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'''Challenge Rating:''' 8 (shadow flayer), 10 (Thoon disciple) (3E)\\

to:

'''Challenge Rating:''' 8 (shadow flayer), 10 (Thoon disciple) disciple), 15 (elder brain) (3E)\\



!!Thoon Thrall
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_thoon_thrall_3e.jpg]]

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!!Thoon Thrall
Soldier
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_thoon_thrall_3e.jpg]] org/pmwiki/pub/images/d&d_thoon_soldier_3e.png]]



->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' As base creature +2 (3E)\\
'''Alignment:''' LawfulEvil

Slaves to the Thoon infiltrator who converted them, these unhappy creatures help undermine their communities, or are pressed into a fatal fight.

to:

->'''Classification:''' Humanoid Construct (3E)\\
'''Challenge Rating:''' As base creature +2 8 (3E)\\
'''Alignment:''' LawfulEvil

Slaves to the Thoon infiltrator who converted them, these unhappy creatures help undermine
Unaligned

Combat servitors that can use
their communities, or are pressed into a fatal fight.internal quintessence supply to reconfigure their bodies during battle.


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* StanceSystem: Their gimmick is that they can shift between different "aspects" in combat, gaining new abilities as the situation dictates. However, reconfiguring their bodies this way [[CastFromHitPoints deals minor damage]] to Thoon soldiers. They also aren't smart enough to anticipate which form is best for a foe, instead the constructs will react to what happens in a fight, for example adopting the Aspect of the Bloody Slaughter or Fiery Sun if they get surrounded, or the Aspect of the Death Blossom if their destruction seems imminent. Finally, each change is accompanied by the Thoon soldier making [[CallingYourAttacks an announcement in Undercommon]], which can clue in opponents what to expect.
** ActionBomb: With the Aspect of the Death Blossom ("Death blooms in the name of Thoon! Thoon! Thoon!"), a Thoon soldier sets itself up to explode in a highly-damaging, 40-foot-radius fireball if reduced to 0 hit points.
** DefendCommand: With the Aspect of the Impervious Tower ("Stand and fight! Thoon is Thoon!"), a Thoon soldier extrudes additional armor plates and magical wards, granting it a higher Armor Class and a bonus on saving throws.
** HitAndRunTactics: With the Aspect of the Ravening Horde ("Walk with Thoon!"), a Thoon soldier reconfigures its legs, increasing its speed and letting it use the Spring Attack feat to strike foes as it passes.
** PlayingWithFire: With the Aspect of the Fiery Sun ("All will burn for Thoon!"), a Thoon soldier ignites, dealing additional fire damage with its attacks and [[TheSpiny damaging foes who strike it in melee.]]
** SpinAttack: With the Aspect of the Bloody Slaughter ("Slaughter for Thoon!"), a Thoon soldier reconfigures its arm blades to enable it to make Whirlwind Attacks against multiple foes.

!!Thoon Thrall
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_thoon_thrall_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' As base creature +2 (3E)\\
'''Alignment:''' LawfulEvil

Slaves to the Thoon infiltrator who converted them, these unhappy creatures help undermine their communities, or are pressed into a fatal fight.
----

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!Undead Illithids
!!Alhoon
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/alhoon_5e_5.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Undead (3E, 5E), Aberrant Humanoid Undead (4E)\\
'''Challenge Rating:''' 18 (3E), 10 (5E)\\

to:

!Undead Illithids
!!Alhoon
[[quoteright:320:https://static.
!!Thoon Thrall
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/alhoon_5e_5.png]]
[[caption-width-right:320:5e]]
org/pmwiki/pub/images/d&d_thoon_thrall_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E, 5E), Aberrant Humanoid Undead (4E)\\
(3E)\\
'''Challenge Rating:''' 18 (3E), 10 (5E)\\As base creature +2 (3E)\\



Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.

to:

Mind flayers that pursue arcane magic Slaves to the Thoon infiltrator who converted them, these unhappy creatures help undermine their communities, or are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers pressed into a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.fatal fight.


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* AndIMustScream: After their conversion, Thoon thralls retain their identities and free will, unless a Thoon infiltrator is around to give them orders, which they must obey as if ''dominated'', with NoSavingThrow. This horrific existence means most Thoon thralls welcome their deaths in battle.
* BodyHorror: Thoon thralls are normally "dormant," appearing indistinguishable from their original selves but slaves to a Thoon infiltrator's commands. But if given an order to end their dormancy, throbbing purple veins pop out of a Thoon thrall's skin, and its muscles grow at a freakish rate so that the creature gains 40 to 50 pounds, all while its skin blisters and swells. This is a one-way transformation, as explained below.
* ExplosiveOverclocking: When a Thoon thrall ends its dormancy, it gains [[HealingFactor fast healing]] that can go beyond the thrall's normal hit point total as temporary HP. But should a Thoon thrall's temporary HP equal its starting HP, it has to start making Fortitude saves, or else it'll explode in a 10-foot-radius fireball. Worse, a Thoon infiltrator can command a Thoon thrall to fail this save.

!Undead Illithids
!!Alhoon
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/alhoon_5e_5.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Undead (3E, 5E), Aberrant Humanoid Undead (4E)\\
'''Challenge Rating:''' 18 (3E), 10 (5E)\\
'''Alignment:''' LawfulEvil

Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
----

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[[quoteright:299:https://static.tvtropes.org/pmwiki/pub/images/d&d_thoon_infiltrator_3e.jpg]]
[[caption-width-right:299:3e]]



* HumanShifting: Downplayed; a Thoon infiltrator can shape their facial features like clay, giving them a racial bonus on Disguise checks.
* TheInfiltration: Their primary purpose -- blend into a humanoid population, and spot sources of quintessence for their mind flayer masters. That said, the Thoon infiltrators' Chaotic natures mean they chafe at the illithids' control and are impatient with long-term planning and careful quintessence acquisition.



* PuppeteerParasite: These creatures came to the mind flayers of Thoon's attention after they took over some humanoid captives in their nautiloid's prison deck. They look like a cat-sized bundle of wires that can burrow into the brain and vital organs of a host body, killing it, then the creature repairs the damage over the course of a day, after which point the body is wholly under the parasite's control. Normally the parasite is visible as a cluster of thin tentacles at the base of the host's skull, but it can hide itself by submerging beneath the stolen flesh -- while this prevents the Thoon infiltrator from using most of its abilities, it does mean nothing short of a full dissection will reveal its presence. More dangerous, a Thoon infiltrator can, once per week, extend neck tendrils into a helpless victim's mouth, and if uninterrupted for a minute, will convert that victim into a Thoon thrall.

to:

* PuppeteerParasite: These creatures came to the mind flayers of Thoon's attention after they took over some humanoid captives in their nautiloid's prison deck. They look like a cat-sized bundle of wires that can burrow into the brain and vital organs of a host body, killing it, then the creature repairs the damage over the course of a day, after which point the body is wholly under the parasite's control. Normally the parasite is visible as a cluster of thin tentacles at the base of the host's skull, but it can hide itself by submerging beneath the stolen flesh -- while this prevents the Thoon infiltrator from using most of its abilities, it does mean nothing short of a full dissection will reveal its presence. More dangerous, dangerously, a Thoon infiltrator can, once per week, extend neck tendrils into a helpless victim's mouth, and if uninterrupted for a minute, will convert that victim into a Thoon thrall.

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->'''Challenge Rating:''' 8 (shadow flayer), 10 (Thoon disciple) (3E)\\

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->'''Challenge ->'''Classification:''' Aberration (3E)\\
'''Challenge
Rating:''' 8 (shadow flayer), 10 (Thoon disciple) (3E)\\


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!!Thoon Infiltrator
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' ChaoticEvil

Parasites from the Far Realm, able to take over humanoid bodies and serve as covert agents for the mind flayers of Thoon.
----
* NotQuiteDead: If its host body is "killed," a Thoon infiltrator merely goes dormant for a month, before waking with its full hit points (and typically using ''dimension door'' to escape its grave). It takes a high Search check to detect the faint vibration in the creature's neck tentacles to reveal that it's not quite dead.
* PuppeteerParasite: These creatures came to the mind flayers of Thoon's attention after they took over some humanoid captives in their nautiloid's prison deck. They look like a cat-sized bundle of wires that can burrow into the brain and vital organs of a host body, killing it, then the creature repairs the damage over the course of a day, after which point the body is wholly under the parasite's control. Normally the parasite is visible as a cluster of thin tentacles at the base of the host's skull, but it can hide itself by submerging beneath the stolen flesh -- while this prevents the Thoon infiltrator from using most of its abilities, it does mean nothing short of a full dissection will reveal its presence. More dangerous, a Thoon infiltrator can, once per week, extend neck tendrils into a helpless victim's mouth, and if uninterrupted for a minute, will convert that victim into a Thoon thrall.
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!Mind Flayers of Thoon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mind_flayers_of_thoon_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (shadow flayer), 10 (Thoon disciple) (3E)\\
'''Alignment:''' NeutralEvil

A century ago, an illithid nautiloid attempting to explore the outer reaches of the Astral Plane instead found itself in the Far Realm. The ship's crew returned with a fanatical devotion to something they call Thoon, and are obsessed with gathering "quintessence," a substance they use to create bizarre bio-mechanical constructs and power their own unnatural abilities.
----
* CastFromHitPoints: "Shadow flayers" can draw upon their internal quintessence reserves to benefit from an improved ''{{invisibility}}'' effect, but doing so deals damage to the shadow flayer, suggesting that the breeding program that produced them hasn't been perfected yet.
* MacGuffin: Quintessence has a physical existence, appearing under a modified ''detect magic'' effect as a black, coruscating aura, which can be refined and stored in lattice-like matrices as a green, glowing fluid. It can manifest in things as varied as rare ores or plants or even in individuals, and Thoon's followers draw upon it to create new monsters or trigger their special abilities. But a sidebar explains that there's no need to track these illithids' quintessence harvesting operations, and the most important thing about quintessence is that it "proceeds at the pace of the plot," driving Thoon's followers to take an interest in an iron mine, a NPC's daughter, or the [=PCs=] themselves, as an adventure dictates.
* MagicKnight: As clerics, Thoon disciples are sturdier in combat than normal illithids, while possessing both a mind flayer's normal psionics as well as divine magic.
* {{Magitek}}: The Thoon-worshiping illithids have an array of constructs powered by quintessence, giving them a greater semblance of life than others -- they aren't quite classified as living constructs, but Thoon constructs will very slowly heal damage if given time to stay inert.
* RenegadeSplinterFaction: They're such to illithids in general, who are thoroughly evil, yet rational, brain-eating monsters. The mind flayers of Thoon, in contrast, have been twisted by the Far Realm, and follow erratic "visions from Thoon" that don't demonstrate any long-term purpose. The fact that Thoon's followers are dedicated to something other than Ilsensine makes them [[TheHeretic heretics]] as well.
* RiddleForTheAges: The nature of Thoon is unclear, whether it's a philosophy, powerful outsider, or full-fledged deity. Thoon's disciples respond to any questions about it with [[MadnessMantra "Thoon is Thoon, and Thoon is all!"]]
* SneakySpySpecies: As mentioned, the shadow flayers are the product of a program to develop this. While they're sneakier than normal illithids, this has come at the cost of their psionic abilities beyond the signature ''mind blast'' -- though the Thoon disciples aren't troubled by this, as it makes the shadow flayers easier to manipulate with magic likee ''suggestion'' and ''charm person''.
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* PsychicPowers: As a monster that debuted in ''TabletopGame/DarkSun'', megapedes (with the notable exception of their 3rd Edition incarnation) and natural psions that can blast prey with psychic energy.

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* PsychicPowers: As a monster that debuted in ''TabletopGame/DarkSun'', megapedes (with the notable exception of their 3rd Edition incarnation) and are natural psions that can blast prey with psychic energy.
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* PoisonousPerson: Their fearsome bites also deliver a dangerous poison, which can be harvested from a megapede corpse and saved for a month before drying.

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* PoisonousPerson: Their fearsome bites also deliver a dangerous poison, which can be harvested from a megapede corpse and saved remains potent for a month before drying.month.



* {{Telepathy}}: Mercanes possess a form of racial telepathy, allowing them to communicate with one another no matter the distance or dimension. Those who offend or wrong one mercane is going to find it next to impossible to do business with any others until restitution is offered.
* TookALevelInBadass: In past editions, mercanes have been more or less noncombatants who'd rather bribe opponents with a magic weapon than wield it against them, but 5th Edition gives them multiple attacks with a "psi-infused blade" that can [[SupernaturalFearInducer cuase victims to be frightened of the mercane.]]

to:

* {{Telepathy}}: Mercanes possess a form of racial telepathy, allowing them to communicate with one another no matter the distance or dimension. Those who offend or wrong one mercane is are going to find it next to impossible to do business with any others until restitution is offered.
* TookALevelInBadass: In past editions, mercanes have been more or less noncombatants who'd rather bribe opponents with a magic weapon than wield it against them, but 5th Edition gives them multiple attacks with a "psi-infused blade" that can [[SupernaturalFearInducer cuase cause victims to be frightened of the mercane.]]



* FlyingFace: They're shaped like such, flying through space. A spellcaster who chooses to bind their spirit to a murder comet will cause it to take the shape of their own face.

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* FlyingFace: They're shaped like such, flying through space. A spellcaster who chooses to bind their spirit to a murder comet will cause it to take the shape of on their own face.likeness.

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[[folder:Myconid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myconids_5e.jpeg]]

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[[folder:Myconid]]
[[folder:Murder Comet]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myconids_5e.org/pmwiki/pub/images/d&d_murder_comet_5e.jpeg]]



->'''Classification:''' Plant (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (junior worker) to 7 (sovereign) (3E); 3 (guard) to 4 (sovereign); 0 (scout), 1/2 (adult), 2 (sovereign) (5E)\\
'''Alignment:''' LawfulNeutral, Unaligned (4E)

Also known as "fungus ones," these intelligent, mobile mushroom folk are distrustful of outsiders, but generally shy and nonviolent, making them a rarity among the Underdark's inhabitants.

to:

->'''Classification:''' Plant (3E, 5E), Fey Humanoid (4E)\\
Elemental (5E)\\
'''Challenge Rating:''' 1/2 (junior worker) to 7 (sovereign) (3E); 3 (guard) to 4 (sovereign); 0 (scout), 1/2 (adult), 2 (sovereign) 5 (5E)\\
'''Alignment:''' LawfulNeutral, Unaligned (4E)

Also known as "fungus ones," these intelligent, mobile mushroom folk are distrustful of outsiders, but generally shy and nonviolent, making them a rarity among the Underdark's inhabitants.
NeutralEvil

Stone heads wreathed in flame that scream through Wildspace, smashing any ships they come across.



* AnimateDead: One type of myconid spore infests corpses, causing them to rise as mindless servants. They do whatever work there aren't enough myconids to carry out.
* LargeAndInCharge: Myconids grow over the course of their lives, but the sovereign is always the tallest myconid (eleven feet). If it dies, another myconid will grow to eleven feet tall and take over.
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in the Underdark.
* MushroomSamba: Pun aside, myconids structure their days into three parts: eight hours of work, eight hours of rest, and eight hours of a mind-melding hallucinatory state caused by their spores.
* {{Telepathy}}: One type of spore myconids can emit allows for telepathic communication, both between themselves and with outsiders.

to:

* AnimateDead: One type of myconid spore infests corpses, causing AntiStructure: They have the "Siege Monster" trait, letting them deal double damage to rise as mindless servants. They do structures and objects like starships.
* DefeatEqualsExplosion: When slain, murder comets explode in a 20-foot-radius ball of fire.
* ElementalEmbodiment: Murder comets are created when an evil spellcaster combines the essences of earth and fire elementals into a single destructive creature.
* FlyingFace: They're shaped like such, flying through space. A spellcaster who chooses to bind their spirit to a murder comet will cause it to take the shape of their own face.
* PlayingWithFire: Murder comets are wreathed in flame, dealing extra fire damage to
whatever work there aren't enough myconids to carry out.
* LargeAndInCharge: Myconids grow over the course of their lives, but the sovereign is always the tallest myconid (eleven feet). If it dies, another myconid will grow to eleven feet tall
they slam into, and take over.
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in the Underdark.
* MushroomSamba: Pun aside, myconids structure their days into three parts: eight hours of work, eight hours of rest, and eight hours of a mind-melding hallucinatory state caused by their spores.
* {{Telepathy}}: One type of spore myconids
they can emit allows also spit fire as a ranged attack.
* SuperSpeed: They have an incredible 120-foot fly speed, moving so fast they don't provoke attacks of opportunity as they blaze past opponents, which makes them perfectly suited
for telepathic communication, both between themselves and with outsiders.HitAndRunTactics.


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[[folder:Myconid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myconids_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Plant (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (junior worker) to 7 (sovereign) (3E); 3 (guard) to 4 (sovereign); 0 (scout), 1/2 (adult), 2 (sovereign) (5E)\\
'''Alignment:''' LawfulNeutral, Unaligned (4E)

Also known as "fungus ones," these intelligent, mobile mushroom folk are distrustful of outsiders, but generally shy and nonviolent, making them a rarity among the Underdark's inhabitants.
----
* AnimateDead: One type of myconid spore infests corpses, causing them to rise as mindless servants. They do whatever work there aren't enough myconids to carry out.
* LargeAndInCharge: Myconids grow over the course of their lives, but the sovereign is always the tallest myconid (eleven feet). If it dies, another myconid will grow to eleven feet tall and take over.
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in the Underdark.
* MushroomSamba: Pun aside, myconids structure their days into three parts: eight hours of work, eight hours of rest, and eight hours of a mind-melding hallucinatory state caused by their spores.
* {{Telepathy}}: One type of spore myconids can emit allows for telepathic communication, both between themselves and with outsiders.
[[/folder]]

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

to:

->'''Classification:''' Outsider (3E)\\
(3E), Giant (5E)\\
'''Challenge Rating:''' 5 (3E)\\(3E, 5E)\\



Sometimes known as arcanes, these tall, blue humanoids are merchants who travel the Great Wheel, selling magical items and other exotic goods to anyone who can meet their prices.

to:

Sometimes known as arcanes, these tall, blue humanoids are merchants who travel the Great Wheel, selling magical items (such as ''[[TabletopGame/{{Spelljammer}} spelljammer helms]]'') and other exotic goods to anyone who can meet their prices.



* EvenEvilHasStandards: Varies from the source material, with their early entries explaining that mercanes will never deal with fiends, genies and the neogi, while later information states that they'll hire appropriate bodyguards for a trade mission into the Abyss.

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* EvenEvilHasStandards: EveryoneHasStandards: Varies from the source material, with their early entries explaining that mercanes will never deal with fiends, genies and the neogi, while later information states that they'll hire appropriate bodyguards for a trade mission into the Abyss.



* MerchantCity: The mercanes run the demiplane-city of Union, a great cross-planar trading stop, founded largely due to the mercanes' aversion to operating in [[TabletopGame/{{Planescape}} Sigil]].

to:

* MerchantCity: The mercanes run the demiplane-city of Union, a great cross-planar crossplanar trading stop, founded largely due to the mercanes' aversion to operating in [[TabletopGame/{{Planescape}} Sigil]].Sigil]].
* OneGenderRace: Mercanes seem sexless, and there's been no sightings of young members of their race, leading to much speculation over if and how they reproduce (and some bawdy jokes about what they do with all that treasure they accumulate). The mercanes remain silent on the matter.



* {{Telepathy}}: Mercanes possess a form of racial telepathy, allowing them to communicate with one another no matter the distance or dimension. Those who offend or wrong one mercane is going to find it next to impossible to do business with any others until restitution is offered.
* TookALevelInBadass: In past editions, mercanes have been more or less noncombatants who'd rather bribe opponents with a magic weapon than wield it against them, but 5th Edition gives them multiple attacks with a "psi-infused blade" that can [[SupernaturalFearInducer cuase victims to be frightened of the mercane.]]



'''Alignment:''' Neutral Evil

to:

'''Alignment:''' Neutral Evil
NeutralEvil

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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.



[[folder:Meenlock]]
[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/meenlock_2e.png]]
[[caption-width-right:285:2e]]
->'''Classification:''' Aberration (3E), Aberrant Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil (1E-3E), ChaoticEvil (4E), NeutralEvil (5E)

Small, vaguely bug-like horrors that stalk and torment a chosen victim before abducting them back to their lair for converstion into a new meenlock.

to:

[[folder:Meenlock]]
[[quoteright:285:https://static.
[[folder:Megapede]]
[[quoteright:320:https://static.
tvtropes.org/pmwiki/pub/images/meenlock_2e.png]]
[[caption-width-right:285:2e]]
org/pmwiki/pub/images/d&d_megapede_4e.jpg]]
[[caption-width-right:320:4e]]
->'''Classification:''' Aberration Vermin (3E), Aberrant Humanoid Natural Beast (4E), Fey Monstrosity (5E)\\
'''Challenge Rating:''' 3 20 (3E), 9 15 (4E), 2 11 (5E)\\
'''Alignment:''' LawfulEvil (1E-3E), ChaoticEvil (4E), NeutralEvil (5E)

Small, vaguely bug-like horrors
Unaligned

Colossal predatory centipedes
that stalk and torment a chosen victim before abducting can reach lengths of 150 feet, making them back to their lair for converstion into a new meenlock.the terrors of the deserts they dwell in.



* MindRape: Meenlocks hunt by selecting a target, then spending days stalking them while telepathically tormenting them, instilling paranoia through the feeling of being watched and followed, and filling them with the horrible certainty that monsters are going to come for them in the night. This mental assault deals Wisdom damage (in 3rd Edition) or psychic damage (in 5th Edition), potentially rendering the meenlocks' victim helpless.
* TheMorlocks: Another degenerate race of formerly-civilized humanoids that lurks underground.
* TheParalyzer: Their claw attacks can paralyze opponents, allowing the meenlocks to haul them back to their lairs.
* SupernaturalFearInducer: Meenlocks give other creatures the creeps and project a supernatural aura that instills terror.
* {{Telepathy}}: They can use this to communicate, but mostly to be unpleasant to their prey.
* {{Teleportation}}: 3rd Edition meenlocks can use a ''dimension door'' effect every two rounds, while in 5th Edition it's a [[ShadowWalker shadow teleport]] instead.
* {{Tulpa}}: In 5th Edition, meenlocks are created as manifestations of the fear of other beings. When a sapient creature experiences deep fear or dread in the Feywild or an area highly influenced by it, one or more meenlocks spontaneously come into being.
* WasOnceAMan: In most editions, meenlocks procreate by haunting humanoids, driving them mad, and eventually kidnapping them to transform them into new meenlocks. Once a creature has been converted in this way, only a ''wish'' or ''miracle'' can bring them back.

to:

* MindRape: Meenlocks hunt by selecting BigCreepyCrawlies: Again, they're centipedes over a target, then spending days stalking them while telepathically tormenting them, instilling paranoia through the feeling hundred feet long, capable of being watched and followed, and filling them slicing a cow in two with the horrible certainty that monsters are going to come for them in the night. This mental assault deals Wisdom damage (in 3rd Edition) or psychic damage (in 5th Edition), potentially rendering the meenlocks' victim helpless.
* TheMorlocks: Another degenerate race of formerly-civilized humanoids that lurks underground.
* TheParalyzer: Their claw attacks can paralyze opponents, allowing the meenlocks to haul them back to
a single bite from their lairs.
mandibles.
* SupernaturalFearInducer: Meenlocks give other creatures the creeps and project a supernatural aura that instills terror.
* {{Telepathy}}:
CreepyCentipedes: They can use combine this to communicate, but mostly to be unpleasant to trope with SandWorm, burying themselves beneath the sand and then attacking passing prey with their prey.
jaws and psionics. In their home setting, the only things more feared than megapedes are nightmare beasts and dragons.
* {{Teleportation}}: LightningBruiser: In 3rd Edition meenlocks can use they're blisteringly fast, with a ''dimension door'' effect every two rounds, while in base movement speed of 80 feet, allowing megapedes to run down the fleetest of horses.
* MakeThemRot: Their
5th Edition it's stat block gives them a [[ShadowWalker shadow teleport]] instead.
* {{Tulpa}}: In 5th Edition, meenlocks are created as manifestations of the fear of
life-draining aura that deals necrotic damage to other beings. When creatures.
* PoisonousPerson: Their fearsome bites also deliver
a sapient creature experiences deep fear or dread dangerous poison, which can be harvested from a megapede corpse and saved for a month before drying.
* PsychicPowers: As a monster that debuted
in ''TabletopGame/DarkSun'', megapedes (with the Feywild or an area highly influenced by it, one or more meenlocks spontaneously come into being.
* WasOnceAMan: In most editions, meenlocks procreate by haunting humanoids, driving them mad,
notable exception of their 3rd Edition incarnation) and eventually kidnapping them to transform them into new meenlocks. Once a creature has been converted in this way, only a ''wish'' or ''miracle'' natural psions that can bring them back.blast prey with psychic energy.



[[folder:Mephit]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_mephits_5e.png]]
[[caption-width-right:349:Magma and ice mephits (5e)]]
->'''Classification:''' Outsider (3E), Elemental (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (3E), NeutralEvil (5E)

Imp-like creatures native to the Inner Planes. They come in an array of subspecies based on their elemental affinity, which affects their appearances, abilities and personalities, but one trait they all have in common is that they're incredibly annoying.

to:

[[folder:Mephit]]
[[quoteright:349:https://static.
[[folder:Meenlock]]
[[quoteright:285:https://static.
tvtropes.org/pmwiki/pub/images/d&d_mephits_5e.png]]
[[caption-width-right:349:Magma and ice mephits (5e)]]
org/pmwiki/pub/images/meenlock_2e.png]]
[[caption-width-right:285:2e]]
->'''Classification:''' Outsider Aberration (3E), Elemental Aberrant Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 9 (4E), 2 (5E)\\
'''Alignment:''' TrueNeutral (3E), LawfulEvil (1E-3E), ChaoticEvil (4E), NeutralEvil (5E)

Imp-like creatures native Small, vaguely bug-like horrors that stalk and torment a chosen victim before abducting them back to the Inner Planes. They come in an array of subspecies based on their elemental affinity, which affects their appearances, abilities and personalities, but one trait they all have in common is that they're incredibly annoying.lair for converstion into a new meenlock.



* BreathWeapon: All mephits can breathe a short cone of their corresponding element type, either dealing minor damage or hampering foes by restraining them with a coating of mud, blinding them with dust in their eyes, etc.
* {{Conlang}}: In ''TabletopGame/{{Planescape}}'' lore, there's actually an established form of code language involving sending mephits, where the type(s) of mephit sent and the number of them sent conveys different responses or information. For obvious reasons, you only send mephits to rivals, enemies and other people you just don't like. For example, an ice mephit indicates that the recipient is now officially forbidden from entering the home of the sender, with the number of ice mephits sent roughly indicating just how harshly they will be punished if they try.
* DefeatEqualsExplosion: 5th Edition mephits explode when killed, creating a similar effect as their breath weapon.
* EnemySummoner: Some imps have a chance of summoning a few more of their kind, in case one of the things wasn't annoying enough.
* OurImpsAreDifferent: Mephits are small, devilish elementals with long noses, batlike wings, grating personalities and very low placement on the planar pecking order and food chain.
* {{Retcon}}: Mephits traditionally could represent one of the classical four elements or mixtures of multiple elements, resulting in a full ten subtypes just in the standard 3rd Edition ''Monster Manual''. 5th Edition pares their numbers down to six: dust, ice, magma, mud, smoke and steam mephits, born from where two or more elemental energy types interweave, which also explains why they are weaker than "pure" elementals.

to:

* BreathWeapon: All mephits can breathe MindRape: Meenlocks hunt by selecting a short cone target, then spending days stalking them while telepathically tormenting them, instilling paranoia through the feeling of their corresponding element type, either dealing minor damage or hampering foes by restraining being watched and followed, and filling them with a coating of mud, blinding the horrible certainty that monsters are going to come for them with dust in the night. This mental assault deals Wisdom damage (in 3rd Edition) or psychic damage (in 5th Edition), potentially rendering the meenlocks' victim helpless.
* TheMorlocks: Another degenerate race of formerly-civilized humanoids that lurks underground.
* TheParalyzer: Their claw attacks can paralyze opponents, allowing the meenlocks to haul them back to
their eyes, etc.
lairs.
* {{Conlang}}: In ''TabletopGame/{{Planescape}}'' lore, there's actually an established form of code language involving sending mephits, where the type(s) of mephit sent and the number of them sent conveys different responses or information. For obvious reasons, you only send mephits to rivals, enemies and SupernaturalFearInducer: Meenlocks give other people you just don't like. For example, an ice mephit indicates creatures the creeps and project a supernatural aura that the recipient is now officially forbidden from entering the home of the sender, with the number of ice mephits sent roughly indicating just how harshly they will instills terror.
* {{Telepathy}}: They can use this to communicate, but mostly to
be punished if they try.
unpleasant to their prey.
* DefeatEqualsExplosion: {{Teleportation}}: 3rd Edition meenlocks can use a ''dimension door'' effect every two rounds, while in 5th Edition mephits explode when killed, creating it's a similar effect [[ShadowWalker shadow teleport]] instead.
* {{Tulpa}}: In 5th Edition, meenlocks are created
as their breath weapon.
* EnemySummoner: Some imps have a chance of summoning a few more of their kind, in case one
manifestations of the things wasn't annoying enough.
* OurImpsAreDifferent: Mephits are small, devilish elementals with long noses, batlike wings, grating personalities and very low placement on the planar pecking order and food chain.
* {{Retcon}}: Mephits traditionally could represent one
fear of the classical four elements other beings. When a sapient creature experiences deep fear or mixtures of multiple elements, resulting in a full ten subtypes just dread in the standard 3rd Edition ''Monster Manual''. 5th Edition pares their numbers down to six: dust, ice, magma, mud, smoke and steam mephits, born from where two Feywild or an area highly influenced by it, one or more elemental energy types interweave, which also explains why they are weaker than "pure" elementals.meenlocks spontaneously come into being.
* WasOnceAMan: In most editions, meenlocks procreate by haunting humanoids, driving them mad, and eventually kidnapping them to transform them into new meenlocks. Once a creature has been converted in this way, only a ''wish'' or ''miracle'' can bring them back.


Added DiffLines:

[[folder:Mephit]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_mephits_5e.png]]
[[caption-width-right:349:Magma and ice mephits (5e)]]
->'''Classification:''' Outsider (3E), Elemental (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (3E), NeutralEvil (5E)

Imp-like creatures native to the Inner Planes. They come in an array of subspecies based on their elemental affinity, which affects their appearances, abilities and personalities, but one trait they all have in common is that they're incredibly annoying.
----
* BreathWeapon: All mephits can breathe a short cone of their corresponding element type, either dealing minor damage or hampering foes by restraining them with a coating of mud, blinding them with dust in their eyes, etc.
* {{Conlang}}: In ''TabletopGame/{{Planescape}}'' lore, there's actually an established form of code language involving sending mephits, where the type(s) of mephit sent and the number of them sent conveys different responses or information. For obvious reasons, you only send mephits to rivals, enemies and other people you just don't like. For example, an ice mephit indicates that the recipient is now officially forbidden from entering the home of the sender, with the number of ice mephits sent roughly indicating just how harshly they will be punished if they try.
* DefeatEqualsExplosion: 5th Edition mephits explode when killed, creating a similar effect as their breath weapon.
* EnemySummoner: Some imps have a chance of summoning a few more of their kind, in case one of the things wasn't annoying enough.
* OurImpsAreDifferent: Mephits are small, devilish elementals with long noses, batlike wings, grating personalities and very low placement on the planar pecking order and food chain.
* {{Retcon}}: Mephits traditionally could represent one of the classical four elements or mixtures of multiple elements, resulting in a full ten subtypes just in the standard 3rd Edition ''Monster Manual''. 5th Edition pares their numbers down to six: dust, ice, magma, mud, smoke and steam mephits, born from where two or more elemental energy types interweave, which also explains why they are weaker than "pure" elementals.
[[/folder]]
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Added DiffLines:

* HorrifyingTheHorror: Like neothelids, they are regarded by illithids as unnatural abominations, and the process of becoming one is considered heretical, while the illithids who tend to pursue ascension are almost universally viewed with disgust and hatred by illithid society.
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* BrainMonster: An intellect devourer basically a brain running around on four little legs. Its modus operandi is to crack a victim's skull open, remove the brain and take its place.

to:

* BrainMonster: An intellect devourer is basically a brain running around on four little legs. Its modus operandi is to crack a victim's skull open, remove the brain and take its place.
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* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, and in war with lead squads of precisely twelve monodrones into battle. The human-looking, six-armed hextons have a similar role, only they lead the 36 modron armies.

to:

* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, and in war with will lead squads of precisely twelve monodrones into battle. The human-looking, six-armed hextons have a similar role, only they lead the 36 modron armies.

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Changed: 7

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* MookMedice: Decatons, looking something like tentacles spheres on stumpy legs, are charged with physically maintaining other modrons, and can use magic like ''heal'' and ''healing circle'' at will.

to:

* MookMedice: MookMedic: Decatons, looking something like tentacles tentacled spheres on stumpy legs, are charged with physically maintaining other modrons, and can use magic like ''heal'' and ''healing circle'' at will.



* ThePoliticalOfficer: The cylindrical nonatons are explicitly compared to commissars, and are tasked with monitoring the loyalty of the decatons beneath them, and investigate rogue modrons.

to:

* ThePoliticalOfficer: The cylindrical nonatons are explicitly compared to commissars, and are tasked with monitoring the loyalty of the decatons beneath them, and investigate investigating rogue modrons.modrons.
* RogueDrone: It is ''extremely'' rare, but it is possible for modrons to suddenly stop acccepting their superiors' orders, especially if they spend a lot of time alone. In some cases the new rogue modron is content to leave Mechanus and explore their new individuality, but other times, a rogue modron tries to build their own power base. Since normal modrons will follow the orders of even a rogue superior, rogue modrons are treated as serious threats by the hierarchs, who expend considerable resources hunting them down, bringing them to trial, and destroying them.

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Changed: 755

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* InternalAffairs: Septons, appearing as humanoids with large, bald heads, are tasked with inspecting other modrons and ensuring that the regulations are being followed.



* LivingPolyhedron: The more powerful and important the modron, the more sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and so on until the upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.

to:

* LegacyCharacter: Primus, despite possessing the power of a lesser deity, ''can'' be killed, but in such instances, the nearest secundus is promoted to fill the position. That said, this process can create enough turmoil that outisde observers mistake it for a modron civil war, until the new Primus restores order.
* LivingPolyhedron: The more powerful and important the modron, the more sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and so on until the upper ranks ranks, from septon on, look increasingly humanoid.
* TheManBehindTheMan: Each modron can only comprehend the castes above and below it, which means that a newly-promoted modron is immediately surprised to learn that its supposed superiors in turn have superiors, and the only modrons aware of the all-powerful Primus are its four secundi servants.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and in war with lead squads of precisely twelve monodrones into battle.battle. The human-looking, six-armed hextons have a similar role, only they lead the 36 modron armies.
* MookMedice: Decatons, looking something like tentacles spheres on stumpy legs, are charged with physically maintaining other modrons, and can use magic like ''heal'' and ''healing circle'' at will.


Added DiffLines:

* ThePoliticalOfficer: The cylindrical nonatons are explicitly compared to commissars, and are tasked with monitoring the loyalty of the decatons beneath them, and investigate rogue modrons.

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* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them. It's mentioned that a modron who is marked with paint by someone hoping to [[DittoAliens distinguish it from other modrons]] will probably carry such a marking for the rest of its life, unless given orders to remove the paint -- which the modron probably won't even notice.

to:

* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
it. A pentadrone told to guard a hexton will obey its orders without any understanding of the hexton's role in the modron hierarchy, while a duodrone assigned to maintain a secundus' residence will do so without knowing who built the structure or why.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them. It's mentioned that a modron who is marked with paint by someone hoping to [[DittoAliens distinguish it from other modrons]] will probably carry such a marking for the rest of its life, as even if the modron notices the paint, it won't remove the marking unless given orders an express order to remove the paint -- which the modron probably won't even notice.do so by its superiors.



* NoBodyLeftBehind: Modrons and their equipment disintegrate when they're slain.




to:

* WhenThingsSpinScienceHappens: The Modron Cathedral in the heart of Regulus contains a great whirring, clicking Orrery of infinite detail and great complexity. Those who manage to study it for an hour and succeed at a high Knowledge check can realize that it's actually a model of the planes that can be used as a scrying tool, but the obstacles to that are the modron guards that kill non-modrons on sight, as well as the fact that those who fail their checks by five points or more are hit with a ''confusion'' effect. Primus and the secundi also know the secret of how to use the Orrery as a teleportation device.

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Changed: 1195

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'''Challenge Rating:''' 8 (4E); 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\

to:

'''Challenge Rating:''' 1/2 (monodrone) to 19 (secundus) (3E); 8 (4E); 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\



* AirborneMook: Quadrones are the only winged variant of modrons, and often combine this with their proficiency with bows to serve as aerial ranged support for modron forces.

to:

* AirborneMook: Quadrones are the only winged variant of base modrons, and often combine this with their proficiency with bows to serve as aerial ranged support for modron forces.forces.
* BizarreAlienReproduction: Modrons have figured out how to "pool" their race's life force in their capital of Regulus, and whenever one modron dies, its life force returns to this pool. Then the nearest modron of the next lowest rank transforms to replace its lost superior, which creates a gap in the caste below that is instantly filled, and so on all the way down to the monodrone level, at which point a monodrone draws life energy from that central pool to reproduce via fission.
* BlueAndOrangeMorality: Even modrons' understanding of order can be incomprehensible to other races. For instance, a modron librarian may decide to arrange one book collection alphabetically by title, another by subject, and a third based on which page of a book its last diagram appears. "All three of these approaches might somehow be vital to maintaining the overall order, as defined by the modrons. Order, after all, does not necessarily need to be understandable."



* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.

to:

* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them. It's mentioned that a modron who is marked with paint by someone hoping to [[DittoAliens distinguish it from other modrons]] will probably carry such a marking for the rest of its life, unless given orders to remove the paint -- which the modron probably won't even notice.



* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.

to:

* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely PainfulTransformation: While the level physical changes accompanying a promotion to a higher rank of complexity needed for its purpose, and modron are jarring enough, more distressing is the expanded awareness that accompanies it. "Imagine the shock of a duodrone, which previously knew only able of monodrones, duodrones, and tridrones, when it undergoes a promotion to communicate with tridrone. Suddenly, it discovers that some of those inexplicable creatures around it are quadrones -- members of its own race and its new superiors!" Downplayed in that despite this shock, modrons seem to adapt almost instantly to their new form and role in the castes immediately above and below it.hierarchy.

Added: 907

Changed: 723

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A creature entry's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of party balance. A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.



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



->'''Classification:''' Construct (5E)\\
'''Challenge Rating:''' 1 (hypnos), 2 (demos), 3 (galvan) (5E)\\
'''Alignment:''' TrueNeutral

to:

->'''Classification:''' Natural Animate (4E), Construct (5E)\\
'''Challenge Rating:''' 2 (4E); 1 (hypnos), 2 (demos), 3 (galvan) (5E)\\
'''Alignment:''' TrueNeutral
TrueNeutral, Unaligned (4E)



* AchillesHeel: They are quite vulnerable to silver, and silvered weapons deal the maximum possible damage to malaugryms, which cannot be healed through non-magical means.

to:

* AchillesHeel: They are quite vulnerable to silver, and silvered Silvered weapons deal the maximum possible damage to malaugryms, which cannot be healed through non-magical means.



->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' LawfulEvil

to:

->'''Classification:''' Magical Beast (3E), Natural Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 10 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
LawfulEvil, Evil (4E)



* OurManticoresAreSpinier: Most editions have given manticores a fairly straightforward appearance with a lion body, batlike wings, a human head with three rows of shark-like teeth, and a tail tipped with a cluster of spines that they can launch like arrows, but the 3.5 ''Monster Manual'' depicts them with low-slung, leopard spotted bodies and heads resembling twisted, monstrous monkeys more than anything else. Regardless of appearance, they're evil, aggressive beings with a taste for human flesh.

to:

* OurManticoresAreSpinier: Most editions have given manticores a fairly straightforward appearance with a lion body, batlike wings, a human head with three rows of shark-like teeth, and a tail tipped with a cluster of spines that they can launch like arrows, but the 3.5 3E ''Monster Manual'' depicts them with low-slung, leopard spotted bodies and heads resembling twisted, monstrous monkeys more than anything else. Regardless of appearance, they're evil, aggressive beings with a taste for human flesh.



->'''Classification:''' Monstrous Humanoid (3E), Humanoid (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil

to:

->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 4 (3E), 11 (4E), 1 (5E)\\
'''Alignment:''' NeutralEvil
NeutralEvil, ChaoticEvil (4E)



->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 6 (5E)\\
'''Alignment:''' LawfulEvil

to:

->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 10 (4E), 6 (5E)\\
'''Alignment:''' LawfulEvil
LawfulEvil, Evil (4E)



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

to:

'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\



->'''Classification:''' Aberration (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E); 2 (standard), 8 (hoard mimic) (5E)\\
'''Alignment:''' TrueNeutral

to:

->'''Classification:''' Aberration (3E), Aberrant Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E); (3E), 8 (4E), 2 (standard), 8 (hoard mimic) (5E)\\
'''Alignment:''' TrueNeutral
TrueNeutral, Unaligned (4E)



'''Alignment:''' LawfulEvil (3E, 5E), Evil (4E)

to:

'''Playable:''' 3E\\
'''Alignment:''' LawfulEvil (3E, 5E), LawfulEvil, Evil (4E)



->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 25 (3E), 14 (5E)\\
'''Alignment:''' LawfulEvil

to:

->'''Classification:''' Aberration (3E, 5E)\\
5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 25 (3E), 23 (4E), 14 (5E)\\
'''Alignment:''' LawfulEvil
LawfulEvil, Evil (4E)



->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\

to:

->'''Classification:''' Monstrous Humanoid (3E), Natural Humanoid (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 10 (4E), 3 (5E)\\(5E)\\
'''Playable:''' 2E-5E\\



'''Challenge Rating:''' 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\
'''Alignment:''' LawfulNeutral

to:

'''Challenge Rating:''' 8 (4E); 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\
'''Playable:''' 2E (rogue modron)\\
'''Alignment:''' LawfulNeutral
LawfulNeutral, Unaligned (4E)



'''Playable:''' 2E-3E\\



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

to:

'''Challenge Rating:''' 10 (3E)\\
(3E, 4E)\\
'''Alignment:''' NeutralEvil
NeutralEvil (3E), Evil (4E)



->'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 1/2 (junior worker), 1 (average worker), 2 (elder worker), 4 (guard), 6 (circle leader), 7 (sovereign) (3E); 0 (scout), 1/2 (adult), 2 (sovereign) (5E)\\
'''Alignment:''' LawfulNeutral

to:

->'''Classification:''' Plant (3E, 5E)\\
5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (junior worker), 1 (average worker), 2 (elder worker), 4 (guard), 6 (circle leader), worker) to 7 (sovereign) (3E); 3 (guard) to 4 (sovereign); 0 (scout), 1/2 (adult), 2 (sovereign) (5E)\\
'''Alignment:''' LawfulNeutral
LawfulNeutral, Unaligned (4E)
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Added DiffLines:

[[folder:Mephling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mephling_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any

Small humanoids occasionally born to mephit parents, granting them some of the power of the Inner Planes.
----
* BreathWeapon: A few times per day, a mephling can unleash a breath weapon appropriate to their elemental type -- a cone of dust and grit, rock shards, fire or caustic liquid.
* ElementalPowers: Mephlings cast spells with the same elemental descriptor as them at a higher level, and their air, earth and water subraces get flight, burrowing and swim speeds, respectively.
* HalfHumanHybrid: Mephlings' origins are uncertain -- in one story, they're the result of ancient unions between mephits and some forgotten humanoid race, while another is "a darker tale of a megalomaniacal mage seeking to imprint his essence on another race."
* ParentalAbandonment: Evil mephits will dump a mephling child on a hostile plane, while kinder mephits will leave their child in a place where other creatures might find it. At any rate, mephlings are either adopted by other creatures or grow up on their own.
* WingedHumanoid: Air mephits have wispy wings, though their (perfect) flight speed is only 10 feet per round.
[[/folder]]

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->'''Alignment:''' Unaligned

to:

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_magran_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
TrueNeutral



* AlluringAnglerfish: A serpentine example; a magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can affect those who come close enough, transfixing victims until the monster attacks them. Interestingly, if this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic glow doesn't immediately dim, but remains usable for a couple of weeks -- the catch is, the thing's bearer, though immune to the ''hypnotic pattern'' effect themself, can [[ArtifactOfAttraction grow obessed with the orb]], refusing to part with it even after its magic runs out.
* InvisibleMonsters: Magrans can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only visible in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* MonstrousCannibalism: Newborn magrans are abandoned by their parents, so the larger hatchlings typically feed upon their smaller kin until they grow large enough to hunt conventional prey.
* SwallowedWhole: Their maws are wide enough to swallow prey whole, but their gullets are so small that Medium-sized victims can't move or attempt to cut their way free, leaving them to suffer acid and crushing damage even as they rapidly suffocate.

to:

* AlluringAnglerfish: A serpentine example; a magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can affect transfix those who come close enough, transfixing victims too close, leaving them helpless until the monster attacks them. Interestingly, if this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic glow doesn't immediately dim, but remains usable for a couple of weeks -- the catch is, the thing's bearer, though immune to the ''hypnotic pattern'' effect themself, can [[ArtifactOfAttraction grow obessed obsessed with the orb]], refusing to part with it even after its magic runs out.
* {{Intangibility}}: Actually averted; though native to the Ethereal Plane, magran stay exclusively in the Deep Ethereal, where they prey upon the likes of thought eaters, xill, or planeswalkers. Thus, they never attack Material Plane creatures from the Border Ethereal and appear intangible relative to them.
* InvisibleMonsters: Magrans Magran can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only visible seen briefly in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* MonstrousCannibalism: Newborn magrans magran are abandoned by their parents, so the larger hatchlings typically feed upon their smaller kin until they grow large enough to hunt conventional prey.
* SwallowedWhole: Their maws are wide enough to swallow prey whole, but their gullets are so small that Medium-sized victims can't move or attempt to cut their way free, leaving them to suffer acid and crushing damage even as until they rapidly suffocate.suffocate in a few rounds.

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[[folder:Magran]]
->'''Alignment:''' Unaligned

20-foot-long predators that lurk in the depths of the Ethereal Plane, using a glowing lure on their heads to attract prey.
----
* AlluringAnglerfish: A serpentine example; a magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can affect those who come close enough, transfixing victims until the monster attacks them. Interestingly, if this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic glow doesn't immediately dim, but remains usable for a couple of weeks -- the catch is, the thing's bearer, though immune to the ''hypnotic pattern'' effect themself, can [[ArtifactOfAttraction grow obessed with the orb]], refusing to part with it even after its magic runs out.
* InvisibleMonsters: Magrans can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only visible in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* MonstrousCannibalism: Newborn magrans are abandoned by their parents, so the larger hatchlings typically feed upon their smaller kin until they grow large enough to hunt conventional prey.
* SwallowedWhole: Their maws are wide enough to swallow prey whole, but their gullets are so small that Medium-sized victims can't move or attempt to cut their way free, leaving them to suffer acid and crushing damage even as they rapidly suffocate.
[[/folder]]



* BodyHorror: Moignos attack by "invading" other creatures and producing a paradox within their internal systems, "shorting out" their body to damage it.



* GeniusDitz: When it comes to mathematics, moignos' have veritably god-like Intelligence scores, but in all other regards they're little smarter than ogres, simply because they don't fully understand the three-dimensional universe they inhabit.



* MindRape: Moignos attack by "invading" other creatures and producing a paradox within their internal systems, "shorting out" their body to damage it.
* MouthfulOfPi: They are ''obsessed'' with working out the exact value of pi, and spend every moment of their existence devoting their primary processing power to this tak -- all the math work they do for the modrons are performed by moignos' subroutines. In fact, the origianl moignos nearly took over Mechanus before the modrons introduced the concept of pi to them, giving the moignos something new to focus on.

to:

* MindRape: Moignos attack by "invading" other creatures and producing a paradox within their internal systems, "shorting out" their body to damage it.
* MouthfulOfPi: They are ''obsessed'' with working out the exact value of pi, and spend every moment of their existence devoting their primary processing power to this tak -- all the math work they do for the modrons are performed by moignos' subroutines. In fact, the origianl original moignos nearly took over Mechanus before the modrons introduced the concept of pi to them, giving the moignos something new to focus on.
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''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\

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''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\Edition]]''\\



''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\

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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\Deities]]''\\



''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]

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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]

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[[folder:Mantari]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_mantari_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' TrueNeutral

Flying rays that inhabit caves and dungeons, usually feeding on vermin, but they're likely to attack larger creatures.

to:

[[folder:Mantari]]
[[quoteright:300:https://static.
[[folder:Malaugrym]]
[[quoteright:315:https://static.
tvtropes.org/pmwiki/pub/images/d&d_mantari_2e.org/pmwiki/pub/images/d&d_malaugrym_3e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' TrueNeutral

Flying rays that inhabit caves
[[caption-width-right:315:3e]]
->'''Classification:''' Shapechanger (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil (3E), Evil (4E)

Sometimes known as "shadowmasters," these beings have crossed the Plane of Shadow to infiltrate
and dungeons, usually feeding on vermin, but they're likely to attack larger creatures.prey upon the races of the Material Plane.



* AttackAnimal: Young mantari can be trained by those looking for a guard animal or pest controller.
* BewareMyStingerTail: Their mouths are used only for eating, so mantari attack by hovering over foes, jabbing with their tails while keeping the rest of their bodies out of reach.
* FlyingSeafoodSpecial: Mantari have an innate, magical flight ability, so their "wings" are mainly used to maneuver.
* HeWasRightThereAllAlong: When lying on the dungeon or cave floor, a mantari might be mistaken for a puddle of brackish water.
* PoisonousPerson: Their tails carry a poison that [[NonHealthDamage damages the victim's Strength and Dexterity]], while mantari themselves are mildly poisonous -- anyone who consumes their flesh has to save or be incapacitated with nausea.
* SinisterStingrays: Mantari are flying monsters that bear a strong resemblance to manta rays (leading to speculation about their relation to cloakers and trappers), and are aggressive enough to go after adventurers. Most mantari are only about four feet across, but there are rumors of "greater" mantari in the depths of the Underdark with 10-foot wingspans.

to:

* AttackAnimal: Young mantari can AchillesHeel: They are quite vulnerable to silver, and silvered weapons deal the maximum possible damage to malaugryms, which cannot be trained by those looking for a guard animal or pest controller.
healed through non-magical means.
* BewareMyStingerTail: DimensionalTraveler: Malaugrym are "creatures of pure evil native to some alien plane," not the Plane of Shadow itself, though they use the Shadowfell to reach the Material Plane.
* EatenAlive:
Their mouths are used only for eating, so mantari attack by hovering over foes, jabbing entry explains that malaugrym's "greatest delight is extending a jawed tentacle down a living captive's throat and eatting them from the inside out."
* FlyingFace: Their rarely-seen natural form is that of a beaked, three-eyed, alien head
with three hooked tentacles extending from it.
* VoluntaryShapeshifting: They can ''shapechange'' as a 20th-level sorcerer, [[EyesAreMental but the glimmering golden light in
their tails while keeping the rest of their bodies out of reach.
* FlyingSeafoodSpecial: Mantari have an innate, magical flight ability, so their "wings" are mainly used to maneuver.
* HeWasRightThereAllAlong: When lying on the dungeon or cave floor, a mantari might be mistaken for a puddle of brackish water.
* PoisonousPerson: Their tails carry a poison that [[NonHealthDamage damages the victim's Strength and Dexterity]], while mantari themselves are mildly poisonous -- anyone who consumes their flesh has to save or be incapacitated
eyes]] can [[GlamourFailure give them away with nausea.
* SinisterStingrays: Mantari are flying monsters that bear
a strong resemblance to manta rays (leading to speculation about their relation to cloakers and trappers), and are aggressive enough to go after adventurers. Most mantari are only about four feet across, but there are rumors of "greater" mantari in the depths of the Underdark with 10-foot wingspans.sufficiently-high Spot check.]]


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[[folder:Mantari]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_mantari_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' TrueNeutral

Flying rays that inhabit caves and dungeons, usually feeding on vermin, but they're likely to attack larger creatures.
----
* AttackAnimal: Young mantari can be trained by those looking for a guard animal or pest controller.
* BewareMyStingerTail: Their mouths are used only for eating, so mantari attack by hovering over foes, jabbing with their tails while keeping the rest of their bodies out of reach.
* FlyingSeafoodSpecial: Mantari have an innate, magical flight ability, so their "wings" are mainly used to maneuver.
* HeWasRightThereAllAlong: When lying on the dungeon or cave floor, a mantari might be mistaken for a puddle of brackish water.
* PoisonousPerson: Their tails carry a poison that [[NonHealthDamage damages the victim's Strength and Dexterity]], while mantari themselves are mildly poisonous -- anyone who consumes their flesh has to save or be incapacitated with nausea.
* SinisterStingrays: Mantari are flying monsters that bear a strong resemblance to manta rays (leading to speculation about their relation to cloakers and trappers), and are aggressive enough to go after adventurers. Most mantari are only about four feet across, but there are rumors of "greater" mantari in the depths of the Underdark with 10-foot wingspans.
[[/folder]]

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* EternalRecurrence: Every 289 years, when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.

to:

* EternalRecurrence: Every 289 years, when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive this Great Modron March to return to Mechanus.Mechanus, and the event ironically causes a great deal of chaos across the planes.



!!Moigno
[[quoteright:262:https://static.tvtropes.org/pmwiki/pub/images/d&d_moigno_2e.jpg]]
[[caption-width-right:262:2e]]

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!!Moigno
[[quoteright:262:https://static.
!!Gear Spirit
[[quoteright:301:https://static.
tvtropes.org/pmwiki/pub/images/d&d_moigno_2e.org/pmwiki/pub/images/d&d_gear_spirit_2e.jpg]]
[[caption-width-right:262:2e]][[caption-width-right:301:2e]]



Living mathematical equations that roam Mechanus, begrudgingly doing calculations on behalf of the modrons.

to:

Living mathematical equations that roam Mechanus, begrudgingly doing calculations on behalf Intelligent creatures of living metal who serve the modrons.modrons by keeping Mechanus' gears turning.


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* AchillesHeel: Though resistant to several kinds of energy and immune to many status or mind-affecting effects, gear spirits rust at twice the rate of normal metal. "There is no more horrifying fate for gear spirits than being shackled in a dank, wet cell and doomed to death by oxidization -- except, perhaps, confronting a rust dragon."
* HauntedTechnology: Gear spirits can ''meld with metal'', taking control of and animating a device (within the limits of its functionality, so it could make a ballista fire itself but not cause a lamppost to attack).
* IJustWantToBeFree: Despite their Lawful natures, and as much as they love their home gears of Mechanus, gear spirits quietly resent serving the less individualistic modrons, and some slip away from their duties or feel the irresistable urge to go on a walkabout. In such cases, the modrons will do their best to keep an abandoned gear turning, while tracking down and retrieving the wayward gear spirit (because a replacement can't be made until the old one is brought back).
* MooksAteMyEquipment: Their attacks reduce the protective value of their opponent's armor with every hit, until the armor is completely ruined.
* NatureSpirit: Of a sort; gear spirits are bound to the gears of Mechanus in the same way that dryads are bound to trees. They'll even sicken and die if kept away from metal for too long.
* VoluntaryShapeshifting: They can take the appearance of any small mechanical tool or device.

!!Moigno
[[quoteright:262:https://static.tvtropes.org/pmwiki/pub/images/d&d_moigno_2e.jpg]]
[[caption-width-right:262:2e]]
->'''Alignment:''' LawfulNeutral

Living mathematical equations that roam Mechanus, begrudgingly doing calculations on behalf of the modrons.
----
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!!Moigno
[[quoteright:262:https://static.tvtropes.org/pmwiki/pub/images/d&d_moigno_2e.jpg]]
[[caption-width-right:262:2e]]
->'''Alignment:''' LawfulNeutral

Living mathematical equations that roam Mechanus, begrudgingly doing calculations on behalf of the modrons.
----
* CreatingLifeIsUnforeseen: The moignos were born relatively recently by planar standards, less than a mere millennium ago, when a brilliant mathematician named Moigno collapsed in a babbling heap after conceptualizing multidimensional, functional mathematics -- this idea found refuge in Mechanus and assembled the parameters to enter the three-dimensional world in a two-dimensional body.
* GoodWithNumbers: Moignos are living calculators/calculations, and will crunch the numbers concerning "gear rotation rates, interaction intervals, acceleration and deceleration frequencies, and the like," or in other words the nitty-gritty details vital to making Mechanus run smoothly.
* MindRape: Moignos attack by "invading" other creatures and producing a paradox within their internal systems, "shorting out" their body to damage it.
* MouthfulOfPi: They are ''obsessed'' with working out the exact value of pi, and spend every moment of their existence devoting their primary processing power to this tak -- all the math work they do for the modrons are performed by moignos' subroutines. In fact, the origianl moignos nearly took over Mechanus before the modrons introduced the concept of pi to them, giving the moignos something new to focus on.
* NoSell: As living equations, moignos can't be damaged by physical means, and will nigh-instantly repair themselves from other damage. The exceptions are mental attacks that disrupt thought processes, which slow moignos' movement and prevent repair, and more significantly the psychokinetic devotion ''molecular manipulation'', which causes nearby moignos to vanish for a few turns.
* PaperPeople: Moignos look like two-dimensional strings of equations that teleport around Mechanus.
* RebusBubble: They communicate via strings of mathematical symbols, which modrons and the like can understand intuitively. [[AMindIsATerribleThingToRead Mental contact with moignos is not advised,]] the last to try couldn't handle the images he received and spent two weeks in shock.

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* MerchantCity: The mercanes run the demiplane-city of Union, a great cross-planar trading stop, founded largely due to the mercanes' aversion to operating in [[TabletopGame/{{Planescape}} Sigil]].



Rarely, an ankheg egg produces an insectoid monster with a silvery carapace and dangerous intelligence, which quickly leaves the nest to strike out on its own. These mockery monarchs are able to spawn copies of humanoids they consume, and send those mockery drones to lure more victims to their lairs.

to:

Rarely, an ankheg egg produces an insectoid monster with a silvery carapace and dangerous intelligence, which quickly leaves the nest to strike out on its own. These mockery monarchs are able to spawn copies of humanoids they consume, and send those such mockery drones to lure more victims to their lairs.


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[[folder:Moon Horse]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_moon_horse_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Alignment:''' ChaoticGood

Properly ''teu'kelytha'', these intelligent and magical equines are unique to elven lands, roaming freely or voluntarily serving as steeds.
----
* ImmortalProcreationClause: Moon horses are quite long-lived, often reaching their second century, but have correspondingly lower fertility rates than normal horses. Thus, a new birth is a momentous event celebrated by moon horses and elves alike.
* MageSpecies: Each moon horse can innately cast a single spell each day, ranging from ''magic missile'' to ''sleep'' to ''knock'' or even ''summon swarm.''
* NoSell: They're completely immune to the special attacks of undead creatures such as level drain, paralysis or poison effects, though physical attacks and spells affect them normally.
* SapientSteed: They have above average intelligence, and are fully capable of understanding Elvish, though they cannot speak and thus must respond non-verbally.
[[/folder]]

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[[folder:Magen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_magen_demos_5e.png]]
[[caption-width-right:350:Demos magen (5e)]]
->'''Classification:''' Construct (5E)\\
'''Challenge Rating:''' 1 (hypnos), 2 (demos), 3 (galvan) (5E)\\

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[[folder:Magen]]
[[folder:Maenad]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_magen_demos_5e.png]]
[[caption-width-right:350:Demos magen (5e)]]
org/pmwiki/pub/images/d&d_maenad_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (5E)\\
Humanoid (3E)\\
'''Challenge Rating:''' 1 (hypnos), 2 (demos), 3 (galvan) (5E)\\1/2 (3E)\\



Human-shaped constructs crafted by mages to be intelligent and perfectly obedient servants. Their name derives from ''gens magica'', or "magical people."

to:

Human-shaped constructs crafted by mages to be intelligent and perfectly obedient servants. Their name derives from ''gens magica'', or "magical people."A psionic race that hides their extreme emotions beneath apparent reserve.


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* TheBerserker: Once per day, a maenad can subjugate their mentality to boost their physical strength, gaining bonuses to Strength but penalties to Intelligence and Wisdom for a few rounds.
* CallAPegasusAHippogriff: The maenads of Myth/ClassicalMythology were frenzied, all-female followers of Bacchus/Dionysus, or in other words what ''D&D'' labeled "bacchae" for a separate creature entry. These maenads have little in common with their source myth other than extreme emotions.
* EverythingsBetterWithSparkles: Maenads' pale skin is flecked with living crystal, which sparkles like gem dust; coincidentally, they're known for having almost elven grace and beauty.
* MakeMeWannaShout: They can vent their emotional turmoil with a sonic ''energy ray'' once per day.
* NotSoStoic: Maenads have developed strict self-control to contain their race's innate emotional turmoil, a "spiritual anger" the legend says is the result of a terrible wrong by a higher power in the maenad's past, or even the remnant of the maenads' bestial ancestry. So maenads seem calm and taciturn, but on the rare occasions they lost control, those repressed emotions burst free in acts of stunning bravery or violence.
* PsychicPowers: All maenads are natural psionicists, perhaps owing to the mental self-discipline required to keep their emotions under control.
[[/folder]]

[[folder:Magen]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_magen_demos_5e.png]]
[[caption-width-right:350:Demos magen (5e)]]
->'''Classification:''' Construct (5E)\\
'''Challenge Rating:''' 1 (hypnos), 2 (demos), 3 (galvan) (5E)\\
'''Alignment:''' TrueNeutral

Human-shaped constructs crafted by mages to be intelligent and perfectly obedient servants. Their name derives from ''gens magica'', or "magical people."
----

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[[folder:Meazel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_meazel_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Humanoid (5E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\

to:

[[folder:Meazel]]
[[folder:Maulgoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_meazel_5e.org/pmwiki/pub/images/d&d_maulgoth_3e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E), Humanoid (5E)\\
Aberration (3E)\\
'''Challenge Rating:''' 4 (3E), 1 (5E)\\17 (3E)\\



Degenerate humanoids that lurk in dismal places while stalking prey.

to:

Degenerate humanoids that lurk in dismal places while stalking prey.Huge amalgamations of flesh and stone, these beings are among the most dangerous inhabitants of the Underdark.



* BackStab: 3rd Edition meazels can deal extra Sneak Attack damage to flanked or surprised foes.
* {{Curse}}: The 5th Edition meazels curse any creature they take through a shadow teleport, which allows undead and other Shadowfell creatures to sense the cursed victim from a distance of 300 feet.
* PoisonousPerson: Swamp-dwelling meazels carry an unslightly skin disease that doesn't affect them, but can infect those they hit with claw attacks, dealing [[NonHealthDamage Dexterity and Constitution damage.]]
* {{Retcon}}: In 3rd Edition, meazels are diseased, swamp-dwelling creatures that stalk and murder other humanoids with their stealth skills. In 5th Edition, meazels are debased creatures of the Shadowfell that murder other humanoids with their shadow magic.
* ShadowWalker: Stepping into a shadow allows a 5th Edition meazel to magically move to another one.
* SuperReflexes: 3rd Edition meazels share a rogue's Evasion ability, allowing them to fully avoid attacks with a Reflex saving throw.
* WasOnceAMan: As per their current lore, meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence and ended up transformed by the darkness.

to:

* BackStab: 3rd Edition meazels can deal extra Sneak Attack damage {{Druid}}: It's noted that maulgoths have a druid's power over the natural world, thanks to flanked or surprised foes.
* {{Curse}}: The 5th Edition meazels curse any creature they take through a shadow teleport, which allows undead
spell-like abilities such as ''[[GreenThumb control plants]]'', ''[[TheBeastmaster dominate animal]]'' and other Shadowfell ''[[DishingOutDirt stone shape]]'', but the creatures have none of a true druid's love and respect for their environment, and callously manipulate their surroundings to sense the cursed victim aid in hunts or to protect themselves.
* DungeonBypass: Maulgoths can glide through solid stone like a xorn, which they use to launch ambushes or escape losing battles.
* SiliconBasedLife: They're roughly rhino-shaped monsters with bodies covered in rocky spikes and protrusions all but indistinguishable
from a distance of 300 feet.
stone.
* PoisonousPerson: Swamp-dwelling meazels carry an unslightly skin disease that doesn't affect them, but TentacleRope: They can infect those they hit with claw attacks, dealing [[NonHealthDamage Dexterity grapple and Constitution damage.]]
* {{Retcon}}: In 3rd Edition, meazels are diseased, swamp-dwelling creatures that stalk and murder other humanoids
constrict opponents with their stealth skills. In 5th Edition, meazels are debased creatures of the Shadowfell that murder other humanoids with their shadow magic.
tentacles.
* ShadowWalker: Stepping into a shadow allows a 5th Edition meazel to magically WallCrawl: Maulgoths can move to another one.
at full speed up walls and across ceilings.
* SuperReflexes: 3rd Edition meazels share WeaponizedTeleportation: They can make an "ethereal jolt" attack by striking a rogue's Evasion ability, allowing them to fully avoid attacks foe with a Reflex saving throw.
* WasOnceAMan: As per their current lore, meazels are all that remain of people who fled into
tentacle, potentially shunting them onto the Shadowfell to escape their mortal existence and ended up transformed by the darkness.Ethereal Plane.



[[folder:Medusa]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_medusa_5e.png]]

to:

[[folder:Medusa]]
[[folder:Meazel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_medusa_5e.org/pmwiki/pub/images/d&d_meazel_5e.png]]



[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/medusa_d&d.png[[/labelnote]]]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 6 (5E)\\
'''Alignment:''' LawfulEvil

Snake-haired women who can turn living beings to stone with their gaze.

to:

[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/medusa_d&d.png[[/labelnote]]]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity Humanoid (5E)\\
'''Challenge Rating:''' 7 4 (3E), 6 1 (5E)\\
'''Alignment:''' LawfulEvil

Snake-haired women who can turn living beings to stone with their gaze.
NeutralEvil

Degenerate humanoids that lurk in dismal places while stalking prey.



* BackStab: 3rd Edition meazels can deal extra Sneak Attack damage to flanked or surprised foes.
* {{Curse}}: The 5th Edition meazels curse any creature they take through a shadow teleport, which allows undead and other Shadowfell creatures to sense the cursed victim from a distance of 300 feet.
* PoisonousPerson: Swamp-dwelling meazels carry an unslightly skin disease that doesn't affect them, but can infect those they hit with claw attacks, dealing [[NonHealthDamage Dexterity and Constitution damage.]]
* {{Retcon}}: In 3rd Edition, meazels are diseased, swamp-dwelling creatures that stalk and murder other humanoids with their stealth skills. In 5th Edition, meazels are debased creatures of the Shadowfell that murder other humanoids with their shadow magic.
* ShadowWalker: Stepping into a shadow allows a 5th Edition meazel to magically move to another one.
* SuperReflexes: 3rd Edition meazels share a rogue's Evasion ability, allowing them to fully avoid attacks with a Reflex saving throw.
* WasOnceAMan: As per their current lore, meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence and ended up transformed by the darkness.
[[/folder]]

[[folder:Medusa]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_medusa_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/medusa_d&d.png[[/labelnote]]]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E), 6 (5E)\\
'''Alignment:''' LawfulEvil

Snake-haired women who can turn living beings to stone with their gaze.
----



Small, vaguely bug-like horrors that stalk and torment a chosen victim before abducting them back to their lair and converting their captive into one of them.

to:

Small, vaguely bug-like horrors that stalk and torment a chosen victim before abducting them back to their lair and converting their captive for converstion into one of them.a new meenlock.



* YouHaveFailedMe: The merchurions used to be a race of giants that excelled in metalcrafting, and were tasked by Surtur, Lord of the Fire Giants, to make weapons superior to the dwarves' adamantine waraxes. When decades of work produced only a slag of mercurial metal inside a magma rift, and enraged Surtur threw the merchurions into their own creation, inadvertently transforming them into their current state. As much as the merchurions have a jealous hatred towards fire giants, they still feel deep shame over failing Surtur.

to:

* YouHaveFailedMe: The merchurions used to be a race of giants that excelled in metalcrafting, and were tasked by Surtur, Lord of the Fire Giants, to make weapons superior to the dwarves' adamantine waraxes. When decades of work produced only a slag of mercurial metal inside a magma rift, and an enraged Surtur threw the merchurions into their own creation, inadvertently transforming them into their current state. As much as the merchurions have a jealous hatred towards fire giants, they still feel deep shame over failing Surtur.
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Added DiffLines:

[[folder:Mudman]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_mudman_2e.png]]
[[caption-width-right:300:2e]]
->'''Classification:''' Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 2 (4E)\\
'''Alignment:''' Unaligned

Mindless, man-shaped masses of muck that arise where enchanted waters have evaporated.
----
* DishingOutDirt: Mudmen attack by hurling muck at their opponents, slowing their movement with each hit as the mud hardens on impact. If the victim's movement reaches 0, [[SinisterSuffocation they begin to suffocate from the mud covering their mouth and nose.]]
* MagicEater: They feed upon the residual dweomer left on the bottom of the pools they inhabit.
* SuicideAttack: If an opponent comes within 10 feet of a mudman, it will literally hurl itself at its opponent, destroying the mudman but greatly slowing its victim's movement.
* SwampMonster: They're {{Muck Monster}}s composed of swamp mud.
[[/folder]]
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* HeelFaceTurn: In ''exceptionally'' rare cases, individual illithids have been known to overcome their inherent desires and become morally neutral, and in extreme case even ''good,'' questioning the need to dominate others and consume brains. These individuals who think differently would quickly be rooted out and killed by other illithids if discovered, and as such most need to live in isolation from their kind.

to:

* HeelFaceTurn: In ''exceptionally'' rare cases, individual illithids have been known to overcome their inherent desires and become morally neutral, and in extreme case even ''good,'' questioning the need to dominate others and consume brains. These individuals who think differently would quickly be rooted out and killed by other illithids if discovered, and as such most need to live in isolation from their kind.kind, proving that they're NotAlwaysEvil.

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