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

Also known as "wiggles," these spacefaring reptilian humanoids have fallen on hard times, but are generally nonaggressive, if greedy.
----
* BarbarianTribe: The hurwaeti's colonies have degenerated into "swamp wiggles," who live a simple tribal existence unless they're playing brigand, and "salt wiggles," who have gone full sahuagin and are often mistaken for scraggs.
* LizardFolk[=/=]SharkMan: Hurwaeti are distantly related to both lizardfolk and sahuagin, giving them glossy green scaled hides, frog-like legs, and webbed fingers and toes. They also have markedly [[OurGnomesAreWeirder gnomish]] faces with large ears, pointed noses and chins, and short, sparse beards, though hurwaeti are much taller than gnomes.
* MrSeahorse: Hurwaeti lay eggs like other reptiles, though shortly afterward, their males store the eggs in abdominal pouches for another eight months. "This habit usually makes it difficult for non-hurwaeti to tell the males from the females."
* VestigialEmpire: The hurwaeti were once considered a great spacefaring power that had many colonies, "spreading art, civilization, morality, and an philosophy favoring altruism and discipline" across the crystal spheres. Unfortunately, a terrible war killed off the best of them and led their colonies to collapse into barbarism. Their remaining spacefarers are "impoverished wanderers" flying on well-maintained but decrepit-looking vessels, or more commonly, serving on other races' ships.
[[/folder]]
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!!Fate Hag
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_fate_hag_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' TrueNeutral

Hags sensitive to the strands of fate and destiny, giving them a compulsion to share what they see with others. They dwell in the Feywild or Shadowfell, depending on whether the hag is more inclined towards portents of hope or doom.
----
* {{Seers}}: Unsurprisingly, they know magic like ''guidance'', ''divination'' and ''scrying''.
* ShearMenace: Fate hags fight with the same shears they use to snip threads of fate, which are so sharp that they deal force damage rather than mundane weapon damage. "These shears are frightful weapons, severing a foe's destiny as well as its flesh."
* ThreadsOfFate: They're associated with such, and can use their "Trace the Threads" ability to replicate a ''legend lore'' spell once per day. Less benignly, they can entangle foes in spectral silver threads to immobilize them, or inflict a "Destiny {{Curse}}" to impose disadvantage on rolls and deal DamageOverTime.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | '''H''' | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

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

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* HairTriggerTemper: They take offense easily, and can receive "even the most innocent remark as a hidden slight."




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* ThenLetMeBeEvil: Like tieflings, hagspawn have so many people assuming the worst about them that they often embrace their heritage, taking their mother's name or calling themselves "Hagson." But others stoically endure distrust and focus on combating evil until they've proven themselves virtuous and loyal.

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* 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.

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* BadIsGoodAndGoodIsBad: In fifth edition, 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, Past editions state that hags reproduce by mating with human males, either "through charm or coercion," but in 5th 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.



* 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]].

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* EatsBabies: They have a taste for the flesh of infants, and in fifth edition Fifth Edition eating a baby is actually [[BizarreAlienReproduction part of their reproductive cycle]].



* 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).

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* HandshakeOfDoom: The lore for hags in "Volo's ''Volo's Guide to Monsters" 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).



* OneGenderRace: There are no male Hags, though earlier editions did have hag-spawn, male HalfHumanHybrids of a hag and a male humanoid.

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* OneGenderRace: There Hags are no male Hags, exclusively female, though earlier editions did have hag-spawn, male HalfHumanHybrids of a hag and a male humanoid.see "hagspawn" below.


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!!Hagspawn
[[quoteright:120:https://static.tvtropes.org/pmwiki/pub/images/d&d_hagspawn_3e.jpg]]
[[caption-width-right:120:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil

While the female children of hags grow into hags themselves, male offspring inherit none of their mother's magic, but reflect her monstrous appearance, brutish strength, and often her evil temperament. They tend to be abandoned as children, growing into bandits or wandering sellswords.
----
* FantasticRacism: Humans tend to fear and hate hagspawn, viewing them as "ill-tempered monsters" just as bad as their mothers, though other civilized humanoids like dwarves or elves can be more willing to judge hagspawn based on their individual merits. This experience gives hagspawn sympathy for the likes of half-orcs and tieflings.
* {{Gonk}}: Hagspawn are tall but hunched, with exaggerated arms, long, lank black hair, red eyes, coarse facial features, and a skin tone that reflects their hag mother's background.
* OneGenderRace: As mentioned, hagspawn are exclusively male.
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!!Shrieking Hag
[[quoteright:115:https://static.tvtropes.org/pmwiki/pub/images/d&d_shrieking_hag_3e.jpg]]
[[caption-width-right:115:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' ChaoticEvil

Spiteful hags who resemble tall, regal crones wearing tattered robes, carrying walking sticks they don't actually need. They dwell in desolate lands, preying on travelers and spreading suffering, but shrieking hags particularly enjoy tricking the strong and virtuous.
----
* BlowYouAway: Most of their spell repertoire falls under this, such as ''gust of wind'', ''control winds'' and ''whirlwind''.
* {{Flight}}: They're one of the few hags innately capable of magical flight.
* SoreLoser: They fly into a rage should a target resist their trickery, a state in which a shrieking hag is capable of destroying entire villages.
* SuperScream: Their signature ability is a maddening shriek, which deals damage to all within 20 feet and can also leave them ''confused''.

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Migrating to the "Spider" 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.

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[[folder:Harpoon Spider]]
[[quoteright:350:https://static.
[[folder:Harpy]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_harpoon_spider_3e.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Aberration (3E)\\
Monstrous Humanoid (3E), Fey Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4, 9 (dread harpoon spider) (3E)\\
4 (3E), 6 (4E), 1 (5E)\\
'''Alignment:''' ChaoticEvil

Arachnoid aberrations that reel in prey
ChaoticEvil, Evil (4E)

Wicked winged women
with organic harpoons, then impale victims upon their spiny carapaces for later consumption.a supernaturally alluring song, but evil natures.



* 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.

to:

* 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
CompellingVoice: No matter their primary purpose is physical form, harpies have long had the ability to secure prey. Harpoon spiders can impale 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.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing singing voices (in contrast to their shrieking, cackling language).
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures, only with draconic legs and wings.
** 4e harpies take
a helpless victim 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 spiny bodies, dealing damage tyrannized subjects. When their people revolted, the magic went haywire and letting trapped them as half-elf, half-bird beings.
** In 5th edition, harpies keep
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}}:
CuteMonsterGirl looks, with human-like bodies but monstrous claws. They're fully sentient, capable of speech in Common 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 Undercommon, used magic to turn herself into the first harpy, corrupting her love into a predatory hunger for the flesh of others.
* OneGenderRace: This too fluctuates by edition, with early works depicting harpies as all-female
and have a morbid sense of humor as depending on parthenogenesis and/or humanoid males to perpetuate themselves, while 4th Edition explicitly states that there are male harpies, but they play live in gender-segregated flocks and rarely stick around after producing hatchlings with victims "ripening" on their spines.
a female.
* WallCrawl: As spider-like creatures, harpoon spiders can move along webs without getting stuck, and scale sheer surfaces, WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, 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.
in 3rd Edition they're draconic instead.



[[folder:Harpy]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 6 (4E), 1 (5E)\\
'''Alignment:''' ChaoticEvil, Evil (4E)

Wicked winged women with a supernaturally alluring song, but evil natures.

to:

[[folder:Harpy]]
[[quoteright:300:https://static.
[[folder:Harssaf]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/harpy_d&d.png]]
[[caption-width-right:300:4e]]
org/pmwiki/pub/images/d&d_harssaf_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E), Fey Humanoid (4E), Monstrosity (5E)\\
(3E)\\
'''Challenge Rating:''' 4 (3E), 6 (4E), 1 (5E)\\
5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil, Evil (4E)

Wicked winged women with a supernaturally alluring song, but evil natures.
LawfulEvil

Desert-dwelling humanoids who can command the forces of heat and sand.



* 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.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing singing voices (in contrast to their shrieking, cackling language).
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures, only 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.
* 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 in 3rd Edition they're draconic instead.

to:

* CompellingVoice: No matter their physical form, harpies have long had ApocalypseCult: Harssafs don't worship any particular deity, but the ability desert itself. They believe themselves 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 be the chosen children of the desert, spawned from its very sands, and prey upon sailors.
* FanDisservice: Their 3rd Edition ''Monster Manual'' art depicts them topless, but with
only they will survive when great sandstorms expand the sagging bosom desert to cover the rest of an old woman.
the world.
* 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 history as evil {{Monstrous Humanoid}}s and pass down fighting techniques.
* DesertBandits: These humanoids live nomadic lives in the great deserts of the world, sometimes skirmishing
with hypnotic singing voices, though other harssaf clans, but preferring to raid their appearance has varied considerably.
** 2e harpies are ugly, resembling nasty-looking crone-like women who have the lower bodies and wings of vultures, but with beautiful, enrapturing singing voices (in contrast to their shrieking, cackling language).
** 3e harpies are, similarly, ugly creatures who combined the worst aspects of crones and vultures, only with draconic legs and wings.
** 4e harpies
"soft outlander" neighbors. They don't take a swing into the GorgeousGorgon territory, with bird wings and claws any particular pride in killing others, but otherwise regular humanoid appearances. In the default ''TabletopGame/NentirVale'' setting, they’re given an origin harssafs view it as the descendants of an evil elf queen whose family misused magic to [[VoluntaryShapeshifting a necessary survival skill.
* ElementalShapeshifting: Harssafs can freely
assume the form of birds]] in order to spy upon their tyrannized subjects. When their people revolted, the magic went haywire and trapped a sand form, allowing them as half-elf, half-bird beings.
** In 5th edition, harpies keep
to evade attacks, slither along the CuteMonsterGirl looks, ground, and slip through narrow gaps and crevices.
* PlayingWithFire: At will, harssafs can surround themselves
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.
* 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
fiery aura that there are male harpies, but they live in gender-segregated flocks and rarely stick damages anything around after producing hatchlings them, or anything they strike with metal weapons.
* SandBlaster: Once per day,
a female.
* WingedHumanoid: Harpies largely resemble monstrous women with functional wings -- these are usually avian, but
harssaf can generate a pulse of sand in 3rd Edition they're draconic instead.a 30-foot radius, dealing damage and potentially [[AHandfulForAnEye blinding]] victims.



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

Desert-dwelling humanoids who can command the forces of heat and sand.
----
* 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.
* PlayingWithFire: 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.
[[/folder]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | '''H''' | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[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/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

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[[folder:Hellwasp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hellwasp_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Fiend (5E)\\
'''Challenge Rating:''' 8 (hellwasp swarm) (3E), 5 (5E)\\

to:

[[folder:Hellwasp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hellwasp_5e.jpeg]]
[[caption-width-right:350:5e]]
[[folder:Hellwasp Swarm]]
->'''Classification:''' Magical Beast (3E), Fiend (5E)\\
(3E)\\
'''Challenge Rating:''' 8 (hellwasp swarm) (3E), 5 (5E)\\(3E)\\



Intelligent and malevolent fiendish insects from the Lower Planes.

to:

Intelligent and malevolent fiendish Fiendish insects from the Lower Planes.Bleak Eternity of Gehenna, able to inhabit their victims' bodies.

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



* TheParalyzer: The hellwasp's venom carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.
* GrandTheftMe[=/=]PossessingADeadBody: Gehennan hellwasp swarms are capable of entering a dead or helpless creature [[OrificeInvasion via its mouth and other orifices]] and taking it over, animating it similarly to a zombie. An unfortunate creature inhabited this way is easy to spot due to how their skin crawls from the insects beneath it, leading the swarm to adopt loose clothing or cloaks to disguise itself. A living creature with a hellwasp swarm inside it will take Constitution damage each hour as they're EatenAlive.
* {{Retcon}}: 3rd Edition hellwasps are Diminutive insects native to Gehenna, and only gain a basic intelligence when forming a HiveMind with each other in a swarm. Later hellwasps are Large-sized, full-on devils native to Baator, and are intelligent as individuals.
* TheSwarm: Their 3rd Edition incarnation.
* WickedWasps: They're literally wasps from Hell, so yes.
* YouKillItYouBoughtIt: Their revised lore paints hellwasps as former demons who joined the Archduchess Glasya after she killed their demon lord. After being reforged into devils, they were accepted as part of the Nine Hells.

to:

* TheParalyzer: The hellwasp's venom carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.
* GrandTheftMe[=/=]PossessingADeadBody:
Gehennan hellwasp swarms are attacks deliver a [[NonHealthDamage Dexterity-damaging]] poison that can leave victims immobile and helpless.
* PuppeteerParasite: They're
capable of entering a dead [[PossessingADeadBody dead]] or helpless creature [[OrificeInvasion via its mouth and other orifices]] and taking it over, animating it similarly to a zombie. An unfortunate creature inhabited this way is easy to spot due to how their skin crawls from the insects beneath it, leading the swarm to adopt loose clothing or cloaks to disguise itself. A living creature with a hellwasp swarm inside it will take Constitution damage each hour as they're EatenAlive.
* {{Retcon}}: 3rd Edition TheSwarm: Individual Gehennan hellwasps are Diminutive thumb-sized insects native to Gehenna, and only gain a basic intelligence when forming a HiveMind with each other in a swarm. Later hellwasps red-striped black carapaces, but are Large-sized, full-on devils native to Baator, and are truly dangerous in groups, as they form an intelligent as individuals.
* TheSwarm: Their 3rd Edition incarnation.
HiveMind in sufficient numbers.
* WickedWasps: They're literally wasps from Hell, so yes.
* YouKillItYouBoughtIt: Their revised lore paints hellwasps as former demons who joined
the Archduchess Glasya after she killed their demon lord. After being reforged into devils, they were accepted as part of the Nine Hells.Lower Planes, so yes.

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* {{Ultraterrestrials}}: They're the "primal fey" of Krynn, who millennia ago used [[CircleOfStandingStones circles of standing stones]] to migrate from that world to what they call "The Gray," a realm of spirits and magic that some scholars speculate is more properly called the Ethereal Sea. The reason why the huldrefolk left is unclear, with some scholars asserting that the huldrefolk wished to leave the world to the rising mortal races, while others believe that the fey feared that remaining to long on Krynn would dilute their extraplanar nature.

to:

* ResistantToMagic: They have an innate resistance to arcane magic, but not divine spells.
* ShroudedInMyth: Krynnish scholars perpetuate various myths about huldrefolk -- "some say they have the ability to possess those slain with a simple touch, while others claim that sunlight can kill or trap them."
* {{Ultraterrestrials}}: They're the "primal fey" of Krynn, who millennia ago used [[CircleOfStandingStones circles of standing stones]] to migrate from that world to what they call "The Gray," a realm of spirits and magic that some scholars speculate is more properly called the Ethereal Sea. The reason why the huldrefolk left is unclear, with some scholars asserting that the huldrefolk wished to leave the world to the rising mortal races, while others believe that the fey feared that remaining to too long on Krynn would dilute their extraplanar nature.nature.
* WeakenedByTheLight: Zig-zagged; on the one hand, huldrefolk are dazzled in bright light, taking a minor penalty on attack rolls and visual checks, but they also become [[{{Invisibility}} fully transparent]] in such lighting.

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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]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\

to:

[[folder:Hybsil]]
[[quoteright:301:https://static.
[[folder:Huldrefolk]]
[[quoteright:326:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hybsil_3e.jpg]]
[[caption-width-right:301:3e]]
org/pmwiki/pub/images/d&d_huldrefolk_3e.png]]
[[caption-width-right:326:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\''Literature/{{Dragonlance}}''\\



'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood

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

to:

'''Challenge Rating:''' 1 8 (3E)\\
'''Alignment:''' NeutralGood

Fey combinations
TrueNeutral

Little grey fey with power over domains
of antelopes and pixies, whose tribes roam forests and grasslands, generally avoiding other races.the natural world. Not to be confused with the huld'''er'''folk, a reclusive race of elves also native to Krynn.



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

to:

* BadassNative: They have something like 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
ElementalPowers: Every huldrefolk is aligned with a poison that causes ''sleep''.
* HornedHumanoid: Both male
natural domain, Air, Animal, Earth, Fire, Plant or Water. They can cast sorcerer spells of the associated subtype, and female hybsils have horns, can access other powers, such as being able to communicate with the former large forking antlers that molt in the dead element 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.
domain, or easily traverse such terrain.
* OurCentaursAreDifferent: ElementalShapeshifting: Huldrefolk can merge with the terrain associated with their elemental domain, or turn into an elemental creature themselves -- though huldrefolk aligned with the Animal or Plant domains instead turn into those respective lifeforms.
* TheGreys: They look the part, being two-and-a-half-foot tall, hairless, big-eyed, gray-skinned humanoids from another plane.
* NonHealthDamage: Huldrefolk's very touch drains Constitution from other creatures.
* {{Ultraterrestrials}}:
They're three-foot-tall tauric creatures the "primal fey" of Krynn, who millennia ago used [[CircleOfStandingStones circles of standing stones]] to migrate from that world to what they call "The Gray," a realm of spirits and magic that some scholars speculate is more properly called the Ethereal Sea. The reason why the huldrefolk left is unclear, with cervid lower bodies and some scholars asserting that the huldrefolk wished to leave the world to the rising mortal races, while others believe that the fey humanoid torsos.
* OurPixiesAreDifferent: Their other half; hybsils are considered cousins
feared that remaining 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.
long on Krynn would dilute their extraplanar nature.



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

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

to:

[[folder:Hydra]]
[[quoteright:350:https://static.
[[folder:Hybsil]]
[[quoteright:301:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hydra_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
org/pmwiki/pub/images/d&d_hybsil_3e.jpg]]
[[caption-width-right:301:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 4+ (3E), 12 (4E), 8 (5E)\\
1 (3E)\\
'''Alignment:''' Unaligned

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

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), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4+ (3E), 12 (4E), 8 (5E)\\
'''Alignment:''' Unaligned

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

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

to:

[[folder:Horizonback Tortoise]]
[[quoteright:350:https://static.
[[folder:Horax]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_horizonback_tortoise_5e.org/pmwiki/pub/images/d&d_horax_3e.jpg]]
[[caption-width-right:350:5e]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''WebVideo/CriticalRole''\\
''Literature/{{Dragonlance}}''\\
'''Classification:''' Monstrosity (5E)\\
Vermin (3E)\\
'''Challenge Rating:''' 8 (5E)\\2 (standard), 12 (earthshaker) (3E)\\



Also known as ''kinespaji'' by goblins, these gargantuan tortoises are nearly 50 feet long, and willing to tolerate riders.

to:

Also known as ''kinespaji'' by goblins, these gargantuan tortoises are nearly 50 feet long, and willing to tolerate riders.Human-sized, insectoid pack hunters that infest underground areas, but may rarely venture onto the surface if prey is scarce.



* DefendCommand: Unsurprisingly, they can retreat into their shells for an AC bonus (pinning anything that had been trying to move beneath them).
* ItCanThink: While not quite as smart as the average ogre, these tortoises can at least understand Goblin.
* MovingBuildings: On Exandria, horizonback tortoises provide mobile homesteads to the denizens of Xhorhas, or can serve as walking siege emplacements.
* TurtleIsland: They're the terrestrial variant, tortoises large enough to support buildings on their shells.

to:

* DefendCommand: Unsurprisingly, they BigCreepyCrawlies: Most horax aren't too big, as giant insects go, but rarely, freak mutation or magical experimentation produces an "earthshaker" horax of Gargantuan size, about 60 feet long.
* CraftedFromAnimals: The armor plating on horax backs
can retreat be fashioned into their shells for an AC bonus (pinning anything that had been trying to move beneath them).
* ItCanThink: While not quite as smart as
lightweight and durable armor, the average ogre, these tortoises can at least understand Goblin.
equal of splint or banded mail.
* MovingBuildings: On Exandria, horizonback tortoises provide mobile homesteads CreepyCentipedes: Horax are compared to twelve-legged, six-foot-long centipedes, living in communal nests of up to a hundred of the denizens of Xhorhas, or can serve as walking siege emplacements.
* TurtleIsland:
creatures. They're the terrestrial variant, tortoises large enough to support buildings on ferocious if mindless predators, and a headache for mountain dwarves, who uncover horax nests during their shells.excavations or in worst-case scenarios have to defend their cities from infestation. The good news is that horax lack "normal" monstrous centipedes' poisonous bites.
* DeadlyLunge: 3rd Edition lets horax pounce on foes, making two rake attacks if successful.
* PersonalSpaceInvader: Horax hunt by singling out a target, biting with their mandibles, and latching on -- in 2nd Edition, this deals additional bite damage each round until the creature is dislodged, while in 3rd, a horax grapples and then rakes its foe with its bladed legs.
* WallCrawl: Horax's bladed legs let them skitter along and fight from any surface, and it's not uncommon to see a pack advancing along the floor, walls and ceiling of a tunnel all at once.


Added DiffLines:

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

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

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

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

to:

[[folder:Hell Hound]]
[[quoteright:350:https://static.
[[folder:Hej-kin]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hell_hound_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Elemental Beast (4E), Fiend (5E)\\
org/pmwiki/pub/images/d&d_hejkin_4e.jpg]]
[[caption-width-right:349:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E, 5E), 9 (Nessian warhound) (3E)\\
1 (4E)\\
'''Alignment:''' LawfulEvil (1E-3E, 5E), Unaligned (4E)

Fiendish dogs from
NeutralEvil

A race of small but nasty humanoids who dwell in unworked tunnels and caverns, due to their worship of
the Lower Planes, often found in the service of other evil beings.earth.



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

to:

* BreathWeapon: They can breathe a cone of fire.
* EliteMook: Nessian warhounds, a particularly nasty breed of hell hounds
AdaptationalVillainy: In 2nd Edition, hej-kin are evil and despise most other races, but keep to themselves for the size of draft horses, are bred most part. 4th Edition instead describes hejkin as gibbering lunatics "deformed in the depths of Nessus at Asmodeus' command.
* {{Hellhound}}: They're monstrous, fire-breathing canines native to Acheron but found across the Lower Planes, including [[{{Hell}} the Nine Hells]].
* ItCanThink: Though incapable of speech, hell hounds are smarter than the average ogre, and understand Infernal.
* NoBodyLeftBehind: When a hell hound dies, its
both body erupts in smoke and cinders until there's nothing left but some burnt fur.mind" who worship eldritch entities like Far Realm creatures, see the world outside their caves as "a heaving, squirming space filled with nightmares," and launch night raids onto the surface to engage in murder and plunder.
* DungeonBypass: Hejkin don't have to dig to get around underground, since they can phase through solid rock like a xorn.
* GaiasVengeance: Hej-kin hate the way other races abuse and destroy the earth and misuse arcane magic, which on Athas means they have plenty of enemies.
* MonstrousCannibalism: 4th Edition hejkin don't just [[ToServeMan cook and eat their victims]], they'll also feed on each other.
* PsychicPowers: 2nd Edition gives its hej-kin an array of low-level psionic attacks and defensive modes.
* ShockAndAwe: 4th Edition in contrast gives hejkin various electrical attacks.


Added DiffLines:

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

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

Added DiffLines:

[[folder:Half-Dragon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/half_dragon_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Dragon (3E), same as non-draconic parent (5E)\\
'''Challenge Rating:''' Same as non-draconic parent +2 (3E, 5E)

The hybrid offspring of dragons and other beings.
----
* ChildOfTwoWorlds: Half-dragons often find themselves uncomfortably placed between their parent species' society. Dragons rarely respect half-dragons and never consider them peers, while humanoids view them with fear and suspicion and often cast them out as monsters. As such, most half-dragons find themselves forced on the fringes of the world, unable to fit into either humanoid or draconic society and too few to form their own.
* DraconicHumanoid: Half-dragons with humanoid parents are humanoid themselves, but with additional traits such as claws, scales, tails, draconic heads, and sometimes functional or vestigial wings.
* ForeignCussWord: Half-dragons have a tendency to curse in Draconic, or in pidgins of Draconic and their other primary language.
* GeneticMemory: Half-dragons all know Draconic, even if they weren't raised by their draconic parent, as the language was magically inherited.
* HalfHumanHybrid: Half-dragons are most commonly the children of a humanoid and a dragon.
* HybridMonster: While the default assumption is that the other half of a half-dragons is humanoid, dragons can breed with more or less everything, including bestial monsters and more exotic sapients such as centaurs, djinni or yuan-ti.
* LongLived: Half-dragons usually have twice the lifespan of their non-draconic parent.
[[/folder]]
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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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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | '''H''' | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\[[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\



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

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



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

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For See also the game's iconic dragons, see ''Characters/DungeonsAndDragonsDragons''. For demons [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]], [[Characters/DungeonsAndDragonsFiendsDemons Demons]], [[Characters/DungeonsAndDragonsFiendsDevils Devils]], [[Characters/DungeonsAndDragonsDragons Dragons]], [[Characters/DungeonsAndDragonsGiants Giants]], [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]], [[Characters/DungeonsAndDragonsUndead Undead]], and devils, see ''Characters/DungeonsAndDragonsFiends''. For the various undead creatures, see ''Characters/DungeonsAndDragonsUndead''. For creatures found only in specific settings, see ''Characters/DungeonsAndDragonsSettingSpecificCreatures''.
[[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] subpages for information about those respective creatures.
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[[folder:Hell Hound]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hell_hound_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Elemental Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 3 (3E, 5E), 9 (Nessian warhound) (3E)\\
'''Alignment:''' LawfulEvil (1E-3E, 5E), Unaligned (4E)

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


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[[folder:Hellwasp]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hellwasp_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Fiend (5E)\\
'''Challenge Rating:''' 8 (hellwasp swarm) (3E), 5 (5E)\\
'''Alignment:''' LawfulEvil

Intelligent and malevolent fiendish insects from the Lower Planes.
----
* TheParalyzer: The hellwasp's venom carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.
* GrandTheftMe[=/=]PossessingADeadBody: Gehennan hellwasp swarms are capable of entering a dead or helpless creature [[OrificeInvasion via its mouth and other orifices]] and taking it over, animating it similarly to a zombie. An unfortunate creature inhabited this way is easy to spot due to how their skin crawls from the insects beneath it, leading the swarm to adopt loose clothing or cloaks to disguise itself. A living creature with a hellwasp swarm inside it will take Constitution damage each hour as they're EatenAlive.
* {{Retcon}}: 3rd Edition hellwasps are Diminutive insects native to Gehenna, and only gain a basic intelligence when forming a HiveMind with each other in a swarm. Later hellwasps are Large-sized, full-on devils native to Baator, and are intelligent as individuals.
* TheSwarm: Their 3rd Edition incarnation.
* WickedWasps: They're literally wasps from Hell, so yes.
* YouKillItYouBoughtIt: Their revised lore paints hellwasps as former demons who joined the Archduchess Glasya after she killed their demon lord. After being reforged into devils, they were accepted as part of the Nine Hells.
[[/folder]]


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

Wailing pack hunters from the Windswept Depths of Pandemonium, whose howls can drive prey mad with fear.
----
* BeastOfBattle: Howlers are often employed as hunting dogs by demons and Abyssal orcs.
* HorseOfADifferentColor: Alternatively, howlers are large enough to serve as steeds for Medium-sized riders, though an exotic saddle is needed due to the spines on a howler's back.
* SpikesOfVillainy: Howlers sport quills on their backs, particularly in 3rd Edition, in which howlers could even attack with them, dealing damage and imposing penalties on victims after the quills got lodged in their flesh.
* SuperScream: Their signature howl floods the minds of their victims, making complex thought impossible. In 3rd Edition, anyone without hearing range of the creatures' howling has to save or take [[NonHealthDamage Wisdom damage]], while in 5th Edition, a howler's keening howl is a SupernaturalFearInducer that reduces victims' speed and incapacitates them.
[[/folder]]
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* ElephantGraveyard: Legend has it that somewhere in the desert is a hidden burial ground where hatori go to die... and since gems and magical wargear tend to accumulate in hatori's stomachs over their long lives, said burial ground would be full of such treasure.

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Sometimes disparagingly called "deck apes," these simian humanoids are natural sailors and explorers. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

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Sometimes disparagingly called "deck apes," these simian humanoids are natural sailors and explorers.explorers, whether in uncharted waters or the void of Wildspace. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.



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

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

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[[folder:Hebi-No-Onna]]
[[quoteright:266:https://static.
[[folder:Hatori]]
[[quoteright:250:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hebi_no_onna_3e.jpg]]
[[caption-width-right:266:3e]]
org/pmwiki/pub/images/d&d_hatori_2e.png]]
[[caption-width-right:250:2e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
''Literature/{{Dragonlance}}''\\
'''Classification:''' Monstrous Humanoid Dragon (3E)\\
'''Challenge Rating:''' 15 8 (3E)\\
'''Alignment:''' LawfulEvil

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

Also known as "sandwyrms," "desert dragons" or "the crocodiles of the sands," these fearsome desert predators ambush prey from beneath the sand.



* 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.

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* 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:
ItCanThink: They're immune to poison, as well as the gaze attacks of any reptilian creature, somewhere between ogres and a dark naga's ''detect thoughts'' ability.
* PoisonousPerson: They
humans in intelligence, though while hatori can make two bite attacks speak Draconic, "they rarely care to engage in discussion 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 any creature that causes nightmarish hallucinations, leaving victims [[SupernaturalFearInducer cowering helplessly for several rounds.]]
* SnakePeople: They appear
isn't obviously more powerful than it, such as beautiful and well-dressed women, who wear robes with voluminous sleeves a true dragon."
* MatingSeasonMayhem: Every ten years, hatori migrate
to hide the serpents they have for arms.heart of the desert, where males fight vicious battles over breeding rights, leading desert nomads to speak of a "time of thunder when mountains die."
* NeverSmileAtACrocodile: The hatori is a territorial predator that looks like a monstrous alligator.

* StalkerWithATestTube: Hebi-no-onna are exclusively female, RentAZilla: Like crocodiles, hatori never stop growing. Tales speak of 200-foot-long hatori that possess scales the size of boulders and desire only healthy, handsome, jaws large enough to swallow entire caravans whole.
* SandIsWater: Hatori can "swim" through sand as fast as a horse can gallop,
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 can even take 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,
run or charge actions while their ''AD&D'' picture has burrowing, provided they do so in a single, straight line. But when forced onto solid ground, hatori can only awkwardly flop and drag themselves forward 10 feet per round.
* SwallowedWhole: A "lesser" hatori can swallow a kender in a single bite, while "greater" hatori of Huge or
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
size can do the naga and hebi-no-onna use same to a grown man.
* ThatsNoMoon: Hatori are smart enough to take advantage of
their combined power to dominate entire villages.stony-looking hide, burying themselves with only their nostrils and the tops of their bodies exposed, so that they look like rocky outcroppings.



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

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

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[[folder:Hellbred]]
[[quoteright:350:https://static.
[[folder:Hebi-No-Onna]]
[[quoteright:266:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hellbred_3e.org/pmwiki/pub/images/d&d_hebi_no_onna_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:'''
[[caption-width-right:266:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Monstrous
Humanoid (3E)\\
'''Challenger '''Challenge Rating:''' 1/2 15 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulGood

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

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



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

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* TheAtoner: Played with; hellbred seek 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 redeem themselves, but as part of 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 transformation, their mind hypnotic gaze and soul are purged spellcasting to free them from brainwash people into believing the burden of guilt and the influence of their past evil associates. Hellbred retain vague memories of their past lives, and might feel unease upon seeing hebi-no-onna is a former ally or enemy, but are otherwise free to follow their new path. But they do fully understand living goddess, so that their time is short, and unless they accomplish some incredible deed to prove their newfound virtue, only torment awaits them after death.
* BargainWithHeaven: The powers of good and justice are willing to give hellbred a respite from damnation and a chance to redeem themselves, as well as additional powers to fight evil, but the road to salvation is still going to be difficult.
* DarkAgeOfSupernames: After their transformation, hellbred tend to keep their first names while adopting a new second name along the lines of "Covenant," "Devilbrood," "Doomdriven," "Heavenrent," "Hellbound," "Martyr" or "Soullost."
* DarkIsNotEvil: While hellbred all have Good alignments, the battle between good and evil that brought them back to the mortal world, a transformation known as the Scourging, leaves them marked by the powers of Hell, with dark red flesh or smooth green scales, glowing red eyes, and vestigial or full horns on their heads. On the upside, this infernal mien gives hellbred a bonus on Intimidation checks, as well as supernatural toughness or senses. Most significantly, hellbred are able to wield evil spells or magic items without jeapordizing their alignment (so long as
they're used willing to die for good), her.
* ItsAllAboutMe: Hebi-no-onna are totally self-interested,
and can take devil-touched feats as the entire aim of the cults they level, allowing hellbred form is to turn the weapons 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 enemy against them.
* HeelFaceTurn: Hellbred underwent one at literally the last possible moment. Their actions in
plans or goals," and won't hesitate to sacrifice their previous lives damned prized minions if it helps them escape a losing battle.
* NoSell: They're immune
to poison, as well as the Nine Hells, gaze attacks of any reptilian creature, and if they'd repented before death they'd have ascended to the Upper Planes, while if they'd waited any longer they'd have wound up as 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 the dismal specters haunting Dis. Instead, hellbred repented too late to find salvation, but right before eight different poisons in 2nd Edition, depending on which species of snake is up their full condemnation sleeves. In addition, a hebi-no-onna can bite with her human mouth 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 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 aren't merely seeking escape from their rightful punishment.have for arms.
* RedemptionQuest: Hellbred's existence is built around one, StalkerWithATestTube: Hebi-no-onna are exclusively female, and despite desire only healthy, handsome, and strong-willed mates to pass those traits on to their best efforts, [[HeelFaceDoorSlam most are truly damned]] -- only the most epic of good deeds, daughters. They'll thus seek out such as single-handedly saving a city from an invading army, destroying an evil artifact, or slaying an archfiend, are enough to earn a hellbred's place in heaven. Hellbred thus undertake seemingly impossible quests, while being very patient exceptional males and careful when engaging their enemies, as they know exactly what is waiting for kidnap them if they die before redeeming themselves.
* SuperSenses: Hellbred who develop
-- 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 mental aspect rest of the Scourging start hebi-no-onna's cult.
* UnreliableIllustrator: Their 3rd Edition art depicts hebi-no-onna
with darkvision that improves as they level up, and eventually become able to see in magical darkness just like the devils they resemble.
* YourSoulIsMine: As
a consequence pair of human arms surrounded by smaller serpents, while their actions ''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 past lives, hellbreds' souls are already claimed by a devil, and thus they can only be restored combined power to life by a ''resurrection'' spell or greater magic.dominate entire villages.



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

Warrior constructs with uncommon intelligence and magical power.

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[[folder:Helmed Horror]]
[[quoteright:349:https://static.
[[folder:Hellbred]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge
org/pmwiki/pub/images/d&d_hellbred_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenger
Rating:''' 10 (3E), 13 (4E), 4 (5E)\\
1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral, Unaligned (4E)

Warrior constructs
LawfulGood

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



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

to:

* AIIsACrapshoot: Their 3rd Edition write-up notes that helmed horrors frequently outlive 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 suit
past evil associates. Hellbred retain vague memories of plate armor, the gaps of which reveal occasional flares of PureEnergy.
* ExactWords: Averted according
their 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 Realms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of
that 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
of souls 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 resistant
road 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
and furthermore, 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,
while building it.
* SpellBlade: In 3rd Edition, helmed horrors can use a free action
if they'd waited any longer they'd have wound up as one of the dismal specters haunting Dis. Instead, hellbred repented too late to 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
a set 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.



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

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

to:

[[folder:Hengeyokai]]
[[quoteright:350:https://static.
[[folder:Helmed Horror]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hengeyokai_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_helmed_horror_5e.png]]
[[caption-width-right:349:5e]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E), Fey Humanoid Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 1/2 10 (3E), 13 (4E), 4 (4E)\\
'''Playable:''' 1E, 3E, 4E\\
(5E)\\
'''Alignment:''' ChaoticGood or ChaoticEvil, TrueNeutral, Unaligned (4E)

Not so much one race as many, the hengeyokai are a collection of Warrior constructs with uncommon intelligence and magical animals that can assume partially or wholely humanoid form. power.


Added DiffLines:

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

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

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

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

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



* 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.

to:

* 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.howler wasps.
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Added DiffLines:

* TheWeirdSisters: Hags may form covens, which can consist of any combination of hag types, granting them the power to cast more spells and craft magic items. These are considered alliances of equals, and always consist of three hags so that any argument between two coven members can be settled by the third -- groups of more than three hags always fall apart.

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Melancholy hags who have turned away from evil, and despite their hideous appearance are kind and helpful. Bruja typically live alone in remote cottages, but may walk in disguise among others to gather information, assist those in need, and work quietly and subtly to thwart dark forces.

to:

Melancholy hags who have turned away from evil, and despite their hideous appearance are kind and helpful. Bruja typically live alone in remote forest cottages, but may walk in disguise among others to gather information, assist those in need, and work quietly and subtly to thwart oppose dark forces.



* GoodIsNotNice: Bruja aren't evil anymore, but are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.

to:

* FriendToAllLivingThings: They can ''speak with animals'' at will and tend to have a good number of domesticated or WoodlandCreatures around their homes, companions they also use to spy on their territory.
* GoodIsNotNice: Bruja aren't evil anymore, but are still hags. They tend to be arrogant and egotistical, especially since they're used to the obedience of their animal friends, and those who wrong them are likely to end up as the bruja's dinner.


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* PrefersRawMeat: Due to their past, bruja have a gluttonous appetite for raw meat, though they now supplement it with nuts and berries from their forest homes.


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!!!Sea Fury
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_sea_fury_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''WebVideo/CriticalRole''\\
'''Challenge Rating:''' 12 (5E)\\
'''Alignment:''' ChaoticEvil

Hags may form covens to combat a greater threat, but once that threat is defeated, those covens can collapse into infighting. A sea hag who slays her sisters and takes their power for her own becomes a dangerous sea fury, but is driven mad by her stolen power and the loneliness accompanying it.
----
* DeadlyGaze: They can literally kill with a stare -- fixing their gaze on a frightened creature is a "save or die" attack.
* ElementalShapeshifter: A sea fury can transform herself into a watery wave as a legendary action.
* HatesBeingAlone: To combat their loneliness, sea furies try to lure others to their lair by spreading rumors, hoarding treasure, and so forth. This is a temporary solution, as a sea fury will kill her guests as soon as she tires of them.
* KingMook: A sea fury is a sea hag on steroids. Compared to her normal counterparts, a sea fury has twice as many hit points, deadlier attacks, resistances and immunities to multiple damage types, and more effective ways of frightening people to set them up for her glare.
* MakeMyMonsterGrow: Crabs and octopodes within a mile of a sea fury's lair grow in size to serve it as spies and guards.
* {{Necromancy}}: Sea furies can conjure specters of their victims, whether shipwrecked sailors or their murdered sisters, to fight on their behalf.
* SummonMagic: They can conjure swarms of snakes as a legendary action.
* YouHaveOutlivedYourUsefulness: Their origin involved betraying and murdering their sisters once a threat they banded together to fight was dealt with, and sea furies similarly dispose of those they lure to their lairs as soon as their loneliness is appeased.

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!!Dune Hag
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_hag_3e.jpg]]

to:

!!Dune Hag
!!Bruja
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dune_hag_3e.jpg]] org/pmwiki/pub/images/d&d_bruja_3e.png]]



->'''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.

to:

->'''Challenge ->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge
Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil

Wasteland cousins of the annis, these
ChaoticGood (2E), TrueNeutral (3E)

Melancholy
hags use who have turned away from evil, and despite their magical disguises hideous appearance are kind and enchanting kiss helpful. Bruja typically live alone in remote cottages, but may walk in disguise among others to lure victims away to be murdered gather information, assist those in need, and eaten.work quietly and subtly to thwart dark forces.


Added DiffLines:

* GoodIsNotNice: Bruja aren't evil anymore, but are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
* HeelFaceTurn: For whatever reason, bruja are hags who have forsaken their evil ways. One story is that these hags discovered a maternal side that led them to rear their daughters with full awareness of what would happen to them when they came of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own. Another tale is that the bruja were crused with [[ForeseeingMyDeath a vision of the time and place of their deaths]], haunting them so badly that they decided to [[TheAtoner atone for their past misdeeds.]]
* ProphetEyes: Bruja's eyes are milky and dull, making them appear blind, though their senses are so keen that they can see in the dark and it's impossible to surprise them.
* WhiteMage: Rather than hexes, bruja cast spells such as ''bless'', ''remove curse'', and ''magic circle against evil''.

!!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.
----

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!! Annis Hag

to:

!! Annis !!Annis Hag



!!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.

to:

!!Green !!Dusk Hag
[[quoteright:320:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/green_hag_d&d_5e.png]]
[[caption-width-right:320:5e]]
->'''Challenge
org/pmwiki/pub/images/d&d_dusk_hag_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Challenge
Rating:''' 5 4 (3E), 3 6 (5E)\\
'''Alignment:''' ChaoticEvil (3E), NeutralEvil (5E)

Green hags are the most "stereotypical"
NeutralEvil

Sometimes born to night hags, these crones see visions
of the hags, with the general focus on spellcasting future in their dreams, knowledge they may be willing to share as part of a bargain. But like all of their kind, dusk hags delight in causing misfortune, and shapeshifting. Their abilities though their prophecies are correct, they more 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 than not lead to make lives miserable.suffering.


Added DiffLines:

* BrownNote: The touch of a dusk hag ravages the mind, inflicting psychic damage in 5th Edition.
* {{Curse}}: Dusk hags can lay a terrible curse upon sleeping creatures just by touching them. While the curse persists, the victim slowly wastes away, suffering cumulative MaximumHPReduction every time they take a long rest.
* DreamWeaver: Dusk hags can influence the dreams of others, sending messages or inflicting nightmares with a touch.
* ForcedSleep: They can innately cast the ''sleep'' spell in 5th Edition, all the better to subject you to their dream-based powers.
* HornedHumanoid: 5th Edition dusk hags have curling horns like those of a night hag.
* LifeDrain: In 5th Edition, a dusk hag can force a creature which has just woken up to make a saving throw. On a failure, the creature takes psychic damage as the hag eats its dreams, and the hag regains an equal amount of health.

!!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.
----
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* 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.

to:

* MakeMeWannaShout: MakeSomeNoise: Hammerclaws can snap their oversized claws to create a cone of sonic energy that deals damage and can stun those caught in its effect.



* 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.

to:

* MakeMeWannaShout: MightyRoar: A hollyphant can unleash a trumpeting blast through its trunk to either deal sonic damage and stun those in a 60-foot-cone, or fill an equivalent space with sparkles of sunlight that deal heavy damage to fiends, undead and anything else vulnerable to holy water.

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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. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30. 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.

to:

[[folder:Notes on the Entries]]
*
A creature's '''Origin''' denotes the specific campaign setting it debuted in, if any. This is not to say that setting is the only place that creature entry's can be found -- ''D&D'' has a long history of repackaging creatures from sub-settings for general use, and ultimately the DM decides what appears in a game.
* A creature's
listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30. 1-30.
*
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. 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.
[[/folder]]



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

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:'''
Humanoid (3E)\\



->'''Challenge Rating:''' 9 (3E), 7 (5E)\\

to:

->'''Challenge ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge
Rating:''' 9 (3E), 7 (5E)\\



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

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:'''
Giant (3E)\\



* 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.

to:

* CanonImmigrant: They debuted in the 2nd Edition ''TabletopGame/DarkSun'' ''Dark Sun'' 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.



->'''Classification:''' Monstrous Humanoid (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:'''
Monstrous Humanoid (3E)\\



->'''Classification:''' Monstrous Humanoid (3E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:'''
Monstrous Humanoid (3E)\\



->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:'''
Construct (3E, 5E), Elemental Animate (4E)\\



* 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.

to:

* LostTechnology: In the TabletopGame/ForgottenRealms, Realms, helmed horrors are relics of the fallen kingdoms of Imaskar and Netheril, and the secrets of their construction have been lost. A sufficiently powerful wizard might have the resources to rediscover the method, but it is said that only the evilest of souls would be willing to pay the price for it.



->'''Classification:''' Humanoid (3E), Fey Humanoid (4E)\\

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:'''
Humanoid (3E), Fey Humanoid (4E)\\



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

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:'''
Outsider (3E), Celestial (5E)\\



->'''Alignment:''' ChaoticEvil

to:

->'''Alignment:''' ->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Alignment:'''
ChaoticEvil



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

to:

->'''Classification:''' ->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:'''
Fey (3E)\\

Changed: 12

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* ManOnFire: At will, harssafs can surround themselves with a fiery aura that damages anything around them, or anything they strike with metal weapons.

to:

* ManOnFire: PlayingWithFire: At will, harssafs can surround themselves with a fiery aura that damages anything around them, or anything they strike with metal weapons.
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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.

to:

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. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30. 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.



'''Alignment:''' ChaoticGood or ChaoticEvil (3E), Unaligned (4E)

to:

'''Alignment:''' ChaoticGood or ChaoticEvil (3E), ChaoticEvil, Unaligned (4E)



* AsianFoxSpirit: The "Fox" subrace for hengeyokai, who have appeared in every single edition.
* TheFairFolk: In 4th edition, they're considered a Fey type creature; the ''TabletopGame/NentirVale'' version is even stated to have originated in the [[LandOfFaerie Feywild]] alongside the gnomes and elves.

to:

* AsianFoxSpirit: The "Fox" "fox" subrace for hengeyokai, who have appeared in every single edition.
* TheFairFolk: In 4th edition, Edition, they're considered a Fey type creature; the ''TabletopGame/NentirVale'' version is even stated to have originated in the [[LandOfFaerie Feywild]] alongside the gnomes and elves.



** In first edition, the hengeyokai consisted of Carp, Cat, Crab, Crane, Dog, Drake, Fox, Hare, Monkey, Raccoon Dog, Rat and Sparrow.
** In second edition, all of the aforementioned races returned, but ''Magazine/{{Dragon}}'' #266 added the Badger, Dolphin, Falcon, Frog, Lizard, Lynx, Octopus, Owl, Panda, Turtle and Weasel.
** In third edition, the subraces were listed as Badger, Carp, Cat, Crab, Crane, Dog, Fox, Hare, Monkey, Raccoon Dog, Rat, Sparrow and Weasel.
** In fourth edition, the subraces were changed again to Badger, Carp, Cat, Crab, Crane, Dog, Fox, Hare, Monkey, Raccoon Dog, Rat and Sparrow.

to:

** In first edition, 1st Edition, the hengeyokai consisted of Carp, Cat, Crab, Crane, Dog, Drake, Fox, Hare, Monkey, Raccoon Dog, Rat carp, cat, crab, crane, dog, drake, fox, hare, monkey, raccoon dog, rat and Sparrow.
sparrow.
** In second edition, 2nd Edition, all of the aforementioned races returned, but ''Magazine/{{Dragon}}'' #266 added the Badger, Dolphin, Falcon, Frog, Lizard, Lynx, Octopus, Owl, Panda, Turtle badger, dolphin, falcon, frog, lizard, lynx, octopus, owl, panda, turtle and Weasel.
weasel.
** In third edition, 3rd Edition, the subraces were listed as Badger, Carp, Cat, Crab, Crane, Dog, Fox, Hare, Monkey, Raccoon Dog, Rat, Sparrow badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat, sparrow and Weasel.
weasel.
** In fourth edition, 4th Edition, the subraces were changed again to Badger, Carp, Cat, Crab, Crane, Dog, Fox, Hare, Monkey, Raccoon Dog, Rat badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat and Sparrow.sparrow.



* NinjaPirateRobotZombie: Due to the way racial types are handled in 4th edition, hengeyokai there are considered to be "Humanoids", "Magical Beasts", "Shapechangers" and "Fey" all at the same time.
* OurWerebeastsAreDifferent: They're vaguely fey-ish animals who have the ability to assume partially or wholly humanoid form. In 3rd and 4th edition, they even have the Shapechanger racial type, which is shared with werebeasts.

to:

* NinjaPirateRobotZombie: Due to the way racial types are handled in 4th edition, Edition, hengeyokai there are considered to be "Humanoids", "Magical Beasts", "Shapechangers" and "Fey" all at the same time.
* OurWerebeastsAreDifferent: They're vaguely fey-ish animals who have the ability to assume partially or wholly humanoid form. In 3rd and 4th edition, Edition, they even have the Shapechanger racial type, which is shared with werebeasts.



* SuperSpeed: Downplayed, but Hare hengeyokai tend to be ''much'' faster than normal humans are. In 4th edition, all hengeyokai are quicker than humans, but Hare hengeyokai are even faster still.
* {{Tanuki}}: Appears in every edition as the "Raccoon Dog" subrace. Strangely, in ''AD&D'', they [[AlwaysChaoticEvil had a mandated alignment of "Any Evil"]], which stands quite contrasted to the more common depiction of tanuki as friendly, affable tricksters and lovable oafs.

to:

* SuperSpeed: Downplayed, but Hare hare hengeyokai tend to be ''much'' faster than normal humans are. In 4th edition, Edition, all hengeyokai are quicker than humans, but Hare hare hengeyokai are even faster still.
* {{Tanuki}}: Appears in every edition as the "Raccoon Dog" "raccoon dog" subrace. Strangely, in ''AD&D'', they [[AlwaysChaoticEvil had a mandated alignment of "Any Evil"]], which stands quite contrasted to the more common depiction of tanuki as friendly, affable tricksters and lovable oafs.



* WarRefugees: In the ''TabletopGame/NentirVale'', hengeyokai were originally slaves to the Fomorians and used as spies & saboteurs against the elves. Although the hengeyokai ultimately escaped their masters, the elves never trusted them, and began a pogrom of extermination. Most hengeyokai today fled to the mortal world to avoid being killed just for their race.
* WhatKindOfLamePowerIsHeartAnyway: A common complaint about the race is that, as a whole, the hengeyokai are extremely "one trick pony"; their characteristics and traits are defined exclusively by their ability to assume a specific animal form, with at most marginal traits outside of that form. As the forms they assume are almost universally small and innocuous, at best their animal form makes them a little more adept at sneaking around. Third edition attempted to make the hybrid forms more useful than just being cosmetic reskins of the human form, but the bonuses attached to each subrace were extremely marginal and often situational -- rat hengeyokai getting a +4 bonus on checks made to hide, for example. It hasn't gone unnoticed that the ''TabletopGame/{{Pathfinder}}'' [[AsianFoxSpirit kitsune]] is more mechanically interesting and powerful than the ''D&D'' fox hengeyokai.

to:

* WarRefugees: In the ''TabletopGame/NentirVale'', hengeyokai were originally slaves to the Fomorians and used as spies & and saboteurs against the elves. Although the hengeyokai ultimately escaped their masters, the elves never trusted them, and began a pogrom of extermination. Most hengeyokai today fled to the mortal world to avoid being killed just for their race.
* WhatKindOfLamePowerIsHeartAnyway: A common complaint about the race is that, as a whole, the hengeyokai are extremely "one trick pony"; their characteristics and traits are defined exclusively by their ability to assume a specific animal form, with at most marginal traits outside of that form. As the forms they assume are almost universally small and innocuous, at best their animal form makes them a little more adept at sneaking around. Third edition Edition attempted to make the hybrid forms more useful than just being cosmetic reskins of the human form, but the bonuses attached to each subrace were extremely marginal and often situational -- rat hengeyokai getting a +4 bonus on checks made to hide, for example. It hasn't gone unnoticed that the ''TabletopGame/{{Pathfinder}}'' [[AsianFoxSpirit kitsune]] is more mechanically interesting and powerful than the ''D&D'' fox hengeyokai.



Changed: 107

Removed: 1443

Is there an issue? Send a MessageReason:
None


'''Playable:''' 3E\\

to:

'''Playable:''' 3E\\3E, 5E\\



Sometimes disparagingly called "deck apes," these simian humanoids are natural sailors and explorers.

to:

Sometimes disparagingly called "deck apes," these simian humanoids are natural sailors and explorers. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.



* BoisterousBruiser: Hadozee aren't warlike, 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: They live for the chance to join a ship crew and explore the world (or beyond), only settling down to raise children after they grow too old for such maritime adventures.
* 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 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.
* 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Harengon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_harengon_5e.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (5E)\\
'''Challenge Rating:''' 1/8 (5E)\\
'''Playable:''' 5E\\
'''Alignment:''' Any

An exuberant and energetic race of leoprine humanoids, quick to react and blessed with natural good fortune. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

Added: 6241

Changed: 6650

Removed: 603

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[[folder:Hippocampus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippocamp_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''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:

[[folder:Hippocampus]]
[[folder:Hengeyokai]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippocamp_5e.jpeg]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_hengeyokai_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast Humanoid (3E), Monstrosity (5E)\\
Fey Humanoid (4E)\\
'''Challenge Rating:''' 2 1/2 (3E), 1/2 (5E)\\
4 (4E)\\
'''Playable:''' 1E, 3E, 4E\\
'''Alignment:''' ChaoticGood or ChaoticEvil (3E), NeutralGood (5E)

Intelligent aquatic horses prized
Unaligned (4E)

Not so much one race
as underwater mounts, and who gladly serve good causes.many, the hengeyokai are a collection of magical animals that can assume partially or wholely humanoid form.



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

to:

* HorseOfADifferentColor: Hippocampi feature in countless tales as guides and mounts AsianFoxSpirit: The "Fox" subrace 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
hengeyokai, who have human-level intelligence and can speak Aquan, but appeared in every single edition.
* TheFairFolk: In 4th edition,
they're fairly simple creatures considered a Fey type creature; the ''TabletopGame/NentirVale'' version is even stated to have originated in the [[LandOfFaerie Feywild]] alongside the gnomes and elves.
* HumanityEnsues: Hengeyokai are animals who have attained sapience and the ability to transform into humanoid forms.
* LoadsAndLoadsOfRaces: The hengeyokai "race" has consisted of myriad subraces, depending on the edition:
** In first edition, the hengeyokai consisted of Carp, Cat, Crab, Crane, Dog, Drake, Fox, Hare, Monkey, Raccoon Dog, Rat and Sparrow.
** In second edition, all of the aforementioned races returned, but ''Magazine/{{Dragon}}'' #266 added the Badger, Dolphin, Falcon, Frog, Lizard, Lynx, Octopus, Owl, Panda, Turtle and Weasel.
** In third edition, the subraces were listed as Badger, Carp, Cat, Crab, Crane, Dog, Fox, Hare, Monkey, Raccoon Dog, Rat, Sparrow and Weasel.
** In fourth edition, the subraces were changed again to Badger, Carp, Cat, Crab, Crane, Dog, Fox, Hare, Monkey, Raccoon Dog, Rat and Sparrow.
* MorphicResonance: When they shapechange into human form, they always have a distinctive feature from their animal form, such as a sparrow hengeyokai with a long nose like a bird's beak.
* NinjaPirateRobotZombie: Due to the way racial types are handled in 4th edition, hengeyokai there are considered to be "Humanoids", "Magical Beasts", "Shapechangers" and "Fey" all at the same time.
* OurWerebeastsAreDifferent: They're vaguely fey-ish animals who have the ability to assume partially or wholly humanoid form. In 3rd and 4th edition, they even have the Shapechanger racial type, which is shared with werebeasts.
* PartialTransformation: The hengeyokai's "hybrid" form, which is visibly animal-based, but walks upright and can wield weapons.
* SuperSpeed: Downplayed, but Hare hengeyokai tend to be ''much'' faster than normal humans are. In 4th edition, all hengeyokai are quicker than humans, but Hare hengeyokai are even faster still.
* {{Tanuki}}: Appears in every edition as the "Raccoon Dog" subrace. Strangely, in ''AD&D'', they [[AlwaysChaoticEvil had a mandated alignment of "Any Evil"]], which stands quite contrasted to the more common depiction of tanuki as friendly, affable tricksters and lovable oafs.
* VoluntaryShapeshifting: Their iconic -- and only major -- racial ability is to shift their bodies on command, such as for PartialTransformation.
* WarRefugees: In the ''TabletopGame/NentirVale'', hengeyokai were originally slaves to the Fomorians and used as spies & saboteurs against the elves. Although the hengeyokai ultimately escaped their masters, the elves never trusted them, and began a pogrom of extermination. Most hengeyokai today fled to the mortal world to avoid being killed just for their race.
* WhatKindOfLamePowerIsHeartAnyway: A common complaint about the race is that, as a whole, the hengeyokai are extremely "one trick pony"; their characteristics and traits are defined exclusively by their ability to assume a specific animal form, with at most marginal traits outside of
that want form. As the forms they assume are almost universally small and innocuous, at best their animal form makes them a little more than to speed through the open water.
* SpiritedCompetitor: Hippcampi like
adept at sneaking around. Third edition attempted to make challenges out the hybrid forms more useful than just being cosmetic reskins of everyday events, the human form, but the bonuses attached to each subrace were extremely marginal and among themselves pass often situational -- rat hengeyokai getting a +4 bonus on checks made to hide, for example. It hasn't gone unnoticed that the time with marathon relay races or long-distance scavenger hunts. Winning ''TabletopGame/{{Pathfinder}}'' [[AsianFoxSpirit kitsune]] is secondary to more mechanically interesting and powerful than the joy ''D&D'' fox hengeyokai.
* {{Youkai}}: Gygax and Zeb Cook not only based the race off
of striving, for these creatures.crudely conglomerating various shapeshifting animals from Japanese and Chinese mythology, but literally named them by just sticking "henge" ("shapeshifter") and "yōkai" together.



[[folder:Hippogriff]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]

to:

[[folder:Hippogriff]]

[[folder:Hippocampus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hippogriff_5e.png]] org/pmwiki/pub/images/d&d_hippocamp_5e.jpeg]]



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

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

to:

[[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 1/2 (5E)\\
'''Alignment:''' Unaligned

Flying creatures that combine the features of
ChaoticGood (3E), NeutralGood (5E)

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



* 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.

to:

* 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, Hippocampi feature in countless tales as guides and are prized as mounts capable of flight for ocean-faring heroes.
* OurHippocampsAreDifferent: Hippocampi are aquatic equines that travel in herds
and of being fearsome combatants in their own right. Their physical prowess can breath both air and relatively even disposition water, and lower hold valued places in triton society.
* SapientSteed: They have human-level
intelligence compared to a griffon or pegasus makes them particularly attractive for this role, and can speak Aquan, but they're fairly simple creatures that want little more than to speed through the most common flying mounts seen open water.
* SpiritedCompetitor: Hippcampi like to make challenges out of everyday events, and
among civilized races.
* OurGryphonsAreDifferent: The classic creature
themselves pass the time with an eagle's claws, head and wings and a horse's hindquarters. Unlike marathon relay races or long-distance scavenger hunts. Winning is secondary to the sapient griffons, hippogriffs are animals, and griffons sometimes prey on them. They're also popular flying mounts. joy of striving, for these creatures.



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

to:

[[folder:Hoard Scarab]]
[[folder:Hippogriff]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hoard_scarab_5e.org/pmwiki/pub/images/d&d_hippogriff_5e.png]]



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

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); 2, 7 (4E); 1/8, 2 (4E), 1 (5E)\\



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

to:

Beetle-like Flying creatures with a strong resemblance to coins when dormant, that combine the features of horses and who have a symbiotic relationship with dragons.giant eagles.



* 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.

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 be mistaken 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 light
are prized as mounts capable of flight 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
being 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
an additional layer of defense.
* TrackingSpell: Hoard scarabs in 5th Edition produce a magical dust that sticks to intruders
eagle'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.



[[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.

to:

[[folder:Hoary Hunter]]
[[quoteright:303:https://static.
[[folder:Hoard Scarab]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hoary_hunter_3e.jpg]]
[[caption-width-right:303:3e]]
org/pmwiki/pub/images/d&d_hoard_scarab_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E)\\
Vermin (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 9 (hoary steed), 25 (hoary hunter) (3E)\\
1/2 (individual), 5 (swarm) (3E); 2, 7 (4E); 1/8, 2 (5E)\\
'''Alignment:''' NeutralEvil

Fey hunters
Unaligned

Beetle-like creatures with a strong resemblance to coins when dormant, and
who appear on moonlit winter nights to ride down humanoid prey, taking captives for the Unseelie Court.have a symbiotic relationship with dragons.



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

to:

* HellishHorse: 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 fey'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
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.
location.


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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]]

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