted pupils.
* {{Cult}}: They try to establish these, using their hypnotic gaze and spellcasting to brainwash people into believing the hebi-no-onna is a living goddess, so that
UnfinishedBusiness: Haunts will keep coming back even if "slain" until they're willing put to die for her.
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim of the cults they form is
rest by resolving what led to surround themselves with beautiful luxuries and provide them with doting servants to help them bathe, get dressed, arrange their hair, etc. But "they are more in love with themselves than any of their plans or goals," dying. For example, a bridge haunt may pass on if his body is recovered from beneath his bridge and won't hesitate to sacrifice their prized minions buried, a forest haunt may find rest if it helps them escape a losing battle.
* NoSell: They're immune to poison, as well as
the gaze attacks of any reptilian creature, evildoer that slew its dryad is defeated, and a dark naga's ''detect thoughts'' ability.
* PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which deliver a [[NonHealthDamage Constitution-damaging poison]] in 3rd Edition, or one of eight different poisons in 2nd Edition, depending on which species of snake is up their sleeves. In addition, a hebi-no-onna can bite with
taunting haunt may be appeased if the tyrant who executed her human mouth to deliver a poison that causes nightmarish hallucinations, leaving victims [[SupernaturalFearInducer cowering helplessly for several rounds.]]
* SnakePeople: They appear as beautiful and well-dressed women, who wear robes with voluminous sleeves to hide the serpents they have for arms.
* StalkerWithATestTube: Hebi-no-onna are exclusively female, and desire only healthy, handsome, and strong-willed mates to pass those traits on to their daughters. They'll thus seek out such exceptional males and kidnap them -- though in some cases, a hebi-no-onna will try and lure adventurers to her lair to more easily capture a desirable mate. The father's spirit will then be broken down over weeks of conditioning until he's willing to cooperate, but once his work
is done, he'll be [[BlackWidow ritualistically sacrificed]] in a grand ceremony attended by the rest of the hebi-no-onna's cult.
* UnreliableIllustrator: Their 3rd Edition art depicts hebi-no-onna with a pair of human arms surrounded by smaller serpents, while their ''AD&D'' picture has a single, larger snake in each sleeve, with no sign of human arms.
* VillainTeamUp: Hebi-no-onna sometimes cooperate with dark or spirit nagas, and while such alliances usually end in a power struggle that leaves one party dead or driven off, until that point the naga and hebi-no-onna use their combined power to dominate entire villages.
[[/folder]]

[[folder:Hej-kin]]
[[quoteright:349:https://static.
overthrown.

!!Bridge Haunt
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hejkin_4e.jpg]]
[[caption-width-right:349:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberrant Humanoid (4E)\\
'''Challenge
org/pmwiki/pub/images/d&d_bridge_haunt_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge
Rating:''' 1 (4E)\\7 (3E)\\



A race of small but nasty humanoids who dwell in unworked tunnels and caverns, due to their worship of the earth.

to:

A race of small but nasty humanoids who dwell in unworked tunnels and caverns, due to These haunts met their worship of the earth.ends while attempting to cross a bridge, and are now bound to it, driven to murder anyone who tries to use it.



* AdaptationalVillainy: In 2nd Edition, hej-kin are evil and despise most other races, but keep to themselves for the most part. 4th Edition instead describes hejkin as gibbering lunatics "deformed in both body and mind" who worship eldritch entities like Far Realm creatures, see the world outside their caves as "a heaving, squirming space filled with nightmares," and launch night raids onto the surface to engage in murder and plunder.
* DungeonBypass: Hejkin don't have to dig to get around underground, since they can phase through solid rock like a xorn.
* GaiasVengeance: Hej-kin hate the way other races abuse and destroy the earth and misuse arcane magic, which on Athas means they have plenty of enemies.
* MonstrousCannibalism: 4th Edition hejkin don't just [[ToServeMan cook and eat their victims]], they'll also feed on each other.
* PsychicPowers: 2nd Edition gives its hej-kin an array of low-level psionic attacks and defensive modes.
* ShockAndAwe: 4th Edition in contrast gives hejkin various electrical attacks.
[[/folder]]

[[folder:Hell Hound]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hell_hound_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Elemental Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 3 (3E, 5E), 9 (Nessian warhound) (3E)\\
'''Alignment:''' LawfulEvil (1E-3E, 5E), Unaligned (4E)

Fiendish dogs from the Lower Planes, often found in the service of other evil beings.

to:

* AdaptationalVillainy: In 2nd Edition, hej-kin MasterOfIllusion: Bridge haunts are evil and despise most other races, but keep to gifted illusionists, adept at making themselves for appear corporeal and alive, or at disguising the most part. 4th Edition instead describes hejkin as gibbering lunatics "deformed in both body and mind" who worship eldritch entities like Far Realm creatures, see the world outside their caves as "a heaving, squirming space filled with nightmares," and launch night raids onto the surface to engage in murder and plunder.
* DungeonBypass: Hejkin don't have to dig to get around underground, since they can phase through solid rock like a xorn.
* GaiasVengeance: Hej-kin hate the way other races abuse and destroy the earth and misuse arcane magic, which on Athas means they have plenty
dangers of enemies.
* MonstrousCannibalism: 4th Edition hejkin don't just [[ToServeMan cook and eat their victims]], they'll also feed on each other.
* PsychicPowers: 2nd Edition gives its hej-kin
an array of low-level psionic old, decaying bridge.
* RailingKill: Their incorporeal touch
attacks and defensive modes.
cause KnockBack, which they use to send victims over the sides of their bridges.
* ShockAndAwe: 4th Edition in contrast gives hejkin various electrical attacks.
[[/folder]]

[[folder:Hell Hound]]
[[quoteright:350:https://static.
TakeItToTheBridge: A necessity, given their nature.

!!Forest Haunt
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hell_hound_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Elemental Beast (4E), Fiend (5E)\\
'''Challenge
org/pmwiki/pub/images/d&d_forest_haunt_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge
Rating:''' 3 (3E, 5E), 9 (Nessian warhound) 10 (3E)\\
'''Alignment:''' LawfulEvil (1E-3E, 5E), Unaligned (4E)

Fiendish dogs from
NeutralEvil

When a dryad is slain, she may use her dying breath to curse her killers, enraging
the Lower Planes, often found in spirit of her bound oak tree so that it stalks the service of other evil beings.forest until she is avenged, or even after.



* BreathWeapon: They can breathe a cone of fire.
* EliteMook: Nessian warhounds, a particularly nasty breed of hell hounds the size of draft horses, are bred in the depths of Nessus at Asmodeus' command.
* {{Hellhound}}: They're monstrous, fire-breathing canines native to Acheron but found across the Lower Planes, including [[{{Hell}} the Nine Hells]].
* ItCanThink: Though incapable of speech, hell hounds are smarter than the average ogre, and understand Infernal.
* NoBodyLeftBehind: When a hell hound dies, its body erupts in smoke and cinders until there's nothing left but some burnt fur.
[[/folder]]

[[folder:Hellbred]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hellbred_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenger Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulGood

Nearly-damned souls granted one last chance to redeem themselves, by crusading against evil with desperate zeal.

to:

* BreathWeapon: They DyingCurse: The result of one.
* GreenThumb: Forest haunts
can breathe a cone of fire.
* EliteMook: Nessian warhounds, a particularly nasty breed of hell hounds the size of draft horses, are bred in the depths of Nessus at Asmodeus' command.
* {{Hellhound}}: They're monstrous, fire-breathing canines native to Acheron but found across the Lower Planes, including [[{{Hell}} the Nine Hells]].
* ItCanThink: Though incapable of speech, hell hounds are smarter than the average ogre,
partially animate trees and understand Infernal.
* NoBodyLeftBehind: When a hell hound dies,
undergrowth, making them strike at its body erupts in smoke foes and cinders until there's nothing left but some burnt fur.
[[/folder]]

[[folder:Hellbred]]
[[quoteright:350:https://static.
try to immobilize them.
* WhenTreesAttack: Ghostly trees, at that.

!!Taunting Haunt
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hellbred_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenger
org/pmwiki/pub/images/d&d_taunting_haunt_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge
Rating:''' 1/2 4 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulGood

Nearly-damned souls granted one last chance to redeem themselves, by crusading against evil
ChaoticNeutral

The angry spirit of a bard or jester, who spends its unlife causing chaos and misery
with desperate zeal.its cruel pranks, vicious commentary, and mocking performances.



* TheAtoner: Played with; hellbred seek to redeem themselves, but as part of their transformation, their mind and soul are purged to free them from the burden of guilt and the influence of their past evil associates. Hellbred retain vague memories of their past lives, and might feel unease upon seeing a former ally or enemy, but are otherwise free to follow their new path. But they do fully understand that their time is short, and unless they accomplish some incredible deed to prove their newfound virtue, only torment awaits them after death.
* BargainWithHeaven: The powers of good and justice are willing to give hellbred a respite from damnation and a chance to redeem themselves, as well as additional powers to fight evil, but the road to salvation is still going to be difficult.
* DarkAgeOfSupernames: After their transformation, hellbred tend to keep their first names while adopting a new second name along the lines of "Covenant," "Devilbrood," "Doomdriven," "Heavenrent," "Hellbound," "Martyr" or "Soullost."
* DarkIsNotEvil: While hellbred all have Good alignments, the battle between good and evil that brought them back to the mortal world, a transformation known as the Scourging, leaves them marked by the powers of Hell, with dark red flesh or smooth green scales, glowing red eyes, and vestigial or full horns on their heads. On the upside, this infernal mien gives hellbred a bonus on Intimidation checks, as well as supernatural toughness or senses. Most significantly, hellbred are able to wield evil spells or magic items without jeapordizing their alignment (so long as they're used for good), and can take devil-touched feats as they level, allowing hellbred to turn the weapons of their enemy against them.
* HeelFaceTurn: Hellbred underwent one at literally the last possible moment. Their actions in their previous lives damned them to the Nine Hells, and if they'd repented before death they'd have ascended to the Upper Planes, while if they'd waited any longer they'd have wound up as one of the dismal specters haunting Dis. Instead, hellbred repented too late to find salvation, but right before their full condemnation to Hell. This is enough for the gods of good to give hellbred one final chance for redemption, but the condemned soul has to prove that they aren't merely seeking escape from their rightful punishment.
* RedemptionQuest: Hellbred's existence is built around one, and despite their best efforts, [[HeelFaceDoorSlam most are truly damned]] -- only the most epic of good deeds, such as single-handedly saving a city from an invading army, destroying an evil artifact, or slaying an archfiend, are enough to earn a hellbred's place in heaven. Hellbred thus undertake seemingly impossible quests, while being very patient and careful when engaging their enemies, as they know exactly what is waiting for them if they die before redeeming themselves.
* SuperSenses: Hellbred who develop the mental aspect of the Scourging start with darkvision that improves as they level up, and eventually become able to see in magical darkness just like the devils they resemble.
* YourSoulIsMine: As a consequence of their actions in their past lives, hellbreds' souls are already claimed by a devil, and thus they can only be restored to life by a ''resurrection'' spell or greater magic.

to:

* TheAtoner: Played with; hellbred seek to redeem themselves, but as part of BattleOfWits: Aside from putting their transformation, their mind and soul are purged spirits to free them from rest, the burden of guilt and the influence of their past evil associates. Hellbred retain vague memories of their past lives, and might feel unease upon seeing a former ally or enemy, but are otherwise free only way to follow their new path. But they do fully understand that their time defeat a taunting haunt is short, and unless they accomplish by anteing up some incredible deed treasure and challenging it in a "first-to-three" competition involving jokes and riddles (represented by opposed Knowledge and Perform skill checks). If beaten in this way, the taunting haunt agrees to prove their newfound virtue, leave its opponent alone.
* CruelMercy: Taunting haunts are noted for taking care not to kill anyone, even helping rescue people at times, but
only because corpses are no fun to torment awaits with verbal jabs and barbed comments.
* EnslavedTongue: Their "Tripping Tongue" ability lets
them after death.
* BargainWithHeaven: The powers of good and justice are willing to give hellbred a respite from damnation and a chance to redeem themselves, as well as additional powers to fight evil, but the road to salvation is still going to be difficult.
* DarkAgeOfSupernames: After
distort what their transformation, hellbred tend victims intend to keep say, so that a compliment comes out an insult or a call for peace becomes a challenge to a fight.
* IShallTauntYou: Even though they pose little physical threat, taunting haunts are dreaded for
their first names while adopting a new second name along the lines biting sense of "Covenant," "Devilbrood," "Doomdriven," "Heavenrent," "Hellbound," "Martyr" or "Soullost."
* DarkIsNotEvil: While hellbred all have Good alignments, the battle between good
humor and evil that brought relentless mockery, which allows them back to taunt an opponent and force them to save or take a penalty on rolls for the next round.

!!Trap Haunt
[[quoteright:171:https://static.tvtropes.org/pmwiki/pub/images/d&d_trap_haunt_3e.png]]
[[caption-width-right:171:3e]]
->'''Challenge Rating:''' As base creature +2 (3E)\\
'''Alignment:''' ChaoticEvil

Should a charismatic but overconfident rogue fall victim to a dungeon trap, their spirit may become bound
to the mortal world, a transformation known as device, seeking to lure the Scourging, leaves them marked living in to be killed by the powers of Hell, with dark red flesh same mechanism.
----
* AnimateDead: A trap haunt can turn a corpse into a zombie
or smooth green scales, glowing red eyes, and vestigial or full horns on skeleton, but only if the original creature was killed by the same trap as it.
* BackStab: As undead rogues, trap haunts can deal sneak attack damage... though as incorporeal undead, they also can't use normal equipment.
* InvisibleMonsters: Unless manifesting to use
their heads. On the upside, this infernal mien gives hellbred a bonus on Intimidation checks, as well as supernatural toughness or senses. Most significantly, hellbred [[EvilIsDeathlyCold "chill aura"]] ability, trap haunts are able to wield evil spells or naturally invisible. Using magic items without jeapordizing to discern one will reveal a writhing, vaporous mass featuring dozens of images of the trap haunt's face, all twisted with rage and hate.
* LevelDrain: Their incorporeal touch attacks both deal cold damage and inflict negative levels.
* MilkingTheMonster: Rumor has it that some unscrupulous {{Thieves Guild}}s "harvest" trap haunts by dismantling
their alignment (so long as they're used for good), and can take devil-touched feats as they level, allowing hellbred bonded traps to turn the weapons of their enemy against them.
* HeelFaceTurn: Hellbred underwent one at literally the last
be installed elsewhere by evil warlords or mages. It's also possible moment. Their actions in their previous lives damned to create a trap haunt on purpose by hiring a rogue to "test" some lethal traps, usually encouraging them to the Nine Hells, and if they'd repented lower their guard with some easy traps before death they'd have ascended to springing the Upper Planes, while if they'd waited any longer they'd have wound up as one of killing blow.
* MindOverMatter: A trap haunt can animate
the dismal specters haunting Dis. Instead, hellbred repented too late to find salvation, but right before their full condemnation to Hell. This is enough for the gods of good to give hellbred one final chance for redemption, but the condemned soul has to prove trap that they aren't merely seeking escape from their rightful punishment.
* RedemptionQuest: Hellbred's existence is built around one, and despite their best efforts, [[HeelFaceDoorSlam most are truly damned]] -- only the most epic of good deeds, such as single-handedly saving a city from an invading army, destroying an evil artifact,
killed it, triggering or slaying an archfiend, are enough to earn a hellbred's place in heaven. Hellbred thus undertake seemingly impossible quests, while being very patient and careful when engaging their enemies, as they know exactly what is waiting for them if they die before redeeming themselves.
resetting it at will.
* SuperSenses: Hellbred who develop the mental aspect of the Scourging start with darkvision that improves as they level up, and eventually become able to see in magical darkness just like the devils they resemble.
* YourSoulIsMine: As a consequence of their actions in their past lives, hellbreds' souls are already claimed by a devil, and thus they
SoulJar: A trap haunt can only be restored permanently destroyed if the trap that killed it is too. Otherwise, if a trap haunt is brought to life by 0 hit points, it simply fades away for up to a ''resurrection'' spell or greater magic.minute before returning at full power.



[[folder:Hellwasp Swarm]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (hellwasp swarm) (3E)\\

to:

[[folder:Hellwasp Swarm]]
->'''Classification:''' Magical Beast
[[folder:Hebi-No-Onna]]
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/d&d_hebi_no_onna_3e.jpg]]
[[caption-width-right:266:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Monstrous Humanoid
(3E)\\
'''Challenge Rating:''' 8 (hellwasp swarm) 15 (3E)\\



Fiendish insects from the Bleak Eternity of Gehenna, able to inhabit their victims' bodies.

For the larger Baatorian hellwasps, see [[Characters/DungeonsAndDragonsFiendsDevils the Devils]] subpage.

to:

Fiendish insects from the Bleak Eternity of Gehenna, able to inhabit Beautiful and vain women with snakes for arms, who use their victims' bodies.

For the larger Baatorian hellwasps, see [[Characters/DungeonsAndDragonsFiendsDevils the Devils]] subpage.
magic and charisma to build cults devoted to themselves.



* TheParalyzer: Gehennan hellwasp attacks deliver a [[NonHealthDamage Dexterity-damaging]] poison that can leave victims immobile and helpless.
* PuppeteerParasite: They're capable of entering a [[PossessingADeadBody dead]] or helpless creature [[OrificeInvasion via its mouth and other orifices]] and taking it over, animating it similarly to a zombie. An unfortunate creature inhabited this way is easy to spot due to how their skin crawls from the insects beneath it, leading the swarm to adopt loose clothing or cloaks to disguise itself. A living creature with a hellwasp swarm inside it will take Constitution damage each hour as they're EatenAlive.
* TheSwarm: Individual Gehennan hellwasps are thumb-sized insects with red-striped black carapaces, but are truly dangerous in groups, as they form an intelligent HiveMind in sufficient numbers.
* WickedWasps: They're literally wasps from the Lower Planes, so yes.

to:

* TheParalyzer: Gehennan hellwasp TheBeastmaster: Hebi-no-onna can command ordinary snakes (i.e. those with the Animal type).
* CharmPerson: Their gaze can replicate a ''hypnosis'' spell, causing other creatures to stop and stare in fascination, and making them receptive to requests. While a hebi-no-onna uses this ability, her eyes turn yellow, with a snake's slitted pupils.
* {{Cult}}: They try to establish these, using their hypnotic gaze and spellcasting to brainwash people into believing the hebi-no-onna is a living goddess, so that they're willing to die for her.
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim of the cults they form is to surround themselves with beautiful luxuries and provide them with doting servants to help them bathe, get dressed, arrange their hair, etc. But "they are more in love with themselves than any of their plans or goals," and won't hesitate to sacrifice their prized minions if it helps them escape a losing battle.
* NoSell: They're immune to poison, as well as the gaze
attacks of any reptilian creature, and a dark naga's ''detect thoughts'' ability.
* PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which
deliver a [[NonHealthDamage Dexterity-damaging]] Constitution-damaging poison]] in 3rd Edition, or one of eight different poisons in 2nd Edition, depending on which species of snake is up their sleeves. In addition, a hebi-no-onna can bite with her human mouth to deliver a poison that can leave causes nightmarish hallucinations, leaving victims immobile [[SupernaturalFearInducer cowering helplessly for several rounds.]]
* SnakePeople: They appear as beautiful
and helpless.
well-dressed women, who wear robes with voluminous sleeves to hide the serpents they have for arms.
* PuppeteerParasite: They're capable of entering a [[PossessingADeadBody dead]] or helpless creature [[OrificeInvasion via its mouth StalkerWithATestTube: Hebi-no-onna are exclusively female, and other orifices]] desire only healthy, handsome, and taking it over, animating it similarly strong-willed mates to a zombie. An unfortunate creature inhabited this way is easy pass those traits on to spot due to how their skin crawls from daughters. They'll thus seek out such exceptional males and kidnap them -- though in some cases, a hebi-no-onna will try and lure adventurers to her lair to more easily capture a desirable mate. The father's spirit will then be broken down over weeks of conditioning until he's willing to cooperate, but once his work is done, he'll be [[BlackWidow ritualistically sacrificed]] in a grand ceremony attended by the insects beneath it, leading rest of the swarm to adopt loose clothing or cloaks to disguise itself. A living creature hebi-no-onna's cult.
* UnreliableIllustrator: Their 3rd Edition art depicts hebi-no-onna
with a hellwasp swarm inside it will take Constitution damage pair of human arms surrounded by smaller serpents, while their ''AD&D'' picture has a single, larger snake in each hour as they're EatenAlive.
* TheSwarm: Individual Gehennan hellwasps are thumb-sized insects
sleeve, with red-striped black carapaces, but are truly dangerous no sign of human arms.
* VillainTeamUp: Hebi-no-onna sometimes cooperate with dark or spirit nagas, and while such alliances usually end
in groups, as they form an intelligent HiveMind in sufficient numbers.
* WickedWasps: They're literally wasps from
a power struggle that leaves one party dead or driven off, until that point the Lower Planes, so yes.naga and hebi-no-onna use their combined power to dominate entire villages.



[[folder:Helmed Horror]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 10 (3E), 13 (4E), 4 (5E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)

Warrior constructs with uncommon intelligence and magical power.

to:

[[folder:Helmed Horror]]
[[folder:Hej-kin]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
org/pmwiki/pub/images/d&d_hejkin_4e.jpg]]
[[caption-width-right:349:4e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
''TabletopGame/DarkSun''\\
'''Classification:''' Construct (3E, 5E), Elemental Animate Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 10 (3E), 13 (4E), 4 (5E)\\
1 (4E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)

Warrior constructs with uncommon intelligence
NeutralEvil

A race of small but nasty humanoids who dwell in unworked tunnels
and magical power.caverns, due to their worship of the earth.



* AIIsACrapshoot: Their 3rd Edition write-up notes that helmed horrors frequently outlive their masters and continue following their final orders, but keep interpreting those orders more and more broadly as their creators' binding magics fade.
* AnimatedArmor: A helmed horror is an intelligent construct resembling a suit of plate armor, the gaps of which reveal occasional flares of PureEnergy.
* ExactWords: Averted according to the 5E ''Monster Manual'', which states that a helmed horror is intelligent enough to understand the difference between an order's intent and its exact wording, seeking to fulfill the former instead of slavishly following the latter like most other constructs.
* {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the Realms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have been lost. A sufficiently powerful wizard might have the resources to rediscover the method, but it is said that only the evilest of souls would be willing to pay the price for it.
* NoSell: They're resistant to magic in general, and furthermore, a helmed horror's creator can make the construct fully immune to three specific spells while building it.
* SpellBlade: In 3rd Edition, helmed horrors can use a free action to imbue their swords with a set combat enchantment: ''flaming burst'', ''keen'', ''speed'', etc.
* SuperSenses: 3rd Edition helmed horrors are under a constant ''see invisibility'' effect. 5th Edition instead gives them blindsight out to 60 feet, with the caveat that they're blind beyond this radius.

to:

* AIIsACrapshoot: Their 3rd Edition write-up notes that helmed horrors frequently outlive their masters AdaptationalVillainy: In 2nd Edition, hej-kin are evil and continue following their final orders, but keep interpreting those orders more and more broadly as their creators' binding magics fade.
* AnimatedArmor: A helmed horror is an intelligent construct resembling a suit of plate armor, the gaps of which reveal occasional flares of PureEnergy.
* ExactWords: Averted according to the 5E ''Monster Manual'', which states that a helmed horror is intelligent enough to understand the difference between an order's intent and its exact wording, seeking to fulfill the former instead of slavishly following the latter like
despise most other constructs.
* {{Flight}}: They enjoy
races, but keep to themselves for the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the Realms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have been lost. A sufficiently powerful wizard might have the resources to rediscover the method, but it is said that only the evilest of souls would be willing to pay the price for it.
* NoSell: They're resistant to magic in general, and furthermore, a helmed horror's creator can make the construct fully immune to three specific spells while building it.
* SpellBlade: In 3rd Edition, helmed horrors can use a free action to imbue their swords with a set combat enchantment: ''flaming burst'', ''keen'', ''speed'', etc.
* SuperSenses: 3rd Edition helmed horrors are under a constant ''see invisibility'' effect. 5th
most part. 4th Edition instead describes hejkin as gibbering lunatics "deformed in both body and mind" who worship eldritch entities like Far Realm creatures, see the world outside their caves as "a heaving, squirming space filled with nightmares," and launch night raids onto the surface to engage in murder and plunder.
* DungeonBypass: Hejkin don't have to dig to get around underground, since they can phase through solid rock like a xorn.
* GaiasVengeance: Hej-kin hate the way other races abuse and destroy the earth and misuse arcane magic, which on Athas means they have plenty of enemies.
* MonstrousCannibalism: 4th Edition hejkin don't just [[ToServeMan cook and eat their victims]], they'll also feed on each other.
* PsychicPowers: 2nd Edition
gives them blindsight out to 60 feet, with the caveat that they're blind beyond this radius.its hej-kin an array of low-level psionic attacks and defensive modes.
* ShockAndAwe: 4th Edition in contrast gives hejkin various electrical attacks.



[[folder:Hengeyokai]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hengeyokai_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Humanoid (3E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E, 3E, 4E\\
'''Alignment:''' ChaoticGood or ChaoticEvil, Unaligned (4E)

Not so much one race as many, the hengeyokai are a collection of magical animals that can assume partially or wholely humanoid form.

to:

[[folder:Hengeyokai]]
[[folder:Hell Hound]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hengeyokai_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Humanoid
org/pmwiki/pub/images/d&d_hell_hound_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider
(3E), Fey Humanoid (4E)\\
Elemental Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 1/2 (3E), 4 (4E)\\
'''Playable:''' 1E, 3E, 4E\\
3 (3E, 5E), 9 (Nessian warhound) (3E)\\
'''Alignment:''' ChaoticGood or ChaoticEvil, LawfulEvil (1E-3E, 5E), Unaligned (4E)

Not so much one race as many, Fiendish dogs from the hengeyokai are a collection Lower Planes, often found in the service of magical animals that can assume partially or wholely humanoid form. other evil beings.



* AsianFoxSpirit: The "fox" subrace for hengeyokai, who have appeared in every single edition.
* TheFairFolk: In 4th Edition, they're considered a Fey type creature; the ''TabletopGame/NentirVale'' version is even stated to have originated in the [[LandOfFaerie Feywild]] alongside the gnomes and elves.
* HumanityEnsues: Hengeyokai are animals who have attained sapience and the ability to transform into humanoid forms.
* LoadsAndLoadsOfRaces: The hengeyokai "race" has consisted of myriad subraces, depending on the edition:
** In 1st Edition, the hengeyokai consisted of carp, cat, crab, crane, dog, drake, fox, hare, monkey, raccoon dog, rat and sparrow.
** In 2nd Edition, all of the aforementioned races returned, but ''Magazine/{{Dragon}}'' #266 added the badger, dolphin, falcon, frog, lizard, lynx, octopus, owl, panda, turtle and weasel.
** In 3rd Edition, the subraces were listed as badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat, sparrow and weasel.
** In 4th Edition, the subraces were changed again to badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat and sparrow.
* MorphicResonance: When they shapechange into human form, they always have a distinctive feature from their animal form, such as a sparrow hengeyokai with a long nose like a bird's beak.
* NinjaPirateRobotZombie: Due to the way racial types are handled in 4th Edition, hengeyokai there are considered to be "Humanoids", "Magical Beasts", "Shapechangers" and "Fey" all at the same time.
* OurWerebeastsAreDifferent: They're vaguely fey-ish animals who have the ability to assume partially or wholly humanoid form. In 3rd and 4th Edition, they even have the Shapechanger racial type, which is shared with werebeasts.
* PartialTransformation: The hengeyokai's "hybrid" form, which is visibly animal-based, but walks upright and can wield weapons.
* SuperSpeed: Downplayed, but hare hengeyokai tend to be ''much'' faster than normal humans are. In 4th Edition, all hengeyokai are quicker than humans, but hare hengeyokai are even faster still.
* {{Tanuki}}: Appears in every edition as the "raccoon dog" subrace. Strangely, in ''AD&D'', they [[AlwaysChaoticEvil had a mandated alignment of "Any Evil"]], which stands quite contrasted to the more common depiction of tanuki as friendly, affable tricksters and lovable oafs.
* VoluntaryShapeshifting: Their iconic -- and only major -- racial ability is to shift their bodies on command, such as for PartialTransformation.
* WarRefugees: In the ''TabletopGame/NentirVale'', hengeyokai were originally slaves to the Fomorians and used as spies and saboteurs against the elves. Although the hengeyokai ultimately escaped their masters, the elves never trusted them, and began a pogrom of extermination. Most hengeyokai today fled to the mortal world to avoid being killed just for their race.
* WhatKindOfLamePowerIsHeartAnyway: A common complaint about the race is that, as a whole, the hengeyokai are extremely "one trick pony"; their characteristics and traits are defined exclusively by their ability to assume a specific animal form, with at most marginal traits outside of that form. As the forms they assume are almost universally small and innocuous, at best their animal form makes them a little more adept at sneaking around. Third Edition attempted to make the hybrid forms more useful than just being cosmetic reskins of the human form, but the bonuses attached to each subrace were extremely marginal and often situational -- rat hengeyokai getting a +4 bonus on checks made to hide, for example. It hasn't gone unnoticed that the ''TabletopGame/{{Pathfinder}}'' [[AsianFoxSpirit kitsune]] is more mechanically interesting and powerful than the ''D&D'' fox hengeyokai.
* {{Youkai}}: Gygax and Zeb Cook not only based the race off of crudely conglomerating various shapeshifting animals from Japanese and Chinese mythology, but literally named them by just sticking "henge" ("shapeshifter") and "yōkai" together.

to:

* AsianFoxSpirit: The "fox" subrace for hengeyokai, who have appeared BreathWeapon: They can breathe a cone of fire.
* EliteMook: Nessian warhounds, a particularly nasty breed of hell hounds the size of draft horses, are bred
in every single edition.the depths of Nessus at Asmodeus' command.
* {{Hellhound}}: They're monstrous, fire-breathing canines native to Acheron but found across the Lower Planes, including [[{{Hell}} the Nine Hells]].

* TheFairFolk: In 4th Edition, they're considered a Fey type creature; the ''TabletopGame/NentirVale'' version is even stated to have originated in the [[LandOfFaerie Feywild]] alongside the gnomes and elves.
* HumanityEnsues: Hengeyokai
ItCanThink: Though incapable of speech, hell hounds are animals who have attained sapience and the ability to transform into humanoid forms.
* LoadsAndLoadsOfRaces: The hengeyokai "race" has consisted of myriad subraces, depending on the edition:
** In 1st Edition, the hengeyokai consisted of carp, cat, crab, crane, dog, drake, fox, hare, monkey, raccoon dog, rat and sparrow.
** In 2nd Edition, all of the aforementioned races returned, but ''Magazine/{{Dragon}}'' #266 added the badger, dolphin, falcon, frog, lizard, lynx, octopus, owl, panda, turtle and weasel.
** In 3rd Edition, the subraces were listed as badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat, sparrow and weasel.
** In 4th Edition, the subraces were changed again to badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat and sparrow.
* MorphicResonance: When they shapechange into human form, they always have a distinctive feature from their animal form, such as a sparrow hengeyokai with a long nose like a bird's beak.
* NinjaPirateRobotZombie: Due to the way racial types are handled in 4th Edition, hengeyokai there are considered to be "Humanoids", "Magical Beasts", "Shapechangers" and "Fey" all at the same time.
* OurWerebeastsAreDifferent: They're vaguely fey-ish animals who have the ability to assume partially or wholly humanoid form. In 3rd and 4th Edition, they even have the Shapechanger racial type, which is shared with werebeasts.
* PartialTransformation: The hengeyokai's "hybrid" form, which is visibly animal-based, but walks upright and can wield weapons.
* SuperSpeed: Downplayed, but hare hengeyokai tend to be ''much'' faster than normal humans are. In 4th Edition, all hengeyokai are quicker than humans, but hare hengeyokai are even faster still.
* {{Tanuki}}: Appears in every edition as the "raccoon dog" subrace. Strangely, in ''AD&D'', they [[AlwaysChaoticEvil had a mandated alignment of "Any Evil"]], which stands quite contrasted to the more common depiction of tanuki as friendly, affable tricksters and lovable oafs.
* VoluntaryShapeshifting: Their iconic -- and only major -- racial ability is to shift their bodies on command, such as for PartialTransformation.
* WarRefugees: In the ''TabletopGame/NentirVale'', hengeyokai were originally slaves to the Fomorians and used as spies and saboteurs against the elves. Although the hengeyokai ultimately escaped their masters, the elves never trusted them, and began a pogrom of extermination. Most hengeyokai today fled to the mortal world to avoid being killed just for their race.
* WhatKindOfLamePowerIsHeartAnyway: A common complaint about the race is that, as a whole, the hengeyokai are extremely "one trick pony"; their characteristics and traits are defined exclusively by their ability to assume a specific animal form, with at most marginal traits outside of that form. As the forms they assume are almost universally small and innocuous, at best their animal form makes them a little more adept at sneaking around. Third Edition attempted to make the hybrid forms more useful than just being cosmetic reskins of the human form, but the bonuses attached to each subrace were extremely marginal and often situational -- rat hengeyokai getting a +4 bonus on checks made to hide, for example. It hasn't gone unnoticed that the ''TabletopGame/{{Pathfinder}}'' [[AsianFoxSpirit kitsune]] is more mechanically interesting and powerful
smarter than the ''D&D'' fox hengeyokai.
* {{Youkai}}: Gygax
average ogre, and Zeb Cook not only based the race off of crudely conglomerating various shapeshifting animals from Japanese understand Infernal.
* NoBodyLeftBehind: When a hell hound dies, its body erupts in smoke
and Chinese mythology, cinders until there's nothing left but literally named them by just sticking "henge" ("shapeshifter") and "yōkai" together.some burnt fur.



[[folder:Heway]]
[[quoteright:305:https://static.tvtropes.org/pmwiki/pub/images/d&d_heway_2e.png]]
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/AlQadim''\\
'''Alignment:''' ChaoticEvil

12-foot-long white snakes hated for their tactic of poisoning oases and wells.

to:

[[folder:Heway]]
[[quoteright:305:https://static.
[[folder:Hellbred]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_heway_2e.png]]
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/AlQadim''\\
org/pmwiki/pub/images/d&d_hellbred_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenger Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil

12-foot-long white snakes hated for their tactic of poisoning oases and wells.
LawfulGood

Nearly-damned souls granted one last chance to redeem themselves, by crusading against evil with desperate zeal.



* HatedByAll: Everyone despises heway, from humanoids to even dumb beasts. Herd animals will try to trample the serpents if they're caught in the open during daylight, while predators may attempt a kill if they can do so with their claws, rather than risk biting the poisonous snakes.
* HypnoticEyes: Those who meet a heway's gaze and fail their saving throw are hypnotized, and will follow the serpent back to its lair to be devoured.
* PoisonousPerson: Their bites are weak and non-venomous, instead it's the heway's body that's coated in poison, though one that's only dangerous when ingested. Those who do take a hit of damage and might be paralyzed for up to six hours.
* SnakesAreSinister: Heway aren't just intelligent enough to target water sources with their poison, they take enjoyment in doing so, resulting in their evil alignment. They also look much more malicious than normal snakes, as their scales are slimy with poison and are shed constantly.
* WaterSourceTampering: Heway can smell water from up to 20 miles away, and after arriving at an oasis or spring will swim around in it for several hours, ensuring it's thoroughly contaminated by the heway's poison. Even creatures who survive the poison's effects are likely doomed, as they must then find a clean source of water in their weakened state. Once a heway moves on, the water source becomes usable again in at most two weeks, depending on how quickly the water is renewed. Some unscrupulous humanoid tribes hunt heway to use their corpses on a rival's well, though a dead heway's poison isn't as dangerous.

to:

* HatedByAll: Everyone despises heway, TheAtoner: Played with; hellbred seek to redeem themselves, but as part of their transformation, their mind and soul are purged to free them from humanoids to even dumb beasts. Herd animals will try to trample the serpents if burden of guilt and the influence of their past evil associates. Hellbred retain vague memories of their past lives, and might feel unease upon seeing a former ally or enemy, but are otherwise free to follow their new path. But they do fully understand that their time is short, and unless they accomplish some incredible deed to prove their newfound virtue, only torment awaits them after death.
* BargainWithHeaven: The powers of good and justice are willing to give hellbred a respite from damnation and a chance to redeem themselves, as well as additional powers to fight evil, but the road to salvation is still going to be difficult.
* DarkAgeOfSupernames: After their transformation, hellbred tend to keep their first names while adopting a new second name along the lines of "Covenant," "Devilbrood," "Doomdriven," "Heavenrent," "Hellbound," "Martyr" or "Soullost."
* DarkIsNotEvil: While hellbred all have Good alignments, the battle between good and evil that brought them back to the mortal world, a transformation known as the Scourging, leaves them marked by the powers of Hell, with dark red flesh or smooth green scales, glowing red eyes, and vestigial or full horns on their heads. On the upside, this infernal mien gives hellbred a bonus on Intimidation checks, as well as supernatural toughness or senses. Most significantly, hellbred are able to wield evil spells or magic items without jeapordizing their alignment (so long as
they're caught in used for good), and can take devil-touched feats as they level, allowing hellbred to turn the open during daylight, weapons of their enemy against them.
* HeelFaceTurn: Hellbred underwent one at literally the last possible moment. Their actions in their previous lives damned them to the Nine Hells, and if they'd repented before death they'd have ascended to the Upper Planes,
while predators may attempt a kill if they can do so with they'd waited any longer they'd have wound up as one of the dismal specters haunting Dis. Instead, hellbred repented too late to find salvation, but right before their claws, rather than risk biting full condemnation to Hell. This is enough for the poisonous snakes.
* HypnoticEyes: Those who meet a heway's gaze and fail their saving throw are hypnotized, and will follow
gods of good to give hellbred one final chance for redemption, but the serpent back condemned soul has to its lair to be devoured.
* PoisonousPerson: Their bites are weak and non-venomous, instead it's the heway's body that's coated in poison, though one that's only dangerous when ingested. Those who do take a hit of damage and might be paralyzed for up to six hours.
* SnakesAreSinister: Heway
prove that they aren't just intelligent merely seeking escape from their rightful punishment.
* RedemptionQuest: Hellbred's existence is built around one, and despite their best efforts, [[HeelFaceDoorSlam most are truly damned]] -- only the most epic of good deeds, such as single-handedly saving a city from an invading army, destroying an evil artifact, or slaying an archfiend, are
enough to target water sources with earn a hellbred's place in heaven. Hellbred thus undertake seemingly impossible quests, while being very patient and careful when engaging their poison, enemies, as they take enjoyment know exactly what is waiting for them if they die before redeeming themselves.
* SuperSenses: Hellbred who develop the mental aspect of the Scourging start with darkvision that improves as they level up, and eventually become able to see
in doing so, resulting magical darkness just like the devils they resemble.
* YourSoulIsMine: As a consequence of their actions
in their evil alignment. They also look much more malicious than normal snakes, as their scales past lives, hellbreds' souls are slimy with poison already claimed by a devil, and are shed constantly.
* WaterSourceTampering: Heway can smell water from up to 20 miles away, and after arriving at an oasis or spring will swim around in it for several hours, ensuring it's thoroughly contaminated by the heway's poison. Even creatures who survive the poison's effects are likely doomed, as
thus they must then find a clean source of water in their weakened state. Once a heway moves on, the water source becomes usable again in at most two weeks, depending on how quickly the water is renewed. Some unscrupulous humanoid tribes hunt heway can only be restored to use their corpses on life by a rival's well, though a dead heway's poison isn't as dangerous.''resurrection'' spell or greater magic.



[[folder:Hippocampus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippocamp_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 1/2 (5E)\\
'''Alignment:''' ChaoticGood (3E), NeutralGood (5E)

Intelligent aquatic horses prized as underwater mounts, and who gladly serve good causes.

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[[folder:Hippocampus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippocamp_5e.jpeg]]
[[caption-width-right:350:5e]]
[[folder:Hellwasp Swarm]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
(3E)\\
'''Challenge Rating:''' 2 (3E), 1/2 (5E)\\
8 (hellwasp swarm) (3E)\\
'''Alignment:''' ChaoticGood (3E), NeutralGood (5E)

Intelligent aquatic horses prized as underwater mounts, and who gladly serve good causes.
LawfulEvil

Fiendish insects from the Bleak Eternity of Gehenna, able to inhabit their victims' bodies.

For the larger Baatorian hellwasps, see [[Characters/DungeonsAndDragonsFiendsDevils the Devils]] subpage.



* HorseOfADifferentColor: Hippocampi feature in countless tales as guides and mounts for ocean-faring heroes.
* OurHippocampsAreDifferent: Hippocampi are aquatic equines that travel in herds and can breath both air and water, and hold valued places in triton society.
* SapientSteed: They have human-level intelligence and can speak Aquan, but they're fairly simple creatures that want little more than to speed through the open water.
* SpiritedCompetitor: Hippcampi like to make challenges out of everyday events, and among themselves pass the time with marathon relay races or long-distance scavenger hunts. Winning is secondary to the joy of striving, for these creatures.

to:

* HorseOfADifferentColor: Hippocampi feature in countless tales as guides and mounts for ocean-faring heroes.
* OurHippocampsAreDifferent: Hippocampi are aquatic equines
TheParalyzer: Gehennan hellwasp attacks deliver a [[NonHealthDamage Dexterity-damaging]] poison that travel in herds can leave victims immobile and can breath both air helpless.
* PuppeteerParasite: They're capable of entering a [[PossessingADeadBody dead]] or helpless creature [[OrificeInvasion via its mouth
and water, other orifices]] and hold valued places in triton society.
* SapientSteed: They have human-level intelligence and can speak Aquan, but
taking it over, animating it similarly to a zombie. An unfortunate creature inhabited this way is easy to spot due to how their skin crawls from the insects beneath it, leading the swarm to adopt loose clothing or cloaks to disguise itself. A living creature with a hellwasp swarm inside it will take Constitution damage each hour as they're fairly simple creatures that want little more than to speed through the open water.
EatenAlive.
* SpiritedCompetitor: Hippcampi like to make challenges out of everyday events, and among themselves pass the time TheSwarm: Individual Gehennan hellwasps are thumb-sized insects with marathon relay races or long-distance scavenger hunts. Winning is secondary to red-striped black carapaces, but are truly dangerous in groups, as they form an intelligent HiveMind in sufficient numbers.
* WickedWasps: They're literally wasps from
the joy of striving, for these creatures.Lower Planes, so yes.



[[folder:Hippogriff]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_3e.png[[/labelnote]] ]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 5 (4E), 1 (5E)\\
'''Alignment:''' Unaligned

Flying creatures that combine the features of horses and giant eagles.

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[[folder:Hippogriff]]
[[quoteright:350:https://static.
[[folder:Helmed Horror]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_3e.png[[/labelnote]] ]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 2 10 (3E), 5 13 (4E), 1 4 (5E)\\
'''Alignment:''' Unaligned

Flying creatures that combine the features of horses
TrueNeutral, Unaligned (4E)

Warrior constructs with uncommon intelligence
and giant eagles. magical power.



* ArtEvolution: 3rd edition gave them a more physically unified look, with hooves that are modified bird claws and manes and tails of feathers, but later editions go back to the traditional "eagle in front and horse behind" version.
* HorseOfADifferentColor: Hippogriffs can be trained to bear a rider, and are prized as mounts capable of flight and of being fearsome combatants in their own right. Their physical prowess and relatively even disposition and lower intelligence compared to a griffon or pegasus makes them particularly attractive for this role, and they're the most common flying mounts seen among civilized races.
* OurGryphonsAreDifferent: The classic creature with an eagle's claws, head and wings and a horse's hindquarters. Unlike the sapient griffons, hippogriffs are animals, and griffons sometimes prey on them. They're also popular flying mounts.

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* ArtEvolution: AIIsACrapshoot: Their 3rd edition gave them a Edition write-up notes that helmed horrors frequently outlive their masters and continue following their final orders, but keep interpreting those orders more physically unified look, with hooves that are modified bird claws and manes and tails more broadly as their creators' binding magics fade.
* AnimatedArmor: A helmed horror is an intelligent construct resembling a suit
of feathers, but later editions go back plate armor, the gaps of which reveal occasional flares of PureEnergy.
* ExactWords: Averted according
to the traditional "eagle in front 5E ''Monster Manual'', which states that a helmed horror is intelligent enough to understand the difference between an order's intent and horse behind" version.
* HorseOfADifferentColor: Hippogriffs can be trained
its exact wording, seeking to bear fulfill the former instead of slavishly following the latter like most other constructs.
* {{Flight}}: They enjoy the benefit of
a rider, permanent ''air walk'' spell.
* LostTechnology: In the Realms, helmed horrors are relics of the fallen kingdoms of Imaskar
and are prized as mounts capable of flight Netheril, and the secrets of being fearsome combatants in their own right. Their physical prowess construction have been lost. A sufficiently powerful wizard might have the resources to rediscover the method, but it is said that only the evilest of souls would be willing to pay the price for it.
* NoSell: They're resistant to magic in general,
and relatively even disposition and lower intelligence compared furthermore, a helmed horror's creator can make the construct fully immune to three specific spells while building it.
* SpellBlade: In 3rd Edition, helmed horrors can use
a griffon or pegasus makes free action to imbue their swords with a set combat enchantment: ''flaming burst'', ''keen'', ''speed'', etc.
* SuperSenses: 3rd Edition helmed horrors are under a constant ''see invisibility'' effect. 5th Edition instead gives
them particularly attractive for this role, and blindsight out to 60 feet, with the caveat that they're the most common flying mounts seen among civilized races.
* OurGryphonsAreDifferent: The classic creature with an eagle's claws, head and wings and a horse's hindquarters. Unlike the sapient griffons, hippogriffs are animals, and griffons sometimes prey on them. They're also popular flying mounts.
blind beyond this radius.



[[folder:Hoard Scarab]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Vermin (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 2, 7 (4E); 1/8, 2 (5E)\\
'''Alignment:''' Unaligned

Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.

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[[folder:Hoard Scarab]]
[[folder:Hengeyokai]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Vermin
org/pmwiki/pub/images/d&d_hengeyokai_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Humanoid
(3E), Natural Beast (4E), Monstrosity (5E)\\
Fey Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 2, 7 (4E); 1/8, 2 (5E)\\
(3E), 4 (4E)\\
'''Playable:''' 1E, 3E, 4E\\
'''Alignment:''' Unaligned

Beetle-like creatures with
ChaoticGood or ChaoticEvil, Unaligned (4E)

Not so much one race as many, the hengeyokai are
a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.collection of magical animals that can assume partially or wholely humanoid form.



* HeWasRightThereAllAlong: With their legs tucked in against their carapaces, hoard scarabs can be mistaken for gold coins, and thus camouflage themselves amongst a dragon's other treasures.
* OrificeInvasion: 3rd Edition hoard scarabs can burrow into an opponent's flesh, dealing Constitution damage each round (more if it's a swarm making the attack). Unless the stricken victim is given a ''remove disease'' or ''heal'' spell, death is inevitable.
* SeeTheInvisible: Creatures outlined by a hoard scarab's magical glittering dust constantly shed blue light and cannot become invisible.
* TheSwarm: These tiny creatures are most dangerous as swarms of crawling, biting insects.
* TheSymbiote: Hoard scrabs have a mutually beneficial relationship with dragons. The scarabs clean the dragon's scales as they eat other vermin on the larger creature's hide (which doesn't hurt the dragon, due to their natural armor), and share the dragon's lair, acting as an additional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders and allows dragons to sense their location.

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* HeWasRightThereAllAlong: With AsianFoxSpirit: The "fox" subrace for hengeyokai, who have appeared in every single edition.
* TheFairFolk: In 4th Edition, they're considered a Fey type creature; the ''TabletopGame/NentirVale'' version is even stated to have originated in the [[LandOfFaerie Feywild]] alongside the gnomes and elves.
* HumanityEnsues: Hengeyokai are animals who have attained sapience and the ability to transform into humanoid forms.
* LoadsAndLoadsOfRaces: The hengeyokai "race" has consisted of myriad subraces, depending on the edition:
** In 1st Edition, the hengeyokai consisted of carp, cat, crab, crane, dog, drake, fox, hare, monkey, raccoon dog, rat and sparrow.
** In 2nd Edition, all of the aforementioned races returned, but ''Magazine/{{Dragon}}'' #266 added the badger, dolphin, falcon, frog, lizard, lynx, octopus, owl, panda, turtle and weasel.
** In 3rd Edition, the subraces were listed as badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat, sparrow and weasel.
** In 4th Edition, the subraces were changed again to badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat and sparrow.
* MorphicResonance: When they shapechange into human form, they always have a distinctive feature from
their legs tucked animal form, such as a sparrow hengeyokai with a long nose like a bird's beak.
* NinjaPirateRobotZombie: Due to the way racial types are handled
in 4th Edition, hengeyokai there are considered to be "Humanoids", "Magical Beasts", "Shapechangers" and "Fey" all at the same time.
* OurWerebeastsAreDifferent: They're vaguely fey-ish animals who have the ability to assume partially or wholly humanoid form. In 3rd and 4th Edition, they even have the Shapechanger racial type, which is shared with werebeasts.
* PartialTransformation: The hengeyokai's "hybrid" form, which is visibly animal-based, but walks upright and can wield weapons.
* SuperSpeed: Downplayed, but hare hengeyokai tend to be ''much'' faster than normal humans are. In 4th Edition, all hengeyokai are quicker than humans, but hare hengeyokai are even faster still.
* {{Tanuki}}: Appears in every edition as the "raccoon dog" subrace. Strangely, in ''AD&D'', they [[AlwaysChaoticEvil had a mandated alignment of "Any Evil"]], which stands quite contrasted to the more common depiction of tanuki as friendly, affable tricksters and lovable oafs.
* VoluntaryShapeshifting: Their iconic -- and only major -- racial ability is to shift their bodies on command, such as for PartialTransformation.
* WarRefugees: In the ''TabletopGame/NentirVale'', hengeyokai were originally slaves to the Fomorians and used as spies and saboteurs
against the elves. Although the hengeyokai ultimately escaped their carapaces, hoard scarabs can be mistaken masters, the elves never trusted them, and began a pogrom of extermination. Most hengeyokai today fled to the mortal world to avoid being killed just for gold coins, their race.
* WhatKindOfLamePowerIsHeartAnyway: A common complaint about the race is that, as a whole, the hengeyokai are extremely "one trick pony"; their characteristics
and thus camouflage themselves amongst traits are defined exclusively by their ability to assume a dragon's other treasures.
* OrificeInvasion: 3rd
specific animal form, with at most marginal traits outside of that form. As the forms they assume are almost universally small and innocuous, at best their animal form makes them a little more adept at sneaking around. Third Edition hoard scarabs can burrow into an opponent's flesh, dealing Constitution damage attempted to make the hybrid forms more useful than just being cosmetic reskins of the human form, but the bonuses attached to each round (more if it's a swarm making the attack). Unless the stricken victim is given a ''remove disease'' or ''heal'' spell, death is inevitable.
* SeeTheInvisible: Creatures outlined by a hoard scarab's magical glittering dust constantly shed blue light
subrace were extremely marginal and cannot become invisible.
* TheSwarm: These tiny creatures are most dangerous as swarms of crawling, biting insects.
* TheSymbiote: Hoard scrabs have
often situational -- rat hengeyokai getting a mutually beneficial relationship with dragons. The scarabs clean the dragon's scales as they eat other vermin +4 bonus on the larger creature's hide (which doesn't hurt the dragon, due checks made to their natural armor), and share the dragon's lair, acting as an additional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust
hide, for example. It hasn't gone unnoticed that sticks to intruders the ''TabletopGame/{{Pathfinder}}'' [[AsianFoxSpirit kitsune]] is more mechanically interesting and allows dragons to sense their location. powerful than the ''D&D'' fox hengeyokai.
* {{Youkai}}: Gygax and Zeb Cook not only based the race off of crudely conglomerating various shapeshifting animals from Japanese and Chinese mythology, but literally named them by just sticking "henge" ("shapeshifter") and "yōkai" together.



[[folder:Hoary Hunter]]
[[quoteright:303:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoary_hunter_3e.jpg]]
[[caption-width-right:303:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 9 (hoary steed), 25 (hoary hunter) (3E)\\
'''Alignment:''' NeutralEvil

Fey hunters who appear on moonlit winter nights to ride down humanoid prey, taking captives for the Unseelie Court.

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[[folder:Hoary Hunter]]
[[quoteright:303:https://static.
[[folder:Heucuva]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hoary_hunter_3e.jpg]]
[[caption-width-right:303:3e]]
org/pmwiki/pub/images/d&d_huecuva_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey Undead (3E)\\
'''Challenge Rating:''' 9 (hoary steed), 25 (hoary hunter) 7 (3E)\\
'''Alignment:''' NeutralEvil

Fey hunters who appear on moonlit winter nights to ride down humanoid prey, taking captives
ChaoticEvil (2E), NeutralEvil (3E)

Former divine spellcasters cursed with undeath after dying without seeking atonement
for the Unseelie Court.their transgressions, or for failing their order's vows.



* HellishHorse: These fey's hoary steeds are magnficient but malevolent creatures whose coats are white as snow, and whose blue eyes glow coldly in the darkness. They're capable of shifting to the Astral or Ethereal Planes, and gallop through the skies under a permanent ''air walk'' effect.
* HuntingTheMostDangerousGame: Hoary hunters pursue travelers for sport, but have a sense of honor about it -- should a victim elude the hunter for an hour, or defeat them in combat, the hunter will relent for the night, and after five failed attempts to take a prisoner, a hoary hunter will never trouble them again.
* MadeASlave: Hoary hunters never kill their prey if they can help it, instead their swords carry a ''binding'' enchantment that, upon a CriticalHit or what would be a fatal blow, traps their victims within a diamond at the end of the sword's hilt. The prisoner can then be brought to the Unseelie Court for enslavement.
* SmokeOut: The foggy breath of a hoary hunter's steed replicates an ''obscuring mist'' effect.
* SuperPersistentPredator: Once a hoary hunter has marked someone as their prey, not even death will make them relent -- if slain, the hunter and their steed will be revived in the fey realm, ready to continue the hunt the next night the conditions are right. Hoary hunters are willing to wait years for another chance to hunt a victim, and can cross planar boundaries to do so, appearing wherever moonlight falls upon frozen ground. Those pursued by hoary hunters have been known to relocate to the tropics, or take up residence in eternally-temperate demiplanes, to hide from the hunters.
* TheWildHunt: They're evil fey horsemen who appear at midnight when the moon shines upon frozen ground, heralded by a roiling fog and echoing hoofbeats. Any who fall victim to the hoary hunters are spirited away to the world of the evil fey, never to return.

to:

* HellishHorse: These fey's hoary steeds are magnficient but malevolent creatures whose coats are white DeceasedAndDiseased: Their slam attacks can infect victims with a disease simply known as snow, heucuva blight, which slowly damages their Strength and whose blue eyes glow coldly in Constitution until the darkness. They're capable of shifting to the Astral or Ethereal Planes, and gallop through the skies under a permanent ''air walk'' effect.
* HuntingTheMostDangerousGame: Hoary hunters pursue travelers for sport, but have a sense of honor about it -- should a
victim elude expires.
* DemBones: Hard to distinguish from robed or armored skeletons, at least until
the hunter heucuva begins casting divine spells.
* EvilCounterpart: To the divine spellcasters they were lin life. A former cleric-turned-heucuva exchanges their original patron deity's domains
for an hour, or defeat the Death and Evil domains, while a paladin-turned-heucuva behaves like they became a blackguard. Heucuva also despise good clerics and the like, and will try to focus on them in combat, the hunter will relent for the night, and after five failed attempts to take a prisoner, a hoary hunter will never trouble them again.
combat.
* MadeASlave: Hoary hunters never kill GhostAmnesia: They don't remember much about their prey if past lives, but they can help it, instead do gravitate toward ruined temples and shrines, and instinctively loathe living divine spellcasters.
* RoomFullOfCrazy: Heucuva sometimes decorate
their swords carry a ''binding'' enchantment that, upon a CriticalHit or what would be a fatal blow, traps their victims within a diamond at the end lairs as perverse mockeries of the sword's hilt. The prisoner can then be brought holy sites, complete with using victims' corpses to the Unseelie Court stand in for enslavement.
* SmokeOut: The foggy breath of a hoary hunter's steed replicates an ''obscuring mist'' effect.
* SuperPersistentPredator: Once a hoary hunter has marked someone as their prey, not even death will make them relent -- if slain, the hunter
worshipers, and their steed will be revived in the fey realm, ready setting up a false altar to continue the hunt the next night the conditions are right. Hoary hunters are willing to wait years for another chance to hunt a victim, and can cross planar boundaries to do so, appearing wherever moonlight falls upon frozen ground. Those pursued by hoary hunters have been known to relocate to the tropics, or take up residence in eternally-temperate demiplanes, to hide from the hunters.
* TheWildHunt: They're evil fey horsemen who appear at midnight when the moon shines upon frozen ground, heralded by a roiling fog and echoing hoofbeats. Any who fall victim to the hoary hunters are spirited away to the world of the evil fey, never to return.
surround with treasure as "offerings."



[[folder:Hobgoblin]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hobgoblin_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil, Evil (4E)

Cunning, disciplined and warlike, hobgoblins exist to subjugate others, and frequently bully their fellow goblinoids, the lesser goblins and bugbears, into serving with their legions as they march to their next conquest. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

!!Varag
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_varag_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\

to:

[[folder:Hobgoblin]]
[[quoteright:350:https://static.
[[folder:Heway]]
[[quoteright:305:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hobgoblin_3e.org/pmwiki/pub/images/d&d_heway_2e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil, Evil (4E)

Cunning, disciplined and warlike, hobgoblins exist to subjugate others, and frequently bully their fellow goblinoids, the lesser goblins and bugbears, into serving with their legions as they march to their next conquest. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

!!Varag
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_varag_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/AlQadim''\\



Also known as "blood chasers," these goblinoids have lupine traits, and are used as speedy skirmishers and harriers by their hobgoblin handlers.

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Also known as "blood chasers," these goblinoids have lupine traits, and are used as speedy skirmishers and harriers by 12-foot-long white snakes hated for their hobgoblin handlers.tactic of poisoning oases and wells.



* BigEater: The price of varags' incredible speed is that they require three times the daily food intake as a normal Medium-sized humanoid. Those that only get twice as much food as normal will have to spend much of the day sleeping to conserve their energy, while those fed normal rations have their speed reduced to a 30-foot baseline. For this reason, hobgoblins keep varags in sex-segregated packs and ensure that matings occur only under controlled circumstances, so the varag population doesn't outpace its food supply.
* BigGuyLittleGuy: They have this relationship with normal hobgoblins, sans the "big guy" providing occasional good ideas. Hobgoblins are well aware that a varag would beat them in a one-on-one fight, and so they take care to lavish the creatures with praise for even minor accomplishments, and ensure that they're well-fed. This makes the varags instinctively and fiercely protective of hobgoblins, to the extent that they'll charge in to a hobgoblin's rescue without a second thought... though this loyalty only lasts as long as the food does. A restless and hungry varag pack will search for another hobgoblin warband, or even fall in with the likes of mere goblins or orcs.
* LightningBruiser: Varags are stronger than ordinary hobgoblins, and can move as fast as a galloping horse, making them excel at HitAndRunTactics. Unfortunately, this has [[DumbMuscle come at the cost of brainpower]], leaving them only slightly smarter than the average ogre.
* NonHumanHumanoidHybrid: They're hobgoblins magically crossbred with dire wolves. Varags thus prefer RunningOnAllFours, have a canine's body language and pack society, and have been so altered in a physiological and mental sense that some are barely able to speak, and other varags communicate only through gestures and howls.
* TheNoseKnows: Varags not only have the Scent ability, they rely on it more than their hearing or sight.

to:

* BigEater: The price of varags' incredible speed is that they require three times the daily food intake as a normal Medium-sized humanoid. Those that only get twice as much food as normal HatedByAll: Everyone despises heway, from humanoids to even dumb beasts. Herd animals will have try to spend much of trample the day sleeping to conserve their energy, while those fed normal rations have their speed reduced to a 30-foot baseline. For this reason, hobgoblins keep varags in sex-segregated packs and ensure that matings occur only under controlled circumstances, so the varag population doesn't outpace its food supply.
* BigGuyLittleGuy: They have this relationship with normal hobgoblins, sans the "big guy" providing occasional good ideas. Hobgoblins are well aware that a varag would beat them in a one-on-one fight, and so they take care to lavish the creatures with praise for even minor accomplishments, and ensure that
serpents if they're well-fed. This makes caught in the varags instinctively open during daylight, while predators may attempt a kill if they can do so with their claws, rather than risk biting the poisonous snakes.
* HypnoticEyes: Those who meet a heway's gaze
and fiercely protective of hobgoblins, to fail their saving throw are hypnotized, and will follow the extent that they'll charge serpent back to its lair to be devoured.
* PoisonousPerson: Their bites are weak and non-venomous, instead it's the heway's body that's coated
in to a hobgoblin's rescue without a second thought... poison, though this loyalty one that's only lasts as long as the food does. A restless dangerous when ingested. Those who do take a hit of damage and hungry varag pack will search might be paralyzed for another hobgoblin warband, or even fall in up to six hours.
* SnakesAreSinister: Heway aren't just intelligent enough to target water sources
with the likes of mere goblins or orcs.
* LightningBruiser: Varags are stronger than ordinary hobgoblins, and can move as fast as a galloping horse, making them excel at HitAndRunTactics. Unfortunately, this has [[DumbMuscle come at the cost of brainpower]], leaving them only slightly smarter than the average ogre.
* NonHumanHumanoidHybrid: They're hobgoblins magically crossbred with dire wolves. Varags thus prefer RunningOnAllFours, have a canine's body language and pack society, and have been so altered in a physiological and mental sense that some are barely able to speak, and other varags communicate only through gestures and howls.
* TheNoseKnows: Varags not only have the Scent ability, they rely on it more than
their hearing poison, they take enjoyment in doing so, resulting in their evil alignment. They also look much more malicious than normal snakes, as their scales are slimy with poison and are shed constantly.
* WaterSourceTampering: Heway can smell water from up to 20 miles away, and after arriving at an oasis
or sight.spring will swim around in it for several hours, ensuring it's thoroughly contaminated by the heway's poison. Even creatures who survive the poison's effects are likely doomed, as they must then find a clean source of water in their weakened state. Once a heway moves on, the water source becomes usable again in at most two weeks, depending on how quickly the water is renewed. Some unscrupulous humanoid tribes hunt heway to use their corpses on a rival's well, though a dead heway's poison isn't as dangerous.



[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]

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[[folder:Hollyphant]]
[[folder:Hippocampus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]] org/pmwiki/pub/images/d&d_hippocamp_5e.jpeg]]



[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E), Celestial (5E)\\
'''Challenge Rating:''' 8 (3E), 5 (5E)\\
'''Alignment:''' LawfulGood

Celestials from the Wilderness of the Beastlands with the unlikely appearance of two-foot-long, gold-furred, winged elephants. They can be found throughout the Upper Planes, serving as messengers and helpers for good deities, or assisting other celestial agents with their tasks.

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[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider
->'''Classification:''' Magical Beast (3E), Celestial Monstrosity (5E)\\
'''Challenge Rating:''' 8 2 (3E), 5 1/2 (5E)\\
'''Alignment:''' LawfulGood

Celestials from the Wilderness of the Beastlands with the unlikely appearance of two-foot-long, gold-furred, winged elephants. They can be found throughout the Upper Planes, serving
ChaoticGood (3E), NeutralGood (5E)

Intelligent aquatic horses prized
as messengers underwater mounts, and helpers for who gladly serve good deities, or assisting other celestial agents with their tasks.causes.



* EnemySummoner: Once per day, a hollyphant can try to summon another hollyphant, an asura, or an avoral guardinal, with a 45% chance of success.
* GoodWingsEvilWings: Averted; hollyphants have feathered or iridescent insect wings in their Small form, and leathery wings in their Large mastodon form, but remain celestials no matter their shape.
* KillerRabbit: They look harmless or even comical, which has led to the downfall of countless evil creatures.
* MightyRoar: A hollyphant can unleash a trumpeting blast through its trunk to either deal sonic damage and stun those in a 60-foot-cone, or fill an equivalent space with sparkles of sunlight that deal heavy damage to fiends, undead and anything else vulnerable to holy water.
* NoSell: 3rd Edition hollyphants in their Small form gain a ''globe of invulnerability'' effect, rendering them immune to all spells or spell-like abilities of 4th level or lower, but they lose this benefit in their mastodon form.
* PsychicPowers: 3rd Edition hollyphants have both an array of spell-like abilities and psionic powers like ''blessed sight'', ''invisibility'', and ''suggestion''.
* SizeShifter: In 3rd Edition, a hollyphant can switch between two forms, a Small golden-furred elephant that weighs 60 pounds and a Large biepdal mastodon that weighs 1200 pounds.
* {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically with any creature that has a language.

to:

* EnemySummoner: Once per day, a hollyphant can try to summon another hollyphant, an asura, or an avoral guardinal, with a 45% chance of success.
* GoodWingsEvilWings: Averted; hollyphants have feathered or iridescent insect wings
HorseOfADifferentColor: Hippocampi feature in their Small form, and leathery wings in their Large mastodon form, but remain celestials no matter their shape.
* KillerRabbit: They look harmless or even comical, which has led to the downfall of
countless evil creatures.
tales as guides and mounts for ocean-faring heroes.
* MightyRoar: A hollyphant OurHippocampsAreDifferent: Hippocampi are aquatic equines that travel in herds and can unleash a trumpeting blast breath both air and water, and hold valued places in triton society.
* SapientSteed: They have human-level intelligence and can speak Aquan, but they're fairly simple creatures that want little more than to speed
through its trunk to either deal sonic damage and stun those in a 60-foot-cone, or fill an equivalent space with sparkles of sunlight that deal heavy damage to fiends, undead and anything else vulnerable to holy the open water.
* NoSell: 3rd Edition hollyphants in their Small form gain a ''globe of invulnerability'' effect, rendering them immune to all spells or spell-like abilities of 4th level or lower, but they lose this benefit in their mastodon form.
* PsychicPowers: 3rd Edition hollyphants have both an array of spell-like abilities and psionic powers
SpiritedCompetitor: Hippcampi like ''blessed sight'', ''invisibility'', to make challenges out of everyday events, and ''suggestion''.
* SizeShifter: In 3rd Edition, a hollyphant can switch between two forms, a Small golden-furred elephant that weighs 60 pounds and a Large biepdal mastodon that weighs 1200 pounds.
* {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically
among themselves pass the time with any creature that has a language.marathon relay races or long-distance scavenger hunts. Winning is secondary to the joy of striving, for these creatures.



[[folder:Homunculus]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_homunculus_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E), Natural Animate (4E)\\
'''Challenge Rating:''' 1 (3E), 2 (4E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), Unaligned (4E), TrueNeutral (5E)

Tiny winged constructs created by mages as helpers or spies.

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[[folder:Homunculus]]
[[quoteright:349:https://static.
[[folder:Hippogriff]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_homunculus_5e.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]
[[caption-width-right:349:5e]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_3e.png[[/labelnote]] ]]
->'''Classification:''' Construct (3E, 5E), Magical Beast (3E), Natural Animate (4E)\\
Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 2 (3E), 2 5 (4E), 0 1 (5E)\\
'''Alignment:''' Same as creator (3E), Unaligned (4E), TrueNeutral (5E)

Tiny winged constructs created by mages as helpers or spies.
Unaligned

Flying creatures that combine the features of horses and giant eagles.



* ForcedSleep: Their bite attack does ScratchDamage at best, but carries a poison that can render an opponent unconscious.
* OurHomunculiAreDifferent: Homunculi are made by an expensive alchemical recipe from clay, ash, mandrake root, spring water and the wizard's own blood and are living tools linked to their makers much like a {{Familiar}}.
* PsychicLink: A homunculus knows everything its creator does, and likewise its master senses everything a homunculus sees or hears, regardless of the distance between them, provided they're on the same plane of existence.
* {{Synchronization}}: A homonculus will expire if its master dies, and in 3rd Edition, the destruction of a homonculus dealt damage to its creator.

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* ForcedSleep: Their bite attack does ScratchDamage at best, but carries ArtEvolution: 3rd edition gave them a poison more physically unified look, with hooves that are modified bird claws and manes and tails of feathers, but later editions go back to the traditional "eagle in front and horse behind" version.
* HorseOfADifferentColor: Hippogriffs
can render an opponent unconscious.
* OurHomunculiAreDifferent: Homunculi are made by an expensive alchemical recipe from clay, ash, mandrake root, spring water and the wizard's own blood
be trained to bear a rider, and are living tools linked to prized as mounts capable of flight and of being fearsome combatants in their makers much like a {{Familiar}}.
* PsychicLink: A homunculus knows everything its creator does,
own right. Their physical prowess and likewise its master senses everything relatively even disposition and lower intelligence compared to a homunculus sees griffon or hears, regardless of the distance between them, provided pegasus makes them particularly attractive for this role, and they're on the same plane of existence.
most common flying mounts seen among civilized races.
* {{Synchronization}}: A homonculus will expire if its master dies, OurGryphonsAreDifferent: The classic creature with an eagle's claws, head and in 3rd Edition, wings and a horse's hindquarters. Unlike the destruction of a homonculus dealt damage to its creator.sapient griffons, hippogriffs are animals, and griffons sometimes prey on them. They're also popular flying mounts.



[[folder:Hook Horror]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hook_horror_5e.png]]

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[[folder:Hook Horror]]
[[folder:Hoard Scarab]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hook_horror_5e.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]



->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E), 13 (4E), 3 (5E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)

Intelligent pack hunters of the Underdark feared for their hook-like claws.

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->'''Classification:''' Aberration Vermin (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E), 13 (4E), 3 1/2 (individual), 5 (swarm) (3E); 2, 7 (4E); 1/8, 2 (5E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)

Intelligent pack hunters of the Underdark feared for their hook-like claws.
Unaligned

Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.



* AndroclesLion: Pointedly averted in their ''AD&D'' write-up, which notes that hook horrors [[LanguageEqualsThought don't even have a concept for "indebtness" or "gratitude."]] Other creatures are just meat, whatever they've done for the hook horror.
* MixAndMatchCritters: A hook horror has a head resembling a vulture's and the torso of an enormous beetle.
* MooksAteMyEquipment: In 3rd Edition, hook horrors can attempt to sunder a character's armor or shield without provoking an attack of opportunity.
* StarfishLanguage: Hook horrors communicate with one another by clacking and scraping their claws against stone, which sounds unintelligible to other creatures, but forms a complex language that can echo for miles through their home cave systems.
* SuperSenses: A hook horror has short-ranged darkvision, but their keen hearing gives them blindsight out to 60 feet.

to:

* AndroclesLion: Pointedly averted in HeWasRightThereAllAlong: With their ''AD&D'' write-up, which notes that hook horrors [[LanguageEqualsThought don't even have a concept legs tucked in against their carapaces, hoard scarabs can be mistaken for "indebtness" gold coins, and thus camouflage themselves amongst a dragon's other treasures.
* OrificeInvasion: 3rd Edition hoard scarabs can burrow into an opponent's flesh, dealing Constitution damage each round (more if it's a swarm making the attack). Unless the stricken victim is given a ''remove disease''
or "gratitude."]] Other ''heal'' spell, death is inevitable.
* SeeTheInvisible: Creatures outlined by a hoard scarab's magical glittering dust constantly shed blue light and cannot become invisible.
* TheSwarm: These tiny
creatures are just meat, whatever they've done for the hook horror.
* MixAndMatchCritters: A hook horror has a head resembling a vulture's and the torso
most dangerous as swarms of an enormous beetle.
crawling, biting insects.
* MooksAteMyEquipment: In 3rd Edition, hook horrors can attempt to sunder TheSymbiote: Hoard scrabs have a character's armor or shield without provoking an attack of opportunity.
* StarfishLanguage: Hook horrors communicate
mutually beneficial relationship with one another by clacking and scraping dragons. The scarabs clean the dragon's scales as they eat other vermin on the larger creature's hide (which doesn't hurt the dragon, due to their claws against stone, which sounds unintelligible to other creatures, but forms natural armor), and share the dragon's lair, acting as an additional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce
a complex language magical dust that can echo for miles through sticks to intruders and allows dragons to sense their home cave systems.
* SuperSenses: A hook horror has short-ranged darkvision, but their keen hearing gives them blindsight out to 60 feet.
location.



[[folder:Horax]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_horax_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Vermin (3E)\\
'''Challenge Rating:''' 2 (standard), 12 (earthshaker) (3E)\\
'''Alignment:''' Unaligned

Human-sized, insectoid pack hunters that infest underground areas, but may rarely venture onto the surface if prey is scarce.

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[[folder:Horax]]
[[quoteright:349:https://static.
[[folder:Hoary Hunter]]
[[quoteright:303:https://static.
tvtropes.org/pmwiki/pub/images/d&d_horax_3e.org/pmwiki/pub/images/d&d_hoary_hunter_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Vermin
[[caption-width-right:303:3e]]
->'''Classification:''' Fey
(3E)\\
'''Challenge Rating:''' 2 (standard), 12 (earthshaker) 9 (hoary steed), 25 (hoary hunter) (3E)\\
'''Alignment:''' Unaligned

Human-sized, insectoid pack
NeutralEvil

Fey
hunters that infest underground areas, but may rarely venture onto who appear on moonlit winter nights to ride down humanoid prey, taking captives for the surface if prey is scarce.Unseelie Court.



* BigCreepyCrawlies: Most horax aren't too big, as giant insects go, but rarely, freak mutation or magical experimentation produces an "earthshaker" horax of Gargantuan size, about 60 feet long.
* CraftedFromAnimals: The armor plating on horax backs can be fashioned into lightweight and durable armor, the equal of splint or banded mail.
* CreepyCentipedes: Horax are compared to twelve-legged, six-foot-long centipedes, living in communal nests of up to a hundred of the creatures. They're ferocious if mindless predators, and a headache for mountain dwarves, who uncover horax nests during their excavations or in worst-case scenarios have to defend their cities from infestation. The good news is that horax lack "normal" monstrous centipedes' poisonous bites.
* DeadlyLunge: 3rd Edition lets horax pounce on foes, making two rake attacks if successful.
* PersonalSpaceInvader: Horax hunt by singling out a target, biting with their mandibles, and latching on -- in 2nd Edition, this deals additional bite damage each round until the creature is dislodged, while in 3rd, a horax grapples and then rakes its foe with its bladed legs.
* WallCrawl: Horax's bladed legs let them skitter along and fight from any surface, and it's not uncommon to see a pack advancing along the floor, walls and ceiling of a tunnel all at once.

to:

* BigCreepyCrawlies: Most horax aren't too big, as giant insects go, HellishHorse: These fey's hoary steeds are magnficient but rarely, freak mutation or magical experimentation produces an "earthshaker" horax of Gargantuan size, about 60 feet long.
* CraftedFromAnimals: The armor plating on horax backs can be fashioned into lightweight
malevolent creatures whose coats are white as snow, and durable armor, whose blue eyes glow coldly in the equal of splint or banded mail.
* CreepyCentipedes: Horax are compared to twelve-legged, six-foot-long centipedes, living in communal nests of up to a hundred of the creatures.
darkness. They're ferocious if mindless predators, capable of shifting to the Astral or Ethereal Planes, and gallop through the skies under a headache permanent ''air walk'' effect.
* HuntingTheMostDangerousGame: Hoary hunters pursue travelers
for mountain dwarves, who uncover horax nests during sport, but have a sense of honor about it -- should a victim elude the hunter for an hour, or defeat them in combat, the hunter will relent for the night, and after five failed attempts to take a prisoner, a hoary hunter will never trouble them again.
* MadeASlave: Hoary hunters never kill
their excavations or in worst-case scenarios have to defend prey if they can help it, instead their cities from infestation. The good news is that horax lack "normal" monstrous centipedes' poisonous bites.
* DeadlyLunge: 3rd Edition lets horax pounce on foes, making two rake attacks if successful.
* PersonalSpaceInvader: Horax hunt by singling out
swords carry a target, biting with ''binding'' enchantment that, upon a CriticalHit or what would be a fatal blow, traps their mandibles, and latching on -- in 2nd Edition, this deals additional bite damage each round until victims within a diamond at the creature is dislodged, while in 3rd, a horax grapples and end of the sword's hilt. The prisoner can then rakes its foe with its bladed legs.
be brought to the Unseelie Court for enslavement.
* WallCrawl: Horax's bladed legs let SmokeOut: The foggy breath of a hoary hunter's steed replicates an ''obscuring mist'' effect.
* SuperPersistentPredator: Once a hoary hunter has marked someone as their prey, not even death will make
them skitter along relent -- if slain, the hunter and fight their steed will be revived in the fey realm, ready to continue the hunt the next night the conditions are right. Hoary hunters are willing to wait years for another chance to hunt a victim, and can cross planar boundaries to do so, appearing wherever moonlight falls upon frozen ground. Those pursued by hoary hunters have been known to relocate to the tropics, or take up residence in eternally-temperate demiplanes, to hide from any surface, the hunters.
* TheWildHunt: They're evil fey horsemen who appear at midnight when the moon shines upon frozen ground, heralded by a roiling fog
and it's not uncommon echoing hoofbeats. Any who fall victim to see a pack advancing along the floor, walls and ceiling hoary hunters are spirited away to the world of a tunnel all at once.the evil fey, never to return.



[[folder:Horizonback Tortoise]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_horizonback_tortoise_5e.jpg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''WebVideo/CriticalRole''\\
'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 8 (5E)\\
'''Alignment:''' Unaligned

Also known as ''kinespaji'' by goblins, these gargantuan tortoises are nearly 50 feet long, and willing to tolerate riders.
----
* DefendCommand: Unsurprisingly, they can retreat into their shells for an AC bonus (pinning anything that had been trying to move beneath them).
* ItCanThink: While not quite as smart as the average ogre, these tortoises can at least understand Goblin.
* MovingBuildings: On Exandria, horizonback tortoises provide mobile homesteads to the denizens of Xhorhas, or can serve as walking siege emplacements.
* TurtleIsland: They're the terrestrial variant, tortoises large enough to support buildings on their shells.
[[/folder]]

[[folder:Horned Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_horned_beast_3e.png]]

to:

[[folder:Horizonback Tortoise]]
[[folder:Hobgoblin]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_horizonback_tortoise_5e.jpg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''WebVideo/CriticalRole''\\
'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 8 (5E)\\
'''Alignment:''' Unaligned

Also known as ''kinespaji'' by goblins, these gargantuan tortoises are nearly 50 feet long, and willing to tolerate riders.
----
* DefendCommand: Unsurprisingly, they can retreat into their shells for an AC bonus (pinning anything that had been trying to move beneath them).
* ItCanThink: While not quite as smart as the average ogre, these tortoises can at least understand Goblin.
* MovingBuildings: On Exandria, horizonback tortoises provide mobile homesteads to the denizens of Xhorhas, or can serve as walking siege emplacements.
* TurtleIsland: They're the terrestrial variant, tortoises large enough to support buildings on their shells.
[[/folder]]

[[folder:Horned Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_horned_beast_3e.
org/pmwiki/pub/images/d&d_hobgoblin_3e.png]]



->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil

Ram-like, fire-breathing predators all but identical to the vestige Amon.

to:

->'''Classification:''' Magical Beast Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil, Evil (4E)

Cunning, disciplined and warlike, hobgoblins exist to subjugate others, and frequently bully their fellow goblinoids, the lesser goblins and bugbears, into serving with their legions as they march to their next conquest. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

!!Varag
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_varag_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Monstrous Humanoid
(3E)\\
'''Challenge Rating:''' 4 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' NeutralEvil

Ram-like, fire-breathing predators all but identical to the vestige Amon.
ChaoticEvil

Also known as "blood chasers," these goblinoids have lupine traits, and are used as speedy skirmishers and harriers by their hobgoblin handlers.



* FallenAngel: Grimoires on pact magic say that when Amon was a god of light and law, he was served by a herd of wise golden rams, but when Amon fell into obscurity over the centuries, those rams transformed into malevolent monsters that reflected his own changed appearance. As such, horned beasts are sometimes called "the flock of Amon" by binders.
* AHeadAtEachEnd: They have serpents for tails, which can attack and deliver a [[NonHealthDamage Dexterity-damaging poison.]]
* MixAndMatchCritters: Horned beasts have the heads of rams, but filled with fangs, atop a wolf's body and with a venomous serpent for a tail.
* PlayingWithFire: They can breathe a 20-foot cone of fire every few rounds.
* {{Sadist}}: Horned beasts are dimwitted, but just smart enough to enjoy the fear their attacks cause -- they're known to howl in the distance before closing with and ambushing prey, stalking victims for hours, and leaving wounded survivors after an attack just to amplify the terror of their next assault.
* UseYourHead: They headbutt foes in combat, and have the Powerful Charge feat to deliver extra damage with the attack while charging.

to:

* FallenAngel: Grimoires on pact magic say BigEater: The price of varags' incredible speed is that when Amon was a god of light and law, he was served by a herd of wise golden rams, but when Amon fell into obscurity over they require three times the centuries, daily food intake as a normal Medium-sized humanoid. Those that only get twice as much food as normal will have to spend much of the day sleeping to conserve their energy, while those rams transformed into malevolent monsters fed normal rations have their speed reduced to a 30-foot baseline. For this reason, hobgoblins keep varags in sex-segregated packs and ensure that reflected his own changed appearance. As such, horned beasts are sometimes called "the flock of Amon" by binders.
matings occur only under controlled circumstances, so the varag population doesn't outpace its food supply.
* AHeadAtEachEnd: BigGuyLittleGuy: They have serpents for tails, which can attack and deliver a [[NonHealthDamage Dexterity-damaging poison.]]
* MixAndMatchCritters: Horned beasts have the heads of rams, but filled
this relationship with fangs, atop normal hobgoblins, sans the "big guy" providing occasional good ideas. Hobgoblins are well aware that a wolf's body varag would beat them in a one-on-one fight, and so they take care to lavish the creatures with a venomous serpent praise for a tail.
* PlayingWithFire: They can breathe a 20-foot cone of fire every few rounds.
* {{Sadist}}: Horned beasts are dimwitted, but just smart enough to enjoy the fear their attacks cause --
even minor accomplishments, and ensure that they're known to howl in well-fed. This makes the distance before closing varags instinctively and fiercely protective of hobgoblins, to the extent that they'll charge in to a hobgoblin's rescue without a second thought... though this loyalty only lasts as long as the food does. A restless and hungry varag pack will search for another hobgoblin warband, or even fall in with the likes of mere goblins or orcs.
* LightningBruiser: Varags are stronger than ordinary hobgoblins,
and ambushing prey, stalking victims for hours, and can move as fast as a galloping horse, making them excel at HitAndRunTactics. Unfortunately, this has [[DumbMuscle come at the cost of brainpower]], leaving wounded survivors after an attack just to amplify them only slightly smarter than the terror of their next assault.
average ogre.
* UseYourHead: They headbutt foes in combat, NonHumanHumanoidHybrid: They're hobgoblins magically crossbred with dire wolves. Varags thus prefer RunningOnAllFours, have a canine's body language and pack society, and have been so altered in a physiological and mental sense that some are barely able to speak, and other varags communicate only through gestures and howls.
* TheNoseKnows: Varags not only have
the Powerful Charge feat to deliver extra damage with the attack while charging.Scent ability, they rely on it more than their hearing or sight.



[[folder:Hound of the Gloom]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hound_of_the_gloom_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' NeutralEvil

Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.

to:

[[folder:Hound of the Gloom]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hound_of_the_gloom_3e.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E), Celestial (5E)\\
'''Challenge Rating:''' 9 (3E)\\
8 (3E), 5 (5E)\\
'''Alignment:''' NeutralEvil

Large, tentacled quadrupeds that have emerged
LawfulGood

Celestials
from deep underground in the past decade to menace Underdark races.Wilderness of the Beastlands with the unlikely appearance of two-foot-long, gold-furred, winged elephants. They can be found throughout the Upper Planes, serving as messengers and helpers for good deities, or assisting other celestial agents with their tasks.



* BeastOfBattle: Some evil subterranean races have taken up the practice of capturing young hounds to raise and train. If a pup is taken young enough, it accepts its new world easily, especially if it's well fed and allowed to fight.
* CombatTentacles: In addition to their bite and foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have a reach of 10 feet and end in five-fingered hands with strong, sharp claws.
* ItCanThink: They have human-level intelligence, make cunning use of terrain in battle, and even have their own language.
* TheParalyzer: Their tentacle attacks carry a [[NonHealthDamage Dexterity-damaging]] poison that can potentially leave victims paralyzed and helpless.
* WallCrawl: They can climb surfaces at half their normal speed, which they use to drop down on prey.

to:

* BeastOfBattle: Some evil subterranean races EnemySummoner: Once per day, a hollyphant can try to summon another hollyphant, an asura, or an avoral guardinal, with a 45% chance of success.
* GoodWingsEvilWings: Averted; hollyphants
have taken up the practice of capturing young hounds to raise and train. If a pup is taken young enough, it accepts its new world easily, especially if it's well fed and allowed to fight.
* CombatTentacles: In addition to
feathered or iridescent insect wings in their bite Small form, and foreclaws, hounds of the gloom can attack with two large tentacles surrounding leathery wings in their heads, Large mastodon form, but remain celestials no matter their shape.
* KillerRabbit: They look harmless or even comical,
which have a reach has led to the downfall of 10 feet countless evil creatures.
* MightyRoar: A hollyphant can unleash a trumpeting blast through its trunk to either deal sonic damage
and end stun those in five-fingered hands a 60-foot-cone, or fill an equivalent space with strong, sharp claws.
* ItCanThink: They have human-level intelligence, make cunning use
sparkles of terrain in battle, sunlight that deal heavy damage to fiends, undead and even have anything else vulnerable to holy water.
* NoSell: 3rd Edition hollyphants in
their own language.
* TheParalyzer: Their tentacle attacks carry
Small form gain a [[NonHealthDamage Dexterity-damaging]] poison that can potentially leave victims paralyzed and helpless.
* WallCrawl: They can climb surfaces at half
''globe of invulnerability'' effect, rendering them immune to all spells or spell-like abilities of 4th level or lower, but they lose this benefit in their normal speed, which they use to drop down on prey.mastodon form.
* PsychicPowers: 3rd Edition hollyphants have both an array of spell-like abilities and psionic powers like ''blessed sight'', ''invisibility'', and ''suggestion''.
* SizeShifter: In 3rd Edition, a hollyphant can switch between two forms, a Small golden-furred elephant that weighs 60 pounds and a Large biepdal mastodon that weighs 1200 pounds.
* {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically with any creature that has a language.



[[folder:Howler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_3e.jpg[[/labelnote]] ]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E), Elemental Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 8 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)

Wailing pack hunters from the Windswept Depths of Pandemonium, whose howls can drive prey mad with fear.

to:

[[folder:Howler]]
[[quoteright:350:https://static.
[[folder:Homunculus]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_howler_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_3e.jpg[[/labelnote]] ]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E), Elemental Magical Beast (4E), Fiend (5E)\\
org/pmwiki/pub/images/d&d_homunculus_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E), Natural Animate (4E)\\
'''Challenge Rating:''' 3 1 (3E), 9 2 (4E), 8 0 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)

Wailing pack hunters from the Windswept Depths of Pandemonium, whose howls can drive prey mad with fear.
Same as creator (3E), Unaligned (4E), TrueNeutral (5E)

Tiny winged constructs created by mages as helpers or spies.



* BeastOfBattle: Howlers are often employed as hunting dogs by demons and Abyssal orcs.
* HorseOfADifferentColor: Alternatively, howlers are large enough to serve as steeds for Medium-sized riders, though an exotic saddle is needed due to the spines on a howler's back.
* SpikesOfVillainy: Howlers sport quills on their backs, particularly in 3rd Edition, in which howlers could even attack with them, dealing damage and imposing penalties on victims after the quills got lodged in their flesh.
* SuperScream: Their signature howl floods the minds of their victims, making complex thought impossible. In 3rd Edition, anyone without hearing range of the creatures' howling has to save or take [[NonHealthDamage Wisdom damage]], while in 5th Edition, a howler's keening howl is a SupernaturalFearInducer that reduces victims' speed and incapacitates them.

to:

* BeastOfBattle: Howlers ForcedSleep: Their bite attack does ScratchDamage at best, but carries a poison that can render an opponent unconscious.
* OurHomunculiAreDifferent: Homunculi
are often employed as hunting dogs made by demons an expensive alchemical recipe from clay, ash, mandrake root, spring water and Abyssal orcs.
* HorseOfADifferentColor: Alternatively, howlers
the wizard's own blood and are large enough living tools linked to serve as steeds for Medium-sized riders, though an exotic saddle is needed due to the spines on a howler's back.
* SpikesOfVillainy: Howlers sport quills on
their backs, particularly makers much like a {{Familiar}}.
* PsychicLink: A homunculus knows everything its creator does, and likewise its master senses everything a homunculus sees or hears, regardless of the distance between them, provided they're on the same plane of existence.
* {{Synchronization}}: A homonculus will expire if its master dies, and
in 3rd Edition, in which howlers could even attack with them, dealing the destruction of a homonculus dealt damage and imposing penalties on victims after the quills got lodged in their flesh.
* SuperScream: Their signature howl floods the minds of their victims, making complex thought impossible. In 3rd Edition, anyone without hearing range of the creatures' howling has
to save or take [[NonHealthDamage Wisdom damage]], while in 5th Edition, a howler's keening howl is a SupernaturalFearInducer that reduces victims' speed and incapacitates them.its creator.



[[folder:Howler Wasp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_wasp_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 1 (standard), 5 (queen) (3E)\\
'''Alignment:''' ChaoticEvil

Dog-sized, wasp-like creatures with screaming simian faces.

to:

[[folder:Howler Wasp]]
[[folder:Hook Horror]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_wasp_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_hook_horror_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E)\\
(3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 1 (standard), 5 (queen) (3E)\\
6 (3E), 13 (4E), 3 (5E)\\
'''Alignment:''' ChaoticEvil

Dog-sized, wasp-like creatures with screaming simian faces.
TrueNeutral, Unaligned (4E)

Intelligent pack hunters of the Underdark feared for their hook-like claws.



* BewareMyStingerTail: Beyond their bite and claw attacks, howler wasps have stings that deliver a [[NonHealthDamage Dexterity-damaging]] poison. Female howler wasps can sting at will, while the rare males will die a few rounds afterward.
* BioweaponBeast: Howler wasps were created by the wizard Otiluke, who was trying to create some guard creatures in anticipation of an attack by slaadi. The howler wasps were his first attempt, which he judged a failure, but before Otiluke could properly dispose of them, the slaadi attacked and the aberrations escaped in the confusion.
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to their nest to summon reinforcements.
* KillerGorilla[=/=]WickedWasps: They're giant stinging insects with baboon-like features, and just as unpleasant as that combination sounds. Howler wasps are so hateful and aggressive that they kill everything they meet, whether they need food or not. Worse, they live in nests containing over sixty howler wasps.
* LargeAndInCharge: Normal howler wasps are only 4 feet long, but their queens are Large creatures twice that size.
* MonstrousCannibalism: Howler wasps breed much more rapidly than their nests can support, so their queens and the healthiest larva routinely devour the weaker ones.
* TakingYouWithMe: If subjected to a CriticalHit or an attack that would reduce its hit points past 0, a howler wasp can immediately try and douse its foes with an inciting pheromone. This does no damage in itself, but will drive all other howler wasps in the area into a screaming rage, giving them bonuses on attack and damage rolls against the affected creature, and allowing the aberrations to track the doused foe like they had blindsense. The pheremone's effects last for ten minutes, or until the victim washes it off.

to:

* BewareMyStingerTail: Beyond AndroclesLion: Pointedly averted in their bite and claw attacks, howler wasps ''AD&D'' write-up, which notes that hook horrors [[LanguageEqualsThought don't even have stings that deliver a [[NonHealthDamage Dexterity-damaging]] poison. Female howler wasps can sting at will, while the rare males will die a few rounds afterward.
* BioweaponBeast: Howler wasps were created by the wizard Otiluke, who was trying to create some guard
concept for "indebtness" or "gratitude."]] Other creatures in anticipation are just meat, whatever they've done for the hook horror.
* MixAndMatchCritters: A hook horror has a head resembling a vulture's and the torso
of an enormous beetle.
* MooksAteMyEquipment: In 3rd Edition, hook horrors can attempt to sunder a character's armor or shield without provoking
an attack of opportunity.
* StarfishLanguage: Hook horrors communicate with one another
by slaadi. The howler wasps were his first attempt, clacking and scraping their claws against stone, which he judged a failure, sounds unintelligible to other creatures, but before Otiluke could properly dispose of them, the slaadi attacked and the aberrations escaped in the confusion.
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to
forms a complex language that can echo for miles through their nest to summon reinforcements.
home cave systems.
* KillerGorilla[=/=]WickedWasps: They're giant stinging insects with baboon-like features, and just as unpleasant as that combination sounds. Howler wasps are so hateful and aggressive that they kill everything they meet, whether they need food or not. Worse, they live in nests containing over sixty howler wasps.
* LargeAndInCharge: Normal howler wasps are only 4 feet long,
SuperSenses: A hook horror has short-ranged darkvision, but their queens are Large creatures twice that size.
* MonstrousCannibalism: Howler wasps breed much more rapidly than their nests can support, so their queens and the healthiest larva routinely devour the weaker ones.
* TakingYouWithMe: If subjected to a CriticalHit or an attack that would reduce its hit points past 0, a howler wasp can immediately try and douse its foes with an inciting pheromone. This does no damage in itself, but will drive all other howler wasps in the area into a screaming rage, giving
keen hearing gives them bonuses on attack and damage rolls against the affected creature, and allowing the aberrations blindsight out to track the doused foe like they had blindsense. The pheremone's effects last for ten minutes, or until the victim washes it off.60 feet.



[[folder:Hu Hsien]]
[[quoteright:299:https://static.tvtropes.org/pmwiki/pub/images/d&d_hu_hsien_2e.jpg]]
[[caption-width-right:299:2e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Alignment:''' ChaoticEvil

Relatives of hengeyokai, these shapeshifting foxes can assume the form of beautiful women to better work their mischief.

to:

[[folder:Hu Hsien]]
[[quoteright:299:https://static.
[[folder:Horax]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hu_hsien_2e.org/pmwiki/pub/images/d&d_horax_3e.jpg]]
[[caption-width-right:299:2e]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
''Literature/{{Dragonlance}}''\\
'''Classification:''' Vermin (3E)\\
'''Challenge Rating:''' 2 (standard), 12 (earthshaker) (3E)\\
'''Alignment:''' ChaoticEvil

Relatives of hengeyokai, these shapeshifting foxes can assume
Unaligned

Human-sized, insectoid pack hunters that infest underground areas, but may rarely venture onto
the form of beautiful women to better work their mischief.surface if prey is scarce.



* AchillesHeel: While hu hsien are immune to fire and resistant to cold, they take double damage from electricity and are generally [[FearOfThunder terrified of thunderstorms,]] "since the Celestial Emperor often sends the Thunder God to punish hu hsien for her wicked ways."
* AsianFoxSpirit: They're a more negative portrayal of the source myth, as hu hsien "delight in their ability to manipulate and torment hapless humans" and drain the life from their paramours. There's also no mention of hu hsien beginning their lives as ordinary foxes, or gaining additional tails as they age.
* CantHoldHerLiquor: Hu hsien have a weakness for wine, and if intoxicated will revert to their fox form.
* CharmPerson: In their human forms, hu hsien can cast ''fascinate'' at will, causing those who succumb to regard them as someone they trust and love.
* HiddenDepths: For all their love of illusion and deception, hu hsien are in fact geniuses with a keen interest in scholars (albeit sometimes as victims). If an academic befriends a hu hsien with the proper offerings of incense and treasure, they might return to their study in the morning to find that the fox spirit has left out a tome or document with the information the scholar is seeking.
* HumanShifting: They can take the shape of human women, albeit with fox tails they have to hide beneath their robes.
* LevelDrain: They survive by draining the life force of their bewitched lovers, resulting in a lost experience level each day the victim spends with the hu hsien.
* MasterOfIllusion: Beyond their natural shapeshifting, they can use spells like ''become invisible'', ''disguise'', ''ventriloquism'', and ''hypnotic pattern''. Hu hsien often make their lairs in abandoned houses they use their magic to disguise as luxurious mansions.
* PetTheDog: Not all hu hsien are cruel and ungrateful, and some have been known to reward humans who treat them well or show them generosity, usually in the form of good fortune, good luck on examinations, or even rescue during a moment of grave peril.

to:

* AchillesHeel: While hu hsien BigCreepyCrawlies: Most horax aren't too big, as giant insects go, but rarely, freak mutation or magical experimentation produces an "earthshaker" horax of Gargantuan size, about 60 feet long.
* CraftedFromAnimals: The armor plating on horax backs can be fashioned into lightweight and durable armor, the equal of splint or banded mail.
* CreepyCentipedes: Horax
are immune compared to fire and resistant twelve-legged, six-foot-long centipedes, living in communal nests of up to cold, they take double damage from electricity and are generally [[FearOfThunder terrified a hundred of thunderstorms,]] "since the Celestial Emperor often sends the Thunder God to punish hu hsien for her wicked ways."
* AsianFoxSpirit:
creatures. They're ferocious if mindless predators, and a more negative portrayal of the source myth, as hu hsien "delight in headache for mountain dwarves, who uncover horax nests during their ability excavations or in worst-case scenarios have to manipulate and torment hapless humans" and drain the life from defend their paramours. There's also no mention of hu hsien beginning cities from infestation. The good news is that horax lack "normal" monstrous centipedes' poisonous bites.
* DeadlyLunge: 3rd Edition lets horax pounce on foes, making two rake attacks if successful.
* PersonalSpaceInvader: Horax hunt by singling out a target, biting with
their lives as ordinary foxes, or gaining mandibles, and latching on -- in 2nd Edition, this deals additional tails as they age.
* CantHoldHerLiquor: Hu hsien have
bite damage each round until the creature is dislodged, while in 3rd, a weakness for wine, horax grapples and if intoxicated will revert to their fox form.
then rakes its foe with its bladed legs.
* CharmPerson: In their human forms, hu hsien can cast ''fascinate'' at will, causing those who succumb to regard WallCrawl: Horax's bladed legs let them as someone they trust skitter along and love.
* HiddenDepths: For
fight from any surface, and it's not uncommon to see a pack advancing along the floor, walls and ceiling of a tunnel all their love of illusion and deception, hu hsien are in fact geniuses with a keen interest in scholars (albeit sometimes as victims). If an academic befriends a hu hsien with the proper offerings of incense and treasure, they might return to their study in the morning to find that the fox spirit has left out a tome or document with the information the scholar is seeking.
* HumanShifting: They can take the shape of human women, albeit with fox tails they have to hide beneath their robes.
* LevelDrain: They survive by draining the life force of their bewitched lovers, resulting in a lost experience level each day the victim spends with the hu hsien.
* MasterOfIllusion: Beyond their natural shapeshifting, they can use spells like ''become invisible'', ''disguise'', ''ventriloquism'', and ''hypnotic pattern''. Hu hsien often make their lairs in abandoned houses they use their magic to disguise as luxurious mansions.
* PetTheDog: Not all hu hsien are cruel and ungrateful, and some have been known to reward humans who treat them well or show them generosity, usually in the form of good fortune, good luck on examinations, or even rescue during a moment of grave peril.
at once.



[[folder:Huitzil]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_huitzil_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 1/3 (3E)\\

to:

[[folder:Huitzil]]
[[quoteright:300:https://static.
[[folder:Horizonback Tortoise]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_huitzil_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Animal (3E)\\
org/pmwiki/pub/images/d&d_horizonback_tortoise_5e.jpg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''WebVideo/CriticalRole''\\
'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 1/3 (3E)\\8 (5E)\\



Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.

to:

Tiny dragonblooded avians who instinctively steal Also known as ''kinespaji'' by goblins, these gargantuan tortoises are nearly 50 feet long, and hoard shiny trinkets.willing to tolerate riders.



* AttentionDeficitOohShiny: They are curious, "easily distracted and insatiably nosy."
* DragonAncestry: Huitzils are "drakken," creatures with a clear draconic ancestry, but whose dragon blood has diluted to the point that they lack their progenitor's supernatural powers. As such, they're classified as Animals (dragonblood) rather than lesser Dragons.
* {{Familiar}}: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though the partnership is not without difficulty.
-->'''Naelan, Lord of the Uttercold:''' Upon further research, it has become quite evident that huitzil make challenging familiars due to their tendency to hoard any spell components that reflect too much light.
* FragileSpeedster: They're weak enough to most likely die in a single hit, but they're fast and evasive, resulting in a high flight speed and Armor Class.
* StickyFingers: They have a magpie-like obsession with shiny things, exacerbated by their draconic instinct to amass a hoard. Huitzils thus try and snatch any glittering baubles they come across, and their males will use these treasures to try and attract mates.
* TrademarkFavoriteFood: Huitzils eat mainly fruits supplemented by insects, but seem to enjoy hunting colorful butterflies in particular.
* WeNeedADistraction: Huitzils can take a "Distract" action in combat, squawking and flapping their wings in a creature's face, to impose a penalty on their attack rolls. They'll also use this strategy to collect treasure, with some huitzils causing a ruckus while another darts in to grab something shiny.

to:

* AttentionDeficitOohShiny: They are curious, "easily distracted and insatiably nosy."
DefendCommand: Unsurprisingly, they can retreat into their shells for an AC bonus (pinning anything that had been trying to move beneath them).
* DragonAncestry: Huitzils are "drakken," creatures with a clear draconic ancestry, but whose dragon blood has diluted ItCanThink: While not quite as smart as the average ogre, these tortoises can at least understand Goblin.
* MovingBuildings: On Exandria, horizonback tortoises provide mobile homesteads
to the point that they lack their progenitor's supernatural powers. As such, they're classified denizens of Xhorhas, or can serve as Animals (dragonblood) rather than lesser Dragons.
walking siege emplacements.
* {{Familiar}}: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though the partnership is not without difficulty.
-->'''Naelan, Lord of the Uttercold:''' Upon further research, it has become quite evident that huitzil make challenging familiars due to their tendency to hoard any spell components that reflect too much light.
* FragileSpeedster:
TurtleIsland: They're weak the terrestrial variant, tortoises large enough to most likely die in a single hit, but they're fast and evasive, resulting in a high flight speed and Armor Class.
* StickyFingers: They have a magpie-like obsession with shiny things, exacerbated by their draconic instinct to amass a hoard. Huitzils thus try and snatch any glittering baubles they come across, and their males will use these treasures to try and attract mates.
* TrademarkFavoriteFood: Huitzils eat mainly fruits supplemented by insects, but seem to enjoy hunting colorful butterflies in particular.
* WeNeedADistraction: Huitzils can take a "Distract" action in combat, squawking and flapping their wings in a creature's face, to impose a penalty
support buildings on their attack rolls. They'll also use this strategy to collect treasure, with some huitzils causing a ruckus while another darts in to grab something shiny.shells.



[[folder:Huldrefolk]]
[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/d&d_huldrefolk_3e.png]]
[[caption-width-right:326:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral

Little grey fey with power over domains of the natural world. Not to be confused with the huld'''er'''folk, a reclusive race of elves also native to Krynn.

to:

[[folder:Huldrefolk]]
[[quoteright:326:https://static.
[[folder:Horned Beast]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_huldrefolk_3e.org/pmwiki/pub/images/d&d_horned_beast_3e.png]]
[[caption-width-right:326:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Fey
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast
(3E)\\
'''Challenge Rating:''' 8 4 (3E)\\
'''Alignment:''' TrueNeutral

Little grey fey with power over domains of
NeutralEvil

Ram-like, fire-breathing predators all but identical to
the natural world. Not to be confused with the huld'''er'''folk, a reclusive race of elves also native to Krynn.vestige Amon.



* ElementalPowers: Every huldrefolk is aligned with a natural domain, Air, Animal, Earth, Fire, Plant or Water. They can cast sorcerer spells of the associated subtype, and can access other powers, such as being able to communicate with the element of their domain, or easily traverse such terrain.
* ElementalShapeshifting: Huldrefolk can merge with the terrain associated with their elemental domain, or turn into an elemental creature themselves -- though huldrefolk aligned with the Animal or Plant domains instead turn into those respective lifeforms.
* TheGreys: They look the part, being two-and-a-half-foot tall, hairless, big-eyed, gray-skinned humanoids from another plane.
* NonHealthDamage: Huldrefolk's very touch drains Constitution from other creatures.
* ResistantToMagic: They have an innate resistance to arcane magic, but not divine spells.
* ShroudedInMyth: Krynnish scholars perpetuate various myths about huldrefolk -- "some say they have the ability to possess those slain with a simple touch, while others claim that sunlight can kill or trap them."
* {{Ultraterrestrials}}: They're the "primal fey" of Krynn, who millennia ago used [[CircleOfStandingStones circles of standing stones]] to migrate from that world to what they call "The Gray," a realm of spirits and magic that some scholars speculate is more properly called the Ethereal Sea. The reason why the huldrefolk left is unclear, with some scholars asserting that the huldrefolk wished to leave the world to the rising mortal races, while others believe that the fey feared that remaining too long on Krynn would dilute their extraplanar nature.
* WeakenedByTheLight: Zig-zagged; on the one hand, huldrefolk are dazzled in bright light, taking a minor penalty on attack rolls and visual checks, but they also become [[{{Invisibility}} fully transparent]] in such lighting.

to:

* ElementalPowers: Every huldrefolk is aligned with FallenAngel: Grimoires on pact magic say that when Amon was a natural domain, Air, Animal, Earth, Fire, Plant or Water. They can cast sorcerer spells god of the associated subtype, light and can access other powers, such as being able to communicate with the element law, he was served by a herd of their domain, or easily traverse such terrain.
* ElementalShapeshifting: Huldrefolk can merge with the terrain associated with their elemental domain, or turn
wise golden rams, but when Amon fell into an elemental creature themselves -- though huldrefolk aligned with obscurity over the Animal or Plant domains instead turn into centuries, those respective lifeforms.
rams transformed into malevolent monsters that reflected his own changed appearance. As such, horned beasts are sometimes called "the flock of Amon" by binders.
* TheGreys: They look the part, being two-and-a-half-foot tall, hairless, big-eyed, gray-skinned humanoids from another plane.
* NonHealthDamage: Huldrefolk's very touch drains Constitution from other creatures.
* ResistantToMagic:
AHeadAtEachEnd: They have an innate resistance to arcane magic, but not divine spells.
serpents for tails, which can attack and deliver a [[NonHealthDamage Dexterity-damaging poison.]]
* ShroudedInMyth: Krynnish scholars perpetuate various myths about huldrefolk -- "some say they MixAndMatchCritters: Horned beasts have the ability to possess those slain heads of rams, but filled with fangs, atop a wolf's body and with a simple touch, while others claim that sunlight venomous serpent for a tail.
* PlayingWithFire: They
can kill or trap them."
breathe a 20-foot cone of fire every few rounds.
* {{Ultraterrestrials}}: They're {{Sadist}}: Horned beasts are dimwitted, but just smart enough to enjoy the "primal fey" of Krynn, who millennia ago used [[CircleOfStandingStones circles of standing stones]] to migrate from that world to what they call "The Gray," a realm of spirits and magic that some scholars speculate is more properly called the Ethereal Sea. The reason why the huldrefolk left is unclear, with some scholars asserting that the huldrefolk wished to leave the world to the rising mortal races, while others believe that the fey feared that remaining too long on Krynn would dilute fear their extraplanar nature.
* WeakenedByTheLight: Zig-zagged; on
attacks cause -- they're known to howl in the one hand, huldrefolk are dazzled in bright light, taking a minor penalty on distance before closing with and ambushing prey, stalking victims for hours, and leaving wounded survivors after an attack rolls just to amplify the terror of their next assault.
* UseYourHead: They headbutt foes in combat,
and visual checks, but they also become [[{{Invisibility}} fully transparent]] in such lighting.have the Powerful Charge feat to deliver extra damage with the attack while charging.



[[folder:Hurwaet]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_hurwaet_2e.png]]
[[caption-width-right:250:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:''' TrueNeutral (hurwaeti and swamp wiggles), LawfulEvil (salt wiggles)

Also known as "wiggles," these spacefaring reptilian humanoids have fallen on hard times, but are generally nonaggressive, if greedy.

to:

[[folder:Hurwaet]]
[[quoteright:250:https://static.
[[folder:Hound of the Gloom]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hurwaet_2e.org/pmwiki/pub/images/d&d_hound_of_the_gloom_3e.png]]
[[caption-width-right:250:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' TrueNeutral (hurwaeti and swamp wiggles), LawfulEvil (salt wiggles)

Also known as "wiggles," these spacefaring reptilian humanoids
NeutralEvil

Large, tentacled quadrupeds that
have fallen on hard times, but are generally nonaggressive, if greedy.emerged from deep underground in the past decade to menace Underdark races.



* ArchEnemy: They despise beholders, mind flayers and neogi, gain a minor attack roll bonus against them and their minions, and will [[BetterToDieThanBeKilled fight to the death rather than surrender to them]], while the rare hurwaeti pirates operate exclusively in those enemies' space. This has led to the theory that the hurwaeti's empire collapsed after getting embroiled in a fight against all three foes at once -- "If this is the case (and the hurwaeti aren't saying), they did well to survive at all."
* BarbarianTribe: The hurwaeti's colonies have degenerated into "swamp wiggles," who live a simple tribal existence unless they're playing brigand, and "salt wiggles," who have gone full sahuagin and are often mistaken for scraggs.
* ConsummateProfessional: Hurwaeti hire themselves off as crewmen in same-sex groups all about the same age as well. They're valued for their ability to refresh a ship's atmosphere, their skill in combat, and their obedience, and even if any complaints about crew conditions go unaddressed, the hurwaeti's sense of honor prevents them from mutinying, instead the group will quit the ship at the next opportunity. Though sometimes this can cause problems if a hurwaeti group is traveling space in search of mates, in which case they'll ignore all but the worst conditions until they find another group of hurwaeti and swap some members, after which point they'll be much less accomodating, and will try to return home as soon as feasible. "There are several tales of taskmaster spelliammer captains who thought they had found the perfect crew, only to find themselves short-handed after their hurwaeti crew members had a night on the town."
* GirlsWithMoustaches: Implied; their description never specifies that it's hurwaeti males that grow beards. Which would fit with their reptilian sexual dimorphism (or rather, lack thereof).
* InASingleBound: Their long, froggy legs make them excellent jumpers, capable of eight-foot vertical leaps or 20-foot horizontal jumps. "Leaping hurwaeti working with a squad of swooping hadozee make truly irresistible boarding parties."
* LizardFolk[=/=]SharkMan: Hurwaeti are distantly related to both lizardfolk and sahuagin, giving them glossy green scaled hides, frog-like legs, and webbed fingers and toes. They also have markedly [[OurGnomesAreWeirder gnomish]] faces with large ears, pointed noses and bearded chins, though hurwaeti are much taller than gnomes. They usually wear nothing more than loincloths, belts and packs, and jewelry.
* MrSeahorse: Hurwaeti lay eggs like other reptiles, though shortly afterward, their males store the eggs in abdominal pouches for another eight months. "This habit usually makes it difficult for non-hurwaeti to tell the males from the females."
* OnlyInItForTheMoney: They're mercenary, covetous, even outright greedy, but honest about it. "Nobody gets anything from a hurwaet for free, but the hurwaeti don't expect anything for free, either."
* SmokeOut: They can replicate a ''fog cloud'' once per day, with the note that this is a natural process rather than a magical effect, so it can't be dispelled. Hurwaeti can use this to cover escapes or confuse foes during boarding actions, or more valuably, work in concert to replenish a ship's air envelope.
* StarfishLanguage: Their tongue is described as "archaic," featuring "a difficult, convoluted syntax and includes hisses and clicks" that make it quite difficult for other humanoids to learn, much less speak (though lizardfolk can master it without any problems). Thankfully, hurwaeti can speak Common and similar humanoid tongues without issue.
* SuperToughness: Their hard, scaly hides give them as much natural protection as a suit of scale mail.
* VestigialEmpire: The hurwaeti were once considered a great spacefaring power that had many colonies, "spreading art, civilization, morality, and an philosophy favoring altruism and discipline" across the crystal spheres. Unfortunately, a terrible war killed off the best of them and led their colonies to collapse into barbarism. Their remaining spacefarers are "impoverished wanderers" flying on well-maintained but decrepit-looking vessels, or more commonly, serving on other races' ships.

to:

* ArchEnemy: They despise beholders, mind flayers and neogi, gain a minor attack roll bonus against them and their minions, and will [[BetterToDieThanBeKilled fight to the death rather than surrender to them]], while the rare hurwaeti pirates operate exclusively in those enemies' space. This has led to the theory that the hurwaeti's empire collapsed after getting embroiled in a fight against all three foes at once -- "If this is the case (and the hurwaeti aren't saying), they did well to survive at all."
* BarbarianTribe: The hurwaeti's colonies
BeastOfBattle: Some evil subterranean races have degenerated into "swamp wiggles," who live a simple tribal existence unless they're playing brigand, taken up the practice of capturing young hounds to raise and "salt wiggles," who have gone full sahuagin and are often mistaken for scraggs.
* ConsummateProfessional: Hurwaeti hire themselves off as crewmen in same-sex groups all about the same age as well. They're valued for their ability to refresh
train. If a ship's atmosphere, their skill in combat, and their obedience, and even pup is taken young enough, it accepts its new world easily, especially if any complaints about crew conditions go unaddressed, the hurwaeti's sense of honor prevents them from mutinying, instead the group will quit the ship at the next opportunity. Though sometimes this can cause problems if a hurwaeti group is traveling space in search of mates, in which case they'll ignore all but the worst conditions until they find another group of hurwaeti and swap some members, after which point they'll be much less accomodating, and will try to return home as soon as feasible. "There are several tales of taskmaster spelliammer captains who thought they had found the perfect crew, only to find themselves short-handed after their hurwaeti crew members had a night on the town."
* GirlsWithMoustaches: Implied; their description never specifies that
it's hurwaeti males that grow beards. Which would fit with well fed and allowed to fight.
* CombatTentacles: In addition to
their reptilian sexual dimorphism (or rather, lack thereof).
bite and foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have a reach of 10 feet and end in five-fingered hands with strong, sharp claws.
* InASingleBound: ItCanThink: They have human-level intelligence, make cunning use of terrain in battle, and even have their own language.
* TheParalyzer:
Their long, froggy legs make them excellent jumpers, capable of eight-foot vertical leaps or 20-foot horizontal jumps. "Leaping hurwaeti working with tentacle attacks carry a squad of swooping hadozee make truly irresistible boarding parties."
* LizardFolk[=/=]SharkMan: Hurwaeti are distantly related to both lizardfolk
[[NonHealthDamage Dexterity-damaging]] poison that can potentially leave victims paralyzed and sahuagin, giving them glossy green scaled hides, frog-like legs, and webbed fingers and toes. They also have markedly [[OurGnomesAreWeirder gnomish]] faces with large ears, pointed noses and bearded chins, though hurwaeti are much taller than gnomes. They usually wear nothing more than loincloths, belts and packs, and jewelry.
helpless.
* MrSeahorse: Hurwaeti lay eggs like other reptiles, though shortly afterward, their males store the eggs in abdominal pouches for another eight months. "This habit usually makes it difficult for non-hurwaeti to tell the males from the females."
* OnlyInItForTheMoney: They're mercenary, covetous, even outright greedy, but honest about it. "Nobody gets anything from a hurwaet for free, but the hurwaeti don't expect anything for free, either."
* SmokeOut:
WallCrawl: They can replicate a ''fog cloud'' once per day, with the note that this is a natural process rather than a magical effect, so it can't be dispelled. Hurwaeti can use this to cover escapes or confuse foes during boarding actions, or more valuably, work in concert to replenish a ship's air envelope.
* StarfishLanguage: Their tongue is described as "archaic," featuring "a difficult, convoluted syntax and includes hisses and clicks" that make it quite difficult for other humanoids to learn, much less speak (though lizardfolk can master it without any problems). Thankfully, hurwaeti can speak Common and similar humanoid tongues without issue.
* SuperToughness: Their hard, scaly hides give them as much natural protection as a suit of scale mail.
* VestigialEmpire: The hurwaeti were once considered a great spacefaring power that had many colonies, "spreading art, civilization, morality, and an philosophy favoring altruism and discipline" across the crystal spheres. Unfortunately, a terrible war killed off the best of them and led
climb surfaces at half their colonies normal speed, which they use to collapse into barbarism. Their remaining spacefarers are "impoverished wanderers" flying drop down on well-maintained but decrepit-looking vessels, or more commonly, serving on other races' ships.prey.



[[folder:Hybsil]]
[[quoteright:301:https://static.tvtropes.org/pmwiki/pub/images/d&d_hybsil_3e.jpg]]
[[caption-width-right:301:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood

Fey combinations of antelopes and pixies, whose tribes roam forests and grasslands, generally avoiding other races.

to:

[[folder:Hybsil]]
[[quoteright:301:https://static.
[[folder:Howler]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hybsil_3e.jpg]]
[[caption-width-right:301:3e]]
org/pmwiki/pub/images/d&d_howler_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_3e.jpg[[/labelnote]] ]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
''TabletopGame/{{Planescape}}''\\
'''Classification:''' Fey (3E)\\
Outsider (3E), Elemental Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 1 (3E)\\
3 (3E), 9 (4E), 8 (5E)\\
'''Alignment:''' NeutralGood

Fey combinations
ChaoticEvil, Evil (4E)

Wailing pack hunters from the Windswept Depths
of antelopes and pixies, Pandemonium, whose tribes roam forests and grasslands, generally avoiding other races.howls can drive prey mad with fear.



* BadassNative: They have something like the Native American tradition of counting coup, in which young hybsil warriors (of both sexes) prove their daring by darting amongst enemies, stabbing them once, and escaping.
* ForcedSleep: Like their pixie kin, hybsils can coat their weapons with a poison that causes ''sleep''.
* HornedHumanoid: Both male and female hybsils have horns, the former large forking antlers that molt in the dead of winter and grow back in the spring, the latter smaller straight or spiral antlers that remain year-round. Hybsil horns are said to have magical properties, leading some mages or alchemists to pay for shed specimens... or horns attached to a fresh hybsil scalp, ensuring their magical efficacy.
* OurCentaursAreDifferent: They're three-foot-tall tauric creatures with cervid lower bodies and fey humanoid torsos.
* OurPixiesAreDifferent: Their other half; hybsils are considered cousins to pixies, and possess tricksy spell-like abilities such as ''dancing lights,'' ''mirror image'' or ''ventriloquism''.
* SeeTheInvisible: In 3rd Edition, hybsils can see ''invisible'' creatures without difficulty.

to:

* BadassNative: They have something like BeastOfBattle: Howlers are often employed as hunting dogs by demons and Abyssal orcs.
* HorseOfADifferentColor: Alternatively, howlers are large enough to serve as steeds for Medium-sized riders, though an exotic saddle is needed due to
the Native American tradition of counting coup, spines on a howler's back.
* SpikesOfVillainy: Howlers sport quills on their backs, particularly in 3rd Edition,
in which young hybsil warriors (of both sexes) prove howlers could even attack with them, dealing damage and imposing penalties on victims after the quills got lodged in their daring by darting amongst enemies, stabbing them once, and escaping.
flesh.
* ForcedSleep: Like SuperScream: Their signature howl floods the minds of their pixie kin, hybsils can coat their weapons with a poison that causes ''sleep''.
* HornedHumanoid: Both male and female hybsils have horns, the former large forking antlers that molt in the dead of winter and grow back in the spring, the latter smaller straight or spiral antlers that remain year-round. Hybsil horns are said to have magical properties, leading some mages or alchemists to pay for shed specimens... or horns attached to a fresh hybsil scalp, ensuring their magical efficacy.
* OurCentaursAreDifferent: They're three-foot-tall tauric creatures with cervid lower bodies and fey humanoid torsos.
* OurPixiesAreDifferent: Their other half; hybsils are considered cousins to pixies, and possess tricksy spell-like abilities such as ''dancing lights,'' ''mirror image'' or ''ventriloquism''.
* SeeTheInvisible:
victims, making complex thought impossible. In 3rd Edition, hybsils can see ''invisible'' creatures anyone without difficulty.hearing range of the creatures' howling has to save or take [[NonHealthDamage Wisdom damage]], while in 5th Edition, a howler's keening howl is a SupernaturalFearInducer that reduces victims' speed and incapacitates them.



[[folder:Hydra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 12 (4E), 8 (5E)\\
'''Alignment:''' Unaligned

Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.

to:

[[folder:Hydra]]
[[folder:Howler Wasp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_howler_wasp_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
Aberration (3E)\\
'''Challenge Rating:''' 4+ (3E), 12 (4E), 8 (5E)\\
1 (standard), 5 (queen) (3E)\\
'''Alignment:''' Unaligned

Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
ChaoticEvil

Dog-sized, wasp-like creatures with screaming simian faces.



* BreathWeapon: Pyrohydras breathe fire, while cryohydras breathe freezing wind.
* ColorCodedForYourConvenience: The elemental hydra variants are easy to identify -- pyrohydras are red, while cryohydras are purple.
* FireKeepsItDead: Searing a hydra's neck stump prevents it from growing two heads to replace the severed one.
* FoodChainOfEvil: Dragons find hydras to be incredibly delicious, and will go to great lengths to kill and devour the lesser monsters should they become aware of their presence.
* HealingFactor: In addition to growing back lost heads, hydras have very rapid healing and quickly heal over damage done to their main body.
* HorrorHunger: Hydras are ruled by a constant hunger for flesh that eventually strips their surroundings bare of food, forcing the beast to find new hunting grounds. If a hydra goes for too long without prey, its hunger will become too strong for it to bear and its heads will turn upon each other as the maddened creature eats itself alive.
* HydraProblem: A hydra will grow two heads for every severed one, a process which requires one to four rounds in combat, unless the stump is seared with fire or acid. The supernumerary heads will all wither and drop off within a day or so, but in the heat of combat this doesn't do hydra-slayers much good. Mechanically, hydras exist to stymie players who rely on basic melee combat -- beating a hydra requires outside-the-box tactics, such as a greater reliance on elementally-infused weapons, magic, or skills that let you sever multiple heads at a time. Notably, in early editions, most hydras could not actually regrow lost heads -- this characteristic was unique to Leranean hydras, a stronger breed of the creatures.
* MultipleHeadCase: A typical hydra starts with five to twelve heads, and can grow up to twice as many as its original number over a battle. They put these extra heads to good use, both for the additional attacks and for the extra sensory input when needing to spot foes.
* OrganDrops: Hydra body parts have a surprising number of uses. Hydra tongues hung from a pole, for instance, will change color rather dramatically depending on the approaching weather, while hydra fat mixed with corn meal makes for extremely effective rat bait and powdered hydra bone is a potent desiccant.
* OurHydrasAreDifferent: Hydras are large, four-legged reptiles and can have anywhere from five to twelve heads, with two new ones growing in whenever one is lost. They inhabit swamps and other areas of stagnant water and are some of the most dangerous things living there short of black dragons, with whom they often compete when they coexist.
** While hydras aren't dragons, some scholars believe that they share a common ancestor -- a minor scholarly tradition that believes dragons to descend from wyvern-like creatures rather than having been created by the gods holds that certain ancient skeletons of multi-headed reptiles are the remains of mutated proto-dragons who later evolved into modern hydras.
** A couple of variants exist, including [[AnIcePerson cryohydras]], which can breathe out clouds of icy mist, and [[PlayingWithFire pyrohydras]], which breathe fire instead.

!!Dracohydra
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dracohydra_5e.png]]
->'''Challenge Rating:''' 10 (5E)\\

to:

* BreathWeapon: Pyrohydras breathe fire, BewareMyStingerTail: Beyond their bite and claw attacks, howler wasps have stings that deliver a [[NonHealthDamage Dexterity-damaging]] poison. Female howler wasps can sting at will, while cryohydras breathe freezing wind.
* ColorCodedForYourConvenience: The elemental hydra variants are easy to identify -- pyrohydras are red, while cryohydras are purple.
* FireKeepsItDead: Searing a hydra's neck stump prevents it from growing two heads to replace
the severed one.
* FoodChainOfEvil: Dragons find hydras to be incredibly delicious, and
rare males will go to great lengths to kill and devour the lesser monsters should they become aware of their presence.
* HealingFactor: In addition to growing back lost heads, hydras have very rapid healing and quickly heal over damage done to their main body.
* HorrorHunger: Hydras are ruled by
die a constant hunger for flesh that eventually strips their surroundings bare of food, forcing the beast to find new hunting grounds. If a hydra goes for too long without prey, its hunger will become too strong for it to bear and its heads will turn upon each other as the maddened creature eats itself alive.
* HydraProblem: A hydra will grow two heads for every severed one, a process which requires one to four
few rounds in combat, unless the stump is seared with fire or acid. The supernumerary heads will all wither and drop off within a day or so, but in the heat of combat this doesn't do hydra-slayers much good. Mechanically, hydras exist to stymie players who rely on basic melee combat -- beating a hydra requires outside-the-box tactics, such as a greater reliance on elementally-infused weapons, magic, or skills that let you sever multiple heads at a time. Notably, in early editions, most hydras could not actually regrow lost heads -- this characteristic was unique to Leranean hydras, a stronger breed of the creatures.
afterward.
* MultipleHeadCase: A typical hydra starts with five to twelve heads, and can grow up to twice as many as its original number over a battle. They put these extra heads to good use, both for the additional attacks and for the extra sensory input when needing to spot foes.
* OrganDrops: Hydra body parts have a surprising number of uses. Hydra tongues hung from a pole, for instance, will change color rather dramatically depending on the approaching weather, while hydra fat mixed with corn meal makes for extremely effective rat bait and powdered hydra bone is a potent desiccant.
* OurHydrasAreDifferent: Hydras are large, four-legged reptiles and can have anywhere from five to twelve heads, with two new ones growing in whenever one is lost. They inhabit swamps and other areas of stagnant water and are some of the most dangerous things living there short of black dragons, with whom they often compete when they coexist.
** While hydras aren't dragons, some scholars believe that they share a common ancestor -- a minor scholarly tradition that believes dragons to descend from wyvern-like creatures rather than having been
BioweaponBeast: Howler wasps were created by the gods holds that certain ancient skeletons of multi-headed reptiles are the remains of mutated proto-dragons wizard Otiluke, who later evolved into modern hydras.
** A couple
was trying to create some guard creatures in anticipation of variants exist, including [[AnIcePerson cryohydras]], an attack by slaadi. The howler wasps were his first attempt, which he judged a failure, but before Otiluke could properly dispose of them, the slaadi attacked and the aberrations escaped in the confusion.
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to their nest to summon reinforcements.
* KillerGorilla[=/=]WickedWasps: They're giant stinging insects with baboon-like features, and just as unpleasant as that combination sounds. Howler wasps are so hateful and aggressive that they kill everything they meet, whether they need food or not. Worse, they live in nests containing over sixty howler wasps.
* LargeAndInCharge: Normal howler wasps are only 4 feet long, but their queens are Large creatures twice that size.
* MonstrousCannibalism: Howler wasps breed much more rapidly than their nests
can breathe out clouds of icy mist, support, so their queens and [[PlayingWithFire pyrohydras]], which breathe fire instead.

!!Dracohydra
[[quoteright:350:https://static.
the healthiest larva routinely devour the weaker ones.
* TakingYouWithMe: If subjected to a CriticalHit or an attack that would reduce its hit points past 0, a howler wasp can immediately try and douse its foes with an inciting pheromone. This does no damage in itself, but will drive all other howler wasps in the area into a screaming rage, giving them bonuses on attack and damage rolls against the affected creature, and allowing the aberrations to track the doused foe like they had blindsense. The pheremone's effects last for ten minutes, or until the victim washes it off.
[[/folder]]

[[folder:Hu Hsien]]
[[quoteright:299:https://static.
tvtropes.org/pmwiki/pub/images/dracohydra_5e.png]]
->'''Challenge Rating:''' 10 (5E)\\
org/pmwiki/pub/images/d&d_hu_hsien_2e.jpg]]
[[caption-width-right:299:2e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\



Dracohydras are artificial creatures born from attempts to recreate Tiamat's power by combining hydra blood with the magic of chromatic dragons. They resemble dragons with the heads of multiple types of chromatic dragons and many snakelike tails. They can sometimes be found serving their creators; in the wild, they're voracious predators entirely capable of stripping countrysides of animal life.

to:

Dracohydras are artificial creatures born from attempts to recreate Tiamat's power by combining hydra blood with Relatives of hengeyokai, these shapeshifting foxes can assume the magic form of chromatic dragons. They resemble dragons with the heads of multiple types of chromatic dragons and many snakelike tails. They can sometimes be found serving beautiful women to better work their creators; in the wild, they're voracious predators entirely capable of stripping countrysides of animal life.mischief.



* ArtificialHybrid: The dracohydra is the result of amalgamating the magic of chromatic dragons with the blood of a hydra.
* BigEater: Dracohydrae feed relentlessly, with each head demanding a feast of its own. If left alone, they can hunt fauna almost to extinction.
* BreathWeapon: A dracohydra can exhale a polychromatic mass of energy from its multiple heads that contains the essence of a chromatic dragon's elemental power, allowing it to choose which type of energy damage the attack deals.
* MultipleTailedBeast: A dracohydra has multiple snake-like tails.

!!Gulguthydra
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gulguthydra_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 12 (3E)\\

to:

* ArtificialHybrid: The dracohydra is AchillesHeel: While hu hsien are immune to fire and resistant to cold, they take double damage from electricity and are generally [[FearOfThunder terrified of thunderstorms,]] "since the result of amalgamating Celestial Emperor often sends the magic Thunder God to punish hu hsien for her wicked ways."
* AsianFoxSpirit: They're a more negative portrayal
of chromatic dragons the source myth, as hu hsien "delight in their ability to manipulate and torment hapless humans" and drain the life from their paramours. There's also no mention of hu hsien beginning their lives as ordinary foxes, or gaining additional tails as they age.
* CantHoldHerLiquor: Hu hsien have a weakness for wine, and if intoxicated will revert to their fox form.
* CharmPerson: In their human forms, hu hsien can cast ''fascinate'' at will, causing those who succumb to regard them as someone they trust and love.
* HiddenDepths: For all their love of illusion and deception, hu hsien are in fact geniuses with a keen interest in scholars (albeit sometimes as victims). If an academic befriends a hu hsien
with the blood proper offerings of incense and treasure, they might return to their study in the morning to find that the fox spirit has left out a hydra.
* BigEater: Dracohydrae feed relentlessly,
tome or document with the information the scholar is seeking.
* HumanShifting: They can take the shape of human women, albeit with fox tails they have to hide beneath their robes.
* LevelDrain: They survive by draining the life force of their bewitched lovers, resulting in a lost experience level
each head demanding a feast of its own. If left alone, day the victim spends with the hu hsien.
* MasterOfIllusion: Beyond their natural shapeshifting,
they can hunt fauna almost use spells like ''become invisible'', ''disguise'', ''ventriloquism'', and ''hypnotic pattern''. Hu hsien often make their lairs in abandoned houses they use their magic to extinction.
disguise as luxurious mansions.
* BreathWeapon: A dracohydra can exhale a polychromatic mass of energy from its multiple heads that contains PetTheDog: Not all hu hsien are cruel and ungrateful, and some have been known to reward humans who treat them well or show them generosity, usually in the essence form of good fortune, good luck on examinations, or even rescue during a chromatic dragon's elemental power, allowing it to choose which type moment of energy damage the attack deals.
* MultipleTailedBeast: A dracohydra has multiple snake-like tails.

!!Gulguthydra
[[quoteright:350:https://static.
grave peril.
[[/folder]]

[[folder:Huitzil]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_gulguthydra_3e.org/pmwiki/pub/images/d&d_huitzil_3e.png]]
[[caption-width-right:350:3e]]
[[caption-width-right:300:3e]]
->'''Classification:''' Aberration Animal (3E)\\
'''Challenge Rating:''' 12 1/3 (3E)\\



Hydra-otyugh hybrids, these 6,000-pound eating machines roam swamps and caverns, consuming anything organic they come across, no matter how foul. Thankfully, they lack a pureblood hydra's regenerative abiliity.

to:

Hydra-otyugh hybrids, these 6,000-pound eating machines roam swamps Tiny dragonblooded avians who instinctively steal and caverns, consuming anything organic they come across, no matter how foul. Thankfully, they lack a pureblood hydra's regenerative abiliity.hoard shiny trinkets.



* CombatTentacles: Like otyughs, they can lash and grab living prey with their tentacles.
* ExtremeOmnivore: They combine a hydra's multi-headed appetite with an otyugh's ability to digest almost anything organic. They'll eat living creatures, carrion, even plants and trees.
* ThePigPen: Gulguthydras are covered in a foot-thick layer of slime and excrement, which assists their movement over the ground.
* WeaponizedStench: They reek of rot and decay, and anything that comes within 80 feet of a gulguthydra has to save or become nauseated.

to:

* CombatTentacles: Like otyughs, AttentionDeficitOohShiny: They are curious, "easily distracted and insatiably nosy."
* DragonAncestry: Huitzils are "drakken," creatures with a clear draconic ancestry, but whose dragon blood has diluted to the point that
they can lash and grab living prey with lack their tentacles.
progenitor's supernatural powers. As such, they're classified as Animals (dragonblood) rather than lesser Dragons.
* ExtremeOmnivore: {{Familiar}}: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though the partnership is not without difficulty.
-->'''Naelan, Lord of the Uttercold:''' Upon further research, it has become quite evident that huitzil make challenging familiars due to their tendency to hoard any spell components that reflect too much light.
* FragileSpeedster: They're weak enough to most likely die in a single hit, but they're fast and evasive, resulting in a high flight speed and Armor Class.
* StickyFingers:
They combine have a hydra's multi-headed appetite magpie-like obsession with an otyugh's ability shiny things, exacerbated by their draconic instinct to digest almost anything organic. amass a hoard. Huitzils thus try and snatch any glittering baubles they come across, and their males will use these treasures to try and attract mates.
* TrademarkFavoriteFood: Huitzils eat mainly fruits supplemented by insects, but seem to enjoy hunting colorful butterflies in particular.
* WeNeedADistraction: Huitzils can take a "Distract" action in combat, squawking and flapping their wings in a creature's face, to impose a penalty on their attack rolls.
They'll eat living creatures, carrion, even plants and trees.
* ThePigPen: Gulguthydras are covered
also use this strategy to collect treasure, with some huitzils causing a ruckus while another darts in a foot-thick layer of slime and excrement, which assists their movement over the ground.
* WeaponizedStench: They reek of rot and decay, and anything that comes within 80 feet of a gulguthydra has
to save or become nauseated.grab something shiny.


Added DiffLines:

[[folder:Huldrefolk]]
[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/d&d_huldrefolk_3e.png]]
[[caption-width-right:326:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral

Little grey fey with power over domains of the natural world. Not to be confused with the huld'''er'''folk, a reclusive race of elves also native to Krynn.
----
* ElementalPowers: Every huldrefolk is aligned with a natural domain, Air, Animal, Earth, Fire, Plant or Water. They can cast sorcerer spells of the associated subtype, and can access other powers, such as being able to communicate with the element of their domain, or easily traverse such terrain.
* ElementalShapeshifting: Huldrefolk can merge with the terrain associated with their elemental domain, or turn into an elemental creature themselves -- though huldrefolk aligned with the Animal or Plant domains instead turn into those respective lifeforms.
* TheGreys: They look the part, being two-and-a-half-foot tall, hairless, big-eyed, gray-skinned humanoids from another plane.
* NonHealthDamage: Huldrefolk's very touch drains Constitution from other creatures.
* ResistantToMagic: They have an innate resistance to arcane magic, but not divine spells.
* ShroudedInMyth: Krynnish scholars perpetuate various myths about huldrefolk -- "some say they have the ability to possess those slain with a simple touch, while others claim that sunlight can kill or trap them."
* {{Ultraterrestrials}}: They're the "primal fey" of Krynn, who millennia ago used [[CircleOfStandingStones circles of standing stones]] to migrate from that world to what they call "The Gray," a realm of spirits and magic that some scholars speculate is more properly called the Ethereal Sea. The reason why the huldrefolk left is unclear, with some scholars asserting that the huldrefolk wished to leave the world to the rising mortal races, while others believe that the fey feared that remaining too long on Krynn would dilute their extraplanar nature.
* WeakenedByTheLight: Zig-zagged; on the one hand, huldrefolk are dazzled in bright light, taking a minor penalty on attack rolls and visual checks, but they also become [[{{Invisibility}} fully transparent]] in such lighting.
[[/folder]]

[[folder:Hullathoin]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hullathoin_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 15 (3e)\\
'''Alignment:''' NeutralEvil

These huge undead beasts have bodies covered in weeping sores, and are almost always surrounded by a cloud of buzzing insects and a retinue of lesser undead.
----
* BloodyMurder: A variant; hullathoins can spew pus from their sores once per day, causing everything within 30 feet of them to save or take acid and Strength damage.
* CombatTentacles: They can sprout tentacles with their shoulders to attack with, or more commonly to grab and deform victims.
* {{Necromancer}}: They can't create any directly, but hullathoins can rebuke and command undead as a 20th-level evil cleric.
* NonHealthDamage: Hullathoins' tentacles can twist and deform the flesh of creatures they've grabbed, dealing Charisma damage. Nothing pleases the creatures more than distorting a creature's flesh beyond recognition, and then leaving it to die and be reanimated by their undead minions.
* PoisonousPerson: Their bite and tentacle attacks carry a Strength-damaging poison.
* TheSwarm: The creatures serve as hosts for swarms of bloodfiend locusts, evil extraplanar insects that inflict LevelDrain with their bite attacks, creating vampire spawn from their victims.
* TheSymbiote: Hullathoins have a mutually-beneficial symbiosis with the swarms of bloodfiend locusts that nest in their bodies. A hullathoin can contract the muscles around its sores to expel the locusts when it needs allies, and the vampire spawn created by those locusts automatically join the hullathoin's undead retinues. The locusts get a safe place to nest, and feed on the hullathoin's diseased bulk (which doesn't damage the creature).
[[/folder]]

[[folder:Hurwaet]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_hurwaet_2e.png]]
[[caption-width-right:250:2e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Playable:''' 2E\\
'''Alignment:''' TrueNeutral (hurwaeti and swamp wiggles), LawfulEvil (salt wiggles)

Also known as "wiggles," these spacefaring reptilian humanoids have fallen on hard times, but are generally nonaggressive, if greedy.
----
* ArchEnemy: They despise beholders, mind flayers and neogi, gain a minor attack roll bonus against them and their minions, and will [[BetterToDieThanBeKilled fight to the death rather than surrender to them]], while the rare hurwaeti pirates operate exclusively in those enemies' space. This has led to the theory that the hurwaeti's empire collapsed after getting embroiled in a fight against all three foes at once -- "If this is the case (and the hurwaeti aren't saying), they did well to survive at all."
* BarbarianTribe: The hurwaeti's colonies have degenerated into "swamp wiggles," who live a simple tribal existence unless they're playing brigand, and "salt wiggles," who have gone full sahuagin and are often mistaken for scraggs.
* ConsummateProfessional: Hurwaeti hire themselves off as crewmen in same-sex groups all about the same age as well. They're valued for their ability to refresh a ship's atmosphere, their skill in combat, and their obedience, and even if any complaints about crew conditions go unaddressed, the hurwaeti's sense of honor prevents them from mutinying, instead the group will quit the ship at the next opportunity. Though sometimes this can cause problems if a hurwaeti group is traveling space in search of mates, in which case they'll ignore all but the worst conditions until they find another group of hurwaeti and swap some members, after which point they'll be much less accomodating, and will try to return home as soon as feasible. "There are several tales of taskmaster spelliammer captains who thought they had found the perfect crew, only to find themselves short-handed after their hurwaeti crew members had a night on the town."
* GirlsWithMoustaches: Implied; their description never specifies that it's hurwaeti males that grow beards. Which would fit with their reptilian sexual dimorphism (or rather, lack thereof).
* InASingleBound: Their long, froggy legs make them excellent jumpers, capable of eight-foot vertical leaps or 20-foot horizontal jumps. "Leaping hurwaeti working with a squad of swooping hadozee make truly irresistible boarding parties."
* LizardFolk[=/=]SharkMan: Hurwaeti are distantly related to both lizardfolk and sahuagin, giving them glossy green scaled hides, frog-like legs, and webbed fingers and toes. They also have markedly [[OurGnomesAreWeirder gnomish]] faces with large ears, pointed noses and bearded chins, though hurwaeti are much taller than gnomes. They usually wear nothing more than loincloths, belts and packs, and jewelry.
* MrSeahorse: Hurwaeti lay eggs like other reptiles, though shortly afterward, their males store the eggs in abdominal pouches for another eight months. "This habit usually makes it difficult for non-hurwaeti to tell the males from the females."
* OnlyInItForTheMoney: They're mercenary, covetous, even outright greedy, but honest about it. "Nobody gets anything from a hurwaet for free, but the hurwaeti don't expect anything for free, either."
* SmokeOut: They can replicate a ''fog cloud'' once per day, with the note that this is a natural process rather than a magical effect, so it can't be dispelled. Hurwaeti can use this to cover escapes or confuse foes during boarding actions, or more valuably, work in concert to replenish a ship's air envelope.
* StarfishLanguage: Their tongue is described as "archaic," featuring "a difficult, convoluted syntax and includes hisses and clicks" that make it quite difficult for other humanoids to learn, much less speak (though lizardfolk can master it without any problems). Thankfully, hurwaeti can speak Common and similar humanoid tongues without issue.
* SuperToughness: Their hard, scaly hides give them as much natural protection as a suit of scale mail.
* VestigialEmpire: The hurwaeti were once considered a great spacefaring power that had many colonies, "spreading art, civilization, morality, and an philosophy favoring altruism and discipline" across the crystal spheres. Unfortunately, a terrible war killed off the best of them and led their colonies to collapse into barbarism. Their remaining spacefarers are "impoverished wanderers" flying on well-maintained but decrepit-looking vessels, or more commonly, serving on other races' ships.
[[/folder]]

[[folder:Hybsil]]
[[quoteright:301:https://static.tvtropes.org/pmwiki/pub/images/d&d_hybsil_3e.jpg]]
[[caption-width-right:301:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood

Fey combinations of antelopes and pixies, whose tribes roam forests and grasslands, generally avoiding other races.
----
* BadassNative: They have something like the Native American tradition of counting coup, in which young hybsil warriors (of both sexes) prove their daring by darting amongst enemies, stabbing them once, and escaping.
* ForcedSleep: Like their pixie kin, hybsils can coat their weapons with a poison that causes ''sleep''.
* HornedHumanoid: Both male and female hybsils have horns, the former large forking antlers that molt in the dead of winter and grow back in the spring, the latter smaller straight or spiral antlers that remain year-round. Hybsil horns are said to have magical properties, leading some mages or alchemists to pay for shed specimens... or horns attached to a fresh hybsil scalp, ensuring their magical efficacy.
* OurCentaursAreDifferent: They're three-foot-tall tauric creatures with cervid lower bodies and fey humanoid torsos.
* OurPixiesAreDifferent: Their other half; hybsils are considered cousins to pixies, and possess tricksy spell-like abilities such as ''dancing lights,'' ''mirror image'' or ''ventriloquism''.
* SeeTheInvisible: In 3rd Edition, hybsils can see ''invisible'' creatures without difficulty.
[[/folder]]

[[folder:Hydra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 12 (4E), 8 (5E)\\
'''Alignment:''' Unaligned

Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
* BreathWeapon: Pyrohydras breathe fire, while cryohydras breathe freezing wind.
* ColorCodedForYourConvenience: The elemental hydra variants are easy to identify -- pyrohydras are red, while cryohydras are purple.
* FireKeepsItDead: Searing a hydra's neck stump prevents it from growing two heads to replace the severed one.
* FoodChainOfEvil: Dragons find hydras to be incredibly delicious, and will go to great lengths to kill and devour the lesser monsters should they become aware of their presence.
* HealingFactor: In addition to growing back lost heads, hydras have very rapid healing and quickly heal over damage done to their main body.
* HorrorHunger: Hydras are ruled by a constant hunger for flesh that eventually strips their surroundings bare of food, forcing the beast to find new hunting grounds. If a hydra goes for too long without prey, its hunger will become too strong for it to bear and its heads will turn upon each other as the maddened creature eats itself alive.
* HydraProblem: A hydra will grow two heads for every severed one, a process which requires one to four rounds in combat, unless the stump is seared with fire or acid. The supernumerary heads will all wither and drop off within a day or so, but in the heat of combat this doesn't do hydra-slayers much good. Mechanically, hydras exist to stymie players who rely on basic melee combat -- beating a hydra requires outside-the-box tactics, such as a greater reliance on elementally-infused weapons, magic, or skills that let you sever multiple heads at a time. Notably, in early editions, most hydras could not actually regrow lost heads -- this characteristic was unique to Leranean hydras, a stronger breed of the creatures.
* MultipleHeadCase: A typical hydra starts with five to twelve heads, and can grow up to twice as many as its original number over a battle. They put these extra heads to good use, both for the additional attacks and for the extra sensory input when needing to spot foes.
* OrganDrops: Hydra body parts have a surprising number of uses. Hydra tongues hung from a pole, for instance, will change color rather dramatically depending on the approaching weather, while hydra fat mixed with corn meal makes for extremely effective rat bait and powdered hydra bone is a potent desiccant.
* OurHydrasAreDifferent: Hydras are large, four-legged reptiles and can have anywhere from five to twelve heads, with two new ones growing in whenever one is lost. They inhabit swamps and other areas of stagnant water and are some of the most dangerous things living there short of black dragons, with whom they often compete when they coexist.
** While hydras aren't dragons, some scholars believe that they share a common ancestor -- a minor scholarly tradition that believes dragons to descend from wyvern-like creatures rather than having been created by the gods holds that certain ancient skeletons of multi-headed reptiles are the remains of mutated proto-dragons who later evolved into modern hydras.
** A couple of variants exist, including [[AnIcePerson cryohydras]], which can breathe out clouds of icy mist, and [[PlayingWithFire pyrohydras]], which breathe fire instead.

!!Dracohydra
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dracohydra_5e.png]]
->'''Challenge Rating:''' 10 (5E)\\
'''Alignment:''' ChaoticEvil

Dracohydras are artificial creatures born from attempts to recreate Tiamat's power by combining hydra blood with the magic of chromatic dragons. They resemble dragons with the heads of multiple types of chromatic dragons and many snakelike tails. They can sometimes be found serving their creators; in the wild, they're voracious predators entirely capable of stripping countrysides of animal life.
----
* ArtificialHybrid: The dracohydra is the result of amalgamating the magic of chromatic dragons with the blood of a hydra.
* BigEater: Dracohydrae feed relentlessly, with each head demanding a feast of its own. If left alone, they can hunt fauna almost to extinction.
* BreathWeapon: A dracohydra can exhale a polychromatic mass of energy from its multiple heads that contains the essence of a chromatic dragon's elemental power, allowing it to choose which type of energy damage the attack deals.
* MultipleTailedBeast: A dracohydra has multiple snake-like tails.

!!Gulguthydra
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gulguthydra_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' Unaligned

Hydra-otyugh hybrids, these 6,000-pound eating machines roam swamps and caverns, consuming anything organic they come across, no matter how foul. Thankfully, they lack a pureblood hydra's regenerative abiliity.
----
* CombatTentacles: Like otyughs, they can lash and grab living prey with their tentacles.
* ExtremeOmnivore: They combine a hydra's multi-headed appetite with an otyugh's ability to digest almost anything organic. They'll eat living creatures, carrion, even plants and trees.
* ThePigPen: Gulguthydras are covered in a foot-thick layer of slime and excrement, which assists their movement over the ground.
* WeaponizedStench: They reek of rot and decay, and anything that comes within 80 feet of a gulguthydra has to save or become nauseated.
[[/folder]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | '''H''' | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | '''H''' | [[Characters/DungeonsAndDragonsCreaturesIToL [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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* BigEater: The price of varags' incredible speed is that they require three times the daily food intake as a normal Medium-sized humanoid. Those that only get twice as much food as normal will have to spend much of the day sleeping to conserve its energy, while those fed normal rations have their speed reduced to a 30-foot baseline. For this reason, hobgoblins keep varags in sex-segregated packs, and ensure that matings occur only under controlled circumstances, so the varag population doesn't outpace its food supply.
* BigGuyLittleGuy: They have this relationship with normal hobgoblins, sans the "big guy" providing occasional good ideas. Hobgoblins are well aware that a varag would beat them in a one-on-one fight, and so they take care to lavish the creatures with praise for even minor accomplishments, and ensure that they're well-fed. This makes the varags instinctively and fiercely protective of hobgoblins, to the extent that they'll charge in to a hobgoblin's rescue without a second thought... though this loyalty only lasts as long as the food does. A restless and hungry band of varags will search for another hobgoblin warband, or even fall in with the likes of mere goblins or orcs.
* LightningBruiser: Varags are stronger than ordinary hobgoblins, and can move as fast as a galloping horse, making them excel at HitAndRunTactics.

to:

* BigEater: The price of varags' incredible speed is that they require three times the daily food intake as a normal Medium-sized humanoid. Those that only get twice as much food as normal will have to spend much of the day sleeping to conserve its their energy, while those fed normal rations have their speed reduced to a 30-foot baseline. For this reason, hobgoblins keep varags in sex-segregated packs, packs and ensure that matings occur only under controlled circumstances, so the varag population doesn't outpace its food supply.
* BigGuyLittleGuy: They have this relationship with normal hobgoblins, sans the "big guy" providing occasional good ideas. Hobgoblins are well aware that a varag would beat them in a one-on-one fight, and so they take care to lavish the creatures with praise for even minor accomplishments, and ensure that they're well-fed. This makes the varags instinctively and fiercely protective of hobgoblins, to the extent that they'll charge in to a hobgoblin's rescue without a second thought... though this loyalty only lasts as long as the food does. A restless and hungry band of varags varag pack will search for another hobgoblin warband, or even fall in with the likes of mere goblins or orcs.
* LightningBruiser: Varags are stronger than ordinary hobgoblins, and can move as fast as a galloping horse, making them excel at HitAndRunTactics. Unfortunately, this has [[DumbMuscle come at the cost of brainpower]], leaving them only slightly smarter than the average ogre.
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Added example(s), Added image

Added DiffLines:


!!Varag
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_varag_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil

Also known as "blood chasers," these goblinoids have lupine traits, and are used as speedy skirmishers and harriers by their hobgoblin handlers.
----
* BigEater: The price of varags' incredible speed is that they require three times the daily food intake as a normal Medium-sized humanoid. Those that only get twice as much food as normal will have to spend much of the day sleeping to conserve its energy, while those fed normal rations have their speed reduced to a 30-foot baseline. For this reason, hobgoblins keep varags in sex-segregated packs, and ensure that matings occur only under controlled circumstances, so the varag population doesn't outpace its food supply.
* BigGuyLittleGuy: They have this relationship with normal hobgoblins, sans the "big guy" providing occasional good ideas. Hobgoblins are well aware that a varag would beat them in a one-on-one fight, and so they take care to lavish the creatures with praise for even minor accomplishments, and ensure that they're well-fed. This makes the varags instinctively and fiercely protective of hobgoblins, to the extent that they'll charge in to a hobgoblin's rescue without a second thought... though this loyalty only lasts as long as the food does. A restless and hungry band of varags will search for another hobgoblin warband, or even fall in with the likes of mere goblins or orcs.
* LightningBruiser: Varags are stronger than ordinary hobgoblins, and can move as fast as a galloping horse, making them excel at HitAndRunTactics.
* NonHumanHumanoidHybrid: They're hobgoblins magically crossbred with dire wolves. Varags thus prefer RunningOnAllFours, have a canine's body language and pack society, and have been so altered in a physiological and mental sense that some are barely able to speak, and other varags communicate only through gestures and howls.
* TheNoseKnows: Varags not only have the Scent ability, they rely on it more than their hearing or sight.
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* HatedByAll: Everyone despises heways, from humanoids to even dumb beasts. Herd animals will try to trample the serpents if they're caught in the open during daylight, while predators may attempt a kill if they can do so with their claws, rather than risk biting the poisonous snakes.

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* HatedByAll: Everyone despises heways, heway, from humanoids to even dumb beasts. Herd animals will try to trample the serpents if they're caught in the open during daylight, while predators may attempt a kill if they can do so with their claws, rather than risk biting the poisonous snakes.



* SnakesAreSinister: Heways aren't just intelligent enough to target water sources with their poison, they take enjoyment in doing so, resulting in their evil alignment. They also look much more malicious than normal snakes, as their scales are slimy with poison and are shed constantly.
* WaterSourceTampering: Heways can smell water from up to 20 miles away, and after arriving at an oasis or spring will swim around in it for several hours, ensuring it's thoroughly contaminated by the heway's poison. Even creatures who survive the poison's effects are likely doomed, as they must then find a clean source of water in their weakened state. Once the heway moves on, the water source becomes usable again in at most two weeks, depending on how quickly the water is renewed. Some unscrupulous humanoid tribes hunt heways to use their corpses on a rival's well, though a dead heway's poison isn't as dangerous.

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* SnakesAreSinister: Heways Heway aren't just intelligent enough to target water sources with their poison, they take enjoyment in doing so, resulting in their evil alignment. They also look much more malicious than normal snakes, as their scales are slimy with poison and are shed constantly.
* WaterSourceTampering: Heways Heway can smell water from up to 20 miles away, and after arriving at an oasis or spring will swim around in it for several hours, ensuring it's thoroughly contaminated by the heway's poison. Even creatures who survive the poison's effects are likely doomed, as they must then find a clean source of water in their weakened state. Once the a heway moves on, the water source becomes usable again in at most two weeks, depending on how quickly the water is renewed. Some unscrupulous humanoid tribes hunt heways heway to use their corpses on a rival's well, though a dead heway's poison isn't as dangerous.
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Added example(s), Added image

Added DiffLines:

[[folder:Heway]]
[[quoteright:305:https://static.tvtropes.org/pmwiki/pub/images/d&d_heway_2e.png]]
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/AlQadim''\\
'''Alignment:''' ChaoticEvil

12-foot-long white snakes hated for their tactic of poisoning oases and wells.
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* HatedByAll: Everyone despises heways, from humanoids to even dumb beasts. Herd animals will try to trample the serpents if they're caught in the open during daylight, while predators may attempt a kill if they can do so with their claws, rather than risk biting the poisonous snakes.
* HypnoticEyes: Those who meet a heway's gaze and fail their saving throw are hypnotized, and will follow the serpent back to its lair to be devoured.
* PoisonousPerson: Their bites are weak and non-venomous, instead it's the heway's body that's coated in poison, though one that's only dangerous when ingested. Those who do take a hit of damage and might be paralyzed for up to six hours.
* SnakesAreSinister: Heways aren't just intelligent enough to target water sources with their poison, they take enjoyment in doing so, resulting in their evil alignment. They also look much more malicious than normal snakes, as their scales are slimy with poison and are shed constantly.
* WaterSourceTampering: Heways can smell water from up to 20 miles away, and after arriving at an oasis or spring will swim around in it for several hours, ensuring it's thoroughly contaminated by the heway's poison. Even creatures who survive the poison's effects are likely doomed, as they must then find a clean source of water in their weakened state. Once the heway moves on, the water source becomes usable again in at most two weeks, depending on how quickly the water is renewed. Some unscrupulous humanoid tribes hunt heways to use their corpses on a rival's well, though a dead heway's poison isn't as dangerous.
[[/folder]]

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* ArchEnemy: They despise beholders, mind flayers and neogi, and will [[BetterToDieThanBeKilled fight to the death rather than surrender to them]], while the rare hurwaeti pirates operate exclusively in those enemies' space. This has led to the theory that the hurwaeti's empire collapsed after getting embroiled in a fight against all three foes at once -- "If this is the case (and the hurwaeti aren't saying), they did well to survive at all."

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* ArchEnemy: They despise beholders, mind flayers and neogi, gain a minor attack roll bonus against them and their minions, and will [[BetterToDieThanBeKilled fight to the death rather than surrender to them]], while the rare hurwaeti pirates operate exclusively in those enemies' space. This has led to the theory that the hurwaeti's empire collapsed after getting embroiled in a fight against all three foes at once -- "If this is the case (and the hurwaeti aren't saying), they did well to survive at all."



* ConsummateProfessional: Hurwaeti hire themselves off as crewmen in same-sex groups all about the same age as well. They're valued for their ability to refresh a ship's atmosphere, their skill in combat, and their obedience, and even if any complaints about crew conditions go unaddressed, the hurwaeti's sense of honor prevents them from mutinying, instead the group will quit the ship at the next opportunity. Though sometimes this can cause problems if a hurwaeti group is traveling space in search of mates, in which case they'll ignore all but the worst conditions until they find another group of hurwaeti and swap some members, after which point they'll be much less accomodating, and will try to return home as soon as feasible. "There are several tales of taskmaster spelliammer captains who thought they had found the perfect crew, only to find themselves short-handed after their hurwaeti crew members had a night on the town."



* SmokeOut: They can replicate a ''fog cloud'' once per day, with the note that this is a natural process rather than a magical effect, so it can't be dispelled. Hurwaeti can use this to cover escapes or confuse foes during boarding actions, or more valuably, work in concert to use the ability to replenish a ship's air envelope.

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* SmokeOut: They can replicate a ''fog cloud'' once per day, with the note that this is a natural process rather than a magical effect, so it can't be dispelled. Hurwaeti can use this to cover escapes or confuse foes during boarding actions, or more valuably, work in concert to use the ability to replenish a ship's air envelope.

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* ArchEnemy: They despise beholders, mind flayers and neogi, and will [[BetterToDieThanBeKilled fight to the death rather than surrender to them]], while the rare hurwaeti pirates operate exclusively in those enemies' space. This has led to the theory that the hurwaeti's empire collapsed after getting embroiled in a fight against all three foes at once -- "If this is the case (and the hurwaeti aren't saying), they did well to survive at all."



* LizardFolk[=/=]SharkMan: Hurwaeti are distantly related to both lizardfolk and sahuagin, giving them glossy green scaled hides, frog-like legs, and webbed fingers and toes. They also have markedly [[OurGnomesAreWeirder gnomish]] faces with large ears, pointed noses and chins, and short, sparse beards, though hurwaeti are much taller than gnomes.

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* GirlsWithMoustaches: Implied; their description never specifies that it's hurwaeti males that grow beards. Which would fit with their reptilian sexual dimorphism (or rather, lack thereof).
* InASingleBound: Their long, froggy legs make them excellent jumpers, capable of eight-foot vertical leaps or 20-foot horizontal jumps. "Leaping hurwaeti working with a squad of swooping hadozee make truly irresistible boarding parties."
* LizardFolk[=/=]SharkMan: Hurwaeti are distantly related to both lizardfolk and sahuagin, giving them glossy green scaled hides, frog-like legs, and webbed fingers and toes. They also have markedly [[OurGnomesAreWeirder gnomish]] faces with large ears, pointed noses and bearded chins, and short, sparse beards, though hurwaeti are much taller than gnomes.gnomes. They usually wear nothing more than loincloths, belts and packs, and jewelry.


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* OnlyInItForTheMoney: They're mercenary, covetous, even outright greedy, but honest about it. "Nobody gets anything from a hurwaet for free, but the hurwaeti don't expect anything for free, either."
* SmokeOut: They can replicate a ''fog cloud'' once per day, with the note that this is a natural process rather than a magical effect, so it can't be dispelled. Hurwaeti can use this to cover escapes or confuse foes during boarding actions, or more valuably, work in concert to use the ability to replenish a ship's air envelope.
* StarfishLanguage: Their tongue is described as "archaic," featuring "a difficult, convoluted syntax and includes hisses and clicks" that make it quite difficult for other humanoids to learn, much less speak (though lizardfolk can master it without any problems). Thankfully, hurwaeti can speak Common and similar humanoid tongues without issue.
* SuperToughness: Their hard, scaly hides give them as much natural protection as a suit of scale mail.

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