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Changed line(s) 221,222 (click to see context) from:
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
to:
->'''Classification:''' Humanoid (3E)\\
(3E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2(3E)\\(3E), 1 (4E)\\
'''Challenge Rating:''' 1/2
Changed line(s) 224,225 (click to see context) from:
'''Alignment:''' TrueNeutral (3E), LawfulGood (5E)
to:
'''Alignment:''' LawfulGood (2E, 5E), TrueNeutral (3E), LawfulGood (5E)
Any (4E)
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Changed line(s) 288 (click to see context) from:
Bird-elf women with a supernaturally alluring song, but evil natures.
to:
Changed line(s) 292,294 (click to see context) from:
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
to:
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who are simply less common and/or expected to StayInTheKitchen.\n
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturingvoices.
singing voices (in contrast to their shrieking, cackling language).
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones andvultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters vultures, only with draconic legs and wings.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and
Changed line(s) 297 (click to see context) from:
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in 3.5 they're draconic instead.
to:
* OneGenderRace: This too fluctuates by edition, with early works depicting harpies as all-female and depending on parthenogenesis and/or humanoid males to perpetuate themselves, while 4th Edition explicitly states that there are male harpies, but they live in gender-segregated flocks and rarely stick around after producing hatchlings with a female.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in3.5 3rd Edition they're draconic instead.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in
Changed line(s) 399,400 (click to see context) from:
'''Alignment:''' TrueNeutral (3E), Unaligned (4E-5E)
to:
'''Alignment:''' TrueNeutral (3E), Unaligned (4E-5E)
Unaligned
Changed line(s) 411,412 (click to see context) from:
->'''Classification:''' Vermin (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
to:
->'''Classification:''' Vermin (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E);1/8 (individual), 2, 7 (4E); 1/8, 2 (swarm) (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E);
Changed line(s) 445,448 (click to see context) from:
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
to:
->'''Classification:''' Humanoid (3E, 5E)\\
5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E,5E) to 6 (warlord, 5E)\\
5E), 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:'''LawfulEvil
LawfulEvil, Evil (4E)
'''Challenge Rating:''' 1/2 (3E,
'''Playable:''' 2E-5E\\
'''Alignment:'''
Changed line(s) 475,478 (click to see context) from:
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
to:
->'''Classification:''' Construct (3E, 5E)\\
5E), Natural Animate (4E)\\
'''Challenge Rating:''' 1 (3E), 2 (4E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), Unaligned (4E), TrueNeutral (5E)
'''Challenge Rating:''' 1 (3E), 2 (4E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), Unaligned (4E), TrueNeutral (5E)
Changed line(s) 491,493 (click to see context) from:
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
to:
'''Challenge Rating:''' 6 (3E), 13 (4E), 3 (5E)\\
'''Alignment:'''TrueNeutral (3E, 5E), TrueNeutral, Unaligned (4E)
'''Alignment:'''
Changed line(s) 611,612 (click to see context) from:
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
to:
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 12 (4E), 8 (5E)\\
'''Challenge Rating:''' 4+ (3E), 12 (4E), 8 (5E)\\
* 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.
Changed line(s) 627,628 (click to see context) from:
* MainliningTheMonster: 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.
to:
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A creature entry's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of party balance. A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
'''Playable:''' 3E\\
Changed line(s) 34,35 (click to see context) from:
* BoisterousBruiser: Hadozee aren't warlike, and only fight when they must... but they do enjoy "a good scrap and a friendly brawl," and will jump into one with gusto. They still prefer nonlethal fights to bloodbaths, and won't hold a grudge afterward.
* BornUnderTheSail: If the hadozee have a homeland, they don't remember it, and they keep enclaves in the coastal cities of other races (especially elves), hosting any hadozee who come to port.
* BornUnderTheSail: If the hadozee have a homeland, they don't remember it, and they keep enclaves in the coastal cities of other races (especially elves), hosting any hadozee who come to port.
to:
* BoisterousBruiser: Hadozee aren't warlike, and only fight when they must... but they do enjoy "a good scrap and a friendly brawl," and will jump into one with gusto. They still prefer nonlethal fights to bloodbaths, and won't hold a grudge afterward.
* BornUnderTheSail:If They live for the hadozee have chance to join a homeland, ship crew and explore the world (or beyond), only settling down to raise children after they don't remember it, and they keep enclaves in the coastal cities of other races (especially elves), hosting any hadozee who come to port.grow too old for such maritime adventures.
* BornUnderTheSail:
* WanderingCulture: If the hadozee have a homeland, they don't remember it, instead they keep enclaves in the coastal cities of other races (especially elves) that host any hadozee who come to port.
Changed line(s) 96,98 (click to see context) from:
->'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
'''Alignment:''' ChaoticEvil
to:
->'''Challenge Rating:''' 2 (3E)\\
(3E), 10 (4E)\\
'''Alignment:'''ChaoticEvil
ChaoticEvil (3E), Evil (4E)
'''Alignment:'''
Changed line(s) 146,149 (click to see context) from:
->'''Classification:''' Outsider (3E), Fiend (5E)\\
'''Challenge Rating:''' 9 (3E), 5 (5E)\\
'''Alignment:''' NeutralEvil
'''Challenge Rating:''' 9 (3E), 5 (5E)\\
'''Alignment:''' NeutralEvil
to:
->'''Classification:''' Outsider (3E), Fey Humanoid (4E), Fiend (5E)\\
'''Challenge Rating:''' 9 (3E), 14 (4E), 5 (5E)\\
'''Alignment:'''NeutralEvil
NeutralEvil, Evil (4E)
'''Challenge Rating:''' 9 (3E), 14 (4E), 5 (5E)\\
'''Alignment:'''
'''Playable:''' 2E-3E\\
'''Playable:''' 1E-5E\\
Changed line(s) 278,281 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
'''Alignment:''' ChaoticEvil
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
'''Alignment:''' ChaoticEvil
to:
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 6 (4E), 1 (5E)\\
'''Alignment:'''ChaoticEvil
ChaoticEvil, Evil (4E)
'''Challenge Rating:''' 4 (3E), 6 (4E), 1 (5E)\\
'''Alignment:'''
'''Playable:''' 3E\\
Changed line(s) 355,358 (click to see context) from:
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
to:
->'''Classification:''' Construct (3E, 5E)\\
5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 10 (3E), 13 (4E), 4 (5E)\\
'''Alignment:'''TrueNeutral
TrueNeutral, Unaligned (4E)
'''Challenge Rating:''' 10 (3E), 13 (4E), 4 (5E)\\
'''Alignment:'''
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Changed line(s) 332,339 (click to see context) from:
[[folder:Helmed Horror]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
to:
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:349:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge
'''Challenger Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Warrior constructs
Nearly-damned souls granted one last chance to redeem themselves, by crusading against evil with
Changed line(s) 341,348 (click to see context) from:
* 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 TabletopGame/ForgottenRealms, 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.
* 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 TabletopGame/ForgottenRealms, 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 TheAtoner: Played with; hellbred seek to redeem themselves, but as part of their masters and continue following transformation, their final orders, but keep interpreting those orders more mind and more broadly as soul are purged to free them from the burden of guilt and the influence of their creators' binding magics fade.
* AnimatedArmor: A helmed horror is an intelligent construct resembling a suitpast evil associates. Hellbred retain vague memories of plate armor, the gaps of which reveal occasional flares of PureEnergy.
* ExactWords: Averted accordingtheir past lives, and might feel unease upon seeing a former ally or enemy, but are otherwise free to the 5E ''Monster Manual'', which states that a helmed horror is intelligent enough to follow their new path. But they do fully 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 TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets ofthat their construction have been lost. A sufficiently powerful wizard might have the resources time is short, and unless they accomplish some incredible deed to rediscover the method, but it is said that prove their newfound virtue, only the evilest torment awaits them after death.
* BargainWithHeaven: The powers ofsouls would be good and justice are willing to pay give hellbred a respite from damnation and a chance to redeem themselves, as well as additional powers to fight evil, but the price for it.
* NoSell: They're resistantroad to magic in general, 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 andfurthermore, a helmed horror's creator can make evil that brought them back to the construct fully immune 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 three specific 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, whilebuilding it.
* SpellBlade: In 3rd Edition, helmed horrors can use a free actionif they'd waited any longer they'd have wound up as one of the dismal specters haunting Dis. Instead, hellbred repented too late to imbue find salvation, but right before their swords with 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 aset combat enchantment: ''flaming burst'', ''keen'', ''speed'', etc.
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:3rd Edition helmed horrors are under a constant ''see invisibility'' effect. 5th Edition instead gives them blindsight out to 60 feet, Hellbred who develop the mental aspect of the Scourging start with the caveat darkvision that they're blind beyond this radius.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.
* AnimatedArmor: A helmed horror is an intelligent construct resembling a suit
* ExactWords: Averted according
* {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of
* BargainWithHeaven: The powers of
* NoSell: They're resistant
* 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
* 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
* SpellBlade: In 3rd Edition, helmed horrors can use a free action
* 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
* SuperSenses:
* 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.
Changed line(s) 351,358 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:349:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent aquatic horses prized as underwater mounts,
Warrior constructs with uncommon intelligence and
Changed line(s) 360,363 (click to see context) from:
* 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.
* 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 equinesAIIsACrapshoot: Their 3rd Edition write-up notes that travel in herds helmed horrors frequently outlive their masters and can breath both air continue following their final orders, but keep interpreting those orders more and water, 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 andhold valued places in triton society.
its exact wording, seeking to fulfill the former instead of slavishly following the latter like most other constructs.
*SapientSteed: {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction havehuman-level intelligence 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 canspeak Aquan, but 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'refairly 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.blind beyond this radius.
* OurHippocampsAreDifferent: Hippocampi are aquatic equines
* 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
*
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have
* NoSell: They're resistant to magic in general, and furthermore, a helmed horror's creator can
* 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
* 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.
Changed line(s) 366,367 (click to see context) from:
[[folder:Hippogriff]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 369,374 (click to see context) from:
[[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:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 5 (4E), 1 (5E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
to:
'''Challenge Rating:''' 2 (3E),
'''Alignment:'''
Flying creatures that combine the features of
Intelligent aquatic horses prized as underwater mounts, and
Changed line(s) 376,378 (click to see context) from:
* 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.
* 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.
to:
* OurHippocampsAreDifferent: Hippocampi are aquatic equines that travel in herds and
* SapientSteed: They have human-level intelligence
* SpiritedCompetitor: Hippcampi like to make challenges out of everyday events, and among
* OurGryphonsAreDifferent: The classic creature
Changed line(s) 381,382 (click to see context) from:
[[folder:Hoard Scarab]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 384,388 (click to see context) from:
->'''Classification:''' Vermin (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
to:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_3e.png[[/labelnote]] ]]
->'''Classification:'''Vermin Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:'''1/2 (individual), 2 (3E), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (4E), 1 (5E)\\
'''Alignment:'''Unaligned
Beetle-likeTrueNeutral (3E), Unaligned (4E-5E)
Flying creatureswith a strong resemblance to coins when dormant, that combine the features of horses and who have a symbiotic relationship with dragons.giant eagles.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Beetle-like
Flying creatures
Changed line(s) 390,395 (click to see context) from:
* 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.
* 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.
to:
* HeWasRightThereAllAlong: With their legs tucked 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 against their carapaces, hoard scarabs front and horse behind" version.
* HorseOfADifferentColor: Hippogriffs can bemistaken for gold coins, trained to bear a rider, 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 lightare prized as mounts capable of flight and cannot become invisible.
* TheSwarm: These tiny creatures are most dangerous as swarmsof 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 tobeing fearsome combatants in their natural armor), own right. Their physical prowess and share relatively even disposition and lower intelligence compared to a griffon or pegasus makes them particularly attractive for this role, and they're the dragon's lair, acting as most common flying mounts seen among civilized races.
* OurGryphonsAreDifferent: The classic creature with anadditional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruderseagle's claws, head and allows dragons to sense their location.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.
* HorseOfADifferentColor: Hippogriffs can be
* 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
* TheSwarm: These tiny creatures are most dangerous as swarms
* 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
* OurGryphonsAreDifferent: The classic creature with an
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders
Changed line(s) 398,405 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:303:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:303:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Fey hunters
Beetle-like creatures with a strong resemblance to coins when dormant, and who
Changed line(s) 407,412 (click to see context) from:
* 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.
* 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: 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: Thesefey's hoary steeds are magnficient but malevolent tiny creatures whose coats are white most dangerous as snow, and whose blue eyes glow coldly in the darkness. They're capable swarms of shifting to the Astral or Ethereal Planes, and gallop through the skies under a permanent ''air walk'' effect.
crawling, biting insects.
*HuntingTheMostDangerousGame: Hoary hunters pursue travelers for sport, but 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 senseof 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 killtheir 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.location.
* 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
*
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders and allows dragons to sense
* MadeASlave: Hoary hunters never kill
* 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.
Added DiffLines:
[[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.
----
* 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.
[[/folder]]
[[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.
----
* 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.
[[/folder]]
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Changed line(s) 190 (click to see context) from:
* ShoutOut: A reference to the Haggunenons of ''Radio/TheHitchhikersGuideToTheGalaxy.''
to:
* ShoutOut: A reference to the Haggunenons of ''Radio/TheHitchhikersGuideToTheGalaxy.''Radio/TheHitchhikersGuideToTheGalaxy1978.''
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Changed line(s) 527,534 (click to see context) from:
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
to:
[[quoteright:300:https://static.
[[quoteright:299:https://static.tvtropes.
[[caption-width-right:300:3e]]
->'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 1/3 (3E)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
[[caption-width-right:299:2e]]
->'''Alignment:''' ChaoticEvil
Relatives of hengeyokai, these shapeshifting foxes can assume the form of beautiful women to better work their mischief.
Changed line(s) 536,543 (click to see context) from:
* 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.
* 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 AchillesHeel: While hu hsien are curious, "easily distracted immune to fire and insatiably nosy.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."
*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:AsianFoxSpirit: They're weak enough a more negative portrayal of the source myth, as hu hsien "delight in their ability to most likely die in a single hit, but they're fast manipulate and evasive, 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 ahigh flight speed and Armor Class.
* StickyFingers: They have a magpie-like obsessionlost experience level each day the victim spends with shiny things, exacerbated by the hu hsien.
* MasterOfIllusion: Beyond theirdraconic instinct to amass a hoard. Huitzils thus try and snatch any glittering baubles natural shapeshifting, they come across, can use spells like ''become invisible'', ''disguise'', ''ventriloquism'', and ''hypnotic pattern''. Hu hsien often make their males will lairs in abandoned houses they 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 flappingtheir wings in a creature's face, magic to impose a penalty on their attack rolls. They'll also use this strategy to collect treasure, with disguise as luxurious mansions.
* PetTheDog: Not all hu hsien are cruel and ungrateful, and somehuitzils causing a ruckus while another darts have been known to reward humans who treat them well or show them generosity, usually in to grab something shiny.the form of good fortune, good luck on examinations, or even rescue during a moment of grave peril.
*
* {{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:
* 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
* StickyFingers: They have a magpie-like obsession
* MasterOfIllusion: Beyond their
* 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
* PetTheDog: Not all hu hsien are cruel and ungrateful, and some
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[[folder:Hybsil]]
[[quoteright:301:https://static.tvtropes.org/pmwiki/pub/images/d&d_hybsil_3e.jpg]]
[[caption-width-right:301:3e]]
->'''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.
[[quoteright:301:https://static.tvtropes.org/pmwiki/pub/images/d&d_hybsil_3e.jpg]]
[[caption-width-right:301:3e]]
->'''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:
[[quoteright:301:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:301:3e]]
[[caption-width-right:300:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Fey combinations of antelopes
Tiny dragonblooded avians who instinctively steal and
Changed line(s) 555,560 (click to see context) from:
* 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.
* 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: AttentionDeficitOohShiny: 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, are curious, "easily distracted and escaping.
insatiably nosy."
*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 hornsDragonAncestry: Huitzils 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"drakken," creatures with cervid lower bodies and fey humanoid torsos.
* OurPixiesAreDifferent: Their other half; hybsils are considered cousinsa clear draconic ancestry, but whose dragon blood has diluted to pixies, and possess tricksy spell-like abilities such the point that they lack their progenitor's supernatural powers. As such, they're classified as ''dancing lights,'' ''mirror image'' or ''ventriloquism''.
Animals (dragonblood) rather than lesser Dragons.
*SeeTheInvisible: In 3rd Edition, hybsils can see ''invisible'' creatures {{Familiar}}: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though the partnership is not without difficulty.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.
*
* 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
* OurCentaursAreDifferent: They're three-foot-tall tauric
* OurPixiesAreDifferent: Their other half; hybsils are considered cousins
*
-->'''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.
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[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
to:
[[quoteright:350:https://static.
[[quoteright:301:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:301:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
Fey combinations of antelopes and pixies, whose tribes roam forests and grasslands, generally avoiding other races.
Added DiffLines:
* 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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
* 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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
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Changed line(s) 11 (click to see context) from:
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
to:
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\Edition]]''\\
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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
to:
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\Deities]]''\\
Changed line(s) 15,16 (click to see context) from:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
to:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
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Changed line(s) 546,552 (click to see context) from:
[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
to:
[[quoteright:350:https://static.
[[quoteright:301:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:301:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
Fey combinations of antelopes and pixies, whose tribes roam forests and grasslands, generally avoiding other races.
Added DiffLines:
* 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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
* 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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
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Changed line(s) 476,477 (click to see context) from:
[[folder:Hound of the Gloom]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hound_of_the_gloom_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hound_of_the_gloom_3e.png]]
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Changed line(s) 479,480 (click to see context) from:
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Challenge Rating:''' 9 (3E)\\
to:
->'''Classification:''' Aberration Magical Beast (3E)\\
'''Challenge Rating:'''9 4 (3E)\\
'''Challenge Rating:'''
Changed line(s) 483 (click to see context) from:
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
to:
Changed line(s) 485,489 (click to see context) from:
* 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.
* 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 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 havetaken 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 gloomserpents for tails, which 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 carrydeliver a [[NonHealthDamage Dexterity-damaging]] poison that can potentially leave victims paralyzed Dexterity-damaging poison.]]
* MixAndMatchCritters: Horned beasts have the heads of rams, but filled with fangs, atop a wolf's body andhelpless.
with a venomous serpent for a tail.
*WallCrawl: PlayingWithFire: They can climb surfaces at half breathe a 20-foot cone of fire every few rounds.
* {{Sadist}}: Horned beasts are dimwitted, but just smart enough to enjoy the fear theirnormal speed, which they use attacks cause -- they're known to drop down on prey.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.
* AHeadAtEachEnd: They have
* CombatTentacles: In addition to their bite and foreclaws, hounds of the gloom
* ItCanThink: They have human-level intelligence, make cunning use of terrain in battle, and even have their own language.
* TheParalyzer: Their tentacle attacks carry
* MixAndMatchCritters: Horned beasts have the heads of rams, but filled with fangs, atop a wolf's body and
*
* {{Sadist}}: Horned beasts are dimwitted, but just smart enough to enjoy the fear their
* UseYourHead: They headbutt foes in combat, and have the Powerful Charge feat to deliver extra damage with the attack while charging.
Changed line(s) 492,493 (click to see context) from:
[[folder:Howler Wasp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_wasp_3e.jpg]]
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[[quoteright:350:https://static.tvtropes.
Changed line(s) 496,499 (click to see context) from:
'''Challenge Rating:''' 1 (standard), 5 (queen) (3E)\\
'''Alignment:''' ChaoticEvil
Dog-sized, wasp-like creatures with screaming simian faces.
'''Alignment:''' ChaoticEvil
Dog-sized, wasp-like creatures with screaming simian faces.
to:
'''Challenge Rating:''' 1 (standard), 5 (queen) 9 (3E)\\
'''Alignment:'''ChaoticEvil
Dog-sized, wasp-like creatures with screaming simian faces.NeutralEvil
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
'''Alignment:'''
Dog-sized, wasp-like creatures with screaming simian faces.
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
Changed line(s) 501,507 (click to see context) from:
* 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 of the things.
* 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.
* 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 of the things.
* 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 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 andclaw attacks, howler wasps foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have stings that deliver 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. Female howler wasps poison that can sting potentially leave victims paralyzed and helpless.
* WallCrawl: They can climb surfaces atwill, 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,half their normal speed, 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 thatthey kill everything they meet, whether they need food or not. Worse, they live in nests containing over sixty of the things.
* 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 subjecteduse 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 drop down 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.prey.
* CombatTentacles: In addition to their bite and
* 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]]
* WallCrawl: They can climb surfaces at
* 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,
* 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
* 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
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[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:3e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
Dog-sized, wasp-like creatures with screaming simian faces.
Changed line(s) 519,526 (click to see context) from:
* 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.
* 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 BewareMyStingerTail: Beyond their bite and insatiably nosy."
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.
*DragonAncestry: Huitzils are "drakken," BioweaponBeast: Howler wasps were created by the wizard Otiluke, who was trying to create some guard creatures with in anticipation of an attack by slaadi. The howler wasps were his first attempt, which he judged a clear draconic ancestry, failure, but whose dragon blood has diluted to before Otiluke could properly dispose of them, 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, thoughslaadi attacked and the partnership is not without difficulty.
-->'''Naelan, Lord ofaberrations escaped in the Uttercold:''' Upon further research, it has become quite evident that huitzil make challenging familiars due confusion.
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to theirtendency nest to hoard any spell components that reflect too much light.
summon reinforcements.
*FragileSpeedster: KillerGorilla[=/=]WickedWasps: 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 obsessiongiant stinging insects with shiny things, exacerbated by 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 of the things.
* LargeAndInCharge: Normal howler wasps are only 4 feet long, but theirdraconic instinct 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 toamass a hoard. Huitzils thus CriticalHit or an attack that would reduce its hit points past 0, a howler wasp can immediately try and snatch any glittering baubles they come across, and their males douse its foes with an inciting pheromone. This does no damage in itself, but will use these treasures to try and attract mates.
* TrademarkFavoriteFood: Huitzils eat mainly fruits supplemented by insects, but seem to enjoy hunting colorful butterfliesdrive all other howler wasps in particular.
* WeNeedADistraction: Huitzils can takethe area into a "Distract" action in combat, squawking and flapping their wings in a creature's face, to impose a penalty screaming rage, giving them bonuses on their attack rolls. They'll also use this strategy and damage rolls against the affected creature, and allowing the aberrations to collect treasure, with some huitzils causing a ruckus while another darts in to grab something shiny.track the doused foe like they had blindsense. The pheremone's effects last for ten minutes, or until the victim washes it off.
*
* {{Familiar}}: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though
-->'''Naelan, Lord of
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to their
*
* StickyFingers: They have a magpie-like obsession
* LargeAndInCharge: Normal howler wasps are only 4 feet long, but their
* 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
* TrademarkFavoriteFood: Huitzils eat mainly fruits supplemented by insects, but seem to enjoy hunting colorful butterflies
* WeNeedADistraction: Huitzils can take
Changed line(s) 529,533 (click to see context) from:
[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 535 (click to see context) from:
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
to:
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
Added DiffLines:
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
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Changed line(s) 196,207 (click to see context) from:
[[folder:Halfling]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_halfling_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral (3E), LawfulGood (5E)
Short but nimble humanoids known for their love of simple pleasures, natural good luck, and surprising courage in the face of evil. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Hammerclaw]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hammerclaw_3e.jpg]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_halfling_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral (3E), LawfulGood (5E)
Short but nimble humanoids known for their love of simple pleasures, natural good luck, and surprising courage in the face of evil. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Hammerclaw]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hammerclaw_3e.jpg]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_halfling_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral (3E), LawfulGood (5E)
Short but nimble humanoids known for their love of simple pleasures, natural good luck, and surprising courage in the face of evil. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Hammerclaw]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 209,213 (click to see context) from:
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Lobster-like monsters the size of horses, which subdue prey with the help of sonic attacks fired from their claws.
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Lobster-like monsters the size of horses, which subdue prey with the help of sonic attacks fired from their claws.
to:
->'''Classification:''' Magical Beast Giant (3E)\\
'''Challenge Rating:'''4 1 (3E)\\
'''Alignment:'''NeutralEvil
Lobster-like monsters the size of horses, which subdue prey with the help of sonic attacks fired fromVariable (2E), NeutralGood (3E)
Hulking crossbreeds between humans and giants, who used theirclaws.psionic power to escape slavery in a harsh desert land.
'''Challenge Rating:'''
'''Alignment:'''
Lobster-like monsters the size of horses, which subdue prey with the help of sonic attacks fired from
Hulking crossbreeds between humans and giants, who used their
Changed line(s) 215,218 (click to see context) from:
* GiantEnemyCrab: Large predatory crustaceans known to attack even when not hungry, simply for the pleasure of harming others.
* ItCanThink: Downplayed; hammerclaws can manage a few words of Aquan, and have enough vicious cunning to be successful hunters, but their Intelligence is only 4, making them dumber than ogres.
* MakeMeWannaShout: Hammerclaws can snap their oversized claws to create a cone of sonic energy that deals damage and can stun those caught in its effect.
* PowerPincers: Their claws deal damage, and can grab and constrict foes they hit.
* ItCanThink: Downplayed; hammerclaws can manage a few words of Aquan, and have enough vicious cunning to be successful hunters, but their Intelligence is only 4, making them dumber than ogres.
* MakeMeWannaShout: Hammerclaws can snap their oversized claws to create a cone of sonic energy that deals damage and can stun those caught in its effect.
* PowerPincers: Their claws deal damage, and can grab and constrict foes they hit.
to:
* GiantEnemyCrab: CanonImmigrant: They debuted in the 2nd Edition ''TabletopGame/DarkSun'' setting before becoming a general psionic race in 3rd Edition, which explained that they had "recently settled in the deepest part of the hot deserts to the south," having escaped servitude beneath "cruel sorcerer-kings" in a land of which they speak little.
* LukeNounverber: Half-giant have childhood names, as well as given names bestowed by friends or their community, which run along the lines of Dunewalker, Raincaller, Sunharrow, etc.
* MoodSwinger: As per their ''AD&D'' rules, half-giants routinely change their alignments in response to what situation has influenced them lately, resulting in dice rolls to determine which part of their alignment is fixed, which is variable, and what that variable part is today.
* NayTheist: Half-giants have little use for religion, and sometimes even go out of their way to disparage deities. This isn't because they don't believe in gods, but because half-giants don't think deities always have their worshipers' best interest at heart.
* PsychicPowers: As expected for an Athasian race, half-giants are latent psionicists, and in 3rd Edition can use ''[[ShockwaveStomp stomp]]'' once per day.
* {{Retcon}}: 2nd Edition half-giants are certifiably Huge, twice the size of humans, but 3rd Edition scales them down to Medium-sized, yet with the "Powerful Build" trait that lets them count as Largepredatory crustaceans known to attack even when not hungry, simply for the pleasure of harming others.
* ItCanThink: Downplayed; hammerclaws can manage a few words of Aquan, and have enough vicious cunning to be successful hunters, but their Intelligence is only 4, making them dumber than ogres.
* MakeMeWannaShout: Hammerclaws can snap their oversized claws to create a cone of sonic energy that deals damage and can stun those caughtcreatures in its effect.
* PowerPincers: Their claws deal damage, and can grab and constrict foes they hit.certain circumstances.
* LukeNounverber: Half-giant have childhood names, as well as given names bestowed by friends or their community, which run along the lines of Dunewalker, Raincaller, Sunharrow, etc.
* MoodSwinger: As per their ''AD&D'' rules, half-giants routinely change their alignments in response to what situation has influenced them lately, resulting in dice rolls to determine which part of their alignment is fixed, which is variable, and what that variable part is today.
* NayTheist: Half-giants have little use for religion, and sometimes even go out of their way to disparage deities. This isn't because they don't believe in gods, but because half-giants don't think deities always have their worshipers' best interest at heart.
* PsychicPowers: As expected for an Athasian race, half-giants are latent psionicists, and in 3rd Edition can use ''[[ShockwaveStomp stomp]]'' once per day.
* {{Retcon}}: 2nd Edition half-giants are certifiably Huge, twice the size of humans, but 3rd Edition scales them down to Medium-sized, yet with the "Powerful Build" trait that lets them count as Large
* ItCanThink: Downplayed; hammerclaws can manage a few words of Aquan, and have enough vicious cunning to be successful hunters, but their Intelligence is only 4, making them dumber than ogres.
* MakeMeWannaShout: Hammerclaws can snap their oversized claws to create a cone of sonic energy that deals damage and can stun those caught
* PowerPincers: Their claws deal damage, and can grab and constrict foes they hit.
Changed line(s) 221,222 (click to see context) from:
[[folder:Hannya]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hannya_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hannya_3e.jpg]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_halfling_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral (3E), LawfulGood (5E)
Short but nimble humanoids known for their love of simple pleasures, natural good luck, and surprising courage in the face of evil. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Hammerclaw]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 224 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
to:
->'''Classification:''' Monstrous Humanoid Magical Beast (3E)\\
Changed line(s) 226,228 (click to see context) from:
'''Alignment:''' ChaoticEvil
These fallen women have made unholy pacts to attain serpentine forms.
These fallen women have made unholy pacts to attain serpentine forms.
to:
'''Alignment:''' ChaoticEvil
These fallen women have made unholy pacts to attain serpentine forms.NeutralEvil
Lobster-like monsters the size of horses, which subdue prey with the help of sonic attacks fired from their claws.
These fallen women have made unholy pacts to attain serpentine forms.
Lobster-like monsters the size of horses, which subdue prey with the help of sonic attacks fired from their claws.
Changed line(s) 230,237 (click to see context) from:
* CharmPerson: They can project a ''suggestion'' into the mind of an unwary target, which works regardless of language barrier, but only if the target is unaware of the hannya's true nature.
* PersonalSpaceInvader: Hannya can wrap around and constrict prey like boas.
* {{Revenge}}: Hannya were [[WasOnceAMan formerly human females]], evil wu jen, shugenja, or other mages who were cast out of their homes for their crimes. This led them to pledge their loyalty to dark powers in exchange for their new forms and abilities, which they use to prey upon their old communities.
* SnakePeople: Their lower bodies are that of a thick serpent's, and when excited or agitated, they tend to speak in [[SssssnakeTalk sputtering hisses]] interspaced with cackling.
* ToServeMan: Like hags, hannya's favorite food is human flesh.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, usually to assume the form of a harmless old lady, traveling priest, or lost child, to lull victims into a false sense of security.
* WeaksauceWeakness: Violets. A hannya will not voluntarily enter a building surrounded by violets, nor can she bring herself to touch someone carrying the flowers -- in fact, she can't even affect such a person with her spells. At best, a disguised hannya can politely ask for the person to put the violets away by claiming she's allergic to them, or for the person to put the flowers in a vase so she can admire them.
* WickedWitch: Their entries usually describe hannya as an oriental variant of hag.
* PersonalSpaceInvader: Hannya can wrap around and constrict prey like boas.
* {{Revenge}}: Hannya were [[WasOnceAMan formerly human females]], evil wu jen, shugenja, or other mages who were cast out of their homes for their crimes. This led them to pledge their loyalty to dark powers in exchange for their new forms and abilities, which they use to prey upon their old communities.
* SnakePeople: Their lower bodies are that of a thick serpent's, and when excited or agitated, they tend to speak in [[SssssnakeTalk sputtering hisses]] interspaced with cackling.
* ToServeMan: Like hags, hannya's favorite food is human flesh.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, usually to assume the form of a harmless old lady, traveling priest, or lost child, to lull victims into a false sense of security.
* WeaksauceWeakness: Violets. A hannya will not voluntarily enter a building surrounded by violets, nor can she bring herself to touch someone carrying the flowers -- in fact, she can't even affect such a person with her spells. At best, a disguised hannya can politely ask for the person to put the violets away by claiming she's allergic to them, or for the person to put the flowers in a vase so she can admire them.
* WickedWitch: Their entries usually describe hannya as an oriental variant of hag.
to:
* CharmPerson: They GiantEnemyCrab: Large predatory crustaceans known to attack even when not hungry, simply for the pleasure of harming others.
* ItCanThink: Downplayed; hammerclaws canproject manage a ''suggestion'' into the mind few words of an unwary target, which works regardless of language barrier, Aquan, and have enough vicious cunning to be successful hunters, but their Intelligence is only if the target is unaware of the hannya's true nature.
4, making them dumber than ogres.
*PersonalSpaceInvader: Hannya MakeMeWannaShout: Hammerclaws can wrap around snap their oversized claws to create a cone of sonic energy that deals damage and can stun those caught in its effect.
* PowerPincers: Their claws deal damage, and can grab and constrictprey like boas.
* {{Revenge}}: Hannya were [[WasOnceAMan formerly human females]], evil wu jen, shugenja, or other mages who were cast out of their homes for their crimes. This led them to pledge their loyalty to dark powers in exchange for their new forms and abilities, whichfoes they use to prey upon their old communities.
* SnakePeople: Their lower bodies are that of a thick serpent's, and when excited or agitated, they tend to speak in [[SssssnakeTalk sputtering hisses]] interspaced with cackling.
* ToServeMan: Like hags, hannya's favorite food is human flesh.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, usually to assume the form of a harmless old lady, traveling priest, or lost child, to lull victims into a false sense of security.
* WeaksauceWeakness: Violets. A hannya will not voluntarily enter a building surrounded by violets, nor can she bring herself to touch someone carrying the flowers -- in fact, she can't even affect such a person with her spells. At best, a disguised hannya can politely ask for the person to put the violets away by claiming she's allergic to them, or for the person to put the flowers in a vase so she can admire them.
* WickedWitch: Their entries usually describe hannya as an oriental variant of hag.hit.
* ItCanThink: Downplayed; hammerclaws can
*
* PowerPincers: Their claws deal damage, and can grab and constrict
* {{Revenge}}: Hannya were [[WasOnceAMan formerly human females]], evil wu jen, shugenja, or other mages who were cast out of their homes for their crimes. This led them to pledge their loyalty to dark powers in exchange for their new forms and abilities, which
* SnakePeople: Their lower bodies are that of a thick serpent's, and when excited or agitated, they tend to speak in [[SssssnakeTalk sputtering hisses]] interspaced with cackling.
* ToServeMan: Like hags, hannya's favorite food is human flesh.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, usually to assume the form of a harmless old lady, traveling priest, or lost child, to lull victims into a false sense of security.
* WeaksauceWeakness: Violets. A hannya will not voluntarily enter a building surrounded by violets, nor can she bring herself to touch someone carrying the flowers -- in fact, she can't even affect such a person with her spells. At best, a disguised hannya can politely ask for the person to put the violets away by claiming she's allergic to them, or for the person to put the flowers in a vase so she can admire them.
* WickedWitch: Their entries usually describe hannya as an oriental variant of hag.
Changed line(s) 240,241 (click to see context) from:
[[folder:Harpoon Spider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harpoon_spider_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harpoon_spider_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 243,244 (click to see context) from:
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4, 9 (dread harpoon spider) (3E)\\
'''Challenge Rating:''' 4, 9 (dread harpoon spider) (3E)\\
to:
->'''Classification:''' Aberration Monstrous Humanoid (3E)\\
'''Challenge Rating:'''4, 9 (dread harpoon spider) 4 (3E)\\
'''Challenge Rating:'''
Changed line(s) 247 (click to see context) from:
Arachnoid aberrations that reel in prey with organic harpoons, then impale victims upon their spiny carapaces for later consumption.
to:
Changed line(s) 249,255 (click to see context) from:
* GiantSpider: A harpoon spider superficially resembles a black widow that measures around 8 feet long and weighs nearly 1400 pounds. "Dread" harpoon spiders are even larger, certifiably Huge monsters 18 feet long weighing in at 7200 pounds.
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but their primary purpose is to secure prey. Harpoon spiders can impale a helpless victim upon their spiny bodies, dealing damage and letting the monster carry on normally without having to maintain a grapple.
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, and hundreds of razor-sharp spines covering its body.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and have a morbid sense of humor as they play with victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, but their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but their primary purpose is to secure prey. Harpoon spiders can impale a helpless victim upon their spiny bodies, dealing damage and letting the monster carry on normally without having to maintain a grapple.
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, and hundreds of razor-sharp spines covering its body.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and have a morbid sense of humor as they play with victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, but their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
to:
* GiantSpider: A harpoon spider superficially resembles CharmPerson: They can project a black widow that measures ''suggestion'' into the mind of an unwary target, which works regardless of language barrier, but only if the target is unaware of the hannya's true nature.
* PersonalSpaceInvader: Hannya can wrap around8 feet long and weighs nearly 1400 pounds. "Dread" harpoon spiders are even larger, certifiably Huge monsters 18 feet long weighing in at 7200 pounds.
constrict prey like boas.
*ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but {{Revenge}}: Hannya were [[WasOnceAMan formerly human females]], evil wu jen, shugenja, or other mages who were cast out of their primary purpose is homes for their crimes. This led them to secure prey. Harpoon spiders can impale a helpless victim pledge their loyalty to dark powers in exchange for their new forms and abilities, which they use to prey upon their spiny bodies, dealing damage old communities.
* SnakePeople: Their lower bodies are that of a thick serpent's, andletting the monster carry on normally without having when excited or agitated, they tend to maintain a grapple.
speak in [[SssssnakeTalk sputtering hisses]] interspaced with cackling.
*NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, ToServeMan: Like hags, hannya's favorite food is human eyes, and hundreds flesh.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, usually to assume the form ofrazor-sharp spines covering its body.
* PoisonousPerson: Their bites carrya poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing harmless old lady, traveling priest, or lost child, to lull victims who succumb to it.
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and haveinto a morbid false sense of humor as they play security.
* WeaksauceWeakness: Violets. A hannya will not voluntarily enter a building surrounded by violets, nor can she bring herself to touch someone carrying the flowers -- in fact, she can't even affect such a person withvictims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spidersher spells. At best, a disguised hannya can move along webs without getting stuck, and scale sheer surfaces, but their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spiderpolitely ask for the person to put the violets away by claiming she's allergic to them, or for the person to put the flowers in a vase so she can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.admire them.
* WickedWitch: Their entries usually describe hannya as an oriental variant of hag.
* PersonalSpaceInvader: Hannya can wrap around
*
* SnakePeople: Their lower bodies are that of a thick serpent's, and
*
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, usually to assume the form of
* PoisonousPerson: Their bites carry
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and have
* WeaksauceWeakness: Violets. A hannya will not voluntarily enter a building surrounded by violets, nor can she bring herself to touch someone carrying the flowers -- in fact, she can't even affect such a person with
* WallCrawl: As spider-like creatures, harpoon spiders
* YouWillNotEvadeMe: A harpoon spider
* WickedWitch: Their entries usually describe hannya as an oriental variant of hag.
Changed line(s) 258,262 (click to see context) from:
[[folder:Harpy]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:4e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 265 (click to see context) from:
Bird-elf women with a supernaturally alluring song, but evil natures.
to:
Changed line(s) 267,274 (click to see context) from:
* CompellingVoice: No matter their physical form, harpies have long had the ability to lure victims closer with an enthralling song, overlapping these harpies with mythological [[OurSirensAreDifferent sirens.]] Their 1st Edition ''Monster Manaul'' simply states that sirens ''are'' harpies that happen to live along coasts and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws but otherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as the descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting assume the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws. They're also given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad and used magic to turn herself into the first harpy, corrupting her love into a predatory hunger for the flesh of others.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in 3.5 they're draconic instead.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws but otherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as the descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting assume the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws. They're also given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad and used magic to turn herself into the first harpy, corrupting her love into a predatory hunger for the flesh of others.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in 3.5 they're draconic instead.
to:
* CompellingVoice: No matter their physical form, harpies have GiantSpider: A harpoon spider superficially resembles a black widow that measures around 8 feet long had the ability to lure victims closer with an enthralling song, overlapping these harpies with mythological [[OurSirensAreDifferent sirens.]] Their 1st Edition ''Monster Manaul'' simply states that sirens ''are'' harpies that happen to live along coasts and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males whoweighs nearly 1400 pounds. "Dread" harpoon spiders are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhumaneven larger, certifiably Huge monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws18 feet long weighing in at 7200 pounds.
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, butotherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as the descendants of an evil elf queen whose family misused magic their primary purpose is to [[VoluntaryShapeshifting assume the form of birds]] in order to spy secure prey. Harpoon spiders can impale a helpless victim upon their tyrannized subjects. When their people revolted, spiny bodies, dealing damage and letting the magic went haywire monster carry on normally without having to maintain a grapple.
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, andtrapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws.hundreds of razor-sharp spines covering its body.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They'realso given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad fully sentient, capable of speech in Common and used magic to turn herself into the first harpy, corrupting her love into Undercommon, and have a predatory hunger for the flesh morbid sense of others.
* WingedHumanoid: Harpies largely resemble monstrous womenhumor as they play with functional wings -- these are usually avian, victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, butin 3.5 they're draconic instead.their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, and
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They're
* WingedHumanoid: Harpies largely resemble monstrous women
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, but
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
Changed line(s) 277,284 (click to see context) from:
[[folder:Harssaf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harssaf_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' LawfulEvil
Desert-dwelling humanoids who can command the forces of heat and sand.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harssaf_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' LawfulEvil
Desert-dwelling humanoids who can command the forces of heat and sand.
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:300:4e]]
->'''Classification:''' Monstrous Humanoid
'''Challenge Rating:'''
'''Alignment:'''
Desert-dwelling humanoids who can command the forces of heat and sand.
Bird-elf women with a supernaturally alluring song, but evil natures.
Changed line(s) 286,291 (click to see context) from:
* ApocalypseCult: Harssafs don't worship any particular deity, but the desert itself. They believe themselves to be the chosen children of the desert, spawned from its very sands, and only they will survive when great sandstorms expand the desert to cover the rest of the world.
* BareFistedMonk: Harssafs' favored class is monk, and rumors persist of ancient harssaf monasteries hidden deep in the desert, which record the race's history and pass down fighting techniques.
* DesertBandits: These humanoids live nomadic lives in the great deserts of the world, sometimes skirmishing with other harssaf clans, but preferring to raid their "soft outlander" neighbors. They don't take any particular pride in killing others, but harssafs view it as a necessary survival skill.
* ElementalShapeshifting: Harssafs can freely assume a sand form, allowing them to evade attacks, slither along the ground, and slip through narrow gaps and crevices.
* ManOnFire: At will, harssafs can surround themselves with a fiery aura that damages anything around them, or anything they strike with metal weapons.
* SandBlaster: Once per day, a harssaf can generate a pulse of sand in a 30-foot radius, dealing damage and potentially [[AHandfulForAnEye blinding]] victims.
* BareFistedMonk: Harssafs' favored class is monk, and rumors persist of ancient harssaf monasteries hidden deep in the desert, which record the race's history and pass down fighting techniques.
* DesertBandits: These humanoids live nomadic lives in the great deserts of the world, sometimes skirmishing with other harssaf clans, but preferring to raid their "soft outlander" neighbors. They don't take any particular pride in killing others, but harssafs view it as a necessary survival skill.
* ElementalShapeshifting: Harssafs can freely assume a sand form, allowing them to evade attacks, slither along the ground, and slip through narrow gaps and crevices.
* ManOnFire: At will, harssafs can surround themselves with a fiery aura that damages anything around them, or anything they strike with metal weapons.
* SandBlaster: Once per day, a harssaf can generate a pulse of sand in a 30-foot radius, dealing damage and potentially [[AHandfulForAnEye blinding]] victims.
to:
* ApocalypseCult: Harssafs don't worship any particular deity, CompellingVoice: No matter their physical form, harpies have long had the ability to lure victims closer with an enthralling song, overlapping these harpies with mythological [[OurSirensAreDifferent sirens.]] Their 1st Edition ''Monster Manaul'' simply states that sirens ''are'' harpies that happen to live along coasts and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with thedesert itself. They believe themselves to be the chosen children sagging bosom of the desert, spawned from an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout itsvery sands, and only they will survive when great sandstorms expand the desert to cover the rest of the world.
* BareFistedMonk: Harssafs' favored class is monk, and rumors persist of ancient harssaf monasteries hidden deep in the desert, which record the race'shistory as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and pass down fighting techniques.
* DesertBandits: These humanoids live nomadic lives in the great desertsdepending on parthenogenesis/crossbreeding with humanoid men/a combination of the world, sometimes skirmishing two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but withother harssaf clans, but preferring to raid their "soft outlander" neighbors. They don't beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies takeany particular pride in killing others, a swing into the GorgeousGorgon territory, with bird wings and claws but harssafs view it otherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as a necessary survival skill.
* ElementalShapeshifting: Harssafs can freelythe descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting assume a sand form, allowing the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped them to evade attacks, slither along as half-elf, half-bird beings.
** In 5th edition, harpies keep theground, and slip through narrow gaps and crevices.
* ManOnFire: At will, harssafs can surround themselvesCuteMonsterGirl looks, with human-like bodies but monstrous claws. They're also given a fiery aura that damages anything around them, or anything they strike new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad and used magic to turn herself into the first harpy, corrupting her love into a predatory hunger for the flesh of others.
* WingedHumanoid: Harpies largely resemble monstrous women withmetal weapons.
* SandBlaster: Once per day, a harssaf can generate a pulse of sandfunctional wings -- these are usually avian, but in a 30-foot radius, dealing damage and potentially [[AHandfulForAnEye blinding]] victims.3.5 they're draconic instead.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its
* BareFistedMonk: Harssafs' favored class is monk, and rumors persist of ancient harssaf monasteries hidden deep in the desert, which record the race's
* DesertBandits: These humanoids live nomadic lives in the great deserts
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies take
* ElementalShapeshifting: Harssafs can freely
** In 5th edition, harpies keep the
* ManOnFire: At will, harssafs can surround themselves
* WingedHumanoid: Harpies largely resemble monstrous women with
* SandBlaster: Once per day, a harssaf can generate a pulse of sand
Changed line(s) 294,296 (click to see context) from:
[[folder:Hebi-No-Onna]]
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/d&d_hebi_no_onna_3e.jpg]]
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Changed line(s) 298 (click to see context) from:
'''Challenge Rating:''' 15 (3E)\\
to:
'''Challenge Rating:''' 15 5 (3E)\\
Changed line(s) 301 (click to see context) from:
Beautiful and vain women with snakes for arms, who use their magic and charisma to build cults devoted to themselves.
to:
Changed line(s) 303,312 (click to see context) from:
* 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.
* 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.
to:
* TheBeastmaster: Hebi-no-onna can command ordinary snakes (i.e. those with ApocalypseCult: Harssafs don't worship any particular deity, but 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}}:desert itself. They try believe themselves to establish these, using their hypnotic gaze and spellcasting to brainwash people into believing be 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 aimchosen children of the cults desert, spawned from its very sands, and only they form will survive when great sandstorms expand the desert to cover the rest of the world.
* BareFistedMonk: Harssafs' favored class is monk, and rumors persist of ancient harssaf monasteries hidden deep in the desert, which record the race's history and pass down fighting techniques.
* DesertBandits: These humanoids live nomadic lives in the great deserts of the world, sometimes skirmishing with other harssaf clans, but preferring to raid their "soft outlander" neighbors. They don't take any particular pride in killing others, but harssafs view it as a necessary survival skill.
* ElementalShapeshifting: Harssafs can freely assume a sand form, allowing them to evade attacks, slither along the ground, and slip through narrow gaps and crevices.
* ManOnFire: At will, harssafs can surround themselves withbeautiful luxuries and provide them a fiery aura that damages anything around them, or anything they strike 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 metal weapons.
* SandBlaster: Once per day, alosing 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: Theyharssaf can make two bite attacks with their arm-snakes each round, which deliver generate a [[NonHealthDamage Constitution-damaging poison]] in 3rd Edition, or one pulse 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]]sand 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,30-foot radius, dealing damage 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.potentially [[AHandfulForAnEye blinding]] victims.
* 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}}:
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim
* BareFistedMonk: Harssafs' favored class is monk, and rumors persist of ancient harssaf monasteries hidden deep in the desert, which record the race's history and pass down fighting techniques.
* DesertBandits: These humanoids live nomadic lives in the great deserts of the world, sometimes skirmishing with other harssaf clans, but preferring to raid their "soft outlander" neighbors. They don't take any particular pride in killing others, but harssafs view it as a necessary survival skill.
* ElementalShapeshifting: Harssafs can freely assume a sand form, allowing them to evade attacks, slither along the ground, and slip through narrow gaps and crevices.
* ManOnFire: At will, harssafs can surround themselves with
* SandBlaster: Once per day, a
* 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
* 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]]
* 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,
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[[folder:Helmed Horror]]
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[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
to:
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->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Warrior constructs
Beautiful and vain women with
Changed line(s) 324,331 (click to see context) from:
* 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 TabletopGame/ForgottenRealms, 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.
* 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 TabletopGame/ForgottenRealms, 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: TheBeastmaster: Hebi-no-onna can command ordinary snakes (i.e. those with the Animal type).
* CharmPerson: Their3rd Edition write-up notes that helmed horrors frequently outlive 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 theirmasters hypnotic gaze 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,spellcasting to brainwash people into believing the gaps of which reveal occasional flares of PureEnergy.
* ExactWords: Averted according to the 5E ''Monster Manual'', which stateshebi-no-onna is a living goddess, so 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 TabletopGame/ForgottenRealms, 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 bethey're willing to pay die for her.
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and theprice for it.
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'reresistant to magic in general, and furthermore, a helmed horror's creator can make the construct fully immune to three specific spells while building it.
poison, as well as the gaze attacks of any reptilian creature, and a dark naga's ''detect thoughts'' ability.
*SpellBlade: In PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which deliver a [[NonHealthDamage Constitution-damaging poison]] in 3rd Edition, helmed horrors can use a free action to imbue or one of eight different poisons in 2nd Edition, depending on which species of snake is up their swords sleeves. In addition, a hebi-no-onna can bite with her human mouth to deliver a set combat enchantment: ''flaming burst'', ''keen'', ''speed'', etc.
poison that causes nightmarish hallucinations, leaving victims [[SupernaturalFearInducer cowering helplessly for several rounds.]]
*SuperSenses: 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 Editionhelmed horrors are under a constant ''see invisibility'' effect. 5th Edition instead gives them blindsight out to 60 feet, art depicts hebi-no-onna with the caveat 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 thatthey're blind beyond this radius.leaves one party dead or driven off, until that point the naga and hebi-no-onna use their combined power to dominate entire villages.
* CharmPerson: Their
* {{Cult}}: They try to establish these, using their
* AnimatedArmor: A helmed horror is an intelligent construct resembling a suit of plate armor,
* ExactWords: Averted according to the 5E ''Monster Manual'', which states
* {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, 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
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the
* NoSell: They're
*
*
* 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
* VillainTeamUp: Hebi-no-onna sometimes cooperate with dark or spirit nagas, and while such alliances usually end in a power struggle that
Changed line(s) 334,341 (click to see context) from:
[[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.
[[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.
to:
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[[caption-width-right:350:5e]]
[[caption-width-right:349:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent aquatic horses prized as underwater mounts,
Warrior constructs with uncommon intelligence and
Changed line(s) 343,346 (click to see context) from:
* 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.
* 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 equinesAIIsACrapshoot: Their 3rd Edition write-up notes that travel in herds helmed horrors frequently outlive their masters and can breath both air continue following their final orders, but keep interpreting those orders more and water, 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 andhold valued places in triton society.
its exact wording, seeking to fulfill the former instead of slavishly following the latter like most other constructs.
*SapientSteed: {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction havehuman-level intelligence 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 canspeak Aquan, but 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'refairly 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.blind beyond this radius.
* OurHippocampsAreDifferent: Hippocampi are aquatic equines
* 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
*
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have
* NoSell: They're resistant to magic in general, and furthermore, a helmed horror's creator can
* 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
* 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.
Changed line(s) 349,350 (click to see context) from:
[[folder:Hippogriff]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]
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to:
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Changed line(s) 352,357 (click to see context) from:
[[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:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 5 (4E), 1 (5E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
to:
'''Challenge Rating:''' 2 (3E),
'''Alignment:'''
Flying creatures that combine the features of
Intelligent aquatic horses prized as underwater mounts, and
Changed line(s) 359,361 (click to see context) from:
* 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.
* 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.
to:
* OurHippocampsAreDifferent: Hippocampi are aquatic equines that travel in herds and
* SapientSteed: They have human-level intelligence
* SpiritedCompetitor: Hippcampi like to make challenges out of everyday events, and among
* OurGryphonsAreDifferent: The classic creature
Changed line(s) 364,365 (click to see context) from:
[[folder:Hoard Scarab]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 367,371 (click to see context) from:
->'''Classification:''' Vermin (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
to:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_3e.png[[/labelnote]] ]]
->'''Classification:'''Vermin Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:'''1/2 (individual), 2 (3E), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (4E), 1 (5E)\\
'''Alignment:'''Unaligned
Beetle-likeTrueNeutral (3E), Unaligned (4E-5E)
Flying creatureswith a strong resemblance to coins when dormant, that combine the features of horses and who have a symbiotic relationship with dragons.giant eagles.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Beetle-like
Flying creatures
Changed line(s) 373,378 (click to see context) from:
* 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.
* 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.
to:
* HeWasRightThereAllAlong: With their legs tucked 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 against their carapaces, hoard scarabs front and horse behind" version.
* HorseOfADifferentColor: Hippogriffs can bemistaken for gold coins, trained to bear a rider, 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 lightare prized as mounts capable of flight and cannot become invisible.
* TheSwarm: These tiny creatures are most dangerous as swarmsof 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 tobeing fearsome combatants in their natural armor), own right. Their physical prowess and share relatively even disposition and lower intelligence compared to a griffon or pegasus makes them particularly attractive for this role, and they're the dragon's lair, acting as most common flying mounts seen among civilized races.
* OurGryphonsAreDifferent: The classic creature with anadditional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruderseagle's claws, head and allows dragons to sense their location.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.
* HorseOfADifferentColor: Hippogriffs can be
* 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
* TheSwarm: These tiny creatures are most dangerous as swarms
* 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
* OurGryphonsAreDifferent: The classic creature with an
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders
Changed line(s) 381,388 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:303:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:303:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Fey hunters
Beetle-like creatures with a strong resemblance to coins when dormant, and who
Changed line(s) 390,395 (click to see context) from:
* 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.
* 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: 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: Thesefey's hoary steeds are magnficient but malevolent tiny creatures whose coats are white most dangerous as snow, and whose blue eyes glow coldly in the darkness. They're capable swarms of shifting to the Astral or Ethereal Planes, and gallop through the skies under a permanent ''air walk'' effect.
crawling, biting insects.
*HuntingTheMostDangerousGame: Hoary hunters pursue travelers for sport, but 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 senseof 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 killtheir 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.location.
* 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
*
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders and allows dragons to sense
* MadeASlave: Hoary hunters never kill
* 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.
Added DiffLines:
[[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.
----
* 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.
[[/folder]]
[[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.
----
* 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.
[[/folder]]
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Changed line(s) 418 (click to see context) from:
* EnemySummoner: Once per day, a hollphant can try to summon another hollyphant, an asura, or an avoral guardinal, with a 45% chance of success.
to:
* EnemySummoner: Once per day, a hollphant hollyphant can try to summon another hollyphant, an asura, or an avoral guardinal, with a 45% chance of success.
Changed line(s) 525 (click to see context) from:
* 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 head will turn upon each other as the maddened creature eats itself alive.
to:
* 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 head heads will turn upon each other as the maddened creature eats itself alive.
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Changed line(s) 39 (click to see context) from:
* NotQuiteFlight: Hadozee have patagia, allowing them to glide horizontally a set distant each round and avoid falling damage, but not ascend. It's not uncommon for a hadozee in a ship's rigging to just glide back down to the deck.
to:
* NotQuiteFlight: Hadozee have patagia, allowing them to glide horizontally a set distant distance each round and avoid falling damage, but not ascend. It's not uncommon for a hadozee in a ship's rigging to just glide back down to the deck.
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* EnchantedForest: Green hags prefer to lair with dark and dismal woods, and as they grow in power they can make them increasingly angled, malignant and dangerous to traverse.
Deleted line(s) 128 (click to see context) :
* TheLostWoods: Green hags prefer to lair with dark and dismal woods, and as they grow in power they can make them increasingly angled, malignant and dangerous to traverse.
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Changed line(s) 25,30 (click to see context) from:
[[folder:Hag]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)
->''Want to know a dark secret? Ask a hag. The trick lies in getting the truth out of her.''
-->-- '''Volo'''
Malevolent crones that resemble elderly humanoid women, hags are cunning and ancient creatures that use their intellect and magical power to sow misery and destruction.
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)
->''Want to know a dark secret? Ask a hag. The trick lies in getting the truth out of her.''
-->-- '''Volo'''
Malevolent crones that resemble elderly humanoid women, hags are cunning and ancient creatures that use their intellect and magical power to sow misery and destruction.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hadozee_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:'''
->''Want to know a dark secret? Ask a hag. The trick lies in getting the truth out of her.''
-->-- '''Volo'''
Malevolent crones that resemble elderly humanoid women, hags
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral
Sometimes disparagingly called "deck apes," these simian humanoids are
Added DiffLines:
* BoisterousBruiser: Hadozee aren't warlike, and only fight when they must... but they do enjoy "a good scrap and a friendly brawl," and will jump into one with gusto. They still prefer nonlethal fights to bloodbaths, and won't hold a grudge afterward.
* BornUnderTheSail: If the hadozee have a homeland, they don't remember it, and they keep enclaves in the coastal cities of other races (especially elves), hosting any hadozee who come to port.
* HandyFeet: Like less sapient apes, hadozee's feet have prehensile toes, giving them a racial bonus on Balance and Climb checks.
* HotBlooded: Hadozee are known for their intense and exuberant personalities, whooping excitedly when enjoying themselves, baring their fangs and snarling when angered, etc.
* LukeNounverber: Hadozee take pride in serving aboard ships, and will incorporate the vessel's name into their own. So a hadozee who serves aboard ''The Lady of the Pearl'' might go by Kalla Pearldaughter, another who sails with ''The Sword in the Storm'' may be known as Bansh Swordstorm, and so on.
* NotQuiteFlight: Hadozee have patagia, allowing them to glide horizontally a set distant each round and avoid falling damage, but not ascend. It's not uncommon for a hadozee in a ship's rigging to just glide back down to the deck.
[[/folder]]
[[folder:Hag]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)
->''Want to know a dark secret? Ask a hag. The trick lies in getting the truth out of her.''
-->-- '''Volo'''
Malevolent crones that resemble elderly humanoid women, hags are cunning and ancient creatures that use their intellect and magical power to sow misery and destruction.
----
* BornUnderTheSail: If the hadozee have a homeland, they don't remember it, and they keep enclaves in the coastal cities of other races (especially elves), hosting any hadozee who come to port.
* HandyFeet: Like less sapient apes, hadozee's feet have prehensile toes, giving them a racial bonus on Balance and Climb checks.
* HotBlooded: Hadozee are known for their intense and exuberant personalities, whooping excitedly when enjoying themselves, baring their fangs and snarling when angered, etc.
* LukeNounverber: Hadozee take pride in serving aboard ships, and will incorporate the vessel's name into their own. So a hadozee who serves aboard ''The Lady of the Pearl'' might go by Kalla Pearldaughter, another who sails with ''The Sword in the Storm'' may be known as Bansh Swordstorm, and so on.
* NotQuiteFlight: Hadozee have patagia, allowing them to glide horizontally a set distant each round and avoid falling damage, but not ascend. It's not uncommon for a hadozee in a ship's rigging to just glide back down to the deck.
[[/folder]]
[[folder:Hag]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)
->''Want to know a dark secret? Ask a hag. The trick lies in getting the truth out of her.''
-->-- '''Volo'''
Malevolent crones that resemble elderly humanoid women, hags are cunning and ancient creatures that use their intellect and magical power to sow misery and destruction.
----
Is there an issue? Send a MessageReason:
None
Added DiffLines:
!!Dune Hag
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_hag_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
Wasteland cousins of the annis, these hags use their magical disguises and enchanting kiss to lure victims away to be murdered and eaten.
----
* {{Glamour}}: They can use ''disguise self'' three times per day, usually to approach an unsuspecting victim for a kiss.
* MagicKiss: Anyone kissed by a dune hag has to save or become enthralled by her, believing that she is a beautiful desert princess, and the hag form seen by others is an illusion. It's more or less a ''{{charm person}}'' effect, though the victim can make a new save if they ever see the hag in her true form, or is presented with undeniable evidence that she means them harm.
* SandBlaster: Dune hags can cast ''haboob'' three times per day, creating a damaging sandstorm that also obscures vision.
* TheVamp: Once the victim is enthralled by a kiss from a disguise dune hag, she usually suggests they go somewhere for a "tryst."
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_hag_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
Wasteland cousins of the annis, these hags use their magical disguises and enchanting kiss to lure victims away to be murdered and eaten.
----
* {{Glamour}}: They can use ''disguise self'' three times per day, usually to approach an unsuspecting victim for a kiss.
* MagicKiss: Anyone kissed by a dune hag has to save or become enthralled by her, believing that she is a beautiful desert princess, and the hag form seen by others is an illusion. It's more or less a ''{{charm person}}'' effect, though the victim can make a new save if they ever see the hag in her true form, or is presented with undeniable evidence that she means them harm.
* SandBlaster: Dune hags can cast ''haboob'' three times per day, creating a damaging sandstorm that also obscures vision.
* TheVamp: Once the victim is enthralled by a kiss from a disguise dune hag, she usually suggests they go somewhere for a "tryst."
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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
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!!Marzanna
[[quoteright:346:https://static.tvtropes.org/pmwiki/pub/images/d&d_marzanna_3e.png]]
[[caption-width-right:346:3e]]
->'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
Stooped hags who personify death and winter, and often cooperate with ogres, frost giants or frost folk to acquire human flesh to devour. Peasants believe that if one can trick a marzanna, they can avoid death itself, but it is more common for them to leave offerings in an attempt to bribe these hags to spare them.
----
* DeadlyGaze: A marzanna's dreadful gaze can cause a creature to become [[SupernaturalFearInducer panicked for 10 rounds]], or on an additional failed saving throw, [[InstantDeathAttack die of fright.]]
* AnIcePerson: They have the cold subtype, and know a repertoire of winter magic such as ''obscuring snow'', ''ray of frost'', ''wall of ice'' and ''ice storm''.
* WolverineClaws: Marzannas use their talon-like hands in combat, and can make a special rend attack if both their claw attacks hit.
[[quoteright:346:https://static.tvtropes.org/pmwiki/pub/images/d&d_marzanna_3e.png]]
[[caption-width-right:346:3e]]
->'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
Stooped hags who personify death and winter, and often cooperate with ogres, frost giants or frost folk to acquire human flesh to devour. Peasants believe that if one can trick a marzanna, they can avoid death itself, but it is more common for them to leave offerings in an attempt to bribe these hags to spare them.
----
* DeadlyGaze: A marzanna's dreadful gaze can cause a creature to become [[SupernaturalFearInducer panicked for 10 rounds]], or on an additional failed saving throw, [[InstantDeathAttack die of fright.]]
* AnIcePerson: They have the cold subtype, and know a repertoire of winter magic such as ''obscuring snow'', ''ray of frost'', ''wall of ice'' and ''ice storm''.
* WolverineClaws: Marzannas use their talon-like hands in combat, and can make a special rend attack if both their claw attacks hit.
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!!Bog Hag
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_hag_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
Swamp-dwelling crones who disguise themselves by wearing the skins of their previous victims.
----
* GenuineHumanHide: Bog hags tear off and wear the skins of their victims, which heals the hag and allows them to magically assume that person's shape as per the ''alter self'' spell. The downside is that without the application of a ''gentle repose'' spell (which the hags don't innately know), a stolen skin will rot and become useless in a week.
* PoisonousPerson: Their claws carry the disease known as "bog rot," which damages victims' Constitution.
* SinisterSuffocation: Bog hags prefer to either creep up on a lone victim, grab them in their claws, and then swim underwater to drown them.
* WeakToFire: They take double damage from fire, and tend to flee if enemies brandish flames at them.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_hag_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
Swamp-dwelling crones who disguise themselves by wearing the skins of their previous victims.
----
* GenuineHumanHide: Bog hags tear off and wear the skins of their victims, which heals the hag and allows them to magically assume that person's shape as per the ''alter self'' spell. The downside is that without the application of a ''gentle repose'' spell (which the hags don't innately know), a stolen skin will rot and become useless in a week.
* PoisonousPerson: Their claws carry the disease known as "bog rot," which damages victims' Constitution.
* SinisterSuffocation: Bog hags prefer to either creep up on a lone victim, grab them in their claws, and then swim underwater to drown them.
* WeakToFire: They take double damage from fire, and tend to flee if enemies brandish flames at them.
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[[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.
----
* 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.
[[/folder]]
[[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.
----
* 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.
[[/folder]]
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[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/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[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/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
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* TheBeastmaster: Hebi-no-onna can command ordinary snakes (i.e. those with the Animal type).
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* WeaksauceWeakness: Violets. Hannya will not voluntarily enter a building surrounded by violets, nor can they bring themselves to touch someone carrying the flowers -- in fact, she can't even affect such a person with her spells. At best, a disguised hannya can politely ask for the person to put the violets away by claiming she's allergic to them, or for the person to put the flowers in a vase so she can admire them.
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* WeaksauceWeakness: Violets. Hannya A hannya will not voluntarily enter a building surrounded by violets, nor can they she bring themselves herself to touch someone carrying the flowers -- in fact, she can't even affect such a person with her spells. At best, a disguised hannya can politely ask for the person to put the violets away by claiming she's allergic to them, or for the person to put the flowers in a vase so she can admire them.
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[[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]]
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/d&d_hebi_no_onna_3e.jpg]]
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'''Challenge Rating:''' 15 (3E)\\
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'''Challenge Rating:''' 15 5 (3E)\\
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Beautiful and vain women with snakes for arms, who use their magic and charisma to build cults devoted to themselves.
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* 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.
* {{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.
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* 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}}:ApocalypseCult: Harssafs don't worship any particular deity, but the desert itself. They try believe themselves to establish these, using their hypnotic gaze and spellcasting to brainwash people into believing be 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 aimchosen children of the cults desert, spawned from its very sands, and only they form will survive when great sandstorms expand the desert to cover the rest of the world.
* BareFistedMonk: Harssafs' favored class is monk, and rumors persist of ancient harssaf monasteries hidden deep in the desert, which record the race's history and pass down fighting techniques.
* DesertBandits: These humanoids live nomadic lives in the great deserts of the world, sometimes skirmishing with other harssaf clans, but preferring to raid their "soft outlander" neighbors. They don't take any particular pride in killing others, but harssafs view it as a necessary survival skill.
* ElementalShapeshifting: Harssafs can freely assume a sand form, allowing them to evade attacks, slither along the ground, and slip through narrow gaps and crevices.
* ManOnFire: At will, harssafs can surround themselves withbeautiful luxuries and provide them a fiery aura that damages anything around them, or anything they strike 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 metal weapons.
* SandBlaster: Once per day, alosing 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: Theyharssaf can make two bite attacks with their arm-snakes each round, which deliver generate a [[NonHealthDamage Constitution-damaging poison]] in 3rd Edition, or one pulse 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]]sand 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,30-foot radius, dealing damage 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.potentially [[AHandfulForAnEye blinding]] victims.
* {{Cult}}:
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim
* BareFistedMonk: Harssafs' favored class is monk, and rumors persist of ancient harssaf monasteries hidden deep in the desert, which record the race's history and pass down fighting techniques.
* DesertBandits: These humanoids live nomadic lives in the great deserts of the world, sometimes skirmishing with other harssaf clans, but preferring to raid their "soft outlander" neighbors. They don't take any particular pride in killing others, but harssafs view it as a necessary survival skill.
* ElementalShapeshifting: Harssafs can freely assume a sand form, allowing them to evade attacks, slither along the ground, and slip through narrow gaps and crevices.
* ManOnFire: At will, harssafs can surround themselves with
* SandBlaster: Once per day, a
* 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
* 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]]
* 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,
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[[folder:Helmed Horror]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
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[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
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->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Warrior constructs
Beautiful and vain women with
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* 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 TabletopGame/ForgottenRealms, 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.
* 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 TabletopGame/ForgottenRealms, 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: CharmPerson: Their 3rd Edition write-up notes that helmed horrors frequently outlive 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 theirmasters hypnotic gaze 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,spellcasting to brainwash people into believing the gaps of which reveal occasional flares of PureEnergy.
* ExactWords: Averted according to the 5E ''Monster Manual'', which stateshebi-no-onna is a living goddess, so 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 TabletopGame/ForgottenRealms, 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 bethey're willing to pay die for her.
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and theprice for it.
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'reresistant to magic in general, and furthermore, a helmed horror's creator can make the construct fully immune to three specific spells while building it.
poison, as well as the gaze attacks of any reptilian creature, and a dark naga's ''detect thoughts'' ability.
*SpellBlade: In PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which deliver a [[NonHealthDamage Constitution-damaging poison]] in 3rd Edition, helmed horrors can use a free action to imbue or one of eight different poisons in 2nd Edition, depending on which species of snake is up their swords sleeves. In addition, a hebi-no-onna can bite with her human mouth to deliver a set combat enchantment: ''flaming burst'', ''keen'', ''speed'', etc.
poison that causes nightmarish hallucinations, leaving victims [[SupernaturalFearInducer cowering helplessly for several rounds.]]
*SuperSenses: 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 Editionhelmed horrors are under a constant ''see invisibility'' effect. 5th Edition instead gives them blindsight out to 60 feet, art depicts hebi-no-onna with the caveat 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 thatthey're blind beyond this radius.leaves one party dead or driven off, until that point the naga and hebi-no-onna use their combined power to dominate entire villages.
* {{Cult}}: They try to establish these, using their
* AnimatedArmor: A helmed horror is an intelligent construct resembling a suit of plate armor,
* ExactWords: Averted according to the 5E ''Monster Manual'', which states
* {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, 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
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the
* NoSell: They're
*
*
* 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
* VillainTeamUp: Hebi-no-onna sometimes cooperate with dark or spirit nagas, and while such alliances usually end in a power struggle that
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[[folder:Hippocampus]]
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[[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.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippocamp_5e.jpeg]]
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->'''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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->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent aquatic horses prized as underwater mounts,
Warrior constructs with uncommon intelligence and
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* 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.
* 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 equinesAIIsACrapshoot: Their 3rd Edition write-up notes that travel in herds helmed horrors frequently outlive their masters and can breath both air continue following their final orders, but keep interpreting those orders more and water, 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 andhold valued places in triton society.
its exact wording, seeking to fulfill the former instead of slavishly following the latter like most other constructs.
*SapientSteed: {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction havehuman-level intelligence 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 canspeak Aquan, but 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'refairly 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.blind beyond this radius.
* OurHippocampsAreDifferent: Hippocampi are aquatic equines
* 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
*
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have
* NoSell: They're resistant to magic in general, and furthermore, a helmed horror's creator can
* 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
* 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.
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[[folder:Hippogriff]]
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[[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:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 5 (4E), 1 (5E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
to:
'''Challenge Rating:''' 2 (3E),
'''Alignment:'''
Flying creatures that combine the features of
Intelligent aquatic horses prized as underwater mounts, and
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* 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.
* 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.
to:
* OurHippocampsAreDifferent: Hippocampi are aquatic equines that travel in herds and
* SapientSteed: They have human-level intelligence
* SpiritedCompetitor: Hippcampi like to make challenges out of everyday events, and among
* OurGryphonsAreDifferent: The classic creature
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[[folder:Hoard Scarab]]
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->'''Classification:''' Vermin (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
to:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_3e.png[[/labelnote]] ]]
->'''Classification:'''Vermin Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:'''1/2 (individual), 2 (3E), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (4E), 1 (5E)\\
'''Alignment:'''Unaligned
Beetle-likeTrueNeutral (3E), Unaligned (4E-5E)
Flying creatureswith a strong resemblance to coins when dormant, that combine the features of horses and who have a symbiotic relationship with dragons.giant eagles.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Beetle-like
Flying creatures
Changed line(s) 300,305 (click to see context) from:
* 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.
* 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.
to:
* HeWasRightThereAllAlong: With their legs tucked 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 against their carapaces, hoard scarabs front and horse behind" version.
* HorseOfADifferentColor: Hippogriffs can bemistaken for gold coins, trained to bear a rider, 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 lightare prized as mounts capable of flight and cannot become invisible.
* TheSwarm: These tiny creatures are most dangerous as swarmsof 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 tobeing fearsome combatants in their natural armor), own right. Their physical prowess and share relatively even disposition and lower intelligence compared to a griffon or pegasus makes them particularly attractive for this role, and they're the dragon's lair, acting as most common flying mounts seen among civilized races.
* OurGryphonsAreDifferent: The classic creature with anadditional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruderseagle's claws, head and allows dragons to sense their location.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.
* HorseOfADifferentColor: Hippogriffs can be
* 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
* TheSwarm: These tiny creatures are most dangerous as swarms
* 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
* OurGryphonsAreDifferent: The classic creature with an
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders
Changed line(s) 308,319 (click to see context) from:
[[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)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]
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[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
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->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.
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->'''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.
->'''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.
to:
'''Challenge Rating:'''
'''Alignment:'''
Celestials from the Wilderness of the Beastlands
Beetle-like creatures with
Changed line(s) 328,335 (click to see context) from:
* EnemySummoner: Once per day, a hollphant 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.
* MakeMeWannaShout: 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.
* 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.
* MakeMeWannaShout: 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 hollphant 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 inHeWasRightThereAllAlong: With their Small form, and leathery wings legs tucked in against 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.
* MakeMeWannaShout: A hollyphantcarapaces, hoard scarabs can unleash a trumpeting blast through its trunk to either deal sonic damage be mistaken for gold coins, and stun those in thus camouflage themselves amongst 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.
dragon's other treasures.
*NoSell: OrificeInvasion: 3rd Edition hollyphants in 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 theirSmall form gain a ''globe natural armor), and share the dragon's lair, acting as an additional layer of invulnerability'' effect, rendering them immune to all spells or spell-like abilities of 4th level or lower, but they lose this benefit defense.
* TrackingSpell: Hoard scarabs intheir mastodon form.
* PsychicPowers: 3rd5th Edition hollyphants have both an array of spell-like abilities and psionic powers like ''blessed sight'', ''invisibility'', and ''suggestion''.
* SizeShifter: In 3rd Edition,produce a hollyphant can switch between two forms, a Small golden-furred elephant magical dust that weighs 60 pounds sticks to intruders 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.allows dragons to sense their location.
* GoodWingsEvilWings: Averted; hollyphants have feathered or iridescent insect wings in
* KillerRabbit: They look harmless or even comical, which has led to the downfall of countless evil creatures.
* MakeMeWannaShout: A hollyphant
*
* 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
* TrackingSpell: Hoard scarabs in
* PsychicPowers: 3rd
* SizeShifter: In 3rd Edition,
* {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically with any creature that has a language.
Changed line(s) 338,350 (click to see context) from:
[[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)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
Tiny winged constructs created by mages as helpers or spies.
----
* 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.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_homunculus_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
Tiny winged constructs created by mages as helpers or spies.
----
* 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.
to:
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny winged constructs created by mages as helpers or spies.
----
* 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
Cunning, disciplined and warlike, hobgoblins exist to subjugate others, and frequently bully their fellow goblinoids, the
* PsychicLink: A homunculus knows everything its creator does, and likewise its master senses everything a homunculus sees or hears, regardless of
* {{Synchronization}}: A homonculus will expire if its master dies, and in 3rd Edition, the destruction of a homonculus dealt damage to its creator.
Changed line(s) 353,354 (click to see context) from:
[[folder:Hook Horror]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hook_horror_5e.png]]
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to:
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Changed line(s) 356,360 (click to see context) from:
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack hunters of the Underdark feared for their hook-like claws.
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack hunters of the Underdark feared for their hook-like claws.
to:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''Classification:'''Aberration Outsider (3E), Natural Beast (4E), Monstrosity Celestial (5E)\\
'''Challenge Rating:'''6 8 (3E), 3 5 (5E)\\
'''Alignment:'''TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack huntersLawfulGood
Celestials from the Wilderness of theUnderdark feared 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 hook-like claws.tasks.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent pack hunters
Celestials from the Wilderness of the
Changed line(s) 362,366 (click to see context) from:
* 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.
* 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 EnemySummoner: Once per day, a hollphant 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''AD&D'' write-up, Small form, and leathery wings in their Large mastodon form, but remain celestials no matter their shape.
* KillerRabbit: They look harmless or even comical, whichnotes has led to the downfall of countless evil creatures.
* MakeMeWannaShout: 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 thathook horrors [[LanguageEqualsThought don't even 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 havea 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'sboth an array of spell-like abilities and the torso of an enormous beetle.
psionic powers like ''blessed sight'', ''invisibility'', and ''suggestion''.
*MooksAteMyEquipment: SizeShifter: In 3rd Edition, hook horrors a hollyphant can attempt to sunder switch between two forms, a character's armor or shield without provoking an attack of opportunity.
Small golden-furred elephant that weighs 60 pounds and a Large biepdal mastodon that weighs 1200 pounds.
*StarfishLanguage: Hook horrors {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically with one another by clacking and scraping their claws against stone, which sounds unintelligible to other creatures, but forms a complex language any creature that can echo for miles through their home cave systems.
* SuperSenses: A hook horrorhas short-ranged darkvision, but their keen hearing gives them blindsight out to 60 feet.a language.
* GoodWingsEvilWings: Averted; hollyphants have feathered or iridescent insect wings in their
* KillerRabbit: They look harmless or even comical, which
* MakeMeWannaShout: 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
* 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
* MixAndMatchCritters: A hook horror has a head resembling a vulture's
*
*
* SuperSenses: A hook horror
Changed line(s) 369,376 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
Tiny winged constructs created by mages as helpers or spies.
Changed line(s) 378,382 (click to see context) from:
* 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.
* 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 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 theirForcedSleep: Their bite and foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have does ScratchDamage at best, but carries 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 render an opponent unconscious.
* OurHomunculiAreDifferent: Homunculi are made by an expensive alchemical recipe from clay, ash, mandrake root, spring water andhelpless.
* WallCrawl: They can climb surfaces at halfthe wizard's own blood and are living tools linked to their normal speed, which they use 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 todrop down on prey.its creator.
* CombatTentacles: In addition to their
* 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]]
* OurHomunculiAreDifferent: Homunculi are made by an expensive alchemical recipe from clay, ash, mandrake root, spring water and
* WallCrawl: They can climb surfaces at half
* 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
Changed line(s) 385,392 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration
'''Challenge Rating:'''
'''Alignment:'''
Dog-sized, wasp-like creatures with screaming simian faces.
Intelligent pack hunters of the Underdark feared for their hook-like claws.
Changed line(s) 394,400 (click to see context) from:
* 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 of the things.
* 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.
* 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 of the things.
* 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 guardconcept 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 byslaadi. 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 toforms 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 of the things.
* 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, givingkeen 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.
* BioweaponBeast: Howler wasps were created by the wizard Otiluke, who was trying to create some guard
* 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
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to
*
* LargeAndInCharge: Normal howler wasps are only 4 feet long,
* 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
Changed line(s) 403,410 (click to see context) from:
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
Changed line(s) 412,419 (click to see context) from:
* 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.
* 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."
* 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}}:BeastOfBattle: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though evil subterranean races have taken up the partnership practice of capturing young hounds to raise and train. If a pup is not without difficulty.
-->'''Naelan, Lord of the Uttercold:''' Upon further research,taken young enough, it has become quite evident that huitzil make challenging familiars due accepts its new world easily, especially if it's well fed and allowed to fight.
* CombatTentacles: In addition to theirtendency 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 fastbite and evasive, resulting in foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have a high flight speed reach of 10 feet and Armor Class.
end in five-fingered hands with strong, sharp claws.
*StickyFingers: ItCanThink: They have a magpie-like obsession with shiny things, exacerbated by human-level intelligence, make cunning use of terrain in battle, and even have their draconic instinct to amass own language.
* TheParalyzer: Their tentacle attacks carry ahoard. Huitzils thus try [[NonHealthDamage Dexterity-damaging]] poison that can potentially leave victims paralyzed and snatch any glittering baubles they come across, and helpless.
* WallCrawl: They can climb surfaces at half theirmales will normal speed, which they 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 penaltydrop down 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.prey.
* 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}}:
-->'''Naelan, Lord of the Uttercold:''' Upon further research,
* CombatTentacles: In addition to their
* FragileSpeedster: They're weak enough to most likely die in a single hit, but they're fast
*
* TheParalyzer: Their tentacle attacks carry a
* WallCrawl: They can climb surfaces at half their
* 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
Changed line(s) 422,428 (click to see context) from:
[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
Dog-sized, wasp-like creatures with screaming simian faces.
Added DiffLines:
* 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 of the things.
* 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.
[[/folder]]
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
----
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
* 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 of the things.
* 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.
[[/folder]]
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
----
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
Is there an issue? Send a MessageReason:
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Changed line(s) 232,233 (click to see context) from:
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim of the cults they form is to surround them 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.
* PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which delivers 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.]]
* PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which delivers 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.]]
to:
* {{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 surroundthem 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, whichdelivers 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.]]
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim of the cults they form is to surround
* 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
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* 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 and capture such exceptional males, capture them, and break their spirits over several weeks until they finally cooperate. Once the father's work is done, he'll be [[BlackWidow ritualistically sacrificed]] in a grand ceremony attended by the rest of the hebi-no-onna's cult.
to:
* 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 and capture such exceptional males, males and kidnap them -- though in some cases, a hebi-no-onna will try and lure adventurers to her lair to more easily capture them, and break their spirits over several weeks until they finally cooperate. Once the 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.
Added DiffLines:
* 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.
Is there an issue? Send a MessageReason:
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Changed line(s) 222,229 (click to see context) from:
[[folder:Helmed Horror]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
to:
[[quoteright:349:https://static.
[[quoteright:266:https://static.tvtropes.
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[[caption-width-right:266:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Warrior constructs
Beautiful and vain women with
Changed line(s) 231,238 (click to see context) from:
* 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 TabletopGame/ForgottenRealms, 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.
* 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 TabletopGame/ForgottenRealms, 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: 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.
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim of the cults they form is to surround them 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.
* PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which delivers 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 and capture such exceptional males, capture them, and break their spirits over several weeks until they finally cooperate. Once the father's 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 Editionwrite-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 TabletopGame/ForgottenRealms, 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 swordsart depicts hebi-no-onna with a set combat enchantment: ''flaming burst'', ''keen'', ''speed'', etc.
* SuperSenses: 3rd Edition helmed horrors are underpair of human arms surrounded by smaller serpents, while their ''AD&D'' picture has a constant ''see invisibility'' effect. 5th Edition instead gives them blindsight out to 60 feet, single, larger snake in each sleeve, with the caveat that they're blind beyond this radius.no sign of human arms.
* ItsAllAboutMe: Hebi-no-onna are totally self-interested, and the entire aim of the cults they form is to surround them 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.
* PoisonousPerson: They can make two bite attacks with their arm-snakes each round, which delivers 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 and capture such exceptional males, capture them, and break their spirits over several weeks until they finally cooperate. Once the father's 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
* 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 TabletopGame/ForgottenRealms, 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
* SuperSenses: 3rd Edition helmed horrors are under
Changed line(s) 241,248 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:349:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent aquatic horses prized as underwater mounts,
Warrior constructs with uncommon intelligence and
Changed line(s) 250,253 (click to see context) from:
* 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.
* 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 equinesAIIsACrapshoot: Their 3rd Edition write-up notes that travel in herds helmed horrors frequently outlive their masters and can breath both air continue following their final orders, but keep interpreting those orders more and water, 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 andhold valued places in triton society.
its exact wording, seeking to fulfill the former instead of slavishly following the latter like most other constructs.
*SapientSteed: {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction havehuman-level intelligence 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 canspeak Aquan, but 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'refairly 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.blind beyond this radius.
* OurHippocampsAreDifferent: Hippocampi are aquatic equines
* 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
*
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have
* NoSell: They're resistant to magic in general, and furthermore, a helmed horror's creator can
* 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
* 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.
Changed line(s) 256,257 (click to see context) from:
[[folder:Hippogriff]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]
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to:
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[[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:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 5 (4E), 1 (5E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
to:
'''Challenge Rating:''' 2 (3E),
'''Alignment:'''
Flying creatures that combine the features of
Intelligent aquatic horses prized as underwater mounts, and
Changed line(s) 266,268 (click to see context) from:
* 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.
* 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.
to:
* OurHippocampsAreDifferent: Hippocampi are aquatic equines that travel in herds and
* SapientSteed: They have human-level intelligence
* SpiritedCompetitor: Hippcampi like to make challenges out of everyday events, and among
* OurGryphonsAreDifferent: The classic creature
Changed line(s) 271,272 (click to see context) from:
[[folder:Hoard Scarab]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 274,278 (click to see context) from:
->'''Classification:''' Vermin (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
to:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_3e.png[[/labelnote]] ]]
->'''Classification:'''Vermin Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:'''1/2 (individual), 2 (3E), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (4E), 1 (5E)\\
'''Alignment:'''Unaligned
Beetle-likeTrueNeutral (3E), Unaligned (4E-5E)
Flying creatureswith a strong resemblance to coins when dormant, that combine the features of horses and who have a symbiotic relationship with dragons.giant eagles.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Beetle-like
Flying creatures
Changed line(s) 280,285 (click to see context) from:
* 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.
* 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.
to:
* HeWasRightThereAllAlong: With their legs tucked 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 against their carapaces, hoard scarabs front and horse behind" version.
* HorseOfADifferentColor: Hippogriffs can bemistaken for gold coins, trained to bear a rider, 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 lightare prized as mounts capable of flight and cannot become invisible.
* TheSwarm: These tiny creatures are most dangerous as swarmsof 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 tobeing fearsome combatants in their natural armor), own right. Their physical prowess and share relatively even disposition and lower intelligence compared to a griffon or pegasus makes them particularly attractive for this role, and they're the dragon's lair, acting as most common flying mounts seen among civilized races.
* OurGryphonsAreDifferent: The classic creature with anadditional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruderseagle's claws, head and allows dragons to sense their location.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.
* HorseOfADifferentColor: Hippogriffs can be
* 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
* TheSwarm: These tiny creatures are most dangerous as swarms
* 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
* OurGryphonsAreDifferent: The classic creature with an
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders
Changed line(s) 288,299 (click to see context) from:
[[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)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hobgoblin_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.
Changed line(s) 301,306 (click to see context) from:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''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.
->'''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.
to:
'''Challenge Rating:'''
'''Alignment:'''
Celestials from the Wilderness of the Beastlands
Beetle-like creatures with
Changed line(s) 308,315 (click to see context) from:
* EnemySummoner: Once per day, a hollphant 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.
* MakeMeWannaShout: 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.
* 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.
* MakeMeWannaShout: 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 hollphant 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 inHeWasRightThereAllAlong: With their Small form, and leathery wings legs tucked in against 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.
* MakeMeWannaShout: A hollyphantcarapaces, hoard scarabs can unleash a trumpeting blast through its trunk to either deal sonic damage be mistaken for gold coins, and stun those in thus camouflage themselves amongst 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.
dragon's other treasures.
*NoSell: OrificeInvasion: 3rd Edition hollyphants in 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 theirSmall form gain a ''globe natural armor), and share the dragon's lair, acting as an additional layer of invulnerability'' effect, rendering them immune to all spells or spell-like abilities of 4th level or lower, but they lose this benefit defense.
* TrackingSpell: Hoard scarabs intheir mastodon form.
* PsychicPowers: 3rd5th Edition hollyphants have both an array of spell-like abilities and psionic powers like ''blessed sight'', ''invisibility'', and ''suggestion''.
* SizeShifter: In 3rd Edition,produce a hollyphant can switch between two forms, a Small golden-furred elephant magical dust that weighs 60 pounds sticks to intruders 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.allows dragons to sense their location.
* GoodWingsEvilWings: Averted; hollyphants have feathered or iridescent insect wings in
* KillerRabbit: They look harmless or even comical, which has led to the downfall of countless evil creatures.
* MakeMeWannaShout: A hollyphant
*
* 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
* TrackingSpell: Hoard scarabs in
* PsychicPowers: 3rd
* SizeShifter: In 3rd Edition,
* {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically with any creature that has a language.
Changed line(s) 318,330 (click to see context) from:
[[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)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
Tiny winged constructs created by mages as helpers or spies.
----
* 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.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_homunculus_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
Tiny winged constructs created by mages as helpers or spies.
----
* 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.
to:
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny winged constructs created by mages as helpers or spies.
----
* 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
Cunning, disciplined and warlike, hobgoblins exist to subjugate others, and frequently bully their fellow goblinoids, the
* PsychicLink: A homunculus knows everything its creator does, and likewise its master senses everything a homunculus sees or hears, regardless of
* {{Synchronization}}: A homonculus will expire if its master dies, and in 3rd Edition, the destruction of a homonculus dealt damage to its creator.
Changed line(s) 333,334 (click to see context) from:
[[folder:Hook Horror]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hook_horror_5e.png]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 336,340 (click to see context) from:
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack hunters of the Underdark feared for their hook-like claws.
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack hunters of the Underdark feared for their hook-like claws.
to:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''Classification:'''Aberration Outsider (3E), Natural Beast (4E), Monstrosity Celestial (5E)\\
'''Challenge Rating:'''6 8 (3E), 3 5 (5E)\\
'''Alignment:'''TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack huntersLawfulGood
Celestials from the Wilderness of theUnderdark feared 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 hook-like claws.tasks.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent pack hunters
Celestials from the Wilderness of the
Changed line(s) 342,346 (click to see context) from:
* 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.
* 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 EnemySummoner: Once per day, a hollphant 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''AD&D'' write-up, Small form, and leathery wings in their Large mastodon form, but remain celestials no matter their shape.
* KillerRabbit: They look harmless or even comical, whichnotes has led to the downfall of countless evil creatures.
* MakeMeWannaShout: 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 thathook horrors [[LanguageEqualsThought don't even 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 havea 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'sboth an array of spell-like abilities and the torso of an enormous beetle.
psionic powers like ''blessed sight'', ''invisibility'', and ''suggestion''.
*MooksAteMyEquipment: SizeShifter: In 3rd Edition, hook horrors a hollyphant can attempt to sunder switch between two forms, a character's armor or shield without provoking an attack of opportunity.
Small golden-furred elephant that weighs 60 pounds and a Large biepdal mastodon that weighs 1200 pounds.
*StarfishLanguage: Hook horrors {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically with one another by clacking and scraping their claws against stone, which sounds unintelligible to other creatures, but forms a complex language any creature that can echo for miles through their home cave systems.
* SuperSenses: A hook horrorhas short-ranged darkvision, but their keen hearing gives them blindsight out to 60 feet.a language.
* GoodWingsEvilWings: Averted; hollyphants have feathered or iridescent insect wings in their
* KillerRabbit: They look harmless or even comical, which
* MakeMeWannaShout: 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
* 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
* MixAndMatchCritters: A hook horror has a head resembling a vulture's
*
*
* SuperSenses: A hook horror
Changed line(s) 349,356 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
Tiny winged constructs created by mages as helpers or spies.
Changed line(s) 358,362 (click to see context) from:
* 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.
* 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 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 theirForcedSleep: Their bite and foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have does ScratchDamage at best, but carries 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 render an opponent unconscious.
* OurHomunculiAreDifferent: Homunculi are made by an expensive alchemical recipe from clay, ash, mandrake root, spring water andhelpless.
* WallCrawl: They can climb surfaces at halfthe wizard's own blood and are living tools linked to their normal speed, which they use 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 todrop down on prey.its creator.
* CombatTentacles: In addition to their
* 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]]
* OurHomunculiAreDifferent: Homunculi are made by an expensive alchemical recipe from clay, ash, mandrake root, spring water and
* WallCrawl: They can climb surfaces at half
* 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
Changed line(s) 365,372 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration
'''Challenge Rating:'''
'''Alignment:'''
Dog-sized, wasp-like creatures with screaming simian faces.
Intelligent pack hunters of the Underdark feared for their hook-like claws.
Changed line(s) 374,380 (click to see context) from:
* 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 of the things.
* 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.
* 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 of the things.
* 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 guardconcept 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 byslaadi. 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 toforms 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 of the things.
* 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, givingkeen 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.
* BioweaponBeast: Howler wasps were created by the wizard Otiluke, who was trying to create some guard
* 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
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to
*
* LargeAndInCharge: Normal howler wasps are only 4 feet long,
* 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
Changed line(s) 383,390 (click to see context) from:
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
Changed line(s) 392,399 (click to see context) from:
* 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.
* 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."
* 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}}:BeastOfBattle: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though evil subterranean races have taken up the partnership practice of capturing young hounds to raise and train. If a pup is not without difficulty.
-->'''Naelan, Lord of the Uttercold:''' Upon further research,taken young enough, it has become quite evident that huitzil make challenging familiars due accepts its new world easily, especially if it's well fed and allowed to fight.
* CombatTentacles: In addition to theirtendency 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 fastbite and evasive, resulting in foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have a high flight speed reach of 10 feet and Armor Class.
end in five-fingered hands with strong, sharp claws.
*StickyFingers: ItCanThink: They have a magpie-like obsession with shiny things, exacerbated by human-level intelligence, make cunning use of terrain in battle, and even have their draconic instinct to amass own language.
* TheParalyzer: Their tentacle attacks carry ahoard. Huitzils thus try [[NonHealthDamage Dexterity-damaging]] poison that can potentially leave victims paralyzed and snatch any glittering baubles they come across, and helpless.
* WallCrawl: They can climb surfaces at half theirmales will normal speed, which they 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 penaltydrop down 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.prey.
* 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}}:
-->'''Naelan, Lord of the Uttercold:''' Upon further research,
* CombatTentacles: In addition to their
* FragileSpeedster: They're weak enough to most likely die in a single hit, but they're fast
*
* TheParalyzer: Their tentacle attacks carry a
* WallCrawl: They can climb surfaces at half their
* 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
Changed line(s) 402,408 (click to see context) from:
[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
Dog-sized, wasp-like creatures with screaming simian faces.
Added DiffLines:
* 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 of the things.
* 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.
[[/folder]]
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
----
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
* 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 of the things.
* 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.
[[/folder]]
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
----
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
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[[folder:Harpoon Spider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harpoon_spider_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harpoon_spider_3e.png]]
to:
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->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4, 9 (dread harpoon spider) (3E)\\
'''Challenge Rating:''' 4, 9 (dread harpoon spider) (3E)\\
to:
->'''Classification:''' Aberration Monstrous Humanoid (3E)\\
'''Challenge Rating:'''4, 9 (dread harpoon spider) 4 (3E)\\
'''Challenge Rating:'''
Changed line(s) 173 (click to see context) from:
Arachnoid aberrations that reel in prey with organic harpoons, then impale victims upon their spiny carapaces for later consumption.
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* GiantSpider: A harpoon spider superficially resembles a black widow that measures around 8 feet long and weighs nearly 1400 pounds. "Dread" harpoon spiders are even larger, certifiably Huge monsters 18 feet long weighing in at 7200 pounds.
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but their primary purpose is to secure prey. Harpoon spiders can impale a helpless victim upon their spiny bodies, dealing damage and letting the monster carry on normally without having to maintain a grapple.
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, and hundreds of razor-sharp spines covering its body.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and have a morbid sense of humor as they play with victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, but their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but their primary purpose is to secure prey. Harpoon spiders can impale a helpless victim upon their spiny bodies, dealing damage and letting the monster carry on normally without having to maintain a grapple.
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, and hundreds of razor-sharp spines covering its body.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and have a morbid sense of humor as they play with victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, but their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
to:
* GiantSpider: A harpoon spider superficially resembles CharmPerson: They can project a black widow that measures ''suggestion'' into the mind of an unwary target, which works regardless of language barrier, but only if the target is unaware of the hannya's true nature.
* PersonalSpaceInvader: Hannya can wrap around8 feet long and weighs nearly 1400 pounds. "Dread" harpoon spiders are even larger, certifiably Huge monsters 18 feet long weighing in at 7200 pounds.
constrict prey like boas.
*ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but {{Revenge}}: Hannya were [[WasOnceAMan formerly human females]], evil wu jen, shugenja, or other mages who were cast out of their primary purpose is homes for their crimes. This led them to secure prey. Harpoon spiders can impale a helpless victim pledge their loyalty to dark powers in exchange for their new forms and abilities, which they use to prey upon their spiny bodies, dealing damage old communities.
* SnakePeople: Their lower bodies are that of a thick serpent's, andletting the monster carry on normally without having when excited or agitated, they tend to maintain a grapple.
speak in [[SssssnakeTalk sputtering hisses]] interspaced with cackling.
*NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, ToServeMan: Like hags, hannya's favorite food is human eyes, and hundreds flesh.
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, usually to assume the form ofrazor-sharp spines covering its body.
* PoisonousPerson: Their bites carrya poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing harmless old lady, traveling priest, or lost child, to lull victims who succumb to it.
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and haveinto a morbid false sense of humor as security.
* WeaksauceWeakness: Violets. Hannya will not voluntarily enter a building surrounded by violets, nor can theyplay bring themselves to touch someone carrying the flowers -- in fact, she can't even affect such a person with victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spidersher spells. At best, a disguised hannya can move along webs without getting stuck, and scale sheer surfaces, but their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spiderpolitely ask for the person to put the violets away by claiming she's allergic to them, or for the person to put the flowers in a vase so she can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.admire them.
* WickedWitch: Their entries usually describe hannya as an oriental variant of hag.
* PersonalSpaceInvader: Hannya can wrap around
*
* SnakePeople: Their lower bodies are that of a thick serpent's, and
*
* VoluntaryShapeshifting: They can use ''polymorph self'' at will, usually to assume the form of
* PoisonousPerson: Their bites carry
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and have
* WeaksauceWeakness: Violets. Hannya will not voluntarily enter a building surrounded by violets, nor can they
* WallCrawl: As spider-like creatures, harpoon spiders
* YouWillNotEvadeMe: A harpoon spider
* WickedWitch: Their entries usually describe hannya as an oriental variant of hag.
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[[folder:Harpy]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:4e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 191 (click to see context) from:
Bird-elf women with a supernaturally alluring song, but evil natures.
to:
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* CompellingVoice: No matter their physical form, harpies have long had the ability to lure victims closer with an enthralling song, overlapping these harpies with mythological [[OurSirensAreDifferent sirens.]] Their 1st Edition ''Monster Manaul'' simply states that sirens ''are'' harpies that happen to live along coasts and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws but otherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as the descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting assume the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws. They're also given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad and used magic to turn herself into the first harpy, corrupting her love into a predatory hunger for the flesh of others.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in 3.5 they're draconic instead.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws but otherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as the descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting assume the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws. They're also given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad and used magic to turn herself into the first harpy, corrupting her love into a predatory hunger for the flesh of others.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in 3.5 they're draconic instead.
to:
* CompellingVoice: No matter their physical form, harpies have GiantSpider: A harpoon spider superficially resembles a black widow that measures around 8 feet long had the ability to lure victims closer with an enthralling song, overlapping these harpies with mythological [[OurSirensAreDifferent sirens.]] Their 1st Edition ''Monster Manaul'' simply states that sirens ''are'' harpies that happen to live along coasts and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males whoweighs nearly 1400 pounds. "Dread" harpoon spiders are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhumaneven larger, certifiably Huge monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws18 feet long weighing in at 7200 pounds.
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, butotherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as the descendants of an evil elf queen whose family misused magic their primary purpose is to [[VoluntaryShapeshifting assume the form of birds]] in order to spy secure prey. Harpoon spiders can impale a helpless victim upon their tyrannized subjects. When their people revolted, spiny bodies, dealing damage and letting the magic went haywire monster carry on normally without having to maintain a grapple.
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, andtrapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws.hundreds of razor-sharp spines covering its body.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They'realso given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad fully sentient, capable of speech in Common and used magic to turn herself into the first harpy, corrupting her love into Undercommon, and have a predatory hunger for the flesh morbid sense of others.
* WingedHumanoid: Harpies largely resemble monstrous womenhumor as they play with functional wings -- these are usually avian, victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, butin 3.5 they're draconic instead.their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, and
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They're
* WingedHumanoid: Harpies largely resemble monstrous women
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, but
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
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[[folder:Helmed Horror]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
to:
[[quoteright:349:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:349:5e]]
[[caption-width-right:300:4e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Warrior constructs
Bird-elf women with
Changed line(s) 212,219 (click to see context) from:
* 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 TabletopGame/ForgottenRealms, 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.
* 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 TabletopGame/ForgottenRealms, 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: CompellingVoice: No matter their physical form, harpies have long had the ability to lure victims closer with an enthralling song, overlapping these harpies with mythological [[OurSirensAreDifferent sirens.]] Their 3rd 1st 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 Manaul'' simply states that a helmed horror is intelligent enough sirens ''are'' harpies that happen to understand live along coasts and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with thedifference between sagging bosom of an order's intent old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female andits 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 TabletopGame/ForgottenRealms, helmed horrors are relicsdepending on parthenogenesis/crossbreeding with humanoid men/a combination of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have been lost. A sufficiently powerful wizard might two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have theresources to rediscover lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined themethod, worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws butit is said that only otherwise regular humanoid appearances. In the evilest of souls would be willing to pay default ''TabletopGame/NentirVale'' setting, they’re given an origin as the price for it.
* NoSell:descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting assume the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws. They'reresistant also given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad and used magic in general, and furthermore, a helmed horror's creator can make to turn herself into the construct fully immune to three specific spells while building it.
first harpy, corrupting her love into a predatory hunger for the flesh of others.
*SpellBlade: In 3rd Edition, helmed horrors can use a free action to imbue their swords WingedHumanoid: Harpies largely resemble monstrous women with a set combat enchantment: ''flaming burst'', ''keen'', ''speed'', etc.
* SuperSenses: 3rd Edition helmed horrorsfunctional wings -- these are under a constant ''see invisibility'' effect. 5th Edition instead gives them blindsight out to 60 feet, with the caveat that usually avian, but in 3.5 they're blind beyond this radius.draconic instead.
* 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
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and
* {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the
** 3e harpies are, similarly, ugly creatures who combined the
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws but
* NoSell:
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws. They're
*
* SuperSenses: 3rd Edition helmed horrors
Changed line(s) 222,229 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:349:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent aquatic horses prized as underwater mounts,
Warrior constructs with uncommon intelligence and
Changed line(s) 231,234 (click to see context) from:
* 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.
* 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 equinesAIIsACrapshoot: Their 3rd Edition write-up notes that travel in herds helmed horrors frequently outlive their masters and can breath both air continue following their final orders, but keep interpreting those orders more and water, 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 andhold valued places in triton society.
its exact wording, seeking to fulfill the former instead of slavishly following the latter like most other constructs.
*SapientSteed: {{Flight}}: They enjoy the benefit of a permanent ''air walk'' spell.
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction havehuman-level intelligence 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 canspeak Aquan, but 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'refairly 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.blind beyond this radius.
* OurHippocampsAreDifferent: Hippocampi are aquatic equines
* 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
*
* LostTechnology: In the TabletopGame/ForgottenRealms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have
* NoSell: They're resistant to magic in general, and furthermore, a helmed horror's creator can
* 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
* 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.
Changed line(s) 237,238 (click to see context) from:
[[folder:Hippogriff]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]
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[[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:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 2 (3E), 5 (4E), 1 (5E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
to:
'''Challenge Rating:''' 2 (3E),
'''Alignment:'''
Flying creatures that combine the features of
Intelligent aquatic horses prized as underwater mounts, and
Changed line(s) 247,249 (click to see context) from:
* 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.
* 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.
to:
* OurHippocampsAreDifferent: Hippocampi are aquatic equines that travel in herds and
* SapientSteed: They have human-level intelligence
* SpiritedCompetitor: Hippcampi like to make challenges out of everyday events, and among
* OurGryphonsAreDifferent: The classic creature
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[[folder:Hoard Scarab]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 255,259 (click to see context) from:
->'''Classification:''' Vermin (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
to:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_3e.png[[/labelnote]] ]]
->'''Classification:'''Vermin Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:'''1/2 (individual), 2 (3E), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (4E), 1 (5E)\\
'''Alignment:'''Unaligned
Beetle-likeTrueNeutral (3E), Unaligned (4E-5E)
Flying creatureswith a strong resemblance to coins when dormant, that combine the features of horses and who have a symbiotic relationship with dragons.giant eagles.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Beetle-like
Flying creatures
Changed line(s) 261,266 (click to see context) from:
* 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.
* 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.
to:
* HeWasRightThereAllAlong: With their legs tucked 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 against their carapaces, hoard scarabs front and horse behind" version.
* HorseOfADifferentColor: Hippogriffs can bemistaken for gold coins, trained to bear a rider, 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 lightare prized as mounts capable of flight and cannot become invisible.
* TheSwarm: These tiny creatures are most dangerous as swarmsof 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 tobeing fearsome combatants in their natural armor), own right. Their physical prowess and share relatively even disposition and lower intelligence compared to a griffon or pegasus makes them particularly attractive for this role, and they're the dragon's lair, acting as most common flying mounts seen among civilized races.
* OurGryphonsAreDifferent: The classic creature with anadditional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruderseagle's claws, head and allows dragons to sense their location.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.
* HorseOfADifferentColor: Hippogriffs can be
* 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
* TheSwarm: These tiny creatures are most dangerous as swarms
* 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
* OurGryphonsAreDifferent: The classic creature with an
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders
Changed line(s) 269,280 (click to see context) from:
[[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)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hobgoblin_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.
Changed line(s) 282,287 (click to see context) from:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''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.
->'''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.
to:
'''Challenge Rating:'''
'''Alignment:'''
Celestials from the Wilderness of the Beastlands
Beetle-like creatures with
Changed line(s) 289,296 (click to see context) from:
* EnemySummoner: Once per day, a hollphant 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.
* MakeMeWannaShout: 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.
* 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.
* MakeMeWannaShout: 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 hollphant 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 inHeWasRightThereAllAlong: With their Small form, and leathery wings legs tucked in against 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.
* MakeMeWannaShout: A hollyphantcarapaces, hoard scarabs can unleash a trumpeting blast through its trunk to either deal sonic damage be mistaken for gold coins, and stun those in thus camouflage themselves amongst 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.
dragon's other treasures.
*NoSell: OrificeInvasion: 3rd Edition hollyphants in 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 theirSmall form gain a ''globe natural armor), and share the dragon's lair, acting as an additional layer of invulnerability'' effect, rendering them immune to all spells or spell-like abilities of 4th level or lower, but they lose this benefit defense.
* TrackingSpell: Hoard scarabs intheir mastodon form.
* PsychicPowers: 3rd5th Edition hollyphants have both an array of spell-like abilities and psionic powers like ''blessed sight'', ''invisibility'', and ''suggestion''.
* SizeShifter: In 3rd Edition,produce a hollyphant can switch between two forms, a Small golden-furred elephant magical dust that weighs 60 pounds sticks to intruders 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.allows dragons to sense their location.
* GoodWingsEvilWings: Averted; hollyphants have feathered or iridescent insect wings in
* KillerRabbit: They look harmless or even comical, which has led to the downfall of countless evil creatures.
* MakeMeWannaShout: A hollyphant
*
* 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
* TrackingSpell: Hoard scarabs in
* PsychicPowers: 3rd
* SizeShifter: In 3rd Edition,
* {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically with any creature that has a language.
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[[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)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
Tiny winged constructs created by mages as helpers or spies.
----
* 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.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_homunculus_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
Tiny winged constructs created by mages as helpers or spies.
----
* 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.
to:
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny winged constructs created by mages as helpers or spies.
----
* 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
Cunning, disciplined and warlike, hobgoblins exist to subjugate others, and frequently bully their fellow goblinoids, the
* PsychicLink: A homunculus knows everything its creator does, and likewise its master senses everything a homunculus sees or hears, regardless of
* {{Synchronization}}: A homonculus will expire if its master dies, and in 3rd Edition, the destruction of a homonculus dealt damage to its creator.
Changed line(s) 314,315 (click to see context) from:
[[folder:Hook Horror]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hook_horror_5e.png]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 317,321 (click to see context) from:
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack hunters of the Underdark feared for their hook-like claws.
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack hunters of the Underdark feared for their hook-like claws.
to:
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''Classification:'''Aberration Outsider (3E), Natural Beast (4E), Monstrosity Celestial (5E)\\
'''Challenge Rating:'''6 8 (3E), 3 5 (5E)\\
'''Alignment:'''TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack huntersLawfulGood
Celestials from the Wilderness of theUnderdark feared 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 hook-like claws.tasks.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent pack hunters
Celestials from the Wilderness of the
Changed line(s) 323,327 (click to see context) from:
* 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.
* 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 EnemySummoner: Once per day, a hollphant 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''AD&D'' write-up, Small form, and leathery wings in their Large mastodon form, but remain celestials no matter their shape.
* KillerRabbit: They look harmless or even comical, whichnotes has led to the downfall of countless evil creatures.
* MakeMeWannaShout: 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 thathook horrors [[LanguageEqualsThought don't even 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 havea 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'sboth an array of spell-like abilities and the torso of an enormous beetle.
psionic powers like ''blessed sight'', ''invisibility'', and ''suggestion''.
*MooksAteMyEquipment: SizeShifter: In 3rd Edition, hook horrors a hollyphant can attempt to sunder switch between two forms, a character's armor or shield without provoking an attack of opportunity.
Small golden-furred elephant that weighs 60 pounds and a Large biepdal mastodon that weighs 1200 pounds.
*StarfishLanguage: Hook horrors {{Telepathy}}: Hollyphants can't speak, but can communicate telepathically with one another by clacking and scraping their claws against stone, which sounds unintelligible to other creatures, but forms a complex language any creature that can echo for miles through their home cave systems.
* SuperSenses: A hook horrorhas short-ranged darkvision, but their keen hearing gives them blindsight out to 60 feet.a language.
* GoodWingsEvilWings: Averted; hollyphants have feathered or iridescent insect wings in their
* KillerRabbit: They look harmless or even comical, which
* MakeMeWannaShout: 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
* 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
* MixAndMatchCritters: A hook horror has a head resembling a vulture's
*
*
* SuperSenses: A hook horror
Changed line(s) 330,337 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
Tiny winged constructs created by mages as helpers or spies.
Changed line(s) 339,343 (click to see context) from:
* 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.
* 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 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 theirForcedSleep: Their bite and foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have does ScratchDamage at best, but carries 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 render an opponent unconscious.
* OurHomunculiAreDifferent: Homunculi are made by an expensive alchemical recipe from clay, ash, mandrake root, spring water andhelpless.
* WallCrawl: They can climb surfaces at halfthe wizard's own blood and are living tools linked to their normal speed, which they use 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 todrop down on prey.its creator.
* CombatTentacles: In addition to their
* 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]]
* OurHomunculiAreDifferent: Homunculi are made by an expensive alchemical recipe from clay, ash, mandrake root, spring water and
* WallCrawl: They can climb surfaces at half
* 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
Changed line(s) 346,353 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration
'''Challenge Rating:'''
'''Alignment:'''
Dog-sized, wasp-like creatures with screaming simian faces.
Intelligent pack hunters of the Underdark feared for their hook-like claws.
Changed line(s) 355,361 (click to see context) from:
* 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 of the things.
* 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.
* 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 of the things.
* 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 guardconcept 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 byslaadi. 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 toforms 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 of the things.
* 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, givingkeen 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.
* BioweaponBeast: Howler wasps were created by the wizard Otiluke, who was trying to create some guard
* 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
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to
*
* LargeAndInCharge: Normal howler wasps are only 4 feet long,
* 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
Changed line(s) 364,371 (click to see context) from:
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
Large, tentacled quadrupeds that have emerged from deep underground in the past decade to menace Underdark races.
Changed line(s) 373,380 (click to see context) from:
* 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.
* 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."
* 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}}:BeastOfBattle: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though evil subterranean races have taken up the partnership practice of capturing young hounds to raise and train. If a pup is not without difficulty.
-->'''Naelan, Lord of the Uttercold:''' Upon further research,taken young enough, it has become quite evident that huitzil make challenging familiars due accepts its new world easily, especially if it's well fed and allowed to fight.
* CombatTentacles: In addition to theirtendency 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 fastbite and evasive, resulting in foreclaws, hounds of the gloom can attack with two large tentacles surrounding their heads, which have a high flight speed reach of 10 feet and Armor Class.
end in five-fingered hands with strong, sharp claws.
*StickyFingers: ItCanThink: They have a magpie-like obsession with shiny things, exacerbated by human-level intelligence, make cunning use of terrain in battle, and even have their draconic instinct to amass own language.
* TheParalyzer: Their tentacle attacks carry ahoard. Huitzils thus try [[NonHealthDamage Dexterity-damaging]] poison that can potentially leave victims paralyzed and snatch any glittering baubles they come across, and helpless.
* WallCrawl: They can climb surfaces at half theirmales will normal speed, which they 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 penaltydrop down 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.prey.
* 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}}:
-->'''Naelan, Lord of the Uttercold:''' Upon further research,
* CombatTentacles: In addition to their
* FragileSpeedster: They're weak enough to most likely die in a single hit, but they're fast
*
* TheParalyzer: Their tentacle attacks carry a
* WallCrawl: They can climb surfaces at half their
* 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
Changed line(s) 383,389 (click to see context) from:
[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
Dog-sized, wasp-like creatures with screaming simian faces.
Added DiffLines:
* 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 of the things.
* 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.
[[/folder]]
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
----
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
* 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 of the things.
* 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.
[[/folder]]
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
----
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
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[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_huitzil_3e.png]]
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->'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 1/3 (3E)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
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->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
Dog-sized, wasp-like creatures with screaming simian faces.
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* 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 challenges.
-->'''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.
* 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.
* 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 challenges.
-->'''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.
* 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 BewareMyStingerTail: Beyond their bite and insatiably nosy."
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.
*DragonAncestry: Huitzils are "drakken," BioweaponBeast: Howler wasps were created by the wizard Otiluke, who was trying to create some guard creatures with in anticipation of an attack by slaadi. The howler wasps were his first attempt, which he judged a clear draconic ancestry, failure, but whose dragon blood has diluted to before Otiluke could properly dispose of them, 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, thoughslaadi attacked and the partnership is not without challenges.
-->'''Naelan, Lord ofaberrations escaped in the Uttercold:''' Upon further research, it has become quite evident that huitzil make challenging familiars due confusion.
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to theirtendency nest to hoard any spell components that reflect too much light.
summon reinforcements.
*FragileSpeedster: KillerGorilla[=/=]WickedWasps: 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 obsessiongiant stinging insects with shiny things, exacerbated by 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 of the things.
* LargeAndInCharge: Normal howler wasps are only 4 feet long, but theirdraconic instinct 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 toamass a hoard. Huitzils thus CriticalHit or an attack that would reduce its hit points past 0, a howler wasp can immediately try and snatch any glittering baubles they come across, and their males douse its foes with an inciting pheromone. This does no damage in itself, but will use these treasures to try and attract mates.
* WeNeedADistraction: Huitzils can take a "Distract" actiondrive all other howler wasps in combat, squawking and flapping their wings in the area into a creature's face, to impose a penalty screaming rage, giving them bonuses on their attack rolls. They'll also use this strategy and damage rolls against the affected creature, and allowing the aberrations to collect treasure, with some huitzils causing a ruckus while another darts in to grab something shiny.track the doused foe like they had blindsense. The pheremone's effects last for ten minutes, or until the victim washes it off.
*
* {{Familiar}}: Some mages make familiars out of huitzils, using them to deliver touch-ranged spells, though
-->'''Naelan, Lord of
* HiveMind: Surprisingly averted, unlike most insectoid monsters, hence why howler wasp patrols need to return to their
*
* StickyFingers: They have a magpie-like obsession
* LargeAndInCharge: Normal howler wasps are only 4 feet long, but their
* 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
* WeNeedADistraction: Huitzils can take a "Distract" action
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[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
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->'''Classification:'''
'''Challenge Rating:'''
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Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
to:
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
Added DiffLines:
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 8 (5E)\\
'''Alignment:''' Unaligned
Many-headed reptiles famous for their regenerative powers, hydras mostly live as bestial predators in swamps.
----
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* HeWasRightThereAllAlong: With their lugs tucked in against their carapaces, hoard scarabs can be mistaken for gold coins, and thus camouflage themselves amongst a dragon's other treasures.
to:
* HeWasRightThereAllAlong: With their lugs legs tucked in against their carapaces, hoard scarabs can be mistaken for gold coins, and thus camouflage themselves amongst a dragon's other treasures.
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%% Not every folder needs an image for every edition in the game.
%% Unless a creature was given a significant redesign between editions, one image is plenty.
%%
%% We're not a D&D wiki, and it's not the end of the world if we don't have a folder for every creature to appear in a D&D supplement.
%% Before creating new folders, ask yourself if there's enough material to make the folder interesting to read.
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[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\\
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[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/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
This page covers general ''TabletopGame/DungeonsAndDragons'' monsters such as can be found in the ''Monster Manual'' or in setting-agnostic books such as ''Volo's Guide to Monsters'' or ''Mordenkainen's Tome of Foes''. The creatures on this page can be found in any world of the ''D&D'' multiverse and can be encountered in just about any campaign.
For the game's iconic dragons, see ''Characters/DungeonsAndDragonsDragons''. For demons and devils, see ''Characters/DungeonsAndDragonsFiends''. For the various undead creatures, see ''Characters/DungeonsAndDragonsUndead''. For creatures found only in specific settings, see ''Characters/DungeonsAndDragonsSettingSpecificCreatures''.
[[foldercontrol]]
!!H
[[folder:Hag]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)
->''Want to know a dark secret? Ask a hag. The trick lies in getting the truth out of her.''
-->-- '''Volo'''
Malevolent crones that resemble elderly humanoid women, hags are cunning and ancient creatures that use their intellect and magical power to sow misery and destruction.
----
* AmazingTechnicolorPopulation: Hags come in a wide variety of colors. Annis hags are bluish-purple, bheur hags are pale blue, night hags are dark purple, sea hags have green or blue scales, and green hags are... well, [[ExactlyWhatItSaysOnTheTin green]].
* BadIsGoodAndGoodIsBad: In fifth edition, hags "perceive ugliness as beauty, and vice versa". They revel in having a hideous appearance and sometimes go out of their way "improve" upon it by picking at sores, wearing skins and bones as decoration, and rubbing refuse and dirt into their hair and clothing.
* BizarreAlienReproduction: In fifth edition, hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, [[EatsBabies the hag consumes the child]]. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.
* ChangelingTale: A hag's child, conceived after stealing and eating a human infant, looks like a normal humanoid until she transforms into a hag on adulthood. Hag mothers often take advantage of this by "returning" the infants to the families from which they stole the original baby, watching from the shadows to enjoy the family's shock and dismay as their child grows into a wicked monster.
* TheCorrupter: There are few things a hag loves more than to see the righteous fall from grace, and will often use both magical and mundane manipulation to turn others against each other or force good people to compromise their principles.
* DealWithTheDevil: Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. The terms of such bargains typically involve demands to compromise principles or give up something dear, especially if the thing lost diminishes or negates the knowledge gained through the bargain. Unlike devils, who make bargains to corrupt the other person so that the devil will get their soul, [[ForTheEvulz hags mostly just do this to make people miserable]].
* EatsBabies: They have a taste for the flesh of infants, and in fifth edition eating a baby is actually [[BizarreAlienReproduction part of their reproductive cycle]].
* TheFairFolk: Older editions had hags as a type of MonstrousHumanoid, but fourth edition reimagined them as a kind of fae that embodies nature's capacity for cruelty and ugliness.
* HandshakeOfDoom: The lore for hags in "Volo's Guide to Monsters" suggests they enjoy sealing deals by shaking hands, which drops whatever illusion they have up (even if the character can't see through it, they can feel the clawlike hand itself). Hags almost always make deals with the aim of twisting them to make the unfortunate soul in question (or someone else) as miserable as possible (be it through their price or twisting the service they provide).
* MasterOfIllusion: Green hags and sea hags have the innate ability to disguise themselves with an illusory appearance. This illusion won't hold up to physical inspection but is otherwise very convincing, more so in the former's case than in the latter's.
* {{Metamorphosis}}: Under somewhat unclear circumstances, hags can transform from one type of their kind into another -- a bheur into a green hag, for instance, or a sea into an annis hag. Some make a point of spending at least a portion of their lives as each kind of hag.
* OneGenderRace: There are no male Hags, though earlier editions did have hag-spawn, male HalfHumanHybrids of a hag and a male humanoid.
* TimeAbyss: Hags are effectively immortal unless killed, and their oldest "grandmothers" are incredibly ancient beings who have seen mortal empires rise and fall.
* WickedWitch: Hags are largely based on the monstrous, cackling witch of folklore and fairytales. They appear as hideously ugly old women who use their dark magical skills to cause suffering amongst mortals for kicks, and also like to eat children.
* WolverineClaws: Many types of hags attack with their claws, and annis hags in particular have long iron talons growing out of their fingers, which are used alongside their iron fangs to tear their enemies apart.
!! Annis Hag
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/annis_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge Rating:''' 6 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Annis hags are the largest and strongest of their species, as well as the most monstrous in appearance. They tend to associate the most with giant-kin, such as ogres and trolls, often ruling over them with a combination of brute strength, verbal abuse, and superstition. They are less magically adept than other types of hag, but they're hard to kill and well-suited for rending victims limb from limb.
----
* CorruptionOfAMinor: An annis hag may present itself to a lonely child as a kind old woman and give the child a magical token through which they can speak to each other. The hag will then encourage the child to do bad things which start out relatively harmless but get progressively more wicked and dangerous.
* GenuineHumanHide: They enjoy making leather out of the skins of children.
* KillerBearHug: An annis hag can kill someone by pulling them into a bear hug and crushing the life out of them. They can even kill trolls and ogres this way.
* MonsterLord: It's not uncommon for annises to use their strength, magic and reputation to take control of tribes of ogres, trolls and other powerful, stupid humanoids.
* WolverineClaws: An annis hag's claws and teeth are made of iron and incredibly sharp.
* WouldHurtAChild: All hags [[EatsBabies eat infants]] as part of their twisted reproductive cycle, but annis hags prefer to hunt children over adults. Not only do annis hags like the taste of children, but they find that the skin of children makes such supple leather.
!!Bheur Hag
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/bheur_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge Rating:''' 9 (3E), 7 (5E)\\
'''Alignment:''' ChaoticEvil
Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.
----
* ColorCodedElements: A bheur hag has blue skin and white hair, matching her affinity for ice magic.
* AnIcePerson: Bheur hags have multiple cold-related spells, which allow them to do things like shoot rays of freezing energy or whip up storms of ice and snow. They also love to conjure blizzards over isolated villages, hoping that the villagers will be driven to evil acts out of desperation.
* ImAHumanitarian: If a bheur hag kills someone in combat, she may stop attacking for a moment as she rips the victim's corpse apart and devours the remains. This gruesome display is so horrific that it can drive nearby creatures who witness the act temporarily insane.
* MagicStaff: Bheur Hags carry a "greystaff", a length of wood that they can ride on to fly around and which allows them to cast additional spells.
!!Green Hag
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/green_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' ChaoticEvil (3E), NeutralEvil (5E)
Green hags are the most "stereotypical" of the hags, with the general focus on spellcasting and shapeshifting. Their abilities often tend towards either the obvious enchanter route or towards evil druidism, and they have a particular focus on using their powers of shapechanging and illusions to make lives miserable.
----
* InvisibleMonsters: 5th edition green hags have a unique form of personal invisibility which lasts indefinitely and prevents the hag from leaving footprints or any other trace of her presence.
* TheLostWoods: Green hags prefer to lair with dark and dismal woods, and as they grow in power they can make them increasingly angled, malignant and dangerous to traverse.
* VoiceChangeling: They can mimic both humanoid voices and the sounds of animals, which they normally use to lure victims to them or to scare off unwanted visitors.
!!Night Hag
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_night_hag_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Fiend (5E)\\
'''Challenge Rating:''' 9 (3E), 5 (5E)\\
'''Alignment:''' NeutralEvil
Night Hags are a fiendish branch of the hag family tree, and can be found all over the Lower Planes, most commonly Hades and Gehenna. They specialize in trading corrupted souls, both ones that found their way to the Lower Planes on their own, and souls the hag collects herself.
----
* HornedHumanoid: Night hags are distinguished by the pair of curved horns growing from their temples.
* {{Intangibility}}: A night hag can enter or leave the Ethereal Plane with an action, so long as she has her ''heartstone''.
* MindOverMatter: In her lair, a powerful night hag can telekinetically fling other creatures up to 30 feet, dealing damage.
* {{Panacea}}: A night hag's ''heartstone'' is a black gem that she uses to become ethereal, but a touch from it also cures any disease.
* PoisonousPerson: In 3rd Edition, their claw attacks could infect creatures with demon fever, dealing [[NonHealthDamage Constitution damage or even drain.]]
* PrisonDimension: The most powerful night hags may be able to banish intruders from their lairs to a prison demiplane, until they force themselves out with an opposed Charisma check.
* PsychologicalTormentZone: Those who approach a night hag's lair may find themselves briefly transported to a demiplane of shadows, corpses and cackling, or encounter hallucinations of dead loved ones, or even of themselves.
* VoluntaryShapeshifting: Unlike other hags who disguise themselves with an illusion, night hags can ''polymorph'' into a Medium or Small female humanoid.
* YourSoulIsMine: While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. The ethereal hag fills her victim's head with doubts and fears, in the hope of influencing it to perform evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep, and if the hag has tipped her victim's alignment to evil, she traps its corrupted soul in her ''soul bag'' to be bartered with in infernal markets.
!!Sea Hag
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/sea_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Sea hags are by said to be the ugliest of all hags, with slimy scales covering their pallid skin, hair like seaweed, fish-like faces, and emaciated bodies. Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters.
----
* DeadlyGaze: A sea hag's Death Glare can instantly drop a creature to 0 hit points. It only works on creatures who are frightened of her, and the target can make a saving throw to resist the effect.
* FishPeople: They have scales and very fish-like faces.
* {{Gonk}}: Sea hags are said to be the ugliest of all hags. Even if they use illusion magic to hide their true appearance, their illusory appearance will still be relatively ugly.
* PlantHair: Their 5th Edition art depicts them with hair literally made out of strands of dripping seaweed.
* SupernaturalFearInducer: The mere sight of a sea hag's true form is horrific enough to frighten nearby creatures, making those creatures easy prey for her DeathGlare.
[[/folder]]
[[folder:Hagunemnon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hagunemnon_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 29 (3E)\\
'''Alignment:''' ChaoticNeutral
Also known as proteans, these creatures were infused with chaos during their race's creation, and as such are constantly in flux, only rarely able to hold a given shape for more than a minute.
----
* FantasticRacism: They're homicidally bigoted towards all non-shapeshifters, and treat non-hagunemnon shapeshifters with a great deal of condescension and snobbery.
* {{Omniglot}}: When they aren't speaking their own incomprehensible tongue, proteans can speak and understand every other creature's language.
* PerpetuallyProtean: Like their inspiration, they are constantly taking on new shapes, mutating at a moment's notice beyond recognition. More worryingly, they are known to travel extensively in search of new shapes to copy -- and they prefer to kill their targets once they've finished acquiring their forms...
* ShapeshifterWeapon: Proteans can make up to five attacks per round, using either their own slam attacks or adopting the bite, claw, tail, etc. attacks of one or more other creatures. They can also take advantage of the extraordinary abilities of up to four creatures at once, though not spell-like or supernatural abilities.
* ShoutOut: A reference to the Haggunenons of ''Radio/TheHitchhikersGuideToTheGalaxy.''
* StarfishLanguage: Like their speakers, the proteans' language is constantly changing, so that only other hagunemnons can understand it.
* TransformationHorror: Their slam attacks destabilize their opponent's form, causing heavy hit point and [[NonHealthDamage Constitution damage]] as their victim's body seethes and boils. Any creature whose Constitution is reduced to 0 by these attacks is reduced to a puddle of clear fluid.
* VoluntaryShapeshifting: On the one hand, a protean can freely assume the form of any non-divine being no smaller than a flea and no bigger than 200 feet in its largest dimension, or mix-and-match body parts from several different creatures. On the other hand, they have to take a move-equivalent action each round to ''keep'' holding the same shape they were in the previous round.
[[/folder]]
[[folder:Halfling]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_halfling_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral (3E), LawfulGood (5E)
Short but nimble humanoids known for their love of simple pleasures, natural good luck, and surprising courage in the face of evil. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Hammerclaw]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hammerclaw_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Lobster-like monsters the size of horses, which subdue prey with the help of sonic attacks fired from their claws.
----
* GiantEnemyCrab: Large predatory crustaceans known to attack even when not hungry, simply for the pleasure of harming others.
* ItCanThink: Downplayed; hammerclaws can manage a few words of Aquan, and have enough vicious cunning to be successful hunters, but their Intelligence is only 4, making them dumber than ogres.
* MakeMeWannaShout: Hammerclaws can snap their oversized claws to create a cone of sonic energy that deals damage and can stun those caught in its effect.
* PowerPincers: Their claws deal damage, and can grab and constrict foes they hit.
[[/folder]]
[[folder:Harpoon Spider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harpoon_spider_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4, 9 (dread harpoon spider) (3E)\\
'''Alignment:''' ChaoticEvil
Arachnoid aberrations that reel in prey with organic harpoons, then impale victims upon their spiny carapaces for later consumption.
----
* GiantSpider: A harpoon spider superficially resembles a black widow that measures around 8 feet long and weighs nearly 1400 pounds. "Dread" harpoon spiders are even larger, certifiably Huge monsters 18 feet long weighing in at 7200 pounds.
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but their primary purpose is to secure prey. Harpoon spiders can impale a helpless victim upon their spiny bodies, dealing damage and letting the monster carry on normally without having to maintain a grapple.
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, and hundreds of razor-sharp spines covering its body.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and have a morbid sense of humor as they play with victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, but their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
[[/folder]]
[[folder:Harpy]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
'''Alignment:''' ChaoticEvil
Bird-elf women with a supernaturally alluring song, but evil natures.
----
* CompellingVoice: No matter their physical form, harpies have long had the ability to lure victims closer with an enthralling song, overlapping these harpies with mythological [[OurSirensAreDifferent sirens.]] Their 1st Edition ''Monster Manaul'' simply states that sirens ''are'' harpies that happen to live along coasts and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws but otherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as the descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting assume the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws. They're also given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad and used magic to turn herself into the first harpy, corrupting her love into a predatory hunger for the flesh of others.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in 3.5 they're draconic instead.
[[/folder]]
[[folder:Helmed Horror]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
----
* 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 TabletopGame/ForgottenRealms, 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.
[[/folder]]
[[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.
----
* 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.
[[/folder]]
[[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:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
----
* 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.
[[/folder]]
[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
----
* HeWasRightThereAllAlong: With their lugs 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.
[[/folder]]
[[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)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''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.
----
* EnemySummoner: Once per day, a hollphant 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.
* MakeMeWannaShout: 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.
[[/folder]]
[[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)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
Tiny winged constructs created by mages as helpers or spies.
----
* 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.
[[/folder]]
[[folder:Hook Horror]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hook_horror_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack hunters of the Underdark feared for their hook-like claws.
----
* 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.
[[/folder]]
[[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.
----
* 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.
[[/folder]]
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
----
* 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 challenges.
-->'''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.
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 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 head 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.
* 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.
* MainliningTheMonster: 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.
!!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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%% Unless a creature was given a significant redesign between editions, one image is plenty.
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%% We're not a D&D wiki, and it's not the end of the world if we don't have a folder for every creature to appear in a D&D supplement.
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[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\\
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[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/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
This page covers general ''TabletopGame/DungeonsAndDragons'' monsters such as can be found in the ''Monster Manual'' or in setting-agnostic books such as ''Volo's Guide to Monsters'' or ''Mordenkainen's Tome of Foes''. The creatures on this page can be found in any world of the ''D&D'' multiverse and can be encountered in just about any campaign.
For the game's iconic dragons, see ''Characters/DungeonsAndDragonsDragons''. For demons and devils, see ''Characters/DungeonsAndDragonsFiends''. For the various undead creatures, see ''Characters/DungeonsAndDragonsUndead''. For creatures found only in specific settings, see ''Characters/DungeonsAndDragonsSettingSpecificCreatures''.
[[foldercontrol]]
!!H
[[folder:Hag]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Fey (5E)
->''Want to know a dark secret? Ask a hag. The trick lies in getting the truth out of her.''
-->-- '''Volo'''
Malevolent crones that resemble elderly humanoid women, hags are cunning and ancient creatures that use their intellect and magical power to sow misery and destruction.
----
* AmazingTechnicolorPopulation: Hags come in a wide variety of colors. Annis hags are bluish-purple, bheur hags are pale blue, night hags are dark purple, sea hags have green or blue scales, and green hags are... well, [[ExactlyWhatItSaysOnTheTin green]].
* BadIsGoodAndGoodIsBad: In fifth edition, hags "perceive ugliness as beauty, and vice versa". They revel in having a hideous appearance and sometimes go out of their way "improve" upon it by picking at sores, wearing skins and bones as decoration, and rubbing refuse and dirt into their hair and clothing.
* BizarreAlienReproduction: In fifth edition, hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, [[EatsBabies the hag consumes the child]]. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.
* ChangelingTale: A hag's child, conceived after stealing and eating a human infant, looks like a normal humanoid until she transforms into a hag on adulthood. Hag mothers often take advantage of this by "returning" the infants to the families from which they stole the original baby, watching from the shadows to enjoy the family's shock and dismay as their child grows into a wicked monster.
* TheCorrupter: There are few things a hag loves more than to see the righteous fall from grace, and will often use both magical and mundane manipulation to turn others against each other or force good people to compromise their principles.
* DealWithTheDevil: Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. The terms of such bargains typically involve demands to compromise principles or give up something dear, especially if the thing lost diminishes or negates the knowledge gained through the bargain. Unlike devils, who make bargains to corrupt the other person so that the devil will get their soul, [[ForTheEvulz hags mostly just do this to make people miserable]].
* EatsBabies: They have a taste for the flesh of infants, and in fifth edition eating a baby is actually [[BizarreAlienReproduction part of their reproductive cycle]].
* TheFairFolk: Older editions had hags as a type of MonstrousHumanoid, but fourth edition reimagined them as a kind of fae that embodies nature's capacity for cruelty and ugliness.
* HandshakeOfDoom: The lore for hags in "Volo's Guide to Monsters" suggests they enjoy sealing deals by shaking hands, which drops whatever illusion they have up (even if the character can't see through it, they can feel the clawlike hand itself). Hags almost always make deals with the aim of twisting them to make the unfortunate soul in question (or someone else) as miserable as possible (be it through their price or twisting the service they provide).
* MasterOfIllusion: Green hags and sea hags have the innate ability to disguise themselves with an illusory appearance. This illusion won't hold up to physical inspection but is otherwise very convincing, more so in the former's case than in the latter's.
* {{Metamorphosis}}: Under somewhat unclear circumstances, hags can transform from one type of their kind into another -- a bheur into a green hag, for instance, or a sea into an annis hag. Some make a point of spending at least a portion of their lives as each kind of hag.
* OneGenderRace: There are no male Hags, though earlier editions did have hag-spawn, male HalfHumanHybrids of a hag and a male humanoid.
* TimeAbyss: Hags are effectively immortal unless killed, and their oldest "grandmothers" are incredibly ancient beings who have seen mortal empires rise and fall.
* WickedWitch: Hags are largely based on the monstrous, cackling witch of folklore and fairytales. They appear as hideously ugly old women who use their dark magical skills to cause suffering amongst mortals for kicks, and also like to eat children.
* WolverineClaws: Many types of hags attack with their claws, and annis hags in particular have long iron talons growing out of their fingers, which are used alongside their iron fangs to tear their enemies apart.
!! Annis Hag
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/annis_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge Rating:''' 6 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Annis hags are the largest and strongest of their species, as well as the most monstrous in appearance. They tend to associate the most with giant-kin, such as ogres and trolls, often ruling over them with a combination of brute strength, verbal abuse, and superstition. They are less magically adept than other types of hag, but they're hard to kill and well-suited for rending victims limb from limb.
----
* CorruptionOfAMinor: An annis hag may present itself to a lonely child as a kind old woman and give the child a magical token through which they can speak to each other. The hag will then encourage the child to do bad things which start out relatively harmless but get progressively more wicked and dangerous.
* GenuineHumanHide: They enjoy making leather out of the skins of children.
* KillerBearHug: An annis hag can kill someone by pulling them into a bear hug and crushing the life out of them. They can even kill trolls and ogres this way.
* MonsterLord: It's not uncommon for annises to use their strength, magic and reputation to take control of tribes of ogres, trolls and other powerful, stupid humanoids.
* WolverineClaws: An annis hag's claws and teeth are made of iron and incredibly sharp.
* WouldHurtAChild: All hags [[EatsBabies eat infants]] as part of their twisted reproductive cycle, but annis hags prefer to hunt children over adults. Not only do annis hags like the taste of children, but they find that the skin of children makes such supple leather.
!!Bheur Hag
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/bheur_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge Rating:''' 9 (3E), 7 (5E)\\
'''Alignment:''' ChaoticEvil
Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.
----
* ColorCodedElements: A bheur hag has blue skin and white hair, matching her affinity for ice magic.
* AnIcePerson: Bheur hags have multiple cold-related spells, which allow them to do things like shoot rays of freezing energy or whip up storms of ice and snow. They also love to conjure blizzards over isolated villages, hoping that the villagers will be driven to evil acts out of desperation.
* ImAHumanitarian: If a bheur hag kills someone in combat, she may stop attacking for a moment as she rips the victim's corpse apart and devours the remains. This gruesome display is so horrific that it can drive nearby creatures who witness the act temporarily insane.
* MagicStaff: Bheur Hags carry a "greystaff", a length of wood that they can ride on to fly around and which allows them to cast additional spells.
!!Green Hag
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/green_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' ChaoticEvil (3E), NeutralEvil (5E)
Green hags are the most "stereotypical" of the hags, with the general focus on spellcasting and shapeshifting. Their abilities often tend towards either the obvious enchanter route or towards evil druidism, and they have a particular focus on using their powers of shapechanging and illusions to make lives miserable.
----
* InvisibleMonsters: 5th edition green hags have a unique form of personal invisibility which lasts indefinitely and prevents the hag from leaving footprints or any other trace of her presence.
* TheLostWoods: Green hags prefer to lair with dark and dismal woods, and as they grow in power they can make them increasingly angled, malignant and dangerous to traverse.
* VoiceChangeling: They can mimic both humanoid voices and the sounds of animals, which they normally use to lure victims to them or to scare off unwanted visitors.
!!Night Hag
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_night_hag_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Fiend (5E)\\
'''Challenge Rating:''' 9 (3E), 5 (5E)\\
'''Alignment:''' NeutralEvil
Night Hags are a fiendish branch of the hag family tree, and can be found all over the Lower Planes, most commonly Hades and Gehenna. They specialize in trading corrupted souls, both ones that found their way to the Lower Planes on their own, and souls the hag collects herself.
----
* HornedHumanoid: Night hags are distinguished by the pair of curved horns growing from their temples.
* {{Intangibility}}: A night hag can enter or leave the Ethereal Plane with an action, so long as she has her ''heartstone''.
* MindOverMatter: In her lair, a powerful night hag can telekinetically fling other creatures up to 30 feet, dealing damage.
* {{Panacea}}: A night hag's ''heartstone'' is a black gem that she uses to become ethereal, but a touch from it also cures any disease.
* PoisonousPerson: In 3rd Edition, their claw attacks could infect creatures with demon fever, dealing [[NonHealthDamage Constitution damage or even drain.]]
* PrisonDimension: The most powerful night hags may be able to banish intruders from their lairs to a prison demiplane, until they force themselves out with an opposed Charisma check.
* PsychologicalTormentZone: Those who approach a night hag's lair may find themselves briefly transported to a demiplane of shadows, corpses and cackling, or encounter hallucinations of dead loved ones, or even of themselves.
* VoluntaryShapeshifting: Unlike other hags who disguise themselves with an illusion, night hags can ''polymorph'' into a Medium or Small female humanoid.
* YourSoulIsMine: While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. The ethereal hag fills her victim's head with doubts and fears, in the hope of influencing it to perform evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep, and if the hag has tipped her victim's alignment to evil, she traps its corrupted soul in her ''soul bag'' to be bartered with in infernal markets.
!!Sea Hag
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/sea_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Sea hags are by said to be the ugliest of all hags, with slimy scales covering their pallid skin, hair like seaweed, fish-like faces, and emaciated bodies. Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters.
----
* DeadlyGaze: A sea hag's Death Glare can instantly drop a creature to 0 hit points. It only works on creatures who are frightened of her, and the target can make a saving throw to resist the effect.
* FishPeople: They have scales and very fish-like faces.
* {{Gonk}}: Sea hags are said to be the ugliest of all hags. Even if they use illusion magic to hide their true appearance, their illusory appearance will still be relatively ugly.
* PlantHair: Their 5th Edition art depicts them with hair literally made out of strands of dripping seaweed.
* SupernaturalFearInducer: The mere sight of a sea hag's true form is horrific enough to frighten nearby creatures, making those creatures easy prey for her DeathGlare.
[[/folder]]
[[folder:Hagunemnon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hagunemnon_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 29 (3E)\\
'''Alignment:''' ChaoticNeutral
Also known as proteans, these creatures were infused with chaos during their race's creation, and as such are constantly in flux, only rarely able to hold a given shape for more than a minute.
----
* FantasticRacism: They're homicidally bigoted towards all non-shapeshifters, and treat non-hagunemnon shapeshifters with a great deal of condescension and snobbery.
* {{Omniglot}}: When they aren't speaking their own incomprehensible tongue, proteans can speak and understand every other creature's language.
* PerpetuallyProtean: Like their inspiration, they are constantly taking on new shapes, mutating at a moment's notice beyond recognition. More worryingly, they are known to travel extensively in search of new shapes to copy -- and they prefer to kill their targets once they've finished acquiring their forms...
* ShapeshifterWeapon: Proteans can make up to five attacks per round, using either their own slam attacks or adopting the bite, claw, tail, etc. attacks of one or more other creatures. They can also take advantage of the extraordinary abilities of up to four creatures at once, though not spell-like or supernatural abilities.
* ShoutOut: A reference to the Haggunenons of ''Radio/TheHitchhikersGuideToTheGalaxy.''
* StarfishLanguage: Like their speakers, the proteans' language is constantly changing, so that only other hagunemnons can understand it.
* TransformationHorror: Their slam attacks destabilize their opponent's form, causing heavy hit point and [[NonHealthDamage Constitution damage]] as their victim's body seethes and boils. Any creature whose Constitution is reduced to 0 by these attacks is reduced to a puddle of clear fluid.
* VoluntaryShapeshifting: On the one hand, a protean can freely assume the form of any non-divine being no smaller than a flea and no bigger than 200 feet in its largest dimension, or mix-and-match body parts from several different creatures. On the other hand, they have to take a move-equivalent action each round to ''keep'' holding the same shape they were in the previous round.
[[/folder]]
[[folder:Halfling]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_halfling_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral (3E), LawfulGood (5E)
Short but nimble humanoids known for their love of simple pleasures, natural good luck, and surprising courage in the face of evil. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Hammerclaw]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hammerclaw_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Lobster-like monsters the size of horses, which subdue prey with the help of sonic attacks fired from their claws.
----
* GiantEnemyCrab: Large predatory crustaceans known to attack even when not hungry, simply for the pleasure of harming others.
* ItCanThink: Downplayed; hammerclaws can manage a few words of Aquan, and have enough vicious cunning to be successful hunters, but their Intelligence is only 4, making them dumber than ogres.
* MakeMeWannaShout: Hammerclaws can snap their oversized claws to create a cone of sonic energy that deals damage and can stun those caught in its effect.
* PowerPincers: Their claws deal damage, and can grab and constrict foes they hit.
[[/folder]]
[[folder:Harpoon Spider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harpoon_spider_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4, 9 (dread harpoon spider) (3E)\\
'''Alignment:''' ChaoticEvil
Arachnoid aberrations that reel in prey with organic harpoons, then impale victims upon their spiny carapaces for later consumption.
----
* GiantSpider: A harpoon spider superficially resembles a black widow that measures around 8 feet long and weighs nearly 1400 pounds. "Dread" harpoon spiders are even larger, certifiably Huge monsters 18 feet long weighing in at 7200 pounds.
* ImpaledWithExtremePrejudice: The spines covering harpoon spiders will damage foes that attack them in melee, but their primary purpose is to secure prey. Harpoon spiders can impale a helpless victim upon their spiny bodies, dealing damage and letting the monster carry on normally without having to maintain a grapple.
* NonIndicativeName: Harpoon spiders are not spiders at all, possessing ten legs, human eyes, and hundreds of razor-sharp spines covering its body.
* PoisonousPerson: Their bites carry a poison that deals [[NonHealthDamage Dexterity damage]], potentially paralyzing victims who succumb to it.
* {{Sadist}}: They're fully sentient, capable of speech in Common and Undercommon, and have a morbid sense of humor as they play with victims "ripening" on their spines.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, but their climb speed is only half their standard movement speed.
* YouWillNotEvadeMe: A harpoon spider can launch its fangs up to 20 feet, then use leathery tendrils to drag any prey it catches straight to its maw.
[[/folder]]
[[folder:Harpy]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
'''Alignment:''' ChaoticEvil
Bird-elf women with a supernaturally alluring song, but evil natures.
----
* CompellingVoice: No matter their physical form, harpies have long had the ability to lure victims closer with an enthralling song, overlapping these harpies with mythological [[OurSirensAreDifferent sirens.]] Their 1st Edition ''Monster Manaul'' simply states that sirens ''are'' harpies that happen to live along coasts and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with the sagging bosom of an old woman.
* HarpingOnAboutHarpies: ''D&D'' has had harpies throughout its history as evil {{Monstrous Humanoid}}s with hypnotic singing voices, though their appearance has varied considerably. Similarly, their status as an AlwaysFemale OneGenderRace has fluctuated, from being always female and depending on parthenogenesis/crossbreeding with humanoid men/a combination of the two, to having males who are simply less common and/or expected to StayInTheKitchen.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing voices.
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures and contrast them with hypnotic voices. In 3.5, they become fully inhuman monsters with draconic legs and wings.
** 4e harpies take a swing into the GorgeousGorgon territory, with bird wings and claws but otherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin as the descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting assume the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep the CuteMonsterGirl looks, with human-like bodies but monstrous claws. They're also given a new origin story as an elven maiden who learned a beautiful song to woo the god Fenmarel Mestarine. When her trick didn't work, she got mad and used magic to turn herself into the first harpy, corrupting her love into a predatory hunger for the flesh of others.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but in 3.5 they're draconic instead.
[[/folder]]
[[folder:Helmed Horror]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 10 (3E), 4 (5E)\\
'''Alignment:''' TrueNeutral
Warrior constructs with uncommon intelligence and magical power.
----
* 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 TabletopGame/ForgottenRealms, 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.
[[/folder]]
[[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.
----
* 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.
[[/folder]]
[[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:''' TrueNeutral (3E), Unaligned (4E-5E)
Flying creatures that combine the features of horses and giant eagles.
----
* 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.
[[/folder]]
[[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), Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (individual), 5 (swarm) (3E); 1/8 (individual), 2 (swarm) (5E)\\
'''Alignment:''' Unaligned
Beetle-like creatures with a strong resemblance to coins when dormant, and who have a symbiotic relationship with dragons.
----
* HeWasRightThereAllAlong: With their lugs 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.
[[/folder]]
[[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)\\
'''Challenge Rating:''' 1/2 (3E, 5E) to 6 (warlord, 5E)\\
'''Alignment:''' LawfulEvil
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.
[[/folder]]
[[folder:Hollyphant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_hollyphant_3e.png[[/labelnote]] ]]
->'''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.
----
* EnemySummoner: Once per day, a hollphant 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.
* MakeMeWannaShout: 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.
[[/folder]]
[[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)\\
'''Challenge Rating:''' 1 (3E), 0 (5E)\\
'''Alignment:''' Same as creator (3E), TrueNeutral (5E)
Tiny winged constructs created by mages as helpers or spies.
----
* 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.
[[/folder]]
[[folder:Hook Horror]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hook_horror_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (3E, 5E), Unaligned (4E)
Intelligent pack hunters of the Underdark feared for their hook-like claws.
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* 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.
[[/folder]]
[[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.
----
* 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.
[[/folder]]
[[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)\\
'''Alignment:''' Unaligned
Tiny dragonblooded avians who instinctively steal and hoard shiny trinkets.
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* 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 challenges.
-->'''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.
* 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.
[[/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), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 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 head 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.
* 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.
* MainliningTheMonster: 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.
!!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]]
----