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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
to:
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N [[Characters/DungeonsAndDragonsCreaturesNToO N to Q''' O]] | [[Characters/DungeonsAndDragonsCreaturesPToQ P to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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Monsters from the myriad worlds of ''TabletopGame/DungeonsAndDragons''.
[[folder:Notes on the Entries]]
* A creature's '''Origin''' denotes the specific campaign setting it debuted in, if any. This is not to say that setting is the only place that creature can be found -- ''D&D'' has a long history of repackaging creatures from sub-settings for general use, and ultimately the DM decides what appears in a game.
* A creature's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30.
* 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]]
[[foldercontrol]]
!!N
[[folder:Naga]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_spirit_naga_5e.png]]
[[caption-width-right:349:Spirit naga (5e)]]
->'''Classification:''' Aberration (3E), Immortal Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 8 (dark, iridescent) to 18 (nagahydra) (3E); 12 (guardian) to 25 (primordial) (4E); 4 (bone), 8 (dark, spirit), 10 (guardian) (5E)\\
'''Alignment:''' LawfulGood (guardian), ChaoticGood (iridescent), TrueNeutral (nagahydra), LawfulEvil (bone, dark), ChaoticEvil (spirit)
Serpentine creatures with human faces, as well as great wisdom and magical power. They tend to become the unquestioned rulers of their territories, though whether they are benevolent or tyrannical depends on the naga.
----
* ArchEnemy: Nagas don't get along with the yuan-ti, the other race of serpent people that happen to share the nagas' preferred territory and consider themselves the epitome of snakedom. In rare cases the two will cooperate, but the yuan-ti always chafe under a naga's authority.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* HealingFactor: Nagahydras steadily regenerate health in general, and will grow back severed heads within a few rounds.
* LanguageEqualsThought: Nagas are supremely arrogant beings, and each views themself as incarnate perfection, other members of its specific breed as nearly so, other nagas as further flawed, and non-nagas as increasingly imperfect. Consequently, they have no concept of equal rank, and their language has no word for "peer".
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* OurHydrasAreDifferent: Nagahydras are a large variant of naga whose bodies fork into multiple necks and heads, each of a different color, which will grow back if severed unless the stump is seared with fire.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* RoyalWe: Nagas tend to believe themselves, personally, the pinnacle of creation, and usually refer to themselves in the plural. Most go further and specifically call themselves ''Ssa'Naja'', "We the Ideal".
* ServantRace: In ''Forgotten Realms'', the nagas were created by the sarrukh to serve as explorers, scouts, and magical researchers.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* SuperSpit: Guardian nagas can spit their venom at up to thirty feet away from themselves.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby creatures.
* WalkingTheEarth: Iridescent nagas spend their lives wandering the world, searching for new discoveries and beauty.
!!Ha-Naga
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_ha_naga_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 22 (3E)\\
'''Alignment:''' ChaoticEvil
These immense naga lords are often worshipped by spirit nagas as living gods, and prefer to lair within the ruined palaces or temples of civilizations they have personally destroyed.
----
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a chameleon's camouflage.
* CharmPerson: They gaze replicates a ''mass charm'' effect.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its own prowess.
* {{Flight}}: Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* LargeAndInCharge: Ha-nagas are immense, towering above the lesser nagas that serve them and worship them as gods.
!!Nagatha
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_nagatha_3e.png]]
[[caption-width-right:325:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
The creation of evil spirit nagas, these blind, wormlike monsters vent their suffering from their existence upon their opponents.
----
* SnakePeople: Nagathas have serpentine heads but wormlike lower bodies.
* SuperSpeed: Their base speed is only 10 feet of normal or burrowing movement, but whenever they devote a turn to taking two move actions, they gain a burst of speed that lets them move 100 feet per round, or 200 feet if they "run."
* SuperSenses: Nagathas are blind, but their hearing gives them blindsight out to 60 feet.
* UndyingLoyalty: Part of the nagatha creation process involves the casting of ''charm person'', making the creature permanently loyal to their spirit naga "parent." Nagathas will fly into a rage at the suggestion that their master is in any way responsible for their miserable existence.
* WasOnceAMan: They're usually created from humanoids who survive failed attacks on a spirit naga's lair, magically corrupted using raw material from snakes into creatures that bear no resemblance to their previous forms. The most sadistic part is that during the process, the subject's memories are wiped and their mental faculties dulled, but the spirit naga deliberately leaves the new nagatha with the knowledge that ''something'' important has been taken away from them, leaving them in a constant state of loss and misery.
[[/folder]]
[[folder:Nagpa]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/nagpa_5e.png]]
[[caption-width-right:300:5e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E), Elemental Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 11 (3E), 9 (4E), 17 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Evil (4E), NeutralEvil (5E)
Former humanoids cursed with hideous avian forms.
----
* BirdPeople: Nagpas resemble hunched, wingless humanoid vultures.
* BlackSpeech: In 2E, the nagpa language Nag (pronounced "nawg") consists of "squawks, caws, and shrieks, and is definitely not a language suited for whispering or polite conversation."
* TheChessmaster: From the shadows, nagpas manipulate events to bring about ruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift their focus to another.
* CreativeSterility: In 5th Edition, nagpas were a cabal of wizards who betrayed the elf mage who would become the Raven Queen, who cursed them to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.
* {{Expy}}: In every edition, they have a remarkable resemblance to the [[Franchise/TheDarkCrystal Skeksis]]. Their state as beings who were cursed after a failed ritual can be seen as a loose allegory to the splitting of the urSkeks into urRu and Skeksis, too.
* ForcedTransformation: In most iterations of their lore, the nagpas were once humanoid beings who were cursed into twisted birdlike forms after offending divine powers, though the specifics vary with edition.
* LonersAreFreaks: In ''AD&D'', certain gods inflict the nagpa curse upon "especially selfish mages who disdain the company of others," making them twisted creatures compelled to kill any who learn of their shameful existence.
* SpeakOfTheDevil: In 2nd Edition, nagpas can sense when other creatures are talking about them, to a range of 100 miles, and will seek out and murder those creatures before departing "consumed with feelings of guilt, remorse, relief, and joy."
* {{Turncoat}}: In 4th Edition, the nagpas were originally beautiful and cunning creations of the primordials, but as the Dawn War turned against their masters, the opportunistic nagpa secretly defected to aid the deities. But their treachery was discovered by the primordials, who cursed the nagpas with their current forms.
[[/folder]]
[[folder:Nat]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nat_3e.jpg]]
[[caption-width-right:350:Clockwise from top: lu nat, einsaung nat, and hkum yeng nat (3e)]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (einsaung nat), 3 (hkum yeng nat), 4 (lu nat) (3E)\\
'''Alignment:''' ChaoticGood (einsaung nat), TrueNeutral (hkum yeng nat), ChaoticEvil (lu nat)
Nature spirits who take up residence in warm forest settlements, imparting their blessings in exchange for offerings.
----
* AmazingTechnicolorPopulation: Nats come in a variety of brightly-colored skin tones, usually red, yellow or blue.
* ElementalPowers: Hkum yeng nats wield a variety of at-will elemental powers, such as ''create spring'', ''fireball'' and ''hail of stone''.
* FriendToAllChildren: Einsaung nats adore children, who are the only people they'll interact with in their true forms.
* HouseFey: Nats in general serve this role, though the particulars vary by subtype.
** Einsaung nats are shy creatures who take up residence inside humanoid houses (specifically the southernmost cornerpost), usually remaining out of sight, but leaving advice and information on scraps of paper for residents to find.
** Hkum yeng nats make their homes in the center of villages belonging to "fierce hill people," protecting their settlement unless the locals neglect their offerings, at which point the nats will inflict misfortune and death.
** Lu nats are purely malicious spirits that haunt graveyards, attacking victims with their claws and spells unless appeased by offerings of food.
* {{Intangibility}}: Einsaung and hkum yeng nats usually reside on the Ethereal Plane/Spirit World, only returning to the Material Plane to defend their homes.
* {{Invisibility}}: All nats can use the spell at will.
* PoisonousPerson: Lu nats are surrounded by a 5-foot aura that can infect other creatures with a rotting affliction that deals [[NonHealthDamage Constitution damage]] until it's either cured with ''remove disease'', or the victim reaches 0 Constitution and dies.
* StatusBuff: Anyone inside a home protected by an einsaung nat enjoy the benefits of a ''bless'' spell.
* SupernaturalFearInducer: Hkum yeng nat constantly radiate a 10-foot radius of ''fear''.
* WhiteMage: Most of an einsaung nat's spells are curative in nature, such as ''slow poison'', ''remove disease'' or ''dispel evil''.
[[/folder]]
[[folder:Neanderthal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neanderthal_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Primitive kin to humans who live as simple hunter-gatherers on the fringe of civilization, typically dwelling within caves or other races' ruins.
----
* ClashOfEvolutionaryLevels: They're presented as the losing side of such, having been continuously pushed out of their homelands by the expansion of more settled races, and their race entry notes that "the history of neanderthals and civilization is a long, bloody tale of warfare and slaughter."
* ContemporaryCaveman: Comparatively speaking; neanderthals are club-wielding, illiterate savages coexisting in a StandardFantasySetting with medieval knights and wizards.
* DumbMuscle: They get racial boosts to Strength and Constitution, at the cost of penalties to Dexterity and Intelligence.
* HumanSubspecies: They have the (Human) subtype, and will be affected by anything that affects full-blooded humans. Interestingly, their racial write-up describes neanderthals as creations of "the crude and violent deities of the winterlands to dwell in their frozen domains," suggesting that they aren't so much directly related to humans as they were created in imitation of them.
* NeverLearnedToRead: Neanderthals are by default illiterate regardless of character class, and have to spend skill points to know how to read and write the languages they speak.
* WontGetFooledAgain: The reason for neanderthals' suspicion toward other peoples, even those who seem sympathetic to them -- "the neanderthals have been tricked and deluded far too many times for them to openly accept offers of friendship and trade."
[[/folder]]
[[folder:Necrichor]]
[[quoteright:151:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrichor_5e.png]]
[[caption-width-right:151:5e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 7 (5E)
Living blood animated by cruel souls, formed from the ichor of evil gods or the sludge left behind by failed liches.
----
* BlobMonster: Necrichors are essentially oozes made of blood, and as such have pseudopod attacks and can [[WallCrawl move along walls and ceilings.]]
* BloodyMurder: They ''are'' blood, and both malevolent and powerful.
* PeoplePuppets: They can attach themselves to living beings and control them like puppets.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or put under a ''hallow'' spell. Unfortunately, neither is common in the Domains of Dread, so more often necrichors there end up {{sealed|evil in a can}} away by the likes of the Order of the Guardians, until those prisons pass from knowlege and their wards weaken.
[[/folder]]
[[folder:Necronaut]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necronaut_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' ChaoticEvil
The creation of demonic necromancers, these malevolent mountains of corpses are sent to the Material Plane to kill at will, growing larger with each corpse they absorb.
----
* AchillesHeel: Necronauts' nature makes them uniquely vulnerable to spells like ''animate dead'' or ''create undead'', which deal damage to them.
* BodyOfBodies: They're a haphazard example, appearing as piles of corpses.
* TheJuggernaut: As per their name, necronauts can just move over opponents, dealing heavy trample damage.
* NoBodyLeftBehind: They can assimilate corpses into their bodies, which heals the necronaut and prevents the victim from being raised from the dead.
* UndeadAbomination: A necronaut is a Gargantuan pile of bones and rotting flesh about 20 feet tall and just as wide, dragging itself forward with four enormous, spidery limbs.
[[/folder]]
[[folder:Necrophidius]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrophidius_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Stealthy, skeletal, serpentine constructs usually employed as guardians or assassins.
----
* BackStab: They deal sneak attack damage against flanked or flat-footed foes.
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures, and their bones are warm to the touch.
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzed and unconscious for 10 minutes.
* SnakeCharmer: Inverted; a necrophidius can perform a macabre "dance of death" as it moves, holding eye contact with a victim and swaying in a hypnotic manner. Observers who fail their saves can take no actions but to defend themselves when the necrophidius inevitably attacks.
[[/folder]]
[[folder:Necroplasm]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_necroplasm_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Blobs of bone and ectoplasm that suck the fluids from their victims, then convert the husks into more of their kind.
----
* BlobMonster: Necroplasms are basically a skull and enough bones to form a pair of hands, sliding around on a column of {{ectoplasm}}. They're considered Undead rather than Oozes, but can slither up sheer surfaces like the latter.
* VampiricDraining: They drain the fluids from those they grapple, dealing one or two points of permanent Constitution drain each round. This has the side effect of turning a necroplasm's ectoplasmic core the same color of its victim's blood.
* TheVirus: After killing a victim, a necroplasm spends its next turn vomiting ectoplasm over the corpse, so that a minute later it rises as a new, independent necroplasm. Spells like ''consecrate'' and ''delay poison'' delay this effect, while ''heal'' or ''remove disease'' negates it.
[[/folder]]
[[folder:Necropolitan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necropolitan_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' Same as base creature (3E)\\
'''Alignment:''' Any
These humanoids have voluntarily undergone the Ritual of Crucimigration, becoming intelligent, free-willed undead.
----
* CruelAndUnusualDeath: Said Ritual of Crucimigration involves the aspiring necropolitan being nailed to a standing pole and slowly dying of heart failure and asphyxiation over the course of 24 hours, while a few zombie servitors keep up a chant initiated by the ritual's leader. When the aspirant gasps their last breath, the ritual leader invokes dark powers to forge a link with the Negative Energy Plane and then impales the applicant, who dies but is transformed into a necropolitan. "As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back -- the cursed nails and the chanting of the ritual ensures that the Crucimigration is completed."
* DarkIsNotEvil: They're pallid and withered, and were reborn through a dark ritual, but necropolitans are not ''necessarily'' evil, they just chose to embrace undeath rather than let their lives end naturally.
* HealingFactor: Necropolitans have the "Unnatural Resilience" rule, allowing them to naturally recover hit points at the same rate as living creature. They're still harmed by positive energy and cured by negative energy, however, so ReviveKillsZombie still applies.
* MonsterTown: Most necropolitans live in the obscure, predominantly-undead city of Nocturnus, since if their true nature is ever uncovered elsewhere, they're usually attacked as monsters.
* NecessaryDrawback: The necropolitan template can be picked up by a character without any sort of level adjustment, because the benefits of gaining the Undead creature type are counterbalanced by the fact that the character had to [[ContinuingIsPainful die and lose a level.]]
[[/folder]]
[[folder:Necrosis Carnex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrosis_carnex_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Horrible bundles of undead flesh held together by dark iron bands.
----
* BodyOfBodies: Well, body of body ''parts''. No two necrosis carnexes look alike, so some are awkwardly moving about on four hands, while others have no limbs at all. They've been likened to purely undead {{Flesh Golem}}s.
* BrownNote: Living creatures take a minor penalty on attack rolls and saves just from drawing close to a necrosis carnex's malign aura.
* DefeatEqualsExplosion: When destroyed, a necrosis carnex detonates in a 30-foot-radius burst of negative energy.
* MakeThemRot: Their touch attacks and death explosions deal negative energy damage.
* MookMedic: While necrosis carnexes can fight in combat, they're more dangerous when grouped with other undead, who they can heal with their necrotic touch.
[[/folder]]
[[folder:Needle Spawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_needle_spawn_5e.jpg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needleman_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 2 (3E); 1/2 (needle spawn), 3 (needle lord) (5E)\\
'''Alignment:''' TrueNeutral (2E, 3E), ChaoticEvil (5E)
Also known as needlefolk or needlemen, these humanoid plants bristle with dangerous spines.
----
* ArtEvolution: 2E needlemen look like spiny zombies, while needlefolk's 3E description describes leaves and bark, [[UnreliableIllustrator but their art presents them as bug-like humanoids made out of cacti]]. 5th Edition's illustration better matches their 3E description.
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolk can sense elves' presence to a range of 1500 feet, at which point the needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.
* HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. They also gain a hefty bonus to Hide checks in their home forests.
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about much like zombies, but are plants.
* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles from their bodies, which they can do each round.
* TheSpiny: Needle lords automatically damage anyone who attacks them in melee, unless they do so with disadvantage.
* VillainTeamUp: A needle lord might work with the likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that the needlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural aid against their foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage from spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.
[[/folder]]
[[folder:Neh-thalggu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neh_thalggu_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_collector_3e.png[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 26 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (2E, 5E), ChaoticEvil, or NeutralEvil (3E)
Monsters from a nightmare realm whose activities on the Material Plane have led to their nickname, "Brain Collectors."
----
* AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to study its ability to extract brains at long range, and who also get to eat the brains the neh-thalggu disdains to add to its collection.
* ArtEvolution: They're fairly cartoony in their 2nd and 3rd Edition art, but neh-thalggu's 5th Edition depiction is as a more realistic and grotesque horror.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within a bulge upon their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), learn languages the brains' owners knew, or even cast wizard spells from them (in 2nd and 5th Edition).
* {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a collection of spiderlike legs.
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, the neh-thalggu's alien, amorphous physiology makes them immune to critical hits, sneak attacks, death from massive damage, or coup de grace attempts.
* NonHealthDamage: Apart from its poison, a neh-thalggu's tentacles desiccate and dehydrate its opponents in 3rd Edition, dealing both normal damage and permanently draining their Strength, Dexterity and Constitution as they wither away.
* PercentDamageAttack: A 3E brain collector's bite carries a poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, and if they fail a second save a minute later, they lose the other half.
* {{Teleportation}}: In 3rd Edition, they can use a quickened ''dimension door'' every round, and cast ''teleport without error'' or ''plane shift'' at will.
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they can manifest their mouths physically to bite creatures on the Material Plane.
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures use their victims' souls when drawing upon the brains' stored knowledge. Some neh-thalggu have been known to barter for the return of a specific brain, but only in exchange for a more desirable specimen.
[[/folder]]
[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 10 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.
----
* AliensAreBastards: They are explicitly from another planet, and are almost always evil.
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom. The one thing that makes this any less horrific is that neogi only use neogi that have gone senile this way - [[PragmaticVillainy why waste a useful one?]]
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
[[/folder]]
[[folder:Neraph]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_neraph_3e.jpg]]
[[caption-width-right:300:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Related to but distinct from the slaadi, neraphim live as nomads amid the Ever-Changing Chaos of Limbo, hunting the local chaos beasts for their meat, bones and hide.
----
* ConfusionFu: The neraphim have mastered a form of motion camouflage that tricks prey into thinking an incoming threat is motionless or moving slower than it actually is. This lets them, once per combat encounter, make a charge or ranged attack against a foe that is treated as flat-footed.
* DeadlyDisc: Their signature weapon is the annulat, a hurled hoop of razor-sharp metal.
* TheExile: The most severe punishment among the neraphim is exile, and many neraph adventurers were banished from their home plane. Some of these exiles manage to complete a quest that gives them the right to return.
* FrogMen: They have the toad-like builds of the slaadi, and are natural jumpers, though neraphim have no affinity for water. They also sport un-frog-like chitinous encrustations for some natural armor.
* {{Matriarchy}}: What society the neraphim have is divided into households, each led by a matriarch with absolute authority.
[[/folder]]
[[folder:Nereid]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nereid_2e.jpg]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E), Any Chaotic (5E)
Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane waters, leading to stories of them luring sailors to their dooms.
----
* TheBeastmaster: Nereids can ''speak with animals'' at will, and in 2nd Edition are often accompanied by "pets" like a dolphin, giant octopus or stingray, who assist them in battle.
* EnemySummoner: 3rd Edition nereids can summon one or more water elementals once per day.
* MakingASplash: They can control the waters of their homes, either to amuse themselves by sculpting waves into shapes, or to impede attackers with rough surf.
* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male guises when interacting with females, but most of the time other women can tell there's something off about them, and won't lower their guard.
* OurNymphsAreDifferent: They're extraplanar fey who are sustained by clean water, and want nothing more than to splash and cavort in the waves. Since they can be found in both salt- and freshwater, they're effectively fusions of the Greek nereids and naiads. Nereids usually live alone or in small groups, and might be related to tritons, though the nereids have not moved permanently to the Material Plane.
* OurSirensAreDifferent: Nereids have lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey. Most nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the fey.
* SuperSpit: 2nd and 5th Edition nereids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: In their natural forms, nereids are nearly impossible to distinguish from water, but upon exposure to air will assume a comely humanoid shape.
* WouldNotHitAGirl: Enforced in 2nd Edition, in which "All males that look at a nereid find themselves incapable of harming the creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the shore."
[[/folder]]
[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (bottom-left), kalareem (upper-middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E); 16 (varoot) to 20 (teltarym) (4E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E)
Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.
----
* AbsurdlySharpBlade: The nerra's signature weapons are shard swords and daggers made out of the mirror-like substance of the Plane of Mirrors. They're enchanted weapons that inflict terrible bleeding wounds for a DamageOverTime effect.
* AchillesHeel: Nerra take additional damage from sonic attacks.
* AttackReflector: Any spell that a nerra saves against instead affects the caster, and they're similarly immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day, or at will in the case of the sillits.
* DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect similar to their signatue weapons.
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their infiltrations.
* MirrorMonster: They're reflective humanoids with sinister intentions who lurk on the other side of mirrors.
* MirrorSelf: They actively create these, by abducting Material Plane creatures and bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which [[KillAndReplace kills and replaces]] the original creature, then follows the nerra's orders regardless of alignment.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art for the susurrus]]).
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
[[/folder]]
[[folder:Nethersight Mastiff]]
[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/d&d_nethersight_mastiff_3e.png]]
[[caption-width-right:285:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral
Great magical wolfhounds uniquely suited to hunting ethereal prey.
----
* IntellectualAnimal: With an Intelligence score of 6 they're a little smarter than the average ogre, and nethersight mastiffs are fully capable of speaking Common.
* TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.
* SeeTheInvisible: As per their name, they have a natural ''true seeing'' effect that allows them to see ethereal creatures.
* TouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons, and can affect ethereal creatures without difficulty. More than that, nethersight mastiffs have learned how to latch onto ethereal foes and wrench them across the planar boundary, potentially stranding them on the Material Plane.
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting something on the Ethereal Plane.
[[/folder]]
[[folder:Night Twist]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_night_twist_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (standard), 20 (ancient) (3E)\\
'''Alignment:''' NeutralEvil
Black, leafless trees that lure prey in with their hauntingly horrible songs, then feed upon their victims' decaying flesh.
----
* BlowYouAway: Night twists can generate a gale-force wind at will, affecting all within 120 feet, usually in order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song" that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point is that it's the most sorrowful sound imaginable. Those who fail their saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are compelled to move toward the source of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to them.
[[/folder]]
[[folder:Nightmare]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
----
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with a black coat and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called ''infernal tack'', after which they must answer the summons of the tack's owner and serve them as a steed.
[[/folder]]
[[folder:Nightmare Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightmare_beast_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Magical Beast (3E), Shadow Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 15 (3E), 25 (4E), 16 (5E)\\
'''Alignment:''' ChaoticEvil
Fanged, tusked behemoths that terrorize prey in their dreams before tearing them apart in the flesh.
----
* DisintegratorRay: Their 5th Edition incarnation has a DeadlyGaze to this effect.
* GoombaStomp: In 3rd Edition, they have a variant of a trample attack that involves a running start and pouncing on a victim up to 35 feet away.
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which are employed in combat.
* {{Mutants}}: A sidebar in their 4th Edition entry explains that nightmare beasts aren't a natural species, but are mundane Athasian predators mutated by consuming prey tainted by the Gray or defiling magic, causing them to grow into these horrors. The sidebar also asks some pertinent questions, such as why these creatures mutate into a set form, and whether there are similar mutated monsters elsewhere in the wastes.
* NightmareWeaver: These beasts' signature ability is to torment the dreams of intelligent prey, causing those who fail their saving throws to suffer horribly vivid nightmares of being stalked and devoured. This prevents the victims from properly resting, leaving them fatigued (and potentially even dealing damage), and interferes with mages' efforts to recover their daily spells.
* NoBodyLeftBehind: Their 2nd Edition write-up notes that nightmare beasts aren't suitable as a food source because their bodies decay unnaturally quickly once the magic sustaining their lives has faded.
* PsychicPowers: The nightmare beast debuted in ''Dark Sun'', and thus its original incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
* WalkingWasteland: Their 4th Edition write-up likens nightmare beasts to "a cancer on the world," permanently tainting the land and poisoning the water around them.
[[/folder]]
[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]
[[folder:Nightshade (Mystaran)]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Undead (3E)\\
'''Alignment:''' ChaoticEvil
Enormous creatures of darkness and negative energy, who come in various forms, only occasionally humanoid. Not to be confused with the Torilian nature spirits also known as nightshades.
----
* DarkIsEvil: Creatures of living darkness, and thoroughly malevolent.
* EnemySummoner: In 3rd edition, each variety of nightshade has the power to summon lesser undead to serve them for the duration of the night.
* EvilIsDeathlyCold: Their ''AD&D'' entry describes how nightshades chill the air up to 60 feet around them, which can be felt even through solid stone walls. "The chill of a nightshade is something no adventurer forgets," so anyone who has encountered one will have an easier time detecting the creature if it tries to sneak up on them.
* ItCanThink: They look monstrous, but nightshades are veritable geniuses who can communicate telepathically. It's just that, as 2nd Edition explains, nightshades see no reason to converse with their victims, and "Any creature that is not a nightshade or a summoner is considered a victim."
* OneHitKill: 2E nightshades are so toxic that anything struck by one has to save or die on the spot.
* {{Retcon}}: Their origin varies by edition -- in 2E they're from the Negative Energy Plane, in 3E they're from the Plane of Shadow, in 4E they're from the Shadowfell, while in 5E they're from the Negative Energy Plane ''via'' the Shadowfell.
* StomachOfHolding: 2nd Edition explains that nightshades are intelligent enough to keep treasure (typically gems, jewelry, art objects and magic items), they just swallow their loot to carry it with them.
* WalkingWasteland: They project a desecrating aura which bolsters the undead or harms the living, depending on the edition. In 2E this additionally spoils all consumable items around them, including holy water, potions, magical oils and ointments, etc.
* WeakenedByTheLight: Nightshades loathe the light, and in natural daylight take a penalty on attack rolls, skill checks and saving throws.
!!Nightcrawler
->'''Challenge Rating:''' 18 (3E)
A 100-foot worm covered in utterly black plates of chitinous armor.
----
* BewareMyStingerTail: Their stinger can eject a poison that deals a hefty amount of [[NonHealthDamage Strength damage.]]
* LevelDrain: Anything in a nightcrawler's gizzard gains negative levels, while the monster heals.
* SwallowedWhole: Capable of gulping down even Huge-sized creatures.
!!Nighthaunt
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nighthaunt_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 12 (3E)
Man-sized, winged creatures of shadow and malice, who are drawn to desecrated temples or gravesites.
----
* TheBlank: A nighthaunt's face is featureless save for "the pale, lifeless orbs of its eyes."
* LevelDrain: They can drain life energy by pressing their face against a grappled victim's, bestowing two negative levels each round.
* OurGargoylesRock: Nighthaunts have the body plan of such, and are humanoid figures with wings, horns and tails, but they're sculpted from "purest night" rather than stone.
!!Nightwalker
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightwalker_5e_transparent.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/1d2ad70b836c0991be14f431587c20c4.jpg[[/labelnote]]]]
->'''Challenge Rating:''' 16 (3E); 20 (4E, 5E)
Towering undead bipeds made of corporeal darkness.
----
* DeaderThanDead: When a 5th edition nightwalker kills someone, that poor sap is dead as a doornail and cannot be revived by anything less than the wish spell.
* MooksAteMyEquipment: 3rd edition nightwalkers can attempt to snatch a player's magic items out of their hands. If the nightwalker succeeds, it can then destroy the item by crushing it.
* OmnicidalManiac: Nightwalkers exist to make life extinct, and devour all life they encounter.
* SupernaturalFearInducer: 3rd and 5th edition nightwalkers can literally paralyze their opponents with fear. In the former they do so by means of a terrifying gaze, while in the latter the fear is a by-product of zapping the victim with a bolt of necrotic energy.
* UndeadAbomination: In 3rd edition, nightwalkers are towering undead giants born from the souls of exceptionally strong-willed and evil people. In 5th edition they are instead beings of pure anti-life from the Negative Plane. In either case, these things are so unfathomably wrong and evil that their very presence destroys life, and they can kill something just by pointing at it or looking at it.
!!Nightwing
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightwing_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Challenge Rating:''' 14 (3E)
A mass of utter darkness, in the shape of a bat with a 40-foot wingspan.
----
* BatOutOfHell: A huge, extraplanar shadow bat.
* GiantFlyer: Classified as Huge, which is literally giant-sized.
* MooksAteMyEquipment: Nightwings' touch attacks inflict ManaDrain on magic items, reducing their potency by one degree until they become mere masterwork equipment.
[[/folder]]
[[folder:Nightshade (Torilian)]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightshade_2e.jpg]]
[[caption-width-right:290:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' NeutralEvil
Also known as "wood woses," these malicious elemental spirits embody poisonous plants such as belladonna, foxglove, hemlock and mistletoe, and lurk in dark forests or dank caverns. Not to be confused with the giant undead creatures also known as nightshades.
----
* GodSaveUsFromTheQueen: Nightshade society is led by their High Queen Ainecotte, the oldest and most intelligent of their kind who "rules through terror and blackmail." The lesser nightshades sacrifice prisoners to her.
* GreenThumb: They can use magic like ''speak with plants'', ''entangle'' and ''plant door'', and seven or more nightshades can conduct a ritual to summon a shambling mound once per month, though it requires them to drink blood beforehand.
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter. They're also WeakToFire.
* PoisonousPerson: Their sap, which they use to coat their bronze weapons, is a [[NonHealthDamage Dexterity-damaging]] poison, [[TheParalyzer paralyzing]] victims if their Dexterity falls below 3, and killing them if it reaches 0. Nightshades also trade their poisons to quicklings in exchange for weapons.
* TheSpiny: Striking a nightshade with a melee weapon deals damage from their stinging poison, while those grappled by one take Dexterity damage as well.
* TheVirus: Anyone slain by a nightshade's poison sprouts a new nightshade at the next full moon.
[[/folder]]
[[folder:Nilshai]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nilshai_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
Also known as ethereal theurges, these bizarre beings live in alien cities on the Ethereal Plane, but visit the Material Plane to spy on the locals, secure magic items, or capture intelligent slaves.
----
* ArchEnemy: In the Realms, the nilshai have an obsession with the star elves' demiplane of Sildëyuir, and have constructed several ''portals'' allowing access to it from the Ethereal Plane. The aberrations have launched several invasions of the demiplane, each worse than the last, and have established enough footholds there that some star elves have proposd abandoning Sildëyuir for the Material Plane.
* TheBeastmaster: The nilshai are often found with other ethereal creatures -- they use ethereal marauders as pets, ethereal filchers as servants, have tamed ethereal slayers, and will sometimes use even stranger creatures as guards or soldiers.
* EldritchAbomination: Their bodies are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks on a bulbous head. Between this and their alien minds, nilshais are so adept at multitasking that they're able to take an additional partial action each round, such as to cast a second spell, use a magic item, or ready ''{{dispel magic}}'' to {{counterspell}} an enemy mage.
* {{Intangibility}}: They can use ''ethereal jaunt'' at will, materializing from the Ethereal Plane as a free action or returning to the Ethereal Plane as a move action.
* MageSpecies: They're natural arcanists, casting spells as an 8th-level sorcerer.
* NoSell: Nilshais are under a constant ''mind blank'' effect, rendering them immune to divination magic or mental influences.
[[/folder]]
[[folder:Nimblewright]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nimblewright_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)
Human-sized constructs that use their speed, spells and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.
----
* AchillesHeel: Cold damage ''slows'' a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
[[/folder]]
[[folder:Nishruu]]
[[quoteright:334:https://static.tvtropes.org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticNeutral
Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.
----
* AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.
[[/folder]]
[[folder:Norker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Savage subterranean goblinoids known for their tough hides.
----
* BarbarianTribe: Norkers are this compared to ordinary goblins. Their weapons are primitive, they can't cooperate enough to build anything more complicated than a rough wall or stockade, and they're too lazy to hunt, leading norkers to steal supplies from other humanoids to survive. They're also incredibly fractious and prone to infighting, resulting in smaller tribes than other goblinoids.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the hierarchy than even goblins.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archomental Ogremach or the cult of the Elder Elemental Eye.
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing more than a loincloth.
[[/folder]]
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 15 (4E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
----
* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
[[/folder]]
[[folder:Nuckalavee]]
[[quoteright:291:https://static.tvtropes.org/pmwiki/pub/images/d&d_nuckalavee_2e.jpg]]
[[caption-width-right:291:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
Grotesque amphibious monsters, similar in shape to centaurs, who despise living creatures and try to exterminate them whenever possible.
----
* AnIcePerson: Their BreathWeapon is a ''cone of cold'' in 2nd Edition, and a cone of frigid water in 3rd Edition.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to a phobia for all fresh water. Nuckalavees aren't harmed by freshwater or anything, they just will never willingly enter it.
* EvilSmellsBad: They reek of decay, like a corpse left to rot in the water, a strench "so strong and oppressive that it can be felt and tasted."
* MakeThemRot: Nuckalavees are surrounded by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of the reason that undead never attack a nuckalavee unless magically compelled to do so.
* NoSell: They're immune to poison attacks, and highly resistant to fire damage.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from their mythological source by being centaur-like creatures whose humanoid torsos replace the horse's neck at the front of their equine bodies, rather than sitting atop the spine like a rider. Their breath weapon is also a blast of cold damage rather than a breath of sickness and decay, though the latter aspect is represented by their "Death Aura" ability.
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer: Nuckalavees are surrounded by a ''fear'' aura.
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them opaque blue flesh.
[[/folder]]
[[folder:Nycter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nycter_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
----
* BatPeople: They're a smaller example than the desmodus, though unlike them, the nycters can actually fly.
* FantasticRacism: Nycters view their desmodu cousins as barbaric savages, much like how humans view ogres (ironic, given that desmodus are actually much smarter than nycters, with an Intelligence of 15 to the average nycter's 10). The desmodus in turn deride nycters as lesser bat-folk, lacking brains and ambition.
* SuperScream: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, they become immune to that nycter's hunting cry for the next 24 hours.
* SuperSenses: As expected, these bat-folk can use echolocation to detect creatures in the dark, out to 60 feet.
[[/folder]]
[[folder:Nymph]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (3E), 5 (4E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E), Unaligned (4E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
----
* BrownNoteBeing: In 2nd Edition and early 3rd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. Thankfully, nymphs can suppress or resume this ability at will, and the effect is restricted to blindness in 3.5E.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful of their kind (CR 25 on a 1-30 scale!), serving as generals and master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of their games with mortals (or lose their heart to one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad, which in that edition are more "tree folk" than "fey women."
!!Grain Nymph
[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/d&d_grain_nymph_2e.jpg]]
[[caption-width-right:265:2e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Alignment:''' TrueNeutral
A variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.
----
* AnimalsHateHim: Anyone marked as an enemy of a grain nymph will find that no farm animal, including horses, will ever be friendly towards them again. This effect is permanent until removed by powerful magic like ''wish''.
* FantasticRacism: They don't get along with their wild cousins -- conventional nymphs think grain nymphs are snobbish, while grain nymphs consider themselves sophisiticated and "cultivated."
* FriendToAllLivingThings: Farm animals adore grain nymphs, and will rush to one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as a grain nymph is healthy, her fields will yield double the normal harvest and survive both droughts and flooding. But a grain nymph can only remain in the same farmland for three years before leaving for a new location within 50 miles of the last one. If she can't find a new home, she'll perish, and she can only return to one of her previous fields if nine years have passed since she last protected them.
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their speech. If they fail another save a few rounds later, they collapse into a drunken stupor, and will eventually awake with a splitting hangover.
* PestController: They can ''summon'' or ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey are nearly as beautiful as other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcome elves' normal resistance to charms.
* DirtyCoward: Unseelie nymphs avoid fighting whenever possible, as they usually have minions to do that for them, and "they prize their own beauty too highly to risk it in combat." When things turn against them, they'll use ''dimension door'' to slip away.
* EvilCounterpart: They're such to normal nymphs. It's noted that unseelie nymphs are ''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and corrupt other creatures.
* VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and Constitution]] drained away by her -- males in particular have a penalty on the save to resist this effect, as "they would willingly give the unseelie nymph anything it requests."
* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless countered with powerful magic like ''wish'', or a powerful druid takes charge of the area to heal it.
[[/folder]]
[[folder:Nyth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nyth_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' LawfulEvil
Glowing globes of light that hunt prey with ''magic missiles''.
----
* AttackReflector: Anyone targeting a nyth with a ''magic missile'' of their own will have the spell reflected right back at them.
* BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also bombards a 30-foot radius with ''magic missiles''.
* FeedItWithFire: Nyths absorb electricity and fire, gaining rather than losing hit points from such effects.
* {{Invisibility}}: They can damp their glows for up to eight rounds at a time, effectively becoming invisible, though they pulse with light whenever they fire their ''magic missile''.
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in its corner of the dungeon, and will only retreat if faced with certain death.
* {{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp: They're related to such creatures, and can communicate with them via pulses of light, but nyths differ from will-o-wisps by operating in daylight (and often attacking prey with the sun behind them), and rather than absorbing a dying creature's life essence, nyths hunt and physically eat small game like rodents, birds and insects.
[[/folder]]
!!O
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
----
* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
[[/folder]]
[[folder:Obliviax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblivion_moss_4e.jpg]]
[[caption-width-right:350:Mosslings (4e)]]
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 12 (4E)\\
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies of its victims.
----
* AchillesHeel: While enough fire damage will destroy a patch of obliviax, any amount of cold damage instantly kills it
* EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss, they can regain the lost memories -- including any stolen spells -- of the obliviax's most recent victim, though if they fail a saving throw they'll instead become poisoned. 4th Edition expands upon this, by noting that those who consume obliviax might gain hazy memories from the plant's older victims, such as the important message relayed by a courier, or the location of traps within a treasure vault, though such memories need to be acted upon quickly before they fade away.
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligent enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim (who takes some Wisdom damage in 3rd Edition), while the moss goes dormant for a day to "digest" its meal, spawning a mossling to defend itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate with the likes of the cult of Zuggtmoy after being offered more mobile forms.
[[/folder]]
[[folder:Ocean Strider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocean_strider_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' ChaoticNeutral
Giant fey resembling humanoid orcas, who protect stretches of ocean from exploitation and pollution.
----
* BeastMan: They're Huge humanoids with the rubbery skin, black-and-white markings, and stubby tail of an orca.
* GaiasVengeance: Ocean striders take it upon themselves to defend the seas from plunderers, viewing anything not native to the area's water or skies as an intruder. They are, however, willing to negotiate, and will let ships through if their captains promise not to kill more marine life than they can eat, or dump their trash overboard. Such captains would be wise to fulfil their end of the bargain, as ocean striders are known to shadow ships for miles if they have doubts about the crew's trustworthiness.
* SupernaturalFearInducer: They have a frightful presence that affects creatures up to 100 feet away.
* UseYourHead: Ocean striders can make ram attacks, either dealing damage to a single creature, or potentially hulling a ship so that it sinks in a matter of minutes. Even if the fey fails their Strength check to break a ship's hull, those aboard must make their own saves to either take damage from being thrown about, or ending up overboard on a failure.
* WalkOnWater: They get their name from their ability to walk atop the waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
[[/folder]]
[[folder:Octopus Tree]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_octopus_tree_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Predatory sea plants that can root themselves near the shore or drift along the currents on the ocean's surface, forming forests of rubbery, black-barked, tentacled trees.
----
* DerelictGraveyard: Larger groves of octopus trees tend to have the wreckage of ships lodged in their "roots," which only serves to lure in would-be explorers.
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growing in the middle of the ocean, and thanks to octopus trees, such tales don't just come from the bottom of a mug of grog.
* GreenThumb: Their spell-like abilities include ''entangle'', ''plant growth'', ''wall of thorns'' and ''warp wood'', the latter of which is particularly dangerous to sailing vessels.
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and use their roots to swim to intercept prey, using their magic as necessary.
* SupernaturalFearInducer: Any nearby creatures have to save or become shaken.
* TentacleRope: They attack by striking and grabbing prey with their tentacles, then passing them to the plant's maw, hidden just beneath the water's surface.
[[/folder]]
[[folder:Ocularon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocularon_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
Floating, tentacled beings that can steal and animate other creatures' eyeballs.
----
* EyeScream: An ocularon can try to steal the eyes of a victim its grappled for a round, impaling their eyeballs on the ends of the ocularon's barbed tentacles.
* EyeSpy: An ocularon can fill a stolen eyeball with the same gas that supports its body, allowing the creature to animate the eyeball as a flying sentry as per the ''prying eyes'' spell, or send the eyeball after a target as an explosive missile with a ranged touch attack.
* LivingGasbag: Ocularons are jellyfish-like creatures held aloft by toxic lighter-than-air gases, and [[DefeatEqualsExplosion explode when killed.]]
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, driving out all other creatures, and then animating some stolen eyeballs to monitor its territory for intruders.
* PoisonousPerson: The gas that fills an ocularon and its purloined eyeballs deals [[NonHealthDamage Strength and Constitution damage.]]
[[/folder]]
[[folder:Odopi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_odopi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 14 (standard), 18 (elder) (3E)\\
'''Alignment:''' ChaoticEvil
Huge, many-handed nightmares from the Tarterian Depths of Carceri, who sometimes tumble out of planar rifts to destroy anything they encounter.
----
* BizarreAlienLocomotion: They roll around like gigantic tumbleweeds on their countless hands.
* BoulderBludgeon: Odopis can sling up to four 20-pound stones per round, but can't concentrate fire on a single target.
* MultiArmedAndDangerous: They're in fact mostly clawed arms, with [[EyesDoNotBelongThere eyes in the center of each palm]]. Unlike the adominable hecatoncheires, this doesn't give odopis many melee attacks, instead they prefer to grab a single foe each round and then subsequently trample them.
* StarfishLanguage: The odopis have their own language, expressed by gurgling and hand-clapping.
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anything they grab in their hands is at risk of being passed to that maw and swallowed.
* TrampledUnderfoot: Well, under''hand'' -- odopis deal damage to anything they move over, including foes they've grabbed and held onto in previous rounds.
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 8 (4E), 2 (5E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh.
----
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of planting crops, and rather than properly hunt, they mostly wander around their territory at night in small groups that kill anything they encounter. This "feast or famine" approach to food means that many ogres are left hungry and irritated, explaining their hostile interactions with other beings, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only one in three ogre children survive to adulthood.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.
* EliteMooks: "Skullcrusher" ogres are the result of a SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres of either sex mating with humans, Medium-sized goblinoids, or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurGiantsAreBigger: Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered posture, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
[[/folder]]
[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 8 (3E, 4E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
----
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_elemental_mage_3e.png]]
[[caption-width-right:350:From left to right, a ken-li, ken-sun, and ken-kuni (3e)]]
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:''' 8 (ken-kuni), 10 (ken-li), 13 (ken-sun) (3E)\\
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working in concert.
----
* BlowYouAway: Ken-sun can surround themselves with fierce winds, making missile attacks impossible and potentially knocking down adjacent Medium-sized creatures (and blowing away Small ones).
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even have a "Shared Strength" ability that means whenever two or more elemental magi are within 60 feet of each other and have to make a saving throw, they can use the highest bonus available to the group.
* DishingOutDirt: Ken-kuni can make earthshock attacks every few rounds to try and knock foes off their feet, affecting either everything adjacent to them, or those in a 30-foot line.
* EvilOverlord: Ken-sun are megalomaniacs who exist to rule. They use their might and magic to gather warbands, if not entire armies, to carve out domains and extract tribute. The ken-kuni and ken-li, who are naturally subservient to the stronger ken-sun, will serve in the latter's forces as siegebreakers and trusted retainers.
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing them to be used with impunity during mixed melees.
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while the all-male race is capable of breeding with ogres and ogre mages, there's no guarantee their offspring will be another elemental mage.
* OurOgresAreDifferent: Elemental magi are thought to be a variant of ogre mage (aka oni) that is born at random to other types of ogres.
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a BreathWeapon, and can wreathe themselves in flames, [[TheSpiny dealing a bit of damage to those who attack it in melee.]]
* {{Pyromaniac}}: The fiery ken-li want nothing more than to wander where they will, torching any forests, herds of cattle, and villages they come across. It takes the ken-sun to give them purpose and discipline as soldiers.
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.
[[/folder]]
[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
----
* AcidAttack: Nearly every variety of ooze uses acid to dissolve and digest their victims.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* EnemySummoner: As can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple times per day.
* HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with their environments and ambush unsuspecting prey.
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where they live.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a ten-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and then "etherealize" their victim, bringing it back to the Ethereal Plane with them -- and potentially stranding the creature there if it manages to fight free of the ooze.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the Plane of Shadow. Like undead shadows, they're capable of dealing [[NonHealthDamage Strength damage]] to those they touch.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PoisonousPerson: Venom oozes, in some settings, are former ochre jellies subjected to ''poison'' spells and other experiments, leaving them so toxic they can poison creatures on contact and contaminate water they're immersed in. They're also noted to be unusually mobile and predatory for oozes.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new patch of olive slime.
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that live in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as they do so.
!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arcane_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E)
Fluid masses of green protoplasm with a strange affinity for arcane magic.
----
* FeedItWithFire: They're healed by any magic that deals acid damage, while lightning damage will grant them a ''haste'' effect.
* MagicEater: These oozes have the strange ability to siphon arcane spells. Any arcane spellcaster within 60 feet of an arcane ooze has to make a saving throw each round or lose one of their highest-level spells as the creature absorbs its magical energy, gaining temporary hit points from the effect.
* NoSell: Arcane oozes are unaffected by most arcane magic.
!!Bloodfire Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodfire_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 4E)\\
'''Alignment:''' NeutralEvil
Masses of superheated blood, which can fling fire themselves and empower the pyromancy of other creatures.
----
* AmplifierArtifact: Any fire spell cast within 60 feet of a bloodfire ooze is boosted as per the Empowered Spell feat.
* BloodyMurder: Bloodfire oozes are created from blood harvested from a hundred non-evil humanoids, mixed with the ichor of a demon. "Blighted" bloodfire oozes add the blood of even more alien and horrific beings, giving the monster the entropic and pseudonatural templates.
* MakeThemRot: Blighted bloodfire oozes are surrounded by an aura of negative energy that deals a point of hit point damage to any living creatures within 10 feet of them, an effect they can strengthen to also deal [[NonHealthDamage Strength damage.]]
* PlayingWithFire: Bloodfire oozes can create 10-foot radius blasts of fire each round.
* TheSpiny: Anything that strikes them in melee takes fire damage from the ooze's burning blood.
!!Bone Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bone_ooze_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 21 (3E)
Also called "rolling graveyards," these 30-foot-wide globs of pallid goo have dozens of partially-digested bones within their masses.
----
* DamageOverTime: Their bodies are studded with bone shards, and so their slam or engulf attacks cause cumulative bleeding damage, until the victim receives natural or magical healing.
* LogicalWeakness: All those absorbed bones give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.
* NonHealthDamage: These oozes absorb part of their victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, the ooze expels the victim's fleshy parts and equipment.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage each round, and be subject to their "bone meld" attack.
!!Cesspit Ooze
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_cesspit_ooze_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticEvil
Revolting monsters born when a sentient creature dies in filth tainted by arcane pollution and surrounded by misery.
----
* AsteroidsMonster: Each attack by a slashing or piercing weapon merely causes the cesspit ooze to split in two, dividing its hit points.
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting in a 30-foot splash of enraging acid.
* ItCanThink: Due to the circumstances of their creation, cesspit oozes "inherit" a glimmer of intelligence from the decaying body that spawns them, enough to prefer prey that's sentient, frightened and in pain.
* MuckMonster: They're living, predatory piles of sewage mixed with trash and animal carcasses.
* ReviveKillsZombie: Even though they're not undead, cesspit oozes are empowered by the pain of their victims, and thus take damage from positive energy.
* SetAMookToKillAMook: Any creature damaged by the ooze's acidic muck also has to save or fly into a berserk rage within 20 rounds, attacking the nearest living thing until they successfully save to shake off the effect.
* TheVirus: Oddly enough averted; even though a cesspit ooze's victims die in pretty much the same circumstances the original spawned in, this never results in new oozes, presumably because the existing ooze absorbs the emotions that would generate a new one.
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough to sicken creatures that come near them.
!!Conflagration Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_conflagration_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Sentient and malevolent masses of liquid flame, which cause their victims to erupt with fire from within.
----
* ItCanThink: Conflagration oozes are smart enough to use their spell-like abilities tactically, speak Ignan, and some even conduct magical research in their spare time.
* LogicalWeakness: They have to spend most of their time hunting, to fuel the infernos within them.
* PlayingWithFire: True to their name, conflagration oozes are constantly burning, and deal extra fire damage with their slam attacks, but much more dangerous is their "fire in the blood" ability. Anything they grapple or pin has to save or contract a fiery toxin that causes additional damage and can cause their blood (or other vital fluids) to become liquid flame, dealing [[NonHealthDamage Constitution damage]] as rivulets of flame burn through their skin.
* StatusEffects: They can use spells like ''[[StupidityInducingAttack confusion]]'', ''[[ForcedSleep deep slumber]]'' and ''[[TheParalyzer hold monster]]'' each once per day, to immobilize or disogranize opponents before moving into melee.
!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 5 (5E)
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.
----
* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, but some alchemist has done the next best thing.
* BreathWeapon: Dragonblood oozes try to manifest a dragon's breath weapon, but only manage to expel a spray of their own gelatinous mass.
* WallCrawl: They can freely scale sheer surfaces or move upside-down across ceilings.
!!Flesh Jelly
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_flesh_jelly_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 19 (3E)
Gargantuan mounds of stinking skin and hair, bulging with loose bones.
----
* OneHitKill: Anything engulfed by a flesh jelly has to save or die instantly as they're absorbed into its mass. While their belongings get spat out a few rounds later, only a ''wish'' or ''miracle'' can bring the victim back to life after absorption.
* PoisonousPerson: These oozes' slam attacks carry filth fever, which can cause [[NonHealthDamage Dexterity and Constitution damage]].
* SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage and have to save against disease each round, and become subject to the ooze's "absorb" attack.
* WeaponizedStench: Anything coming within 50 feet of a flesh jelly has to save or become nauseated for several rounds, able only to stagger around and take a single move action.
!!Graveyard Sludge
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_graveyard_sludge_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 4 (3E)\\
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise in areas defiled by negative energy.
----
* MortalityGreyArea: These oozes have the "between worlds" trait, so they're healed by both ''cure'' and ''inflict wounds'' spells.
* SpawnBroodling: When an eligible creature dies within 20 feet of a graveyard sludge, that creature arises as a zombie a few rounds later, but coated with some of the ooze's slime to impart extra acid damage to its attacks.
* SupernaturalFearInducer: They can release some of the latent spiritual energy trapped inside their forms to hit adjacent foes with a ''fear'' effect.
* SupportPartyMember: While graveyard sludges are dangerous on their own, when they sense an intelligent undead creature, they instinctively follow them around, spending full-round actions to use the ooze's "vigor of the dead" ability to give the undead creature several {{Status Buff}}s.
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims of their energy drain attack.
* CastingAShadow: Void oozes are surrounded by a mass of shadows that acts as a ''darkness'' spell. This shadow shield is also infused with negative energy, [[TheSpiny and will damage any creature that strikes the void ooze with a melee weapon]].
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void ooze to take advantage of its negative energy touch, which heals undead creatures.
* SwallowedWhole: Void oozes can try and engulf smaller creatures, trapping them within their masses and inflicting energy drain each round.
[[/folder]]
[[folder:Ophidian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ophidian_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticNeutral
Snake-like humanoids with stunted arms and legs, usually found in the service of more intelligent creatures.
----
* ChameleonCamouflage: They can change the color of their scales to blend in with their surroundings.
* HappinessInSlavery: While they weren't deliberately created as a ServantRace, ophidians are naturally servile, and are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll [[GiantAnimalWorship worship their patron, providing offerings of food and treasure.]]
* SnakePeople: They have a strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course they have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as they're compelled to return to the place they were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only a ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins, and were trasnformed into serpent people themselves.
[[/folder]]
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral
Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of their wortlings.
----
* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
[[/folder]]
[[folder:Oread]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulNeutral
Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.
----
* ArchEnemy: Oreads are sworn enemies of races with a penchant for mining and tunneling, such as dwarves, gnomes, goblins and pech, as well as creatures like xorn that might eat their gemstones.
* CharmPerson: 3rd Edition oreads can cast ''charm monster'' three times per day, and usually employ the spell on lone miners to deliver warnings and send them on their way, or have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* DepartureMeansDeath: An oread taken a mile away from her home mountain dies within a day.
* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders. Oreads can also move through solid stone as easily as a fish moves through water, without leaving a tunnel behind them.
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' are useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and white-haired, who instead of protecting a single mountain act as the guardians of entire mountain ranges. They're the leaders of their kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.]]
* OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females from such unions will grow into oreads themselves.
* OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin, wearing clothing and jewelry made from the metals and gems inside their mountains.
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which case their hair turns white.
[[/folder]]
[[folder:Orglash]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orglash_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' As base creature +1 (3E)\\
'''Alignment:''' ChaoticNeutral
Ice spirits that roam cold places, attacking those they deem a threat to the land.
----
* ElementalEmbodiment: They look like whirls of wind and snow, and 3rd Edition treats "orglash" as a template that can be applied to any elemental with the air subtype.
* GuardianEntity: In their home setting, orglash are elemental beings native to Rashemen, and seem to have the innate ability to sense foreigners. But while the orglash have helped defend their homeland against the likes of the Red Wizards of Thay for centuries, the Rashemaar view the unpredictable spirits as a mixed blessing, since orglash have been known to attack them as well.
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and in 2nd Edition take constant damage in temperatures above 60 degrees Fahrenheit -- in areas over 100 degrees, orglash dissipate entirely, and must return to a near-freezing environment to reform their bodies.
[[/folder]]
[[folder:Ormyrr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ormyrr_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulNeutral
Huge, amphibious beings that live in rivers, and are notably obsessed with acquiring magic.
----
* ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and are depicted a vivid shade of blue.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they can to acquire magical items, and hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that they're from another plane in 2nd Edition, though 3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the ormyrr's sense of right and wrong, the creatures might give a stolen magic item back.
[[/folder]]
[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 7 (4E); 5 (otyugh), 7 (neo-otyugh) (5E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
----
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are a smarter breed of otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to handle their corpses.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughs are smart enough to do this with victims they're grappling, giving the monsters an Armor Class bonus and letting them attempt to intercept incoming attacks with their grabbed victims.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to communicate either telepathically or through Common, depending on edition. They can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, otyughs are capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as "movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
[[/folder]]
[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E),8 (4E), 3 (5E)\\
'''Alignment:''' Unaligned
Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
----
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]
!!P
[[folder:Pack Fiend]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pack_fiend_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil
Stealthy predators native to the Gray Waste of Hades, though fiends across the Lower Planes routinely capture them for use as hunting beasts.
----
* AttackAnimal: It's mentioned that pit fiends and glabrezu in particular are fond of keeping kennels of starving pack fiends, waiting for the right moment to go hunting.
* BewareMyStingerTail: Their sting attacks deliver a [[NonHealthDamage Strength-damaging poison.]]
* DeadlyLunge: Pack fiends pounce when they charge, allowing them to make a full attack action at the end of their move.
* MixAndMatchCritters: They look like some unholy cross between a wolf and cockroach, with a streamlined scorpion's tail.
[[/folder]]
[[folder:Painspeaker]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_painspeaker_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Withered walking corpses that constantly gibber and coo in corrupted truespeech.
----
* NothingButSkinAndBones: They look nearly skeletal, with their grayish flesh drawn tight across their bones.
* UnfinishedBusiness: Painspeakers died with an important message left unspoken, whether a confession of love, an entreaty for peace, or testimony that would have saved an innocent. These tortured, unvoiced words have compeled them to rise as twisted undead, but there's at least one example of a painspeaker crumbling to ash after finally confronting and confessing its love for a cleric.
* WordsCanBreakMyBones: They can use the Recitation of the Fortified State to bolster their defense, and a reversed ''moderate word of nurturing'' to harm other creatures.
[[/folder]]
[[folder:Palimpset]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.png]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
----
* AchillesHeel: Electricity attacks not only deal damage to palimpsets, they have a chance, increasing with the attack's severity, to make them spit out any creatures they're currently digesting.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown about by a stray breeze.
* ChestMonster: Rumors abound of entire libraries filled with palimpsets, in volumes with enticing titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they can be restored using a specific sequence of spells: a ''remove curse'' to animate their illustration, ''abjure'' to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
[[/folder]]
[[folder:Pari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pari_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Celestial (5E)\\
'''Challenge Rating:''' 13 (5E)\\
'''Alignment:''' LawfulGood
Angelic beings with the power of foresight, who visit the mortal world with prophetic warnings or as harbingers of events to come.
----
* AmazingTechnicolorPopulation: Pari are known for their pastel blue skin tone.
* BrownNote: Pari can weaponize their prophetic powers by flooding a creature's mind with disorienting visions of the future, dealing psychic damage and giving them disadvantage on attack rolls for their next turn.
* OurAngelsAreDifferent: They're modeled off the pari/peri of Myth/PersianMythology, though they lack their source's angle as "mischevious beings denied entry to paradise until they complete a penace."
* WhiteMagic: Their spell-like abilities include ''cure wounds'', ''dispel good and evil'', and ''lesser restoration''.
[[/folder]]
[[folder:Pech]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_5e.png]]
[[caption-width-right:325:5e]]
[[caption-width-right:325:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg[[/labelnote]]]]
->'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' NeutralGood
Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be a more hospitable home.
----
* ArtEvolution: They look like fairly normal humanoids in 2E, while 5E amplifies their stony elemental traits, to the point that the example pech's hairless head has a chunk broken or chiseled off.
* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble. In 2E, their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons, while in 5E, attacks with their fortified pickaxes always score critical hits against Constructs and objects.
* DayHurtsDarkAdjustedEyes: They find exposure to direct sunlight nauseating, and have the Light Sensitivity rule in 5E.
* DishingOutDirt: The pech have power over rock and stone, and each can cast ''stone shape'' and ''stone tell'' several times per day. By working together, pech can use more powerful magic such as ''wall of stone'' or ''flesh to stone''.
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, and their flesh is nearly as hard as granite.
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.
[[/folder]]
[[folder:Pegasus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pegasus_d&d.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:''' Magical Beast (3E), Celestial (5E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticGood
Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult and winning its trust harder still.
----
* AnimalJingoism: Pegasi normally reserve their enmity for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to their fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.
[[/folder]]
[[folder:Peltast]]
[[quoteright:305:https://static.tvtropes.org/pmwiki/pub/images/d&d_peltast_2e.png]]
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Shapeshifting parasites that take the form of enticing items, so they'll be picked up and carried by their hosts. Standard peltasts disguise themselves as leather goods, while greater peltasts resemble gemstones.
----
* ArtifactOfDeath: Greater peltasts have magical abilities they use to maximize bloodshed and bodies upon which they can feed, and use a variant of ''summon monster'' to make hostile creatures attack their hosts, or make ''suggestions'' to encourage violence.
* IAteWhat: Peltasts expel their waste when immersed in water, tainting it so that any drinkers become nauseated for several rounds.
* NoSell: Peltasts are immune to poison or crushing effects.
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids -- they'll allow themselves to be picked up by the likes of elves and dwarves, but never feed upon them, and will try to find a better host as soon as one presents itself.
* TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patch of their host's skin, allowing the creature to absorb nutrients from its blood. This deals a single hit point of damage each day, which many hosts don't even notice, while in exchange, the peltast neutralizes any poisons in its host, shares its minor spell resistance, and in emergencies can inject a few hit points back into its host, once per day. It's a little more obvious when a greater peltasts feeds, as the blood can be seen collecting within their crystalline forms, which also grow larger after feeding -- as such, they prefer to feed upon sleeping or dying hosts.
* VoluntaryShapeshifting: Peltasts can change their forms over two rounds, usually to take the shape of an item it sees a perspective host drop, so that the parasite might be mistaken for it.
[[/folder]]
[[folder:Pennaggolan]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_pennaggolan_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' As base creature +2 (3E), 10 (4E)\\
'''Alignment:''' LawfulEvil
These fearsome blood-drinkers can masquerade as the living, but when they hunt, their heads detach from their bodies and fly into the night, trailing their internal organs beneath them.
----
* CombatTentacles: They can attack victims with their entrails, or more dangerously, [[TentacleRope grapple and constrict with them]], also allowing the pennaggolan to bite and drain blood.
* FlyingFace: A gruesome example, in that the creature's viscera is dangling beneath their levitating heads.
* HumanShifting: An odd variant; a pennaggolan's "natural" form is a flying head trailing entrails, but if it soaks said organs in vinegar to reduce their engorgement, a pennaggolan can stuff its viscera back into the shell of its former body and put its head back into position. In this guise, a pennaggolan appears normal, and more insidiously cannot be [[TurnUndead turned]], and will register as its original alignment to spells like ''detect evil''.
* HypnoticGaze: Like vamipres, pennaggolans can mentally dominate other creatures by looking into their eyes.
* OurVampiresAreDifferent: They actually share many traits and abilities with "classic" vampires, but the pennaggolan's grisly appearance sets them apart.
* SoulJar: If a pennaggolan's body is destroyed while its head is separated from it, the creature will die in one to four days.
* SupernaturalFearInducer: Other creatures within 30 feet of a pennaggolan have to save or become shaken.
* VampiricDraining: They drain blood from victims they bite, dealing [[NonHealthDamage Constitution damage.]]
* TheVirus: In most cases, a pennaggolan's victims are strangled to death by their entrails before succumbing to its blood-draining attack, but if the latter does occur, the victim will rise as an independent, and irredeemably evil, pennaggolan, should its body go unburied for three days.
[[/folder]]
[[folder:Peryton]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Stag-headed birds of prey that feed on human hearts.
----
* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
[[/folder]]
[[folder:Petal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_petal_fix_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood
Tiny fey who, when not serving as messengers for their larger kin, work to ensure that travelers and adventurers benefit from a restful sleep, whether they want to or not.
----
* ForcedSleep: They can sing songs to duplicate ''lullaby'' and ''sleep'' spells, which they typically use one after the other. The more petals that contribute to the ''sleep'' song, the harder it is to resist.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them in [[GardenGarment clothing of leaves and garlands of flowers.]] As might be imagined, this can leave the sleepers helpless against any thieves or monsters in the area.
[[/folder]]
[[folder:Petitioner]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' As native plane
The souls of mortals given physical form on the Outer Planes, where they are rewarded or punished as their faith and actions in life determine. Their appearance and qualities can vary wildly depending on the Outer Plane they inhabit.
----
* AngelicTransformation: Petitioners sent to Mount Celestia become lantern archons, who are guided by older archons until they're ready to evolve into a higher form of celestial.
* {{Animorphism}}: Petitioners who end up in the Wilderness of the Beastlands soon become ALittleBitBeastly, and eventually transform into celestial beasts after a few centuries.
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their sins -- is to become one with their patron deity, or even their home plane itself. The petitioners of Mount Celestia take this almost literally, as they hope to develop enough virtue and enlightenment to ascend through the plane's layers to reach Chronias, the highest of the Seven Mounting Heavens, from which no one returns.
* DeathAmnesia: Anyone who becomes a petitioner, but is later restored to life by magic, loses all memory of their time as one.
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until they're transformed into lemures.
* DepartureMeansDeath: In 2nd Edition, petitioners undergo a CessationOfExistence if they ever leave their home plane (at least without a power sponsoring the excursion). 3E softens this to a "Planar Commitment" trait that means petitioners are teleported 100 miles in a random direction if someone attempts to move them off-plane.
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptions to this -- the petitioners of Elysium, for example, are noted to have stronger memories of their mortal life, translating to some retained character levels that make them extra dangerous when mobilized to defend their plane.
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by a similarly-aligned plane."
* SpearCarrier: The 3E ''Manual of the Planes'' directly refers to petitioners as such, while the 2E ''Planescape'' book compares their roles on the Outer Planes to that of commoners on the Prime Material.
* WeirdCurrency: Most petitioners in the Gray Waste of Hades are mournful, ghostlike beings, but the most selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are traded like currency across the Lower Planes, trafficked by the likes of liches, night hags and other fiends for use as food, spell components, or the raw material from which to make a new fiend.
* WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to converse with, as they're so fixated on merging with their god or home plane that they come across as monomaniacal.
[[/folder]]
[[folder:Phaerimm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerimm_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Bizarre-looking flying beings feared for their evil natures and mastery of sorcery.
----
* AbsoluteXenophobe: Averted, to an extent, as their 3rd Edition write-up notes that phaerimm ''would'' like to exterminate all other life, except that would deny them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And with their ''AD&D'' rules, victims ''also'' have to save to see whether they've been implanted with a viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the host.]] Thankfully, a ''cure disease'' spell kills the larva.
* SealedEvilInACan: In the Realms, most phaerimm were sealed beneath Anauroch by their ancient sharn rivals, and only a few escaped -- though some of those are working to free their kin.
* SupernaturalSensitivity: In 3rd Edition, phaerimm have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.
[[/folder]]
[[folder:Phaerlock]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerlock_3e.jpg]]
[[caption-width-right:341:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' NeutralEvil
The descendants of lizardfolk modified by the phaerimm, leaving them tortured creatures wandering the Underdark in search of victims.
----
* AgonyBeam: Phaerlocks can fix their gaze on a nearby creature, which has to save or share the agony of the phaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for a round, and shaken for several more rounds afterward. This effect doesn't work on things without proper nervous systems like constructs, plants, undead, etc.
* ExtraEyes: Part of their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks with all-around vision and preventing them from being flanked.
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease their torment by forcing other creatures to experience it.
[[/folder]]
[[folder:Phaethon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaethon_3e_7.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challeng Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulNeutral
Distant relatives of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.
----
* AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of their endurance, and undergo an apotheosis into a living embodiment of their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.
[[/folder]]
[[folder:Phanaton]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_phanaton_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
----
* ArchEnemy: Phantons hate aranea and attack the spider-folk on sight, "casting aside all tactics and stealth."
* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.
* NotQuiteFlight: They can use their patagia to glide, moving 20 feet forward for every 5 feet they descend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building their villages on platforms high in the trees.
[[/folder]]
[[folder:Phantasmal Slayer]]
[[quoteright:299:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantasmal_slayer_3e.jpg]]
[[caption-width-right:299:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' ChaoticEvil
Horrors whose hunting methods may have inspired the ''phantasmal killer'' spell.
----
* AppearanceIsInTheEyeOfTheBeholder: These creatures' true form remains a mystery, as even if someone disbelieves their phantasmal facade or looks upon them with a ''true seeing'' effect, an onlooker sees a "ghostly shadow of their greatest fear."
* ArmorPiercingAttack: A phantasmal slayer's incorporeal touch attacks don't just bypass normal armor, they also ignore any form of DamageReduction that doesn't rely on a special material like silver or cold iron.
* EmotionBomb: Beyond their trademark ability below, phantasmal slayers know magic like ''scare'', ''fear'' and ''crushing despair''.
* IKnowWhatYouFear: Anyone who looks at a phantasmal slayer sees "the most hideous, most terrifying sight you have ever seen," the reflection of their greatest fear. Just like with the ''phantasmal killer'' spell, if someone fails their initial roll to disbelieve the illusion, and the slayer then touches them, they have to save again or [[FrightDeathtrap die of fright]].
* {{Intangibility}}: They're naturally incoporeal.
* {{Telepathy}}: Beyond speaking several languages, phantasmal slayers can communicate telepathically out to 100 feet.
[[/folder]]
[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
----
* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Incorporeal creatures that appear related to the phantom fungus, but have a much more specialized diet.
----
* CannibalismSuperpower: If a ghosteater consumes a ghostly mage, until that ghost is fully digested, the creature can cast its victim's prepared spells or remaining spell slots as if it were that ghost, provided said ghost was carrying the required material components and arcane foci on its form.
* ExactlyWhatItSaysOnTheTin: They eat ghosts, and ''only'' ghosts. Groups of living beings have reported ghosteaters observing them before ducking through a solid wall, but if a ghost is present, the creatures will attack.
* {{Intangibility}}: They're naturally incorporeal, and even if they fully manifest on the Material Plane, they can make an ''ethereal jaunt'' several times per day.
* ItCanThink: Unlike their presumed cousins, ghosteaters are near-geniuses, and seem to have some way to communicate with each other, but make no efforts to do so with other creatures. "They seem to be content to be high-end predators of very specialized prey."
* NonHealthDamage: Their tentacle attacks deal temporary Wisdom damage, which can put living creatures into nightmares if their Wisdom score hits 0. Ghosts, on the other hand, will then be swallowed by the ghosteater and stored in one of its fleshy sacs, where the ghost takes normal and Wisdom damage each round until it is consumed.
[[/folder]]
[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
----
* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the planar boundary in the latter case).
[[/folder]]
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.
----
* BlobMonster: In its natural form, a phasm resembles an ooze and attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out their talents as spies, except they're notoriously unreliable since they don't feel any obligation to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.
[[/folder]]
[[folder:Phirblas]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
----
* CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
[[/folder]]
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
----
* DeadlyGas: A phiuhl more or less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the upside, their gaseous nature makes phiuhls vulnerable to being blown around by effects such as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
[[/folder]]
[[folder:Phoelarch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
----
* ArtEvolution: While their 3rd Edition art depicts phoelarchs with brilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
[[/folder]]
[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)
Large, fiery birds capable of resurrecting themselves when slain.
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
----
* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while their eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
[[/folder]]
[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
----
* AchillesHeel: Since they're creatures of the mind, ''feeblemind'' and ''confusion'' spells deal damage to phthisics in 2nd Edition, and nullify their HealingFactor for several rounds.
* AnIcePerson: In 2nd Edition, phthisics can, once per hour, surround themselves with an aura of cold strong enough to deal damage to anything within 10 feet, though only for a single round.
* ArtEvolution: 2nd Edition phthisics appear as enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only creatures skilled enough to draw them from the minds of their thralls. In 3rd Edition, phthisics' origins are unknown, though speculated to be the product of a variant of ''psychic chirurgery''.
* SoulJar: In 2nd Edition, phthisics are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend too long apart from it, the phthisic can instantly teleport back to its lair, and perceive everything around its psionic circuitry. But destroying the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature from which the phthisic is spawned, whose death does nothing to the phthisic).
* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, their corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
[[/folder]]
[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
----
* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
[[/folder]]
[[folder:Plague Blight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_blight_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Any evil
The animate corpses of plague victims, their bloated, putrid flesh is barely constrained by their cloth wrappings, while their lurching forms are surrounded by a sickening stench.
----
* DeceasedAndDiseased: Their attacks infect victims with an accelerated form of gangrene that progresses in a matter of seconds, dealing Constitution damage and causing those who succumb to molder into a stinking mass.
* SuperToughness: Any physical attack against plague blights only deals half damage, even before applying their DamageReduction against all but slashing weapons.
* WeaponizedStench: Plague blights can emit stenches so foul that living creatures take [[NonHealthDamage Strength damage]] from being near them.
[[/folder]]
[[folder:Plague Brush]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
----
* HomingBoulders: They're essentially free-roaming, vegetable examples, instinctively chasing down and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
[[/folder]]
[[folder:Plague Spewer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_spewer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Giant-sized undead that spread plague and disease, either directly or through the swarms of vermin they can disgorge.
----
* DeceasedAndDiseased: Plague spewers' slam attacks carry a supernatural plague that incubates in a mere minute, deals heavy Dexterity and Constitution damage, and worst of all can spread through simple contact with an infected victim.
* MookMaker: Four times per day, a plague spewer can vomit up a SwarmOfRats, usually in response to enemies attacking it from out of reach.
* TheVirus: Any Huge-sized victim who succumbs to their plague becomes another plague spewer themselves.
[[/folder]]
[[folder:Plague Walker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_walker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Undead whose bodies are filled with diseased matter and putrid flesh to the point of being nearly spherical, and capable of exploding when sufficiently damaged.
----
* ActionBomb: When a plague walker's hit points fall past 25%, it can choose to explode, damaging and nauseating anything in a 30-foot radius. This isn't a case of DefeatEqualsExplosion, however, since if the undead is reduced to 0 hit points before it can take that swift action, it instead dissolves into a pile of rotting flesh.
* DeceasedAndDiseased: Their filthy claw attacks carry a nonspecific disease that can sicken anyone struck by them.
* LogicalWeakness: Plague walkers are bigger targets than their size category would indicate, so opponents shooting at them don't receive the normal penalty on ranged attacks against a target in a melee.
[[/folder]]
[[folder:Planar Incarnate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
Gargantuan manfiestations of planar power, spawned at critical moments to protect their home plane from opposing forces.
----
* ContractualBossImmunity: They're immune to just about every status effect, on top of a host of damage resistances and immunities.
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
[[/folder]]
[[folder:Planetouched]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
----
* DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos. Axani for example have a touch of pure Law in their blood.
* MarkOfTheSupernatural: Planetouched tend to have something that visibly sets them apart from normal Material Plane races, whether something as dramatic as a different skin tone, weird eyes, or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.
!!Chaond
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Chaotic
The descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.
----
* CombatPragmatist: Their chaotic natures mean chaonds have no patience for "rules" of warfare -- they fight dirty and often hide small, PoisonedWeapons on their bodies.
* FrogMen: They're a downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and gravelly voices that tend to come out as croaks when they're excited.
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gloamings_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Usually contrary to the dominant Alignment in an area
Small beings descended from natives of the Plane of Shadow, making them comfortable in the Underdark.
----
* ArchEnemy: Gloamings hold a "deep-set, racial hatred of the drow," allegedly because the dark elves only learned how to cast the ''cloak of dark power'' spell by conducting torturous experiments upon captive gloamings.
* DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those people tend to assume they're tieflings. This might contribute to the fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence: They can cause their pale skin to glow, up to the brightness of a torch, until the gloaming chooses to change the intensity, or they die and the glow gradually fades over 10 minutes. Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making gloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' LawfulNeutral
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features and a coldly rational approach to life.
----
* ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while Mechanus' natives consider them "tainted and impure."
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* FeedItWithFire: They're healed by electricity, recovering a hit point for every three points of damage an electrical effect would have dealt them.
* ReluctantWarrior: These planetouched consider fighting to be "destructive and wasteful," and try to avoid it whenever possible. But when pressed, mechanatrices are shrewd tacticians, and their innate knack for engineering and crafts makes them excellent siege engineers.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shadowswyft_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Lanky, dark-hued planetouched from the Plane of Shadow, quick to take action and naturally adventurous.
----
* AttentionDeficitOohShiny: They generally have short attention spans, and even their associations with other creatures rarely last long before the shadowswyft moves on.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their base speed is an impressive 40 feet (compared to standard races' 30 feet), and they have a racial bonus to Dexterity and initiative checks, but shadowswyfts also take a penalty to their Constitution.
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be mercurial in temperament and prone to acting with little regard for consequences -- "In the amount of time it takes to formulate and evaluate a plan, worlds could be won or lost."
* StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for each word, while their names tend to be accompanied by a signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
* SneakySpySpecies: Shadowswyfts have racial bonuses to Hide and Move Silently checks, and favor the rogue class.
!!Shyft
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral
Seemingly-human planetouched with an ancestor from the Ethereal Plane.
----
* {{Intangibility}}: They can make an ''ethereal jaunt'' once per day, allowing shyfts to eavesdrop out of sight on the Ethereal Plane or use it to make an attack or escape as needed.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies: They get a racial bonus to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling their services to the highest bidder.
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions in their societies.
----
* AmazingTechnicolorPopulation: They look nearly human, save for the faint blue or purple tint of their skin and hair.
* CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for their flawless features and hair that naturally falls into place, but don't get any Charisma bonus from it, and in fact their basic statline has them with lower-than-average Charisma, implying that other creatures find them ''too'' perfect-looking.
[[/folder]]
[[folder:Plasmoid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Poltergeist]]
[[quoteright:317:https://static.tvtropes.org/pmwiki/pub/images/d&d_poltergeist_2e.jpg]]
[[caption-width-right:317:2e]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 2 (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (5E)
Restless spirits that express their anger by hurling objects around.
----
* InvisibleMonsters: Poltergeists are naturally invisible, though their 2E entry says those who use magic to perceive them will see humanoids with tortured faces, clad in rags and [[ChainedByFashion heavy chains representing their evil deeds in life.]]
* MindOverMatter: 5E poltergeists can slam victims with telekinetic force, or toss around creatures or objects weighing up to 150 pounds.
* PeekABogeyman: ''AD&D'' poltergeists never actually deal damage with their attacks -- even if they manage to telekinetically hurl something dangerous like a knife or sword, their entry tells [=DMs=] to treat the attack as "terrifying near-misses." Instead, the undead can only cause their victims to [[SupernaturalFearInducer flee in terror from their hauntings.]]
* PensieveFlashback: Some particularly strong ''AD&D'' poltergeists can cause "phantom shifts" around them, illusions that take other creatures back to the time the poltergeist was alive, which usually reveal why the spirit became a poltergeist. Such illusions tend to happen on the anniversary of the poltergeist's death, and though occasionally terrifying, always end the moment their viewers are put in apparent danger, or they try to interfere with it.
* {{Poltergeist}}: True to the trope, their key trait is throwing things rather than employing the horrific attacks of other undead. In 2nd Edition, poltergeists are classified as a type of haunt, speculated to be the spirits of those "whose hideous crimes went unpunished in life." 5th Edition dubs them a variant of specter, the enraged and confused spirit of someone with no sense of how they died.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Spiny, barrel-shaped cacti that can explode at the slightest touch.
----
* ExplodingBarrels: They're basically an organic example. Immature porcupine cacti have flat shapes and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
[[/folder]]
[[folder:Portal Drake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_portal_drake_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Small dragons who lurk around freestanding magic portals, using them to secure treasure and prey.
----
* AmbushingEnemy: Portal drakes usually camp a teleportation ''portal'', using their "portal sight" ability to see through it (and any other ''portal'' they've gone through). When prey walks past one of those ''portals'' -- especially adventurers with a lot of magic items -- the portal drake jumps out, uses their breath weapon to incapacitate the targets, grabs their loot, and then flees back through the portal.
* BreathWeapon: Theirs is a short cone of poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
* DoppelgangerSpin: Portal drakes can cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose to return to that destination when passing through any other ''portal'' regardless of where it's set to lead.
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lacks the coppers' distinctive facial structure and manta-like wings.
[[/folder]]
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
----
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
[[/folder]]
[[folder:Pseudonatural Creature]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pseudonatural_creature_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Varies by base creature's Hit Die\\
'''Alignment:''' As base creature
Entities from beyond the known planes, which assume the form and abilities of Material Plane creatures when summoned there.
----
* AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as gaps in its skin, ExtraEyes that look disturbingly human, and [[TooManymouths a whole row of vestigial beaks]] running down its underside.
* GameFace: As a standard action, a pseudonatural creature can drop its facade of attempted normalcy and appear "in a manner more consistent with their origins," typically a squirming mass of tentacles. This doesn't change its combat capabilities, but means other creatures receive a minor attack roll penalty against the horror.
* UndergroundMonkey: "Pseudonatural creature" is a template that can be applied to any corporeal creature, granting it additional resistances and DamageReduction, a once-per-day ''[[CombatClairvoyance true strike]]'' ability, and a very flavorful appearance, all without drastically changing how the creature runs in combat.
[[/folder]]
[[folder:Psurlon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_5e.jpeg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 17 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
----
* ArtEvolution: Psurlons' depiction can vary even within an edition. In some 2nd and 3rd Edition art, they look like a clothed humanoid figure comprised of giant earthworms, but a later 3E supplement gave them a bloated, monstrous body on spidery legs, which carried over into 4th Edition. 5th Edition gives them thicker bodies with hoofed legs, but upright fronts draped in clothing.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to being able to detect foes by scent, sound and vibration.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.
[[/folder]]
[[folder:Pterafolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterafolk_3e.png]]
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil
Evil reptilian humanoids that use their shapeshifting to aid in their attacks on neighboring tribes.
----
* TheBeastmaster: Averted; unlike proper lycanthropes, which often take command of mundane animals related to their bestial forms, pterafolk have no particular control over proper pterodactyls and pteranodons, the latter of which actually prey upon them.
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of their forms, they look like reptilian humanoids with a ''Pteranodon''[='s=] beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterosaurs.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.
[[/folder]]
[[folder:Pterran]]
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterran_2e.png]]
[[caption-width-right:275:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
----
* FantasticCasteSystem: Pterran society is divided into three "Life Paths," each with its own test required to join, and the eldest member of each Path serves in a tribe's Triumvirate. Most pterrans follow the Path of the Warrior, and are only accepted as such after managing to capture and tame a pterrax mount. Others follow the Path of the {{Druid}} and venerate their Earth Mother goddess, and prove themselves by surviving alone in the forest for six months, with no equipment other than what they make. Rarer still is the Path of the Psionicist, whose aspirants must prove their ability by reading the thoughts of the tribe's psionicists and telepathically sharing them with the Triumvirate.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
[[/folder]]
[[folder:Pterrax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterrax_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Large, leathery-winged reptiles made more dangerous by their innate psionics.
----
* CraftedFromAnimals: Pterrax teeth are collected by pterrans for use in their ''thanak'', an axe-like weapon, while pterrax skin is used to make ceremonial drums.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving upon opponents to rake with their claws, making flyby attacks, or even carrying off smaller prey.
[[/folder]]
[[folder:Puppeteer Parasite]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_parasite_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_3e.png[[/labelnote]]]]
->'''Classification:''' Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3 (5E)\\
'''Alignment:''' LawfulEvil (3E), NeutralEvil (5E)
Psionic parasites that can hijack the bodies of their hosts.
----
* AntiTrueSight: 3E puppeteers can hide their minds from detection by divination spells or clairsentience powers.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E puppeteers know the psionic version of ''charm person'', and use it to take over a host by asking to be picked up by it.
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail. They're used to deal with threats through direct combat if the puppeteers' usual methods fail.
* LifeDrain: In 5th Edition they can make a "Consume Life" attack against a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. The parasite will drain a negligible amount of nutrients from the host creature, but so long as the puppeteer is attached, the host creature is mentally dominated by it. Once they have hosts, puppeteers strive to take control of a society to ensure a steady supply of bodies for their kind.
** 5E puppeteer parasites are larger and harder to hide, and have a more limited capacity to control their host, as they can only cast ''suggestion'' once per day.
[[/folder]]
[[folder:Purple Worm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_purple_worm_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
----
* BewareMyStingerTail: They have a poisonous stinger at the end of their tails.
* ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and can even bore through solid rock at half that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with their foul fruit and sap, then beat them to death for use as fertilizer.
----
* PoisonousPerson: Qlippoths' fruit carries a potent [[NonHealthDamage Wisdom-damaging]] poison, which can easily render victims unconscious and helpless. The plant can cause a fruit to burst and splash an adjacent attacker, or hurl its fruit at distant foes.
* WeaponizedStench: The boils and pustules that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long as they're close to it.
* WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the Underdark.
----
* GoodOldWays: The great divide in the free quaggoths' society is between those who "follow magic" by using weapons and dyeing their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" by fighting with their claws and eschewing camouflage.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the psychic energies which permeate the Underdark.
* TurnsRed: When a quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and more accurate.
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures, and for their gruesome reproductive method.
----
* BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
[[/folder]]
[[folder:Quaraphon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
----
* AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quell]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quell_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' LawfulEvil
These ghostly undead have fiery green eyes and a ring of unholy symbols orbiting their heads, declaring their hatred of all things divine.
----
* DePower: The quells' signature "Intercession" ability allows them to cut off divine spellcasters from their deities, preventing them from using spells or TurnUndead attempts from one minute to potentially 24 hours. Multiple quells can work together to shut down higher-leveled clerics, but if the quell who initiated the intercession attacks the cleric, the effect ends.
* {{Intangibility}}: Their description can't decide whether their sepctral forms are draped in ghostly robes, or if their "flesh" is naturally loose and flowing.
* KillTheGod: Quells would dearly ''like'' to, but settle for severing the connection between gods and their clerics and paladins.
* WeakenedByTheLight: These creatures are utterly powerless in natural sunlight, and can only flee in it.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralGood
Radiant, free-willed humanoid constructs native to the marshes of Belierin, third layer of the Blessed Fields of Elysium.
----
* BlindedByTheLight: At will, quesars can intensify their glows sixfold, potentially blinding nearby creatures.
* HealingFactor: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the only way to permanently destroy one is to keep its remains in an area of darkness, forever, or to use magic like ''disintegrate'' to dispose of their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked." This lack of support can result in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've had their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.
[[/folder]]
[[folder:Quickling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking, or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
[[/folder]]
[[folder:Quill]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_quill_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' Unaligned
Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species that can eat razorvine, and are even willing to nibble on predatory plant monsters like bloodthorns and ironmaws.
----
* BewareMyStingerTail: Their spine-studded tails are capable of killing an armored human.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyone who ends up with a quill's spine in them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupines with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can fire their spines at aggressors within 20 feet, though the creatures aren't very accurate with this attack.
* TheSpiny: Those foolish enough to attack a quill bare-handed or with a natural weapon run the risk of getting stuck with one to three spines.
* WeirdWorldWeirdFood: Most people dislike the flavor of quill meat, but sometimes a planewalker can't afford to be picky, and some denizens of the Lower Planes consider quill a delicacy.
[[/folder]]
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
----
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
----
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
----
* AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
----
* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
----
* TheBlank: They have no heads, only a "void of inky darkness" that emanates malevolence.
* MindHive: Usvapnas habitually use their ''schism'' psi-like ability to split their minds in two before combat, allowing one mind to fight using their claws while the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groups of humanoids are closely associated with the quori, though their aims are very different.
!!Inspired
[[quoteright:351:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.png]]
[[caption-width-right:351:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' LawfulEvil
A human subrace bred by the evil quori of Dal Quor as perfect hosts.
----
* TheBeautifulElite: By human standards, most Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
* TheEmpire: In their home setting, the Inspired are the leaders of the Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubspecies: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
* PsychicPowers: Between being selectively bred for psionic ability and being possessed by the naturally psionic quori, the Inspired have many psychic powers at their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bred to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humans with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Humans with a hereditary bond to a benign quori spirit, whom they commune with rather than dream. For more information, see the [[Characters/DungeonsAndDragonsRaces Playable Races subpage.]]
[[/folder]]
[[folder:Quth-Maren]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quth_maren_3e.png]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Created by the clergy of the drow goddess Kiaransalee, these flayed undead constantly ooze caustic blood from their skinless flesh.
----
* BloodyMurder: Their blood deals acid damage, which applies to both enemies who strike them in melee and victims hit by their slam attacks.
* FlayingAlive: Quth-marens are created from enemies of Kiaransalee who are flayed and reanimated.
* MookLieutenant: They can command undead as a 5th-level cleric.
* SuperSpit: They can also spit globs of their caustic blood as a ranged attack.
* SupernaturalFearInducer: Any creature that meets a quth-maren's gaze has to save or cower in fear.
[[/folder]]
[[folder:Notes on the Entries]]
* A creature's '''Origin''' denotes the specific campaign setting it debuted in, if any. This is not to say that setting is the only place that creature can be found -- ''D&D'' has a long history of repackaging creatures from sub-settings for general use, and ultimately the DM decides what appears in a game.
* A creature's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30.
* 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]]
[[foldercontrol]]
!!N
[[folder:Naga]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_spirit_naga_5e.png]]
[[caption-width-right:349:Spirit naga (5e)]]
->'''Classification:''' Aberration (3E), Immortal Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 8 (dark, iridescent) to 18 (nagahydra) (3E); 12 (guardian) to 25 (primordial) (4E); 4 (bone), 8 (dark, spirit), 10 (guardian) (5E)\\
'''Alignment:''' LawfulGood (guardian), ChaoticGood (iridescent), TrueNeutral (nagahydra), LawfulEvil (bone, dark), ChaoticEvil (spirit)
Serpentine creatures with human faces, as well as great wisdom and magical power. They tend to become the unquestioned rulers of their territories, though whether they are benevolent or tyrannical depends on the naga.
----
* ArchEnemy: Nagas don't get along with the yuan-ti, the other race of serpent people that happen to share the nagas' preferred territory and consider themselves the epitome of snakedom. In rare cases the two will cooperate, but the yuan-ti always chafe under a naga's authority.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* HealingFactor: Nagahydras steadily regenerate health in general, and will grow back severed heads within a few rounds.
* LanguageEqualsThought: Nagas are supremely arrogant beings, and each views themself as incarnate perfection, other members of its specific breed as nearly so, other nagas as further flawed, and non-nagas as increasingly imperfect. Consequently, they have no concept of equal rank, and their language has no word for "peer".
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* OurHydrasAreDifferent: Nagahydras are a large variant of naga whose bodies fork into multiple necks and heads, each of a different color, which will grow back if severed unless the stump is seared with fire.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* RoyalWe: Nagas tend to believe themselves, personally, the pinnacle of creation, and usually refer to themselves in the plural. Most go further and specifically call themselves ''Ssa'Naja'', "We the Ideal".
* ServantRace: In ''Forgotten Realms'', the nagas were created by the sarrukh to serve as explorers, scouts, and magical researchers.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* SuperSpit: Guardian nagas can spit their venom at up to thirty feet away from themselves.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby creatures.
* WalkingTheEarth: Iridescent nagas spend their lives wandering the world, searching for new discoveries and beauty.
!!Ha-Naga
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_ha_naga_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 22 (3E)\\
'''Alignment:''' ChaoticEvil
These immense naga lords are often worshipped by spirit nagas as living gods, and prefer to lair within the ruined palaces or temples of civilizations they have personally destroyed.
----
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a chameleon's camouflage.
* CharmPerson: They gaze replicates a ''mass charm'' effect.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its own prowess.
* {{Flight}}: Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* LargeAndInCharge: Ha-nagas are immense, towering above the lesser nagas that serve them and worship them as gods.
!!Nagatha
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_nagatha_3e.png]]
[[caption-width-right:325:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
The creation of evil spirit nagas, these blind, wormlike monsters vent their suffering from their existence upon their opponents.
----
* SnakePeople: Nagathas have serpentine heads but wormlike lower bodies.
* SuperSpeed: Their base speed is only 10 feet of normal or burrowing movement, but whenever they devote a turn to taking two move actions, they gain a burst of speed that lets them move 100 feet per round, or 200 feet if they "run."
* SuperSenses: Nagathas are blind, but their hearing gives them blindsight out to 60 feet.
* UndyingLoyalty: Part of the nagatha creation process involves the casting of ''charm person'', making the creature permanently loyal to their spirit naga "parent." Nagathas will fly into a rage at the suggestion that their master is in any way responsible for their miserable existence.
* WasOnceAMan: They're usually created from humanoids who survive failed attacks on a spirit naga's lair, magically corrupted using raw material from snakes into creatures that bear no resemblance to their previous forms. The most sadistic part is that during the process, the subject's memories are wiped and their mental faculties dulled, but the spirit naga deliberately leaves the new nagatha with the knowledge that ''something'' important has been taken away from them, leaving them in a constant state of loss and misery.
[[/folder]]
[[folder:Nagpa]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/nagpa_5e.png]]
[[caption-width-right:300:5e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E), Elemental Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 11 (3E), 9 (4E), 17 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Evil (4E), NeutralEvil (5E)
Former humanoids cursed with hideous avian forms.
----
* BirdPeople: Nagpas resemble hunched, wingless humanoid vultures.
* BlackSpeech: In 2E, the nagpa language Nag (pronounced "nawg") consists of "squawks, caws, and shrieks, and is definitely not a language suited for whispering or polite conversation."
* TheChessmaster: From the shadows, nagpas manipulate events to bring about ruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift their focus to another.
* CreativeSterility: In 5th Edition, nagpas were a cabal of wizards who betrayed the elf mage who would become the Raven Queen, who cursed them to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.
* {{Expy}}: In every edition, they have a remarkable resemblance to the [[Franchise/TheDarkCrystal Skeksis]]. Their state as beings who were cursed after a failed ritual can be seen as a loose allegory to the splitting of the urSkeks into urRu and Skeksis, too.
* ForcedTransformation: In most iterations of their lore, the nagpas were once humanoid beings who were cursed into twisted birdlike forms after offending divine powers, though the specifics vary with edition.
* LonersAreFreaks: In ''AD&D'', certain gods inflict the nagpa curse upon "especially selfish mages who disdain the company of others," making them twisted creatures compelled to kill any who learn of their shameful existence.
* SpeakOfTheDevil: In 2nd Edition, nagpas can sense when other creatures are talking about them, to a range of 100 miles, and will seek out and murder those creatures before departing "consumed with feelings of guilt, remorse, relief, and joy."
* {{Turncoat}}: In 4th Edition, the nagpas were originally beautiful and cunning creations of the primordials, but as the Dawn War turned against their masters, the opportunistic nagpa secretly defected to aid the deities. But their treachery was discovered by the primordials, who cursed the nagpas with their current forms.
[[/folder]]
[[folder:Nat]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nat_3e.jpg]]
[[caption-width-right:350:Clockwise from top: lu nat, einsaung nat, and hkum yeng nat (3e)]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (einsaung nat), 3 (hkum yeng nat), 4 (lu nat) (3E)\\
'''Alignment:''' ChaoticGood (einsaung nat), TrueNeutral (hkum yeng nat), ChaoticEvil (lu nat)
Nature spirits who take up residence in warm forest settlements, imparting their blessings in exchange for offerings.
----
* AmazingTechnicolorPopulation: Nats come in a variety of brightly-colored skin tones, usually red, yellow or blue.
* ElementalPowers: Hkum yeng nats wield a variety of at-will elemental powers, such as ''create spring'', ''fireball'' and ''hail of stone''.
* FriendToAllChildren: Einsaung nats adore children, who are the only people they'll interact with in their true forms.
* HouseFey: Nats in general serve this role, though the particulars vary by subtype.
** Einsaung nats are shy creatures who take up residence inside humanoid houses (specifically the southernmost cornerpost), usually remaining out of sight, but leaving advice and information on scraps of paper for residents to find.
** Hkum yeng nats make their homes in the center of villages belonging to "fierce hill people," protecting their settlement unless the locals neglect their offerings, at which point the nats will inflict misfortune and death.
** Lu nats are purely malicious spirits that haunt graveyards, attacking victims with their claws and spells unless appeased by offerings of food.
* {{Intangibility}}: Einsaung and hkum yeng nats usually reside on the Ethereal Plane/Spirit World, only returning to the Material Plane to defend their homes.
* {{Invisibility}}: All nats can use the spell at will.
* PoisonousPerson: Lu nats are surrounded by a 5-foot aura that can infect other creatures with a rotting affliction that deals [[NonHealthDamage Constitution damage]] until it's either cured with ''remove disease'', or the victim reaches 0 Constitution and dies.
* StatusBuff: Anyone inside a home protected by an einsaung nat enjoy the benefits of a ''bless'' spell.
* SupernaturalFearInducer: Hkum yeng nat constantly radiate a 10-foot radius of ''fear''.
* WhiteMage: Most of an einsaung nat's spells are curative in nature, such as ''slow poison'', ''remove disease'' or ''dispel evil''.
[[/folder]]
[[folder:Neanderthal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neanderthal_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Primitive kin to humans who live as simple hunter-gatherers on the fringe of civilization, typically dwelling within caves or other races' ruins.
----
* ClashOfEvolutionaryLevels: They're presented as the losing side of such, having been continuously pushed out of their homelands by the expansion of more settled races, and their race entry notes that "the history of neanderthals and civilization is a long, bloody tale of warfare and slaughter."
* ContemporaryCaveman: Comparatively speaking; neanderthals are club-wielding, illiterate savages coexisting in a StandardFantasySetting with medieval knights and wizards.
* DumbMuscle: They get racial boosts to Strength and Constitution, at the cost of penalties to Dexterity and Intelligence.
* HumanSubspecies: They have the (Human) subtype, and will be affected by anything that affects full-blooded humans. Interestingly, their racial write-up describes neanderthals as creations of "the crude and violent deities of the winterlands to dwell in their frozen domains," suggesting that they aren't so much directly related to humans as they were created in imitation of them.
* NeverLearnedToRead: Neanderthals are by default illiterate regardless of character class, and have to spend skill points to know how to read and write the languages they speak.
* WontGetFooledAgain: The reason for neanderthals' suspicion toward other peoples, even those who seem sympathetic to them -- "the neanderthals have been tricked and deluded far too many times for them to openly accept offers of friendship and trade."
[[/folder]]
[[folder:Necrichor]]
[[quoteright:151:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrichor_5e.png]]
[[caption-width-right:151:5e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 7 (5E)
Living blood animated by cruel souls, formed from the ichor of evil gods or the sludge left behind by failed liches.
----
* BlobMonster: Necrichors are essentially oozes made of blood, and as such have pseudopod attacks and can [[WallCrawl move along walls and ceilings.]]
* BloodyMurder: They ''are'' blood, and both malevolent and powerful.
* PeoplePuppets: They can attach themselves to living beings and control them like puppets.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or put under a ''hallow'' spell. Unfortunately, neither is common in the Domains of Dread, so more often necrichors there end up {{sealed|evil in a can}} away by the likes of the Order of the Guardians, until those prisons pass from knowlege and their wards weaken.
[[/folder]]
[[folder:Necronaut]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necronaut_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' ChaoticEvil
The creation of demonic necromancers, these malevolent mountains of corpses are sent to the Material Plane to kill at will, growing larger with each corpse they absorb.
----
* AchillesHeel: Necronauts' nature makes them uniquely vulnerable to spells like ''animate dead'' or ''create undead'', which deal damage to them.
* BodyOfBodies: They're a haphazard example, appearing as piles of corpses.
* TheJuggernaut: As per their name, necronauts can just move over opponents, dealing heavy trample damage.
* NoBodyLeftBehind: They can assimilate corpses into their bodies, which heals the necronaut and prevents the victim from being raised from the dead.
* UndeadAbomination: A necronaut is a Gargantuan pile of bones and rotting flesh about 20 feet tall and just as wide, dragging itself forward with four enormous, spidery limbs.
[[/folder]]
[[folder:Necrophidius]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrophidius_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Stealthy, skeletal, serpentine constructs usually employed as guardians or assassins.
----
* BackStab: They deal sneak attack damage against flanked or flat-footed foes.
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures, and their bones are warm to the touch.
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzed and unconscious for 10 minutes.
* SnakeCharmer: Inverted; a necrophidius can perform a macabre "dance of death" as it moves, holding eye contact with a victim and swaying in a hypnotic manner. Observers who fail their saves can take no actions but to defend themselves when the necrophidius inevitably attacks.
[[/folder]]
[[folder:Necroplasm]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_necroplasm_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Blobs of bone and ectoplasm that suck the fluids from their victims, then convert the husks into more of their kind.
----
* BlobMonster: Necroplasms are basically a skull and enough bones to form a pair of hands, sliding around on a column of {{ectoplasm}}. They're considered Undead rather than Oozes, but can slither up sheer surfaces like the latter.
* VampiricDraining: They drain the fluids from those they grapple, dealing one or two points of permanent Constitution drain each round. This has the side effect of turning a necroplasm's ectoplasmic core the same color of its victim's blood.
* TheVirus: After killing a victim, a necroplasm spends its next turn vomiting ectoplasm over the corpse, so that a minute later it rises as a new, independent necroplasm. Spells like ''consecrate'' and ''delay poison'' delay this effect, while ''heal'' or ''remove disease'' negates it.
[[/folder]]
[[folder:Necropolitan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necropolitan_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' Same as base creature (3E)\\
'''Alignment:''' Any
These humanoids have voluntarily undergone the Ritual of Crucimigration, becoming intelligent, free-willed undead.
----
* CruelAndUnusualDeath: Said Ritual of Crucimigration involves the aspiring necropolitan being nailed to a standing pole and slowly dying of heart failure and asphyxiation over the course of 24 hours, while a few zombie servitors keep up a chant initiated by the ritual's leader. When the aspirant gasps their last breath, the ritual leader invokes dark powers to forge a link with the Negative Energy Plane and then impales the applicant, who dies but is transformed into a necropolitan. "As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back -- the cursed nails and the chanting of the ritual ensures that the Crucimigration is completed."
* DarkIsNotEvil: They're pallid and withered, and were reborn through a dark ritual, but necropolitans are not ''necessarily'' evil, they just chose to embrace undeath rather than let their lives end naturally.
* HealingFactor: Necropolitans have the "Unnatural Resilience" rule, allowing them to naturally recover hit points at the same rate as living creature. They're still harmed by positive energy and cured by negative energy, however, so ReviveKillsZombie still applies.
* MonsterTown: Most necropolitans live in the obscure, predominantly-undead city of Nocturnus, since if their true nature is ever uncovered elsewhere, they're usually attacked as monsters.
* NecessaryDrawback: The necropolitan template can be picked up by a character without any sort of level adjustment, because the benefits of gaining the Undead creature type are counterbalanced by the fact that the character had to [[ContinuingIsPainful die and lose a level.]]
[[/folder]]
[[folder:Necrosis Carnex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrosis_carnex_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Horrible bundles of undead flesh held together by dark iron bands.
----
* BodyOfBodies: Well, body of body ''parts''. No two necrosis carnexes look alike, so some are awkwardly moving about on four hands, while others have no limbs at all. They've been likened to purely undead {{Flesh Golem}}s.
* BrownNote: Living creatures take a minor penalty on attack rolls and saves just from drawing close to a necrosis carnex's malign aura.
* DefeatEqualsExplosion: When destroyed, a necrosis carnex detonates in a 30-foot-radius burst of negative energy.
* MakeThemRot: Their touch attacks and death explosions deal negative energy damage.
* MookMedic: While necrosis carnexes can fight in combat, they're more dangerous when grouped with other undead, who they can heal with their necrotic touch.
[[/folder]]
[[folder:Needle Spawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_needle_spawn_5e.jpg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needleman_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 2 (3E); 1/2 (needle spawn), 3 (needle lord) (5E)\\
'''Alignment:''' TrueNeutral (2E, 3E), ChaoticEvil (5E)
Also known as needlefolk or needlemen, these humanoid plants bristle with dangerous spines.
----
* ArtEvolution: 2E needlemen look like spiny zombies, while needlefolk's 3E description describes leaves and bark, [[UnreliableIllustrator but their art presents them as bug-like humanoids made out of cacti]]. 5th Edition's illustration better matches their 3E description.
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolk can sense elves' presence to a range of 1500 feet, at which point the needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.
* HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. They also gain a hefty bonus to Hide checks in their home forests.
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about much like zombies, but are plants.
* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles from their bodies, which they can do each round.
* TheSpiny: Needle lords automatically damage anyone who attacks them in melee, unless they do so with disadvantage.
* VillainTeamUp: A needle lord might work with the likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that the needlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural aid against their foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage from spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.
[[/folder]]
[[folder:Neh-thalggu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neh_thalggu_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_collector_3e.png[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 26 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (2E, 5E), ChaoticEvil, or NeutralEvil (3E)
Monsters from a nightmare realm whose activities on the Material Plane have led to their nickname, "Brain Collectors."
----
* AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to study its ability to extract brains at long range, and who also get to eat the brains the neh-thalggu disdains to add to its collection.
* ArtEvolution: They're fairly cartoony in their 2nd and 3rd Edition art, but neh-thalggu's 5th Edition depiction is as a more realistic and grotesque horror.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within a bulge upon their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), learn languages the brains' owners knew, or even cast wizard spells from them (in 2nd and 5th Edition).
* {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a collection of spiderlike legs.
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, the neh-thalggu's alien, amorphous physiology makes them immune to critical hits, sneak attacks, death from massive damage, or coup de grace attempts.
* NonHealthDamage: Apart from its poison, a neh-thalggu's tentacles desiccate and dehydrate its opponents in 3rd Edition, dealing both normal damage and permanently draining their Strength, Dexterity and Constitution as they wither away.
* PercentDamageAttack: A 3E brain collector's bite carries a poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, and if they fail a second save a minute later, they lose the other half.
* {{Teleportation}}: In 3rd Edition, they can use a quickened ''dimension door'' every round, and cast ''teleport without error'' or ''plane shift'' at will.
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they can manifest their mouths physically to bite creatures on the Material Plane.
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures use their victims' souls when drawing upon the brains' stored knowledge. Some neh-thalggu have been known to barter for the return of a specific brain, but only in exchange for a more desirable specimen.
[[/folder]]
[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 10 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.
----
* AliensAreBastards: They are explicitly from another planet, and are almost always evil.
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom. The one thing that makes this any less horrific is that neogi only use neogi that have gone senile this way - [[PragmaticVillainy why waste a useful one?]]
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
[[/folder]]
[[folder:Neraph]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_neraph_3e.jpg]]
[[caption-width-right:300:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Related to but distinct from the slaadi, neraphim live as nomads amid the Ever-Changing Chaos of Limbo, hunting the local chaos beasts for their meat, bones and hide.
----
* ConfusionFu: The neraphim have mastered a form of motion camouflage that tricks prey into thinking an incoming threat is motionless or moving slower than it actually is. This lets them, once per combat encounter, make a charge or ranged attack against a foe that is treated as flat-footed.
* DeadlyDisc: Their signature weapon is the annulat, a hurled hoop of razor-sharp metal.
* TheExile: The most severe punishment among the neraphim is exile, and many neraph adventurers were banished from their home plane. Some of these exiles manage to complete a quest that gives them the right to return.
* FrogMen: They have the toad-like builds of the slaadi, and are natural jumpers, though neraphim have no affinity for water. They also sport un-frog-like chitinous encrustations for some natural armor.
* {{Matriarchy}}: What society the neraphim have is divided into households, each led by a matriarch with absolute authority.
[[/folder]]
[[folder:Nereid]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nereid_2e.jpg]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E), Any Chaotic (5E)
Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane waters, leading to stories of them luring sailors to their dooms.
----
* TheBeastmaster: Nereids can ''speak with animals'' at will, and in 2nd Edition are often accompanied by "pets" like a dolphin, giant octopus or stingray, who assist them in battle.
* EnemySummoner: 3rd Edition nereids can summon one or more water elementals once per day.
* MakingASplash: They can control the waters of their homes, either to amuse themselves by sculpting waves into shapes, or to impede attackers with rough surf.
* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male guises when interacting with females, but most of the time other women can tell there's something off about them, and won't lower their guard.
* OurNymphsAreDifferent: They're extraplanar fey who are sustained by clean water, and want nothing more than to splash and cavort in the waves. Since they can be found in both salt- and freshwater, they're effectively fusions of the Greek nereids and naiads. Nereids usually live alone or in small groups, and might be related to tritons, though the nereids have not moved permanently to the Material Plane.
* OurSirensAreDifferent: Nereids have lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey. Most nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the fey.
* SuperSpit: 2nd and 5th Edition nereids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: In their natural forms, nereids are nearly impossible to distinguish from water, but upon exposure to air will assume a comely humanoid shape.
* WouldNotHitAGirl: Enforced in 2nd Edition, in which "All males that look at a nereid find themselves incapable of harming the creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the shore."
[[/folder]]
[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (bottom-left), kalareem (upper-middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E); 16 (varoot) to 20 (teltarym) (4E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E)
Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.
----
* AbsurdlySharpBlade: The nerra's signature weapons are shard swords and daggers made out of the mirror-like substance of the Plane of Mirrors. They're enchanted weapons that inflict terrible bleeding wounds for a DamageOverTime effect.
* AchillesHeel: Nerra take additional damage from sonic attacks.
* AttackReflector: Any spell that a nerra saves against instead affects the caster, and they're similarly immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day, or at will in the case of the sillits.
* DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect similar to their signatue weapons.
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their infiltrations.
* MirrorMonster: They're reflective humanoids with sinister intentions who lurk on the other side of mirrors.
* MirrorSelf: They actively create these, by abducting Material Plane creatures and bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which [[KillAndReplace kills and replaces]] the original creature, then follows the nerra's orders regardless of alignment.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art for the susurrus]]).
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
[[/folder]]
[[folder:Nethersight Mastiff]]
[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/d&d_nethersight_mastiff_3e.png]]
[[caption-width-right:285:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral
Great magical wolfhounds uniquely suited to hunting ethereal prey.
----
* IntellectualAnimal: With an Intelligence score of 6 they're a little smarter than the average ogre, and nethersight mastiffs are fully capable of speaking Common.
* TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.
* SeeTheInvisible: As per their name, they have a natural ''true seeing'' effect that allows them to see ethereal creatures.
* TouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons, and can affect ethereal creatures without difficulty. More than that, nethersight mastiffs have learned how to latch onto ethereal foes and wrench them across the planar boundary, potentially stranding them on the Material Plane.
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting something on the Ethereal Plane.
[[/folder]]
[[folder:Night Twist]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_night_twist_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (standard), 20 (ancient) (3E)\\
'''Alignment:''' NeutralEvil
Black, leafless trees that lure prey in with their hauntingly horrible songs, then feed upon their victims' decaying flesh.
----
* BlowYouAway: Night twists can generate a gale-force wind at will, affecting all within 120 feet, usually in order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song" that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point is that it's the most sorrowful sound imaginable. Those who fail their saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are compelled to move toward the source of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to them.
[[/folder]]
[[folder:Nightmare]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
----
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with a black coat and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called ''infernal tack'', after which they must answer the summons of the tack's owner and serve them as a steed.
[[/folder]]
[[folder:Nightmare Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightmare_beast_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Magical Beast (3E), Shadow Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 15 (3E), 25 (4E), 16 (5E)\\
'''Alignment:''' ChaoticEvil
Fanged, tusked behemoths that terrorize prey in their dreams before tearing them apart in the flesh.
----
* DisintegratorRay: Their 5th Edition incarnation has a DeadlyGaze to this effect.
* GoombaStomp: In 3rd Edition, they have a variant of a trample attack that involves a running start and pouncing on a victim up to 35 feet away.
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which are employed in combat.
* {{Mutants}}: A sidebar in their 4th Edition entry explains that nightmare beasts aren't a natural species, but are mundane Athasian predators mutated by consuming prey tainted by the Gray or defiling magic, causing them to grow into these horrors. The sidebar also asks some pertinent questions, such as why these creatures mutate into a set form, and whether there are similar mutated monsters elsewhere in the wastes.
* NightmareWeaver: These beasts' signature ability is to torment the dreams of intelligent prey, causing those who fail their saving throws to suffer horribly vivid nightmares of being stalked and devoured. This prevents the victims from properly resting, leaving them fatigued (and potentially even dealing damage), and interferes with mages' efforts to recover their daily spells.
* NoBodyLeftBehind: Their 2nd Edition write-up notes that nightmare beasts aren't suitable as a food source because their bodies decay unnaturally quickly once the magic sustaining their lives has faded.
* PsychicPowers: The nightmare beast debuted in ''Dark Sun'', and thus its original incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
* WalkingWasteland: Their 4th Edition write-up likens nightmare beasts to "a cancer on the world," permanently tainting the land and poisoning the water around them.
[[/folder]]
[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]
[[folder:Nightshade (Mystaran)]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Undead (3E)\\
'''Alignment:''' ChaoticEvil
Enormous creatures of darkness and negative energy, who come in various forms, only occasionally humanoid. Not to be confused with the Torilian nature spirits also known as nightshades.
----
* DarkIsEvil: Creatures of living darkness, and thoroughly malevolent.
* EnemySummoner: In 3rd edition, each variety of nightshade has the power to summon lesser undead to serve them for the duration of the night.
* EvilIsDeathlyCold: Their ''AD&D'' entry describes how nightshades chill the air up to 60 feet around them, which can be felt even through solid stone walls. "The chill of a nightshade is something no adventurer forgets," so anyone who has encountered one will have an easier time detecting the creature if it tries to sneak up on them.
* ItCanThink: They look monstrous, but nightshades are veritable geniuses who can communicate telepathically. It's just that, as 2nd Edition explains, nightshades see no reason to converse with their victims, and "Any creature that is not a nightshade or a summoner is considered a victim."
* OneHitKill: 2E nightshades are so toxic that anything struck by one has to save or die on the spot.
* {{Retcon}}: Their origin varies by edition -- in 2E they're from the Negative Energy Plane, in 3E they're from the Plane of Shadow, in 4E they're from the Shadowfell, while in 5E they're from the Negative Energy Plane ''via'' the Shadowfell.
* StomachOfHolding: 2nd Edition explains that nightshades are intelligent enough to keep treasure (typically gems, jewelry, art objects and magic items), they just swallow their loot to carry it with them.
* WalkingWasteland: They project a desecrating aura which bolsters the undead or harms the living, depending on the edition. In 2E this additionally spoils all consumable items around them, including holy water, potions, magical oils and ointments, etc.
* WeakenedByTheLight: Nightshades loathe the light, and in natural daylight take a penalty on attack rolls, skill checks and saving throws.
!!Nightcrawler
->'''Challenge Rating:''' 18 (3E)
A 100-foot worm covered in utterly black plates of chitinous armor.
----
* BewareMyStingerTail: Their stinger can eject a poison that deals a hefty amount of [[NonHealthDamage Strength damage.]]
* LevelDrain: Anything in a nightcrawler's gizzard gains negative levels, while the monster heals.
* SwallowedWhole: Capable of gulping down even Huge-sized creatures.
!!Nighthaunt
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nighthaunt_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 12 (3E)
Man-sized, winged creatures of shadow and malice, who are drawn to desecrated temples or gravesites.
----
* TheBlank: A nighthaunt's face is featureless save for "the pale, lifeless orbs of its eyes."
* LevelDrain: They can drain life energy by pressing their face against a grappled victim's, bestowing two negative levels each round.
* OurGargoylesRock: Nighthaunts have the body plan of such, and are humanoid figures with wings, horns and tails, but they're sculpted from "purest night" rather than stone.
!!Nightwalker
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightwalker_5e_transparent.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/1d2ad70b836c0991be14f431587c20c4.jpg[[/labelnote]]]]
->'''Challenge Rating:''' 16 (3E); 20 (4E, 5E)
Towering undead bipeds made of corporeal darkness.
----
* DeaderThanDead: When a 5th edition nightwalker kills someone, that poor sap is dead as a doornail and cannot be revived by anything less than the wish spell.
* MooksAteMyEquipment: 3rd edition nightwalkers can attempt to snatch a player's magic items out of their hands. If the nightwalker succeeds, it can then destroy the item by crushing it.
* OmnicidalManiac: Nightwalkers exist to make life extinct, and devour all life they encounter.
* SupernaturalFearInducer: 3rd and 5th edition nightwalkers can literally paralyze their opponents with fear. In the former they do so by means of a terrifying gaze, while in the latter the fear is a by-product of zapping the victim with a bolt of necrotic energy.
* UndeadAbomination: In 3rd edition, nightwalkers are towering undead giants born from the souls of exceptionally strong-willed and evil people. In 5th edition they are instead beings of pure anti-life from the Negative Plane. In either case, these things are so unfathomably wrong and evil that their very presence destroys life, and they can kill something just by pointing at it or looking at it.
!!Nightwing
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightwing_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Challenge Rating:''' 14 (3E)
A mass of utter darkness, in the shape of a bat with a 40-foot wingspan.
----
* BatOutOfHell: A huge, extraplanar shadow bat.
* GiantFlyer: Classified as Huge, which is literally giant-sized.
* MooksAteMyEquipment: Nightwings' touch attacks inflict ManaDrain on magic items, reducing their potency by one degree until they become mere masterwork equipment.
[[/folder]]
[[folder:Nightshade (Torilian)]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightshade_2e.jpg]]
[[caption-width-right:290:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' NeutralEvil
Also known as "wood woses," these malicious elemental spirits embody poisonous plants such as belladonna, foxglove, hemlock and mistletoe, and lurk in dark forests or dank caverns. Not to be confused with the giant undead creatures also known as nightshades.
----
* GodSaveUsFromTheQueen: Nightshade society is led by their High Queen Ainecotte, the oldest and most intelligent of their kind who "rules through terror and blackmail." The lesser nightshades sacrifice prisoners to her.
* GreenThumb: They can use magic like ''speak with plants'', ''entangle'' and ''plant door'', and seven or more nightshades can conduct a ritual to summon a shambling mound once per month, though it requires them to drink blood beforehand.
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter. They're also WeakToFire.
* PoisonousPerson: Their sap, which they use to coat their bronze weapons, is a [[NonHealthDamage Dexterity-damaging]] poison, [[TheParalyzer paralyzing]] victims if their Dexterity falls below 3, and killing them if it reaches 0. Nightshades also trade their poisons to quicklings in exchange for weapons.
* TheSpiny: Striking a nightshade with a melee weapon deals damage from their stinging poison, while those grappled by one take Dexterity damage as well.
* TheVirus: Anyone slain by a nightshade's poison sprouts a new nightshade at the next full moon.
[[/folder]]
[[folder:Nilshai]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nilshai_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
Also known as ethereal theurges, these bizarre beings live in alien cities on the Ethereal Plane, but visit the Material Plane to spy on the locals, secure magic items, or capture intelligent slaves.
----
* ArchEnemy: In the Realms, the nilshai have an obsession with the star elves' demiplane of Sildëyuir, and have constructed several ''portals'' allowing access to it from the Ethereal Plane. The aberrations have launched several invasions of the demiplane, each worse than the last, and have established enough footholds there that some star elves have proposd abandoning Sildëyuir for the Material Plane.
* TheBeastmaster: The nilshai are often found with other ethereal creatures -- they use ethereal marauders as pets, ethereal filchers as servants, have tamed ethereal slayers, and will sometimes use even stranger creatures as guards or soldiers.
* EldritchAbomination: Their bodies are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks on a bulbous head. Between this and their alien minds, nilshais are so adept at multitasking that they're able to take an additional partial action each round, such as to cast a second spell, use a magic item, or ready ''{{dispel magic}}'' to {{counterspell}} an enemy mage.
* {{Intangibility}}: They can use ''ethereal jaunt'' at will, materializing from the Ethereal Plane as a free action or returning to the Ethereal Plane as a move action.
* MageSpecies: They're natural arcanists, casting spells as an 8th-level sorcerer.
* NoSell: Nilshais are under a constant ''mind blank'' effect, rendering them immune to divination magic or mental influences.
[[/folder]]
[[folder:Nimblewright]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nimblewright_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)
Human-sized constructs that use their speed, spells and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.
----
* AchillesHeel: Cold damage ''slows'' a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
[[/folder]]
[[folder:Nishruu]]
[[quoteright:334:https://static.tvtropes.org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticNeutral
Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.
----
* AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.
[[/folder]]
[[folder:Norker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Savage subterranean goblinoids known for their tough hides.
----
* BarbarianTribe: Norkers are this compared to ordinary goblins. Their weapons are primitive, they can't cooperate enough to build anything more complicated than a rough wall or stockade, and they're too lazy to hunt, leading norkers to steal supplies from other humanoids to survive. They're also incredibly fractious and prone to infighting, resulting in smaller tribes than other goblinoids.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the hierarchy than even goblins.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archomental Ogremach or the cult of the Elder Elemental Eye.
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing more than a loincloth.
[[/folder]]
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 15 (4E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
----
* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
[[/folder]]
[[folder:Nuckalavee]]
[[quoteright:291:https://static.tvtropes.org/pmwiki/pub/images/d&d_nuckalavee_2e.jpg]]
[[caption-width-right:291:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
Grotesque amphibious monsters, similar in shape to centaurs, who despise living creatures and try to exterminate them whenever possible.
----
* AnIcePerson: Their BreathWeapon is a ''cone of cold'' in 2nd Edition, and a cone of frigid water in 3rd Edition.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to a phobia for all fresh water. Nuckalavees aren't harmed by freshwater or anything, they just will never willingly enter it.
* EvilSmellsBad: They reek of decay, like a corpse left to rot in the water, a strench "so strong and oppressive that it can be felt and tasted."
* MakeThemRot: Nuckalavees are surrounded by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of the reason that undead never attack a nuckalavee unless magically compelled to do so.
* NoSell: They're immune to poison attacks, and highly resistant to fire damage.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from their mythological source by being centaur-like creatures whose humanoid torsos replace the horse's neck at the front of their equine bodies, rather than sitting atop the spine like a rider. Their breath weapon is also a blast of cold damage rather than a breath of sickness and decay, though the latter aspect is represented by their "Death Aura" ability.
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer: Nuckalavees are surrounded by a ''fear'' aura.
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them opaque blue flesh.
[[/folder]]
[[folder:Nycter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nycter_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
----
* BatPeople: They're a smaller example than the desmodus, though unlike them, the nycters can actually fly.
* FantasticRacism: Nycters view their desmodu cousins as barbaric savages, much like how humans view ogres (ironic, given that desmodus are actually much smarter than nycters, with an Intelligence of 15 to the average nycter's 10). The desmodus in turn deride nycters as lesser bat-folk, lacking brains and ambition.
* SuperScream: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, they become immune to that nycter's hunting cry for the next 24 hours.
* SuperSenses: As expected, these bat-folk can use echolocation to detect creatures in the dark, out to 60 feet.
[[/folder]]
[[folder:Nymph]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (3E), 5 (4E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E), Unaligned (4E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
----
* BrownNoteBeing: In 2nd Edition and early 3rd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. Thankfully, nymphs can suppress or resume this ability at will, and the effect is restricted to blindness in 3.5E.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful of their kind (CR 25 on a 1-30 scale!), serving as generals and master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of their games with mortals (or lose their heart to one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad, which in that edition are more "tree folk" than "fey women."
!!Grain Nymph
[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/d&d_grain_nymph_2e.jpg]]
[[caption-width-right:265:2e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Alignment:''' TrueNeutral
A variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.
----
* AnimalsHateHim: Anyone marked as an enemy of a grain nymph will find that no farm animal, including horses, will ever be friendly towards them again. This effect is permanent until removed by powerful magic like ''wish''.
* FantasticRacism: They don't get along with their wild cousins -- conventional nymphs think grain nymphs are snobbish, while grain nymphs consider themselves sophisiticated and "cultivated."
* FriendToAllLivingThings: Farm animals adore grain nymphs, and will rush to one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as a grain nymph is healthy, her fields will yield double the normal harvest and survive both droughts and flooding. But a grain nymph can only remain in the same farmland for three years before leaving for a new location within 50 miles of the last one. If she can't find a new home, she'll perish, and she can only return to one of her previous fields if nine years have passed since she last protected them.
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their speech. If they fail another save a few rounds later, they collapse into a drunken stupor, and will eventually awake with a splitting hangover.
* PestController: They can ''summon'' or ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey are nearly as beautiful as other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcome elves' normal resistance to charms.
* DirtyCoward: Unseelie nymphs avoid fighting whenever possible, as they usually have minions to do that for them, and "they prize their own beauty too highly to risk it in combat." When things turn against them, they'll use ''dimension door'' to slip away.
* EvilCounterpart: They're such to normal nymphs. It's noted that unseelie nymphs are ''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and corrupt other creatures.
* VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and Constitution]] drained away by her -- males in particular have a penalty on the save to resist this effect, as "they would willingly give the unseelie nymph anything it requests."
* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless countered with powerful magic like ''wish'', or a powerful druid takes charge of the area to heal it.
[[/folder]]
[[folder:Nyth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nyth_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' LawfulEvil
Glowing globes of light that hunt prey with ''magic missiles''.
----
* AttackReflector: Anyone targeting a nyth with a ''magic missile'' of their own will have the spell reflected right back at them.
* BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also bombards a 30-foot radius with ''magic missiles''.
* FeedItWithFire: Nyths absorb electricity and fire, gaining rather than losing hit points from such effects.
* {{Invisibility}}: They can damp their glows for up to eight rounds at a time, effectively becoming invisible, though they pulse with light whenever they fire their ''magic missile''.
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in its corner of the dungeon, and will only retreat if faced with certain death.
* {{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp: They're related to such creatures, and can communicate with them via pulses of light, but nyths differ from will-o-wisps by operating in daylight (and often attacking prey with the sun behind them), and rather than absorbing a dying creature's life essence, nyths hunt and physically eat small game like rodents, birds and insects.
[[/folder]]
!!O
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
----
* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
[[/folder]]
[[folder:Obliviax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblivion_moss_4e.jpg]]
[[caption-width-right:350:Mosslings (4e)]]
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 12 (4E)\\
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies of its victims.
----
* AchillesHeel: While enough fire damage will destroy a patch of obliviax, any amount of cold damage instantly kills it
* EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss, they can regain the lost memories -- including any stolen spells -- of the obliviax's most recent victim, though if they fail a saving throw they'll instead become poisoned. 4th Edition expands upon this, by noting that those who consume obliviax might gain hazy memories from the plant's older victims, such as the important message relayed by a courier, or the location of traps within a treasure vault, though such memories need to be acted upon quickly before they fade away.
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligent enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim (who takes some Wisdom damage in 3rd Edition), while the moss goes dormant for a day to "digest" its meal, spawning a mossling to defend itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate with the likes of the cult of Zuggtmoy after being offered more mobile forms.
[[/folder]]
[[folder:Ocean Strider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocean_strider_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' ChaoticNeutral
Giant fey resembling humanoid orcas, who protect stretches of ocean from exploitation and pollution.
----
* BeastMan: They're Huge humanoids with the rubbery skin, black-and-white markings, and stubby tail of an orca.
* GaiasVengeance: Ocean striders take it upon themselves to defend the seas from plunderers, viewing anything not native to the area's water or skies as an intruder. They are, however, willing to negotiate, and will let ships through if their captains promise not to kill more marine life than they can eat, or dump their trash overboard. Such captains would be wise to fulfil their end of the bargain, as ocean striders are known to shadow ships for miles if they have doubts about the crew's trustworthiness.
* SupernaturalFearInducer: They have a frightful presence that affects creatures up to 100 feet away.
* UseYourHead: Ocean striders can make ram attacks, either dealing damage to a single creature, or potentially hulling a ship so that it sinks in a matter of minutes. Even if the fey fails their Strength check to break a ship's hull, those aboard must make their own saves to either take damage from being thrown about, or ending up overboard on a failure.
* WalkOnWater: They get their name from their ability to walk atop the waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
[[/folder]]
[[folder:Octopus Tree]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_octopus_tree_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Predatory sea plants that can root themselves near the shore or drift along the currents on the ocean's surface, forming forests of rubbery, black-barked, tentacled trees.
----
* DerelictGraveyard: Larger groves of octopus trees tend to have the wreckage of ships lodged in their "roots," which only serves to lure in would-be explorers.
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growing in the middle of the ocean, and thanks to octopus trees, such tales don't just come from the bottom of a mug of grog.
* GreenThumb: Their spell-like abilities include ''entangle'', ''plant growth'', ''wall of thorns'' and ''warp wood'', the latter of which is particularly dangerous to sailing vessels.
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and use their roots to swim to intercept prey, using their magic as necessary.
* SupernaturalFearInducer: Any nearby creatures have to save or become shaken.
* TentacleRope: They attack by striking and grabbing prey with their tentacles, then passing them to the plant's maw, hidden just beneath the water's surface.
[[/folder]]
[[folder:Ocularon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocularon_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
Floating, tentacled beings that can steal and animate other creatures' eyeballs.
----
* EyeScream: An ocularon can try to steal the eyes of a victim its grappled for a round, impaling their eyeballs on the ends of the ocularon's barbed tentacles.
* EyeSpy: An ocularon can fill a stolen eyeball with the same gas that supports its body, allowing the creature to animate the eyeball as a flying sentry as per the ''prying eyes'' spell, or send the eyeball after a target as an explosive missile with a ranged touch attack.
* LivingGasbag: Ocularons are jellyfish-like creatures held aloft by toxic lighter-than-air gases, and [[DefeatEqualsExplosion explode when killed.]]
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, driving out all other creatures, and then animating some stolen eyeballs to monitor its territory for intruders.
* PoisonousPerson: The gas that fills an ocularon and its purloined eyeballs deals [[NonHealthDamage Strength and Constitution damage.]]
[[/folder]]
[[folder:Odopi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_odopi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 14 (standard), 18 (elder) (3E)\\
'''Alignment:''' ChaoticEvil
Huge, many-handed nightmares from the Tarterian Depths of Carceri, who sometimes tumble out of planar rifts to destroy anything they encounter.
----
* BizarreAlienLocomotion: They roll around like gigantic tumbleweeds on their countless hands.
* BoulderBludgeon: Odopis can sling up to four 20-pound stones per round, but can't concentrate fire on a single target.
* MultiArmedAndDangerous: They're in fact mostly clawed arms, with [[EyesDoNotBelongThere eyes in the center of each palm]]. Unlike the adominable hecatoncheires, this doesn't give odopis many melee attacks, instead they prefer to grab a single foe each round and then subsequently trample them.
* StarfishLanguage: The odopis have their own language, expressed by gurgling and hand-clapping.
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anything they grab in their hands is at risk of being passed to that maw and swallowed.
* TrampledUnderfoot: Well, under''hand'' -- odopis deal damage to anything they move over, including foes they've grabbed and held onto in previous rounds.
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 8 (4E), 2 (5E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh.
----
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of planting crops, and rather than properly hunt, they mostly wander around their territory at night in small groups that kill anything they encounter. This "feast or famine" approach to food means that many ogres are left hungry and irritated, explaining their hostile interactions with other beings, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only one in three ogre children survive to adulthood.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.
* EliteMooks: "Skullcrusher" ogres are the result of a SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres of either sex mating with humans, Medium-sized goblinoids, or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurGiantsAreBigger: Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered posture, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
[[/folder]]
[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 8 (3E, 4E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
----
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_elemental_mage_3e.png]]
[[caption-width-right:350:From left to right, a ken-li, ken-sun, and ken-kuni (3e)]]
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:''' 8 (ken-kuni), 10 (ken-li), 13 (ken-sun) (3E)\\
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working in concert.
----
* BlowYouAway: Ken-sun can surround themselves with fierce winds, making missile attacks impossible and potentially knocking down adjacent Medium-sized creatures (and blowing away Small ones).
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even have a "Shared Strength" ability that means whenever two or more elemental magi are within 60 feet of each other and have to make a saving throw, they can use the highest bonus available to the group.
* DishingOutDirt: Ken-kuni can make earthshock attacks every few rounds to try and knock foes off their feet, affecting either everything adjacent to them, or those in a 30-foot line.
* EvilOverlord: Ken-sun are megalomaniacs who exist to rule. They use their might and magic to gather warbands, if not entire armies, to carve out domains and extract tribute. The ken-kuni and ken-li, who are naturally subservient to the stronger ken-sun, will serve in the latter's forces as siegebreakers and trusted retainers.
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing them to be used with impunity during mixed melees.
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while the all-male race is capable of breeding with ogres and ogre mages, there's no guarantee their offspring will be another elemental mage.
* OurOgresAreDifferent: Elemental magi are thought to be a variant of ogre mage (aka oni) that is born at random to other types of ogres.
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a BreathWeapon, and can wreathe themselves in flames, [[TheSpiny dealing a bit of damage to those who attack it in melee.]]
* {{Pyromaniac}}: The fiery ken-li want nothing more than to wander where they will, torching any forests, herds of cattle, and villages they come across. It takes the ken-sun to give them purpose and discipline as soldiers.
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.
[[/folder]]
[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
----
* AcidAttack: Nearly every variety of ooze uses acid to dissolve and digest their victims.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* EnemySummoner: As can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple times per day.
* HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with their environments and ambush unsuspecting prey.
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where they live.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a ten-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and then "etherealize" their victim, bringing it back to the Ethereal Plane with them -- and potentially stranding the creature there if it manages to fight free of the ooze.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the Plane of Shadow. Like undead shadows, they're capable of dealing [[NonHealthDamage Strength damage]] to those they touch.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PoisonousPerson: Venom oozes, in some settings, are former ochre jellies subjected to ''poison'' spells and other experiments, leaving them so toxic they can poison creatures on contact and contaminate water they're immersed in. They're also noted to be unusually mobile and predatory for oozes.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new patch of olive slime.
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that live in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as they do so.
!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arcane_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E)
Fluid masses of green protoplasm with a strange affinity for arcane magic.
----
* FeedItWithFire: They're healed by any magic that deals acid damage, while lightning damage will grant them a ''haste'' effect.
* MagicEater: These oozes have the strange ability to siphon arcane spells. Any arcane spellcaster within 60 feet of an arcane ooze has to make a saving throw each round or lose one of their highest-level spells as the creature absorbs its magical energy, gaining temporary hit points from the effect.
* NoSell: Arcane oozes are unaffected by most arcane magic.
!!Bloodfire Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodfire_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 4E)\\
'''Alignment:''' NeutralEvil
Masses of superheated blood, which can fling fire themselves and empower the pyromancy of other creatures.
----
* AmplifierArtifact: Any fire spell cast within 60 feet of a bloodfire ooze is boosted as per the Empowered Spell feat.
* BloodyMurder: Bloodfire oozes are created from blood harvested from a hundred non-evil humanoids, mixed with the ichor of a demon. "Blighted" bloodfire oozes add the blood of even more alien and horrific beings, giving the monster the entropic and pseudonatural templates.
* MakeThemRot: Blighted bloodfire oozes are surrounded by an aura of negative energy that deals a point of hit point damage to any living creatures within 10 feet of them, an effect they can strengthen to also deal [[NonHealthDamage Strength damage.]]
* PlayingWithFire: Bloodfire oozes can create 10-foot radius blasts of fire each round.
* TheSpiny: Anything that strikes them in melee takes fire damage from the ooze's burning blood.
!!Bone Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bone_ooze_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 21 (3E)
Also called "rolling graveyards," these 30-foot-wide globs of pallid goo have dozens of partially-digested bones within their masses.
----
* DamageOverTime: Their bodies are studded with bone shards, and so their slam or engulf attacks cause cumulative bleeding damage, until the victim receives natural or magical healing.
* LogicalWeakness: All those absorbed bones give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.
* NonHealthDamage: These oozes absorb part of their victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, the ooze expels the victim's fleshy parts and equipment.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage each round, and be subject to their "bone meld" attack.
!!Cesspit Ooze
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_cesspit_ooze_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticEvil
Revolting monsters born when a sentient creature dies in filth tainted by arcane pollution and surrounded by misery.
----
* AsteroidsMonster: Each attack by a slashing or piercing weapon merely causes the cesspit ooze to split in two, dividing its hit points.
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting in a 30-foot splash of enraging acid.
* ItCanThink: Due to the circumstances of their creation, cesspit oozes "inherit" a glimmer of intelligence from the decaying body that spawns them, enough to prefer prey that's sentient, frightened and in pain.
* MuckMonster: They're living, predatory piles of sewage mixed with trash and animal carcasses.
* ReviveKillsZombie: Even though they're not undead, cesspit oozes are empowered by the pain of their victims, and thus take damage from positive energy.
* SetAMookToKillAMook: Any creature damaged by the ooze's acidic muck also has to save or fly into a berserk rage within 20 rounds, attacking the nearest living thing until they successfully save to shake off the effect.
* TheVirus: Oddly enough averted; even though a cesspit ooze's victims die in pretty much the same circumstances the original spawned in, this never results in new oozes, presumably because the existing ooze absorbs the emotions that would generate a new one.
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough to sicken creatures that come near them.
!!Conflagration Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_conflagration_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Sentient and malevolent masses of liquid flame, which cause their victims to erupt with fire from within.
----
* ItCanThink: Conflagration oozes are smart enough to use their spell-like abilities tactically, speak Ignan, and some even conduct magical research in their spare time.
* LogicalWeakness: They have to spend most of their time hunting, to fuel the infernos within them.
* PlayingWithFire: True to their name, conflagration oozes are constantly burning, and deal extra fire damage with their slam attacks, but much more dangerous is their "fire in the blood" ability. Anything they grapple or pin has to save or contract a fiery toxin that causes additional damage and can cause their blood (or other vital fluids) to become liquid flame, dealing [[NonHealthDamage Constitution damage]] as rivulets of flame burn through their skin.
* StatusEffects: They can use spells like ''[[StupidityInducingAttack confusion]]'', ''[[ForcedSleep deep slumber]]'' and ''[[TheParalyzer hold monster]]'' each once per day, to immobilize or disogranize opponents before moving into melee.
!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 5 (5E)
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.
----
* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, but some alchemist has done the next best thing.
* BreathWeapon: Dragonblood oozes try to manifest a dragon's breath weapon, but only manage to expel a spray of their own gelatinous mass.
* WallCrawl: They can freely scale sheer surfaces or move upside-down across ceilings.
!!Flesh Jelly
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_flesh_jelly_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 19 (3E)
Gargantuan mounds of stinking skin and hair, bulging with loose bones.
----
* OneHitKill: Anything engulfed by a flesh jelly has to save or die instantly as they're absorbed into its mass. While their belongings get spat out a few rounds later, only a ''wish'' or ''miracle'' can bring the victim back to life after absorption.
* PoisonousPerson: These oozes' slam attacks carry filth fever, which can cause [[NonHealthDamage Dexterity and Constitution damage]].
* SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage and have to save against disease each round, and become subject to the ooze's "absorb" attack.
* WeaponizedStench: Anything coming within 50 feet of a flesh jelly has to save or become nauseated for several rounds, able only to stagger around and take a single move action.
!!Graveyard Sludge
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_graveyard_sludge_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 4 (3E)\\
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise in areas defiled by negative energy.
----
* MortalityGreyArea: These oozes have the "between worlds" trait, so they're healed by both ''cure'' and ''inflict wounds'' spells.
* SpawnBroodling: When an eligible creature dies within 20 feet of a graveyard sludge, that creature arises as a zombie a few rounds later, but coated with some of the ooze's slime to impart extra acid damage to its attacks.
* SupernaturalFearInducer: They can release some of the latent spiritual energy trapped inside their forms to hit adjacent foes with a ''fear'' effect.
* SupportPartyMember: While graveyard sludges are dangerous on their own, when they sense an intelligent undead creature, they instinctively follow them around, spending full-round actions to use the ooze's "vigor of the dead" ability to give the undead creature several {{Status Buff}}s.
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims of their energy drain attack.
* CastingAShadow: Void oozes are surrounded by a mass of shadows that acts as a ''darkness'' spell. This shadow shield is also infused with negative energy, [[TheSpiny and will damage any creature that strikes the void ooze with a melee weapon]].
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void ooze to take advantage of its negative energy touch, which heals undead creatures.
* SwallowedWhole: Void oozes can try and engulf smaller creatures, trapping them within their masses and inflicting energy drain each round.
[[/folder]]
[[folder:Ophidian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ophidian_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticNeutral
Snake-like humanoids with stunted arms and legs, usually found in the service of more intelligent creatures.
----
* ChameleonCamouflage: They can change the color of their scales to blend in with their surroundings.
* HappinessInSlavery: While they weren't deliberately created as a ServantRace, ophidians are naturally servile, and are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll [[GiantAnimalWorship worship their patron, providing offerings of food and treasure.]]
* SnakePeople: They have a strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course they have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as they're compelled to return to the place they were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only a ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins, and were trasnformed into serpent people themselves.
[[/folder]]
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral
Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of their wortlings.
----
* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
[[/folder]]
[[folder:Oread]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulNeutral
Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.
----
* ArchEnemy: Oreads are sworn enemies of races with a penchant for mining and tunneling, such as dwarves, gnomes, goblins and pech, as well as creatures like xorn that might eat their gemstones.
* CharmPerson: 3rd Edition oreads can cast ''charm monster'' three times per day, and usually employ the spell on lone miners to deliver warnings and send them on their way, or have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* DepartureMeansDeath: An oread taken a mile away from her home mountain dies within a day.
* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders. Oreads can also move through solid stone as easily as a fish moves through water, without leaving a tunnel behind them.
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' are useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and white-haired, who instead of protecting a single mountain act as the guardians of entire mountain ranges. They're the leaders of their kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.]]
* OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females from such unions will grow into oreads themselves.
* OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin, wearing clothing and jewelry made from the metals and gems inside their mountains.
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which case their hair turns white.
[[/folder]]
[[folder:Orglash]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orglash_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' As base creature +1 (3E)\\
'''Alignment:''' ChaoticNeutral
Ice spirits that roam cold places, attacking those they deem a threat to the land.
----
* ElementalEmbodiment: They look like whirls of wind and snow, and 3rd Edition treats "orglash" as a template that can be applied to any elemental with the air subtype.
* GuardianEntity: In their home setting, orglash are elemental beings native to Rashemen, and seem to have the innate ability to sense foreigners. But while the orglash have helped defend their homeland against the likes of the Red Wizards of Thay for centuries, the Rashemaar view the unpredictable spirits as a mixed blessing, since orglash have been known to attack them as well.
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and in 2nd Edition take constant damage in temperatures above 60 degrees Fahrenheit -- in areas over 100 degrees, orglash dissipate entirely, and must return to a near-freezing environment to reform their bodies.
[[/folder]]
[[folder:Ormyrr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ormyrr_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulNeutral
Huge, amphibious beings that live in rivers, and are notably obsessed with acquiring magic.
----
* ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and are depicted a vivid shade of blue.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they can to acquire magical items, and hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that they're from another plane in 2nd Edition, though 3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the ormyrr's sense of right and wrong, the creatures might give a stolen magic item back.
[[/folder]]
[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 7 (4E); 5 (otyugh), 7 (neo-otyugh) (5E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
----
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are a smarter breed of otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to handle their corpses.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughs are smart enough to do this with victims they're grappling, giving the monsters an Armor Class bonus and letting them attempt to intercept incoming attacks with their grabbed victims.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to communicate either telepathically or through Common, depending on edition. They can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, otyughs are capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as "movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
[[/folder]]
[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E),8 (4E), 3 (5E)\\
'''Alignment:''' Unaligned
Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
----
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]
!!P
[[folder:Pack Fiend]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pack_fiend_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil
Stealthy predators native to the Gray Waste of Hades, though fiends across the Lower Planes routinely capture them for use as hunting beasts.
----
* AttackAnimal: It's mentioned that pit fiends and glabrezu in particular are fond of keeping kennels of starving pack fiends, waiting for the right moment to go hunting.
* BewareMyStingerTail: Their sting attacks deliver a [[NonHealthDamage Strength-damaging poison.]]
* DeadlyLunge: Pack fiends pounce when they charge, allowing them to make a full attack action at the end of their move.
* MixAndMatchCritters: They look like some unholy cross between a wolf and cockroach, with a streamlined scorpion's tail.
[[/folder]]
[[folder:Painspeaker]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_painspeaker_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Withered walking corpses that constantly gibber and coo in corrupted truespeech.
----
* NothingButSkinAndBones: They look nearly skeletal, with their grayish flesh drawn tight across their bones.
* UnfinishedBusiness: Painspeakers died with an important message left unspoken, whether a confession of love, an entreaty for peace, or testimony that would have saved an innocent. These tortured, unvoiced words have compeled them to rise as twisted undead, but there's at least one example of a painspeaker crumbling to ash after finally confronting and confessing its love for a cleric.
* WordsCanBreakMyBones: They can use the Recitation of the Fortified State to bolster their defense, and a reversed ''moderate word of nurturing'' to harm other creatures.
[[/folder]]
[[folder:Palimpset]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.png]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
----
* AchillesHeel: Electricity attacks not only deal damage to palimpsets, they have a chance, increasing with the attack's severity, to make them spit out any creatures they're currently digesting.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown about by a stray breeze.
* ChestMonster: Rumors abound of entire libraries filled with palimpsets, in volumes with enticing titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they can be restored using a specific sequence of spells: a ''remove curse'' to animate their illustration, ''abjure'' to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
[[/folder]]
[[folder:Pari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pari_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Celestial (5E)\\
'''Challenge Rating:''' 13 (5E)\\
'''Alignment:''' LawfulGood
Angelic beings with the power of foresight, who visit the mortal world with prophetic warnings or as harbingers of events to come.
----
* AmazingTechnicolorPopulation: Pari are known for their pastel blue skin tone.
* BrownNote: Pari can weaponize their prophetic powers by flooding a creature's mind with disorienting visions of the future, dealing psychic damage and giving them disadvantage on attack rolls for their next turn.
* OurAngelsAreDifferent: They're modeled off the pari/peri of Myth/PersianMythology, though they lack their source's angle as "mischevious beings denied entry to paradise until they complete a penace."
* WhiteMagic: Their spell-like abilities include ''cure wounds'', ''dispel good and evil'', and ''lesser restoration''.
[[/folder]]
[[folder:Pech]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_5e.png]]
[[caption-width-right:325:5e]]
[[caption-width-right:325:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg[[/labelnote]]]]
->'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' NeutralGood
Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be a more hospitable home.
----
* ArtEvolution: They look like fairly normal humanoids in 2E, while 5E amplifies their stony elemental traits, to the point that the example pech's hairless head has a chunk broken or chiseled off.
* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble. In 2E, their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons, while in 5E, attacks with their fortified pickaxes always score critical hits against Constructs and objects.
* DayHurtsDarkAdjustedEyes: They find exposure to direct sunlight nauseating, and have the Light Sensitivity rule in 5E.
* DishingOutDirt: The pech have power over rock and stone, and each can cast ''stone shape'' and ''stone tell'' several times per day. By working together, pech can use more powerful magic such as ''wall of stone'' or ''flesh to stone''.
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, and their flesh is nearly as hard as granite.
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.
[[/folder]]
[[folder:Pegasus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pegasus_d&d.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:''' Magical Beast (3E), Celestial (5E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticGood
Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult and winning its trust harder still.
----
* AnimalJingoism: Pegasi normally reserve their enmity for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to their fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.
[[/folder]]
[[folder:Peltast]]
[[quoteright:305:https://static.tvtropes.org/pmwiki/pub/images/d&d_peltast_2e.png]]
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Shapeshifting parasites that take the form of enticing items, so they'll be picked up and carried by their hosts. Standard peltasts disguise themselves as leather goods, while greater peltasts resemble gemstones.
----
* ArtifactOfDeath: Greater peltasts have magical abilities they use to maximize bloodshed and bodies upon which they can feed, and use a variant of ''summon monster'' to make hostile creatures attack their hosts, or make ''suggestions'' to encourage violence.
* IAteWhat: Peltasts expel their waste when immersed in water, tainting it so that any drinkers become nauseated for several rounds.
* NoSell: Peltasts are immune to poison or crushing effects.
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids -- they'll allow themselves to be picked up by the likes of elves and dwarves, but never feed upon them, and will try to find a better host as soon as one presents itself.
* TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patch of their host's skin, allowing the creature to absorb nutrients from its blood. This deals a single hit point of damage each day, which many hosts don't even notice, while in exchange, the peltast neutralizes any poisons in its host, shares its minor spell resistance, and in emergencies can inject a few hit points back into its host, once per day. It's a little more obvious when a greater peltasts feeds, as the blood can be seen collecting within their crystalline forms, which also grow larger after feeding -- as such, they prefer to feed upon sleeping or dying hosts.
* VoluntaryShapeshifting: Peltasts can change their forms over two rounds, usually to take the shape of an item it sees a perspective host drop, so that the parasite might be mistaken for it.
[[/folder]]
[[folder:Pennaggolan]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_pennaggolan_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' As base creature +2 (3E), 10 (4E)\\
'''Alignment:''' LawfulEvil
These fearsome blood-drinkers can masquerade as the living, but when they hunt, their heads detach from their bodies and fly into the night, trailing their internal organs beneath them.
----
* CombatTentacles: They can attack victims with their entrails, or more dangerously, [[TentacleRope grapple and constrict with them]], also allowing the pennaggolan to bite and drain blood.
* FlyingFace: A gruesome example, in that the creature's viscera is dangling beneath their levitating heads.
* HumanShifting: An odd variant; a pennaggolan's "natural" form is a flying head trailing entrails, but if it soaks said organs in vinegar to reduce their engorgement, a pennaggolan can stuff its viscera back into the shell of its former body and put its head back into position. In this guise, a pennaggolan appears normal, and more insidiously cannot be [[TurnUndead turned]], and will register as its original alignment to spells like ''detect evil''.
* HypnoticGaze: Like vamipres, pennaggolans can mentally dominate other creatures by looking into their eyes.
* OurVampiresAreDifferent: They actually share many traits and abilities with "classic" vampires, but the pennaggolan's grisly appearance sets them apart.
* SoulJar: If a pennaggolan's body is destroyed while its head is separated from it, the creature will die in one to four days.
* SupernaturalFearInducer: Other creatures within 30 feet of a pennaggolan have to save or become shaken.
* VampiricDraining: They drain blood from victims they bite, dealing [[NonHealthDamage Constitution damage.]]
* TheVirus: In most cases, a pennaggolan's victims are strangled to death by their entrails before succumbing to its blood-draining attack, but if the latter does occur, the victim will rise as an independent, and irredeemably evil, pennaggolan, should its body go unburied for three days.
[[/folder]]
[[folder:Peryton]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Stag-headed birds of prey that feed on human hearts.
----
* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
[[/folder]]
[[folder:Petal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_petal_fix_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood
Tiny fey who, when not serving as messengers for their larger kin, work to ensure that travelers and adventurers benefit from a restful sleep, whether they want to or not.
----
* ForcedSleep: They can sing songs to duplicate ''lullaby'' and ''sleep'' spells, which they typically use one after the other. The more petals that contribute to the ''sleep'' song, the harder it is to resist.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them in [[GardenGarment clothing of leaves and garlands of flowers.]] As might be imagined, this can leave the sleepers helpless against any thieves or monsters in the area.
[[/folder]]
[[folder:Petitioner]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' As native plane
The souls of mortals given physical form on the Outer Planes, where they are rewarded or punished as their faith and actions in life determine. Their appearance and qualities can vary wildly depending on the Outer Plane they inhabit.
----
* AngelicTransformation: Petitioners sent to Mount Celestia become lantern archons, who are guided by older archons until they're ready to evolve into a higher form of celestial.
* {{Animorphism}}: Petitioners who end up in the Wilderness of the Beastlands soon become ALittleBitBeastly, and eventually transform into celestial beasts after a few centuries.
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their sins -- is to become one with their patron deity, or even their home plane itself. The petitioners of Mount Celestia take this almost literally, as they hope to develop enough virtue and enlightenment to ascend through the plane's layers to reach Chronias, the highest of the Seven Mounting Heavens, from which no one returns.
* DeathAmnesia: Anyone who becomes a petitioner, but is later restored to life by magic, loses all memory of their time as one.
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until they're transformed into lemures.
* DepartureMeansDeath: In 2nd Edition, petitioners undergo a CessationOfExistence if they ever leave their home plane (at least without a power sponsoring the excursion). 3E softens this to a "Planar Commitment" trait that means petitioners are teleported 100 miles in a random direction if someone attempts to move them off-plane.
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptions to this -- the petitioners of Elysium, for example, are noted to have stronger memories of their mortal life, translating to some retained character levels that make them extra dangerous when mobilized to defend their plane.
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by a similarly-aligned plane."
* SpearCarrier: The 3E ''Manual of the Planes'' directly refers to petitioners as such, while the 2E ''Planescape'' book compares their roles on the Outer Planes to that of commoners on the Prime Material.
* WeirdCurrency: Most petitioners in the Gray Waste of Hades are mournful, ghostlike beings, but the most selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are traded like currency across the Lower Planes, trafficked by the likes of liches, night hags and other fiends for use as food, spell components, or the raw material from which to make a new fiend.
* WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to converse with, as they're so fixated on merging with their god or home plane that they come across as monomaniacal.
[[/folder]]
[[folder:Phaerimm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerimm_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Bizarre-looking flying beings feared for their evil natures and mastery of sorcery.
----
* AbsoluteXenophobe: Averted, to an extent, as their 3rd Edition write-up notes that phaerimm ''would'' like to exterminate all other life, except that would deny them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And with their ''AD&D'' rules, victims ''also'' have to save to see whether they've been implanted with a viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the host.]] Thankfully, a ''cure disease'' spell kills the larva.
* SealedEvilInACan: In the Realms, most phaerimm were sealed beneath Anauroch by their ancient sharn rivals, and only a few escaped -- though some of those are working to free their kin.
* SupernaturalSensitivity: In 3rd Edition, phaerimm have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.
[[/folder]]
[[folder:Phaerlock]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerlock_3e.jpg]]
[[caption-width-right:341:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' NeutralEvil
The descendants of lizardfolk modified by the phaerimm, leaving them tortured creatures wandering the Underdark in search of victims.
----
* AgonyBeam: Phaerlocks can fix their gaze on a nearby creature, which has to save or share the agony of the phaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for a round, and shaken for several more rounds afterward. This effect doesn't work on things without proper nervous systems like constructs, plants, undead, etc.
* ExtraEyes: Part of their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks with all-around vision and preventing them from being flanked.
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease their torment by forcing other creatures to experience it.
[[/folder]]
[[folder:Phaethon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaethon_3e_7.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challeng Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulNeutral
Distant relatives of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.
----
* AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of their endurance, and undergo an apotheosis into a living embodiment of their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.
[[/folder]]
[[folder:Phanaton]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_phanaton_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
----
* ArchEnemy: Phantons hate aranea and attack the spider-folk on sight, "casting aside all tactics and stealth."
* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.
* NotQuiteFlight: They can use their patagia to glide, moving 20 feet forward for every 5 feet they descend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building their villages on platforms high in the trees.
[[/folder]]
[[folder:Phantasmal Slayer]]
[[quoteright:299:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantasmal_slayer_3e.jpg]]
[[caption-width-right:299:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' ChaoticEvil
Horrors whose hunting methods may have inspired the ''phantasmal killer'' spell.
----
* AppearanceIsInTheEyeOfTheBeholder: These creatures' true form remains a mystery, as even if someone disbelieves their phantasmal facade or looks upon them with a ''true seeing'' effect, an onlooker sees a "ghostly shadow of their greatest fear."
* ArmorPiercingAttack: A phantasmal slayer's incorporeal touch attacks don't just bypass normal armor, they also ignore any form of DamageReduction that doesn't rely on a special material like silver or cold iron.
* EmotionBomb: Beyond their trademark ability below, phantasmal slayers know magic like ''scare'', ''fear'' and ''crushing despair''.
* IKnowWhatYouFear: Anyone who looks at a phantasmal slayer sees "the most hideous, most terrifying sight you have ever seen," the reflection of their greatest fear. Just like with the ''phantasmal killer'' spell, if someone fails their initial roll to disbelieve the illusion, and the slayer then touches them, they have to save again or [[FrightDeathtrap die of fright]].
* {{Intangibility}}: They're naturally incoporeal.
* {{Telepathy}}: Beyond speaking several languages, phantasmal slayers can communicate telepathically out to 100 feet.
[[/folder]]
[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
----
* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Incorporeal creatures that appear related to the phantom fungus, but have a much more specialized diet.
----
* CannibalismSuperpower: If a ghosteater consumes a ghostly mage, until that ghost is fully digested, the creature can cast its victim's prepared spells or remaining spell slots as if it were that ghost, provided said ghost was carrying the required material components and arcane foci on its form.
* ExactlyWhatItSaysOnTheTin: They eat ghosts, and ''only'' ghosts. Groups of living beings have reported ghosteaters observing them before ducking through a solid wall, but if a ghost is present, the creatures will attack.
* {{Intangibility}}: They're naturally incorporeal, and even if they fully manifest on the Material Plane, they can make an ''ethereal jaunt'' several times per day.
* ItCanThink: Unlike their presumed cousins, ghosteaters are near-geniuses, and seem to have some way to communicate with each other, but make no efforts to do so with other creatures. "They seem to be content to be high-end predators of very specialized prey."
* NonHealthDamage: Their tentacle attacks deal temporary Wisdom damage, which can put living creatures into nightmares if their Wisdom score hits 0. Ghosts, on the other hand, will then be swallowed by the ghosteater and stored in one of its fleshy sacs, where the ghost takes normal and Wisdom damage each round until it is consumed.
[[/folder]]
[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
----
* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the planar boundary in the latter case).
[[/folder]]
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.
----
* BlobMonster: In its natural form, a phasm resembles an ooze and attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out their talents as spies, except they're notoriously unreliable since they don't feel any obligation to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.
[[/folder]]
[[folder:Phirblas]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
----
* CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
[[/folder]]
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
----
* DeadlyGas: A phiuhl more or less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the upside, their gaseous nature makes phiuhls vulnerable to being blown around by effects such as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
[[/folder]]
[[folder:Phoelarch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
----
* ArtEvolution: While their 3rd Edition art depicts phoelarchs with brilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
[[/folder]]
[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)
Large, fiery birds capable of resurrecting themselves when slain.
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
----
* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while their eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
[[/folder]]
[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
----
* AchillesHeel: Since they're creatures of the mind, ''feeblemind'' and ''confusion'' spells deal damage to phthisics in 2nd Edition, and nullify their HealingFactor for several rounds.
* AnIcePerson: In 2nd Edition, phthisics can, once per hour, surround themselves with an aura of cold strong enough to deal damage to anything within 10 feet, though only for a single round.
* ArtEvolution: 2nd Edition phthisics appear as enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only creatures skilled enough to draw them from the minds of their thralls. In 3rd Edition, phthisics' origins are unknown, though speculated to be the product of a variant of ''psychic chirurgery''.
* SoulJar: In 2nd Edition, phthisics are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend too long apart from it, the phthisic can instantly teleport back to its lair, and perceive everything around its psionic circuitry. But destroying the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature from which the phthisic is spawned, whose death does nothing to the phthisic).
* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, their corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
[[/folder]]
[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
----
* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
[[/folder]]
[[folder:Plague Blight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_blight_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Any evil
The animate corpses of plague victims, their bloated, putrid flesh is barely constrained by their cloth wrappings, while their lurching forms are surrounded by a sickening stench.
----
* DeceasedAndDiseased: Their attacks infect victims with an accelerated form of gangrene that progresses in a matter of seconds, dealing Constitution damage and causing those who succumb to molder into a stinking mass.
* SuperToughness: Any physical attack against plague blights only deals half damage, even before applying their DamageReduction against all but slashing weapons.
* WeaponizedStench: Plague blights can emit stenches so foul that living creatures take [[NonHealthDamage Strength damage]] from being near them.
[[/folder]]
[[folder:Plague Brush]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
----
* HomingBoulders: They're essentially free-roaming, vegetable examples, instinctively chasing down and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
[[/folder]]
[[folder:Plague Spewer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_spewer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Giant-sized undead that spread plague and disease, either directly or through the swarms of vermin they can disgorge.
----
* DeceasedAndDiseased: Plague spewers' slam attacks carry a supernatural plague that incubates in a mere minute, deals heavy Dexterity and Constitution damage, and worst of all can spread through simple contact with an infected victim.
* MookMaker: Four times per day, a plague spewer can vomit up a SwarmOfRats, usually in response to enemies attacking it from out of reach.
* TheVirus: Any Huge-sized victim who succumbs to their plague becomes another plague spewer themselves.
[[/folder]]
[[folder:Plague Walker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_walker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Undead whose bodies are filled with diseased matter and putrid flesh to the point of being nearly spherical, and capable of exploding when sufficiently damaged.
----
* ActionBomb: When a plague walker's hit points fall past 25%, it can choose to explode, damaging and nauseating anything in a 30-foot radius. This isn't a case of DefeatEqualsExplosion, however, since if the undead is reduced to 0 hit points before it can take that swift action, it instead dissolves into a pile of rotting flesh.
* DeceasedAndDiseased: Their filthy claw attacks carry a nonspecific disease that can sicken anyone struck by them.
* LogicalWeakness: Plague walkers are bigger targets than their size category would indicate, so opponents shooting at them don't receive the normal penalty on ranged attacks against a target in a melee.
[[/folder]]
[[folder:Planar Incarnate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
Gargantuan manfiestations of planar power, spawned at critical moments to protect their home plane from opposing forces.
----
* ContractualBossImmunity: They're immune to just about every status effect, on top of a host of damage resistances and immunities.
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
[[/folder]]
[[folder:Planetouched]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
----
* DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos. Axani for example have a touch of pure Law in their blood.
* MarkOfTheSupernatural: Planetouched tend to have something that visibly sets them apart from normal Material Plane races, whether something as dramatic as a different skin tone, weird eyes, or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.
!!Chaond
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Chaotic
The descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.
----
* CombatPragmatist: Their chaotic natures mean chaonds have no patience for "rules" of warfare -- they fight dirty and often hide small, PoisonedWeapons on their bodies.
* FrogMen: They're a downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and gravelly voices that tend to come out as croaks when they're excited.
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gloamings_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Usually contrary to the dominant Alignment in an area
Small beings descended from natives of the Plane of Shadow, making them comfortable in the Underdark.
----
* ArchEnemy: Gloamings hold a "deep-set, racial hatred of the drow," allegedly because the dark elves only learned how to cast the ''cloak of dark power'' spell by conducting torturous experiments upon captive gloamings.
* DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those people tend to assume they're tieflings. This might contribute to the fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence: They can cause their pale skin to glow, up to the brightness of a torch, until the gloaming chooses to change the intensity, or they die and the glow gradually fades over 10 minutes. Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making gloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' LawfulNeutral
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features and a coldly rational approach to life.
----
* ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while Mechanus' natives consider them "tainted and impure."
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* FeedItWithFire: They're healed by electricity, recovering a hit point for every three points of damage an electrical effect would have dealt them.
* ReluctantWarrior: These planetouched consider fighting to be "destructive and wasteful," and try to avoid it whenever possible. But when pressed, mechanatrices are shrewd tacticians, and their innate knack for engineering and crafts makes them excellent siege engineers.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shadowswyft_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Lanky, dark-hued planetouched from the Plane of Shadow, quick to take action and naturally adventurous.
----
* AttentionDeficitOohShiny: They generally have short attention spans, and even their associations with other creatures rarely last long before the shadowswyft moves on.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their base speed is an impressive 40 feet (compared to standard races' 30 feet), and they have a racial bonus to Dexterity and initiative checks, but shadowswyfts also take a penalty to their Constitution.
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be mercurial in temperament and prone to acting with little regard for consequences -- "In the amount of time it takes to formulate and evaluate a plan, worlds could be won or lost."
* StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for each word, while their names tend to be accompanied by a signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
* SneakySpySpecies: Shadowswyfts have racial bonuses to Hide and Move Silently checks, and favor the rogue class.
!!Shyft
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral
Seemingly-human planetouched with an ancestor from the Ethereal Plane.
----
* {{Intangibility}}: They can make an ''ethereal jaunt'' once per day, allowing shyfts to eavesdrop out of sight on the Ethereal Plane or use it to make an attack or escape as needed.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies: They get a racial bonus to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling their services to the highest bidder.
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions in their societies.
----
* AmazingTechnicolorPopulation: They look nearly human, save for the faint blue or purple tint of their skin and hair.
* CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for their flawless features and hair that naturally falls into place, but don't get any Charisma bonus from it, and in fact their basic statline has them with lower-than-average Charisma, implying that other creatures find them ''too'' perfect-looking.
[[/folder]]
[[folder:Plasmoid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Poltergeist]]
[[quoteright:317:https://static.tvtropes.org/pmwiki/pub/images/d&d_poltergeist_2e.jpg]]
[[caption-width-right:317:2e]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 2 (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (5E)
Restless spirits that express their anger by hurling objects around.
----
* InvisibleMonsters: Poltergeists are naturally invisible, though their 2E entry says those who use magic to perceive them will see humanoids with tortured faces, clad in rags and [[ChainedByFashion heavy chains representing their evil deeds in life.]]
* MindOverMatter: 5E poltergeists can slam victims with telekinetic force, or toss around creatures or objects weighing up to 150 pounds.
* PeekABogeyman: ''AD&D'' poltergeists never actually deal damage with their attacks -- even if they manage to telekinetically hurl something dangerous like a knife or sword, their entry tells [=DMs=] to treat the attack as "terrifying near-misses." Instead, the undead can only cause their victims to [[SupernaturalFearInducer flee in terror from their hauntings.]]
* PensieveFlashback: Some particularly strong ''AD&D'' poltergeists can cause "phantom shifts" around them, illusions that take other creatures back to the time the poltergeist was alive, which usually reveal why the spirit became a poltergeist. Such illusions tend to happen on the anniversary of the poltergeist's death, and though occasionally terrifying, always end the moment their viewers are put in apparent danger, or they try to interfere with it.
* {{Poltergeist}}: True to the trope, their key trait is throwing things rather than employing the horrific attacks of other undead. In 2nd Edition, poltergeists are classified as a type of haunt, speculated to be the spirits of those "whose hideous crimes went unpunished in life." 5th Edition dubs them a variant of specter, the enraged and confused spirit of someone with no sense of how they died.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Spiny, barrel-shaped cacti that can explode at the slightest touch.
----
* ExplodingBarrels: They're basically an organic example. Immature porcupine cacti have flat shapes and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
[[/folder]]
[[folder:Portal Drake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_portal_drake_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Small dragons who lurk around freestanding magic portals, using them to secure treasure and prey.
----
* AmbushingEnemy: Portal drakes usually camp a teleportation ''portal'', using their "portal sight" ability to see through it (and any other ''portal'' they've gone through). When prey walks past one of those ''portals'' -- especially adventurers with a lot of magic items -- the portal drake jumps out, uses their breath weapon to incapacitate the targets, grabs their loot, and then flees back through the portal.
* BreathWeapon: Theirs is a short cone of poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
* DoppelgangerSpin: Portal drakes can cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose to return to that destination when passing through any other ''portal'' regardless of where it's set to lead.
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lacks the coppers' distinctive facial structure and manta-like wings.
[[/folder]]
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
----
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
[[/folder]]
[[folder:Pseudonatural Creature]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pseudonatural_creature_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Varies by base creature's Hit Die\\
'''Alignment:''' As base creature
Entities from beyond the known planes, which assume the form and abilities of Material Plane creatures when summoned there.
----
* AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as gaps in its skin, ExtraEyes that look disturbingly human, and [[TooManymouths a whole row of vestigial beaks]] running down its underside.
* GameFace: As a standard action, a pseudonatural creature can drop its facade of attempted normalcy and appear "in a manner more consistent with their origins," typically a squirming mass of tentacles. This doesn't change its combat capabilities, but means other creatures receive a minor attack roll penalty against the horror.
* UndergroundMonkey: "Pseudonatural creature" is a template that can be applied to any corporeal creature, granting it additional resistances and DamageReduction, a once-per-day ''[[CombatClairvoyance true strike]]'' ability, and a very flavorful appearance, all without drastically changing how the creature runs in combat.
[[/folder]]
[[folder:Psurlon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_5e.jpeg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 17 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
----
* ArtEvolution: Psurlons' depiction can vary even within an edition. In some 2nd and 3rd Edition art, they look like a clothed humanoid figure comprised of giant earthworms, but a later 3E supplement gave them a bloated, monstrous body on spidery legs, which carried over into 4th Edition. 5th Edition gives them thicker bodies with hoofed legs, but upright fronts draped in clothing.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to being able to detect foes by scent, sound and vibration.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.
[[/folder]]
[[folder:Pterafolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterafolk_3e.png]]
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil
Evil reptilian humanoids that use their shapeshifting to aid in their attacks on neighboring tribes.
----
* TheBeastmaster: Averted; unlike proper lycanthropes, which often take command of mundane animals related to their bestial forms, pterafolk have no particular control over proper pterodactyls and pteranodons, the latter of which actually prey upon them.
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of their forms, they look like reptilian humanoids with a ''Pteranodon''[='s=] beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterosaurs.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.
[[/folder]]
[[folder:Pterran]]
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterran_2e.png]]
[[caption-width-right:275:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
----
* FantasticCasteSystem: Pterran society is divided into three "Life Paths," each with its own test required to join, and the eldest member of each Path serves in a tribe's Triumvirate. Most pterrans follow the Path of the Warrior, and are only accepted as such after managing to capture and tame a pterrax mount. Others follow the Path of the {{Druid}} and venerate their Earth Mother goddess, and prove themselves by surviving alone in the forest for six months, with no equipment other than what they make. Rarer still is the Path of the Psionicist, whose aspirants must prove their ability by reading the thoughts of the tribe's psionicists and telepathically sharing them with the Triumvirate.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
[[/folder]]
[[folder:Pterrax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterrax_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Large, leathery-winged reptiles made more dangerous by their innate psionics.
----
* CraftedFromAnimals: Pterrax teeth are collected by pterrans for use in their ''thanak'', an axe-like weapon, while pterrax skin is used to make ceremonial drums.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving upon opponents to rake with their claws, making flyby attacks, or even carrying off smaller prey.
[[/folder]]
[[folder:Puppeteer Parasite]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_parasite_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_3e.png[[/labelnote]]]]
->'''Classification:''' Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3 (5E)\\
'''Alignment:''' LawfulEvil (3E), NeutralEvil (5E)
Psionic parasites that can hijack the bodies of their hosts.
----
* AntiTrueSight: 3E puppeteers can hide their minds from detection by divination spells or clairsentience powers.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E puppeteers know the psionic version of ''charm person'', and use it to take over a host by asking to be picked up by it.
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail. They're used to deal with threats through direct combat if the puppeteers' usual methods fail.
* LifeDrain: In 5th Edition they can make a "Consume Life" attack against a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. The parasite will drain a negligible amount of nutrients from the host creature, but so long as the puppeteer is attached, the host creature is mentally dominated by it. Once they have hosts, puppeteers strive to take control of a society to ensure a steady supply of bodies for their kind.
** 5E puppeteer parasites are larger and harder to hide, and have a more limited capacity to control their host, as they can only cast ''suggestion'' once per day.
[[/folder]]
[[folder:Purple Worm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_purple_worm_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
----
* BewareMyStingerTail: They have a poisonous stinger at the end of their tails.
* ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and can even bore through solid rock at half that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with their foul fruit and sap, then beat them to death for use as fertilizer.
----
* PoisonousPerson: Qlippoths' fruit carries a potent [[NonHealthDamage Wisdom-damaging]] poison, which can easily render victims unconscious and helpless. The plant can cause a fruit to burst and splash an adjacent attacker, or hurl its fruit at distant foes.
* WeaponizedStench: The boils and pustules that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long as they're close to it.
* WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the Underdark.
----
* GoodOldWays: The great divide in the free quaggoths' society is between those who "follow magic" by using weapons and dyeing their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" by fighting with their claws and eschewing camouflage.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the psychic energies which permeate the Underdark.
* TurnsRed: When a quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and more accurate.
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures, and for their gruesome reproductive method.
----
* BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
[[/folder]]
[[folder:Quaraphon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
----
* AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quell]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quell_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' LawfulEvil
These ghostly undead have fiery green eyes and a ring of unholy symbols orbiting their heads, declaring their hatred of all things divine.
----
* DePower: The quells' signature "Intercession" ability allows them to cut off divine spellcasters from their deities, preventing them from using spells or TurnUndead attempts from one minute to potentially 24 hours. Multiple quells can work together to shut down higher-leveled clerics, but if the quell who initiated the intercession attacks the cleric, the effect ends.
* {{Intangibility}}: Their description can't decide whether their sepctral forms are draped in ghostly robes, or if their "flesh" is naturally loose and flowing.
* KillTheGod: Quells would dearly ''like'' to, but settle for severing the connection between gods and their clerics and paladins.
* WeakenedByTheLight: These creatures are utterly powerless in natural sunlight, and can only flee in it.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralGood
Radiant, free-willed humanoid constructs native to the marshes of Belierin, third layer of the Blessed Fields of Elysium.
----
* BlindedByTheLight: At will, quesars can intensify their glows sixfold, potentially blinding nearby creatures.
* HealingFactor: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the only way to permanently destroy one is to keep its remains in an area of darkness, forever, or to use magic like ''disintegrate'' to dispose of their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked." This lack of support can result in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've had their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.
[[/folder]]
[[folder:Quickling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking, or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
[[/folder]]
[[folder:Quill]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_quill_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' Unaligned
Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species that can eat razorvine, and are even willing to nibble on predatory plant monsters like bloodthorns and ironmaws.
----
* BewareMyStingerTail: Their spine-studded tails are capable of killing an armored human.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyone who ends up with a quill's spine in them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupines with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can fire their spines at aggressors within 20 feet, though the creatures aren't very accurate with this attack.
* TheSpiny: Those foolish enough to attack a quill bare-handed or with a natural weapon run the risk of getting stuck with one to three spines.
* WeirdWorldWeirdFood: Most people dislike the flavor of quill meat, but sometimes a planewalker can't afford to be picky, and some denizens of the Lower Planes consider quill a delicacy.
[[/folder]]
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
----
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
----
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
----
* AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
----
* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
----
* TheBlank: They have no heads, only a "void of inky darkness" that emanates malevolence.
* MindHive: Usvapnas habitually use their ''schism'' psi-like ability to split their minds in two before combat, allowing one mind to fight using their claws while the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groups of humanoids are closely associated with the quori, though their aims are very different.
!!Inspired
[[quoteright:351:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.png]]
[[caption-width-right:351:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' LawfulEvil
A human subrace bred by the evil quori of Dal Quor as perfect hosts.
----
* TheBeautifulElite: By human standards, most Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
* TheEmpire: In their home setting, the Inspired are the leaders of the Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubspecies: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
* PsychicPowers: Between being selectively bred for psionic ability and being possessed by the naturally psionic quori, the Inspired have many psychic powers at their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bred to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humans with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Humans with a hereditary bond to a benign quori spirit, whom they commune with rather than dream. For more information, see the [[Characters/DungeonsAndDragonsRaces Playable Races subpage.]]
[[/folder]]
[[folder:Quth-Maren]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quth_maren_3e.png]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Created by the clergy of the drow goddess Kiaransalee, these flayed undead constantly ooze caustic blood from their skinless flesh.
----
* BloodyMurder: Their blood deals acid damage, which applies to both enemies who strike them in melee and victims hit by their slam attacks.
* FlayingAlive: Quth-marens are created from enemies of Kiaransalee who are flayed and reanimated.
* MookLieutenant: They can command undead as a 5th-level cleric.
* SuperSpit: They can also spit globs of their caustic blood as a ranged attack.
* SupernaturalFearInducer: Any creature that meets a quth-maren's gaze has to save or cower in fear.
[[/folder]]
to:
[[folder:Notes on the Entries]]
* A creature's '''Origin''' denotes the specific campaign setting it debuted in, if any. This is not to say that setting is the only place that creature can be found -- ''D&D'' has a long history of repackaging creatures from sub-settings for general use, and ultimately the DM decides what appears in a game.
* A creature's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30.
* 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]]
[[foldercontrol]]
!!N
[[folder:Naga]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_spirit_naga_5e.png]]
[[caption-width-right:349:Spirit naga (5e)]]
->'''Classification:''' Aberration (3E), Immortal Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 8 (dark, iridescent) to 18 (nagahydra) (3E); 12 (guardian) to 25 (primordial) (4E); 4 (bone), 8 (dark, spirit), 10 (guardian) (5E)\\
'''Alignment:''' LawfulGood (guardian), ChaoticGood (iridescent), TrueNeutral (nagahydra), LawfulEvil (bone, dark), ChaoticEvil (spirit)
Serpentine creatures with human faces, as well as great wisdom and magical power. They tend to become the unquestioned rulers of their territories, though whether they are benevolent or tyrannical depends on the naga.
----
* ArchEnemy: Nagas don't get along with the yuan-ti, the other race of serpent people that happen to share the nagas' preferred territory and consider themselves the epitome of snakedom. In rare cases the two will cooperate, but the yuan-ti always chafe under a naga's authority.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* HealingFactor: Nagahydras steadily regenerate health in general, and will grow back severed heads within a few rounds.
* LanguageEqualsThought: Nagas are supremely arrogant beings, and each views themself as incarnate perfection, other members of its specific breed as nearly so, other nagas as further flawed, and non-nagas as increasingly imperfect. Consequently, they have no concept of equal rank, and their language has no word for "peer".
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* OurHydrasAreDifferent: Nagahydras are a large variant of naga whose bodies fork into multiple necks and heads, each of a different color, which will grow back if severed unless the stump is seared with fire.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* RoyalWe: Nagas tend to believe themselves, personally, the pinnacle of creation, and usually refer to themselves in the plural. Most go further and specifically call themselves ''Ssa'Naja'', "We the Ideal".
* ServantRace: In ''Forgotten Realms'', the nagas were created by the sarrukh to serve as explorers, scouts, and magical researchers.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* SuperSpit: Guardian nagas can spit their venom at up to thirty feet away from themselves.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby creatures.
* WalkingTheEarth: Iridescent nagas spend their lives wandering the world, searching for new discoveries and beauty.
!!Ha-Naga
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_ha_naga_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 22 (3E)\\
'''Alignment:''' ChaoticEvil
These immense naga lords are often worshipped by spirit nagas as living gods, and prefer to lair within the ruined palaces or temples of civilizations they have personally destroyed.
----
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a chameleon's camouflage.
* CharmPerson: They gaze replicates a ''mass charm'' effect.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its own prowess.
* {{Flight}}: Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* LargeAndInCharge: Ha-nagas are immense, towering above the lesser nagas that serve them and worship them as gods.
!!Nagatha
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_nagatha_3e.png]]
[[caption-width-right:325:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
The creation of evil spirit nagas, these blind, wormlike monsters vent their suffering from their existence upon their opponents.
----
* SnakePeople: Nagathas have serpentine heads but wormlike lower bodies.
* SuperSpeed: Their base speed is only 10 feet of normal or burrowing movement, but whenever they devote a turn to taking two move actions, they gain a burst of speed that lets them move 100 feet per round, or 200 feet if they "run."
* SuperSenses: Nagathas are blind, but their hearing gives them blindsight out to 60 feet.
* UndyingLoyalty: Part of the nagatha creation process involves the casting of ''charm person'', making the creature permanently loyal to their spirit naga "parent." Nagathas will fly into a rage at the suggestion that their master is in any way responsible for their miserable existence.
* WasOnceAMan: They're usually created from humanoids who survive failed attacks on a spirit naga's lair, magically corrupted using raw material from snakes into creatures that bear no resemblance to their previous forms. The most sadistic part is that during the process, the subject's memories are wiped and their mental faculties dulled, but the spirit naga deliberately leaves the new nagatha with the knowledge that ''something'' important has been taken away from them, leaving them in a constant state of loss and misery.
[[/folder]]
[[folder:Nagpa]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/nagpa_5e.png]]
[[caption-width-right:300:5e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E), Elemental Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 11 (3E), 9 (4E), 17 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Evil (4E), NeutralEvil (5E)
Former humanoids cursed with hideous avian forms.
----
* BirdPeople: Nagpas resemble hunched, wingless humanoid vultures.
* BlackSpeech: In 2E, the nagpa language Nag (pronounced "nawg") consists of "squawks, caws, and shrieks, and is definitely not a language suited for whispering or polite conversation."
* TheChessmaster: From the shadows, nagpas manipulate events to bring about ruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift their focus to another.
* CreativeSterility: In 5th Edition, nagpas were a cabal of wizards who betrayed the elf mage who would become the Raven Queen, who cursed them to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.
* {{Expy}}: In every edition, they have a remarkable resemblance to the [[Franchise/TheDarkCrystal Skeksis]]. Their state as beings who were cursed after a failed ritual can be seen as a loose allegory to the splitting of the urSkeks into urRu and Skeksis, too.
* ForcedTransformation: In most iterations of their lore, the nagpas were once humanoid beings who were cursed into twisted birdlike forms after offending divine powers, though the specifics vary with edition.
* LonersAreFreaks: In ''AD&D'', certain gods inflict the nagpa curse upon "especially selfish mages who disdain the company of others," making them twisted creatures compelled to kill any who learn of their shameful existence.
* SpeakOfTheDevil: In 2nd Edition, nagpas can sense when other creatures are talking about them, to a range of 100 miles, and will seek out and murder those creatures before departing "consumed with feelings of guilt, remorse, relief, and joy."
* {{Turncoat}}: In 4th Edition, the nagpas were originally beautiful and cunning creations of the primordials, but as the Dawn War turned against their masters, the opportunistic nagpa secretly defected to aid the deities. But their treachery was discovered by the primordials, who cursed the nagpas with their current forms.
[[/folder]]
[[folder:Nat]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nat_3e.jpg]]
[[caption-width-right:350:Clockwise from top: lu nat, einsaung nat, and hkum yeng nat (3e)]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (einsaung nat), 3 (hkum yeng nat), 4 (lu nat) (3E)\\
'''Alignment:''' ChaoticGood (einsaung nat), TrueNeutral (hkum yeng nat), ChaoticEvil (lu nat)
Nature spirits who take up residence in warm forest settlements, imparting their blessings in exchange for offerings.
----
* AmazingTechnicolorPopulation: Nats come in a variety of brightly-colored skin tones, usually red, yellow or blue.
* ElementalPowers: Hkum yeng nats wield a variety of at-will elemental powers, such as ''create spring'', ''fireball'' and ''hail of stone''.
* FriendToAllChildren: Einsaung nats adore children, who are the only people they'll interact with in their true forms.
* HouseFey: Nats in general serve this role, though the particulars vary by subtype.
** Einsaung nats are shy creatures who take up residence inside humanoid houses (specifically the southernmost cornerpost), usually remaining out of sight, but leaving advice and information on scraps of paper for residents to find.
** Hkum yeng nats make their homes in the center of villages belonging to "fierce hill people," protecting their settlement unless the locals neglect their offerings, at which point the nats will inflict misfortune and death.
** Lu nats are purely malicious spirits that haunt graveyards, attacking victims with their claws and spells unless appeased by offerings of food.
* {{Intangibility}}: Einsaung and hkum yeng nats usually reside on the Ethereal Plane/Spirit World, only returning to the Material Plane to defend their homes.
* {{Invisibility}}: All nats can use the spell at will.
* PoisonousPerson: Lu nats are surrounded by a 5-foot aura that can infect other creatures with a rotting affliction that deals [[NonHealthDamage Constitution damage]] until it's either cured with ''remove disease'', or the victim reaches 0 Constitution and dies.
* StatusBuff: Anyone inside a home protected by an einsaung nat enjoy the benefits of a ''bless'' spell.
* SupernaturalFearInducer: Hkum yeng nat constantly radiate a 10-foot radius of ''fear''.
* WhiteMage: Most of an einsaung nat's spells are curative in nature, such as ''slow poison'', ''remove disease'' or ''dispel evil''.
[[/folder]]
[[folder:Neanderthal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neanderthal_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Primitive kin to humans who live as simple hunter-gatherers on the fringe of civilization, typically dwelling within caves or other races' ruins.
----
* ClashOfEvolutionaryLevels: They're presented as the losing side of such, having been continuously pushed out of their homelands by the expansion of more settled races, and their race entry notes that "the history of neanderthals and civilization is a long, bloody tale of warfare and slaughter."
* ContemporaryCaveman: Comparatively speaking; neanderthals are club-wielding, illiterate savages coexisting in a StandardFantasySetting with medieval knights and wizards.
* DumbMuscle: They get racial boosts to Strength and Constitution, at the cost of penalties to Dexterity and Intelligence.
* HumanSubspecies: They have the (Human) subtype, and will be affected by anything that affects full-blooded humans. Interestingly, their racial write-up describes neanderthals as creations of "the crude and violent deities of the winterlands to dwell in their frozen domains," suggesting that they aren't so much directly related to humans as they were created in imitation of them.
* NeverLearnedToRead: Neanderthals are by default illiterate regardless of character class, and have to spend skill points to know how to read and write the languages they speak.
* WontGetFooledAgain: The reason for neanderthals' suspicion toward other peoples, even those who seem sympathetic to them -- "the neanderthals have been tricked and deluded far too many times for them to openly accept offers of friendship and trade."
[[/folder]]
[[folder:Necrichor]]
[[quoteright:151:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrichor_5e.png]]
[[caption-width-right:151:5e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 7 (5E)
Living blood animated by cruel souls, formed from the ichor of evil gods or the sludge left behind by failed liches.
----
* BlobMonster: Necrichors are essentially oozes made of blood, and as such have pseudopod attacks and can [[WallCrawl move along walls and ceilings.]]
* BloodyMurder: They ''are'' blood, and both malevolent and powerful.
* PeoplePuppets: They can attach themselves to living beings and control them like puppets.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or put under a ''hallow'' spell. Unfortunately, neither is common in the Domains of Dread, so more often necrichors there end up {{sealed|evil in a can}} away by the likes of the Order of the Guardians, until those prisons pass from knowlege and their wards weaken.
[[/folder]]
[[folder:Necronaut]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necronaut_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' ChaoticEvil
The creation of demonic necromancers, these malevolent mountains of corpses are sent to the Material Plane to kill at will, growing larger with each corpse they absorb.
----
* AchillesHeel: Necronauts' nature makes them uniquely vulnerable to spells like ''animate dead'' or ''create undead'', which deal damage to them.
* BodyOfBodies: They're a haphazard example, appearing as piles of corpses.
* TheJuggernaut: As per their name, necronauts can just move over opponents, dealing heavy trample damage.
* NoBodyLeftBehind: They can assimilate corpses into their bodies, which heals the necronaut and prevents the victim from being raised from the dead.
* UndeadAbomination: A necronaut is a Gargantuan pile of bones and rotting flesh about 20 feet tall and just as wide, dragging itself forward with four enormous, spidery limbs.
[[/folder]]
[[folder:Necrophidius]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrophidius_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Stealthy, skeletal, serpentine constructs usually employed as guardians or assassins.
----
* BackStab: They deal sneak attack damage against flanked or flat-footed foes.
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures, and their bones are warm to the touch.
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzed and unconscious for 10 minutes.
* SnakeCharmer: Inverted; a necrophidius can perform a macabre "dance of death" as it moves, holding eye contact with a victim and swaying in a hypnotic manner. Observers who fail their saves can take no actions but to defend themselves when the necrophidius inevitably attacks.
[[/folder]]
[[folder:Necroplasm]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_necroplasm_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Blobs of bone and ectoplasm that suck the fluids from their victims, then convert the husks into more of their kind.
----
* BlobMonster: Necroplasms are basically a skull and enough bones to form a pair of hands, sliding around on a column of {{ectoplasm}}. They're considered Undead rather than Oozes, but can slither up sheer surfaces like the latter.
* VampiricDraining: They drain the fluids from those they grapple, dealing one or two points of permanent Constitution drain each round. This has the side effect of turning a necroplasm's ectoplasmic core the same color of its victim's blood.
* TheVirus: After killing a victim, a necroplasm spends its next turn vomiting ectoplasm over the corpse, so that a minute later it rises as a new, independent necroplasm. Spells like ''consecrate'' and ''delay poison'' delay this effect, while ''heal'' or ''remove disease'' negates it.
[[/folder]]
[[folder:Necropolitan]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necropolitan_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' Same as base creature (3E)\\
'''Alignment:''' Any
These humanoids have voluntarily undergone the Ritual of Crucimigration, becoming intelligent, free-willed undead.
----
* CruelAndUnusualDeath: Said Ritual of Crucimigration involves the aspiring necropolitan being nailed to a standing pole and slowly dying of heart failure and asphyxiation over the course of 24 hours, while a few zombie servitors keep up a chant initiated by the ritual's leader. When the aspirant gasps their last breath, the ritual leader invokes dark powers to forge a link with the Negative Energy Plane and then impales the applicant, who dies but is transformed into a necropolitan. "As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back -- the cursed nails and the chanting of the ritual ensures that the Crucimigration is completed."
* DarkIsNotEvil: They're pallid and withered, and were reborn through a dark ritual, but necropolitans are not ''necessarily'' evil, they just chose to embrace undeath rather than let their lives end naturally.
* HealingFactor: Necropolitans have the "Unnatural Resilience" rule, allowing them to naturally recover hit points at the same rate as living creature. They're still harmed by positive energy and cured by negative energy, however, so ReviveKillsZombie still applies.
* MonsterTown: Most necropolitans live in the obscure, predominantly-undead city of Nocturnus, since if their true nature is ever uncovered elsewhere, they're usually attacked as monsters.
* NecessaryDrawback: The necropolitan template can be picked up by a character without any sort of level adjustment, because the benefits of gaining the Undead creature type are counterbalanced by the fact that the character had to [[ContinuingIsPainful die and lose a level.]]
[[/folder]]
[[folder:Necrosis Carnex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrosis_carnex_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Horrible bundles of undead flesh held together by dark iron bands.
----
* BodyOfBodies: Well, body of body ''parts''. No two necrosis carnexes look alike, so some are awkwardly moving about on four hands, while others have no limbs at all. They've been likened to purely undead {{Flesh Golem}}s.
* BrownNote: Living creatures take a minor penalty on attack rolls and saves just from drawing close to a necrosis carnex's malign aura.
* DefeatEqualsExplosion: When destroyed, a necrosis carnex detonates in a 30-foot-radius burst of negative energy.
* MakeThemRot: Their touch attacks and death explosions deal negative energy damage.
* MookMedic: While necrosis carnexes can fight in combat, they're more dangerous when grouped with other undead, who they can heal with their necrotic touch.
[[/folder]]
[[folder:Needle Spawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_needle_spawn_5e.jpg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needleman_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 2 (3E); 1/2 (needle spawn), 3 (needle lord) (5E)\\
'''Alignment:''' TrueNeutral (2E, 3E), ChaoticEvil (5E)
Also known as needlefolk or needlemen, these humanoid plants bristle with dangerous spines.
----
* ArtEvolution: 2E needlemen look like spiny zombies, while needlefolk's 3E description describes leaves and bark, [[UnreliableIllustrator but their art presents them as bug-like humanoids made out of cacti]]. 5th Edition's illustration better matches their 3E description.
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolk can sense elves' presence to a range of 1500 feet, at which point the needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.
* HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. They also gain a hefty bonus to Hide checks in their home forests.
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about much like zombies, but are plants.
* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles from their bodies, which they can do each round.
* TheSpiny: Needle lords automatically damage anyone who attacks them in melee, unless they do so with disadvantage.
* VillainTeamUp: A needle lord might work with the likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that the needlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural aid against their foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage from spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.
[[/folder]]
[[folder:Neh-thalggu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neh_thalggu_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_collector_3e.png[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 26 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (2E, 5E), ChaoticEvil, or NeutralEvil (3E)
Monsters from a nightmare realm whose activities on the Material Plane have led to their nickname, "Brain Collectors."
----
* AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to study its ability to extract brains at long range, and who also get to eat the brains the neh-thalggu disdains to add to its collection.
* ArtEvolution: They're fairly cartoony in their 2nd and 3rd Edition art, but neh-thalggu's 5th Edition depiction is as a more realistic and grotesque horror.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within a bulge upon their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), learn languages the brains' owners knew, or even cast wizard spells from them (in 2nd and 5th Edition).
* {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a collection of spiderlike legs.
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, the neh-thalggu's alien, amorphous physiology makes them immune to critical hits, sneak attacks, death from massive damage, or coup de grace attempts.
* NonHealthDamage: Apart from its poison, a neh-thalggu's tentacles desiccate and dehydrate its opponents in 3rd Edition, dealing both normal damage and permanently draining their Strength, Dexterity and Constitution as they wither away.
* PercentDamageAttack: A 3E brain collector's bite carries a poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, and if they fail a second save a minute later, they lose the other half.
* {{Teleportation}}: In 3rd Edition, they can use a quickened ''dimension door'' every round, and cast ''teleport without error'' or ''plane shift'' at will.
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they can manifest their mouths physically to bite creatures on the Material Plane.
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures use their victims' souls when drawing upon the brains' stored knowledge. Some neh-thalggu have been known to barter for the return of a specific brain, but only in exchange for a more desirable specimen.
[[/folder]]
[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 10 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.
----
* AliensAreBastards: They are explicitly from another planet, and are almost always evil.
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom. The one thing that makes this any less horrific is that neogi only use neogi that have gone senile this way - [[PragmaticVillainy why waste a useful one?]]
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
[[/folder]]
[[folder:Neraph]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_neraph_3e.jpg]]
[[caption-width-right:300:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Related to but distinct from the slaadi, neraphim live as nomads amid the Ever-Changing Chaos of Limbo, hunting the local chaos beasts for their meat, bones and hide.
----
* ConfusionFu: The neraphim have mastered a form of motion camouflage that tricks prey into thinking an incoming threat is motionless or moving slower than it actually is. This lets them, once per combat encounter, make a charge or ranged attack against a foe that is treated as flat-footed.
* DeadlyDisc: Their signature weapon is the annulat, a hurled hoop of razor-sharp metal.
* TheExile: The most severe punishment among the neraphim is exile, and many neraph adventurers were banished from their home plane. Some of these exiles manage to complete a quest that gives them the right to return.
* FrogMen: They have the toad-like builds of the slaadi, and are natural jumpers, though neraphim have no affinity for water. They also sport un-frog-like chitinous encrustations for some natural armor.
* {{Matriarchy}}: What society the neraphim have is divided into households, each led by a matriarch with absolute authority.
[[/folder]]
[[folder:Nereid]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nereid_2e.jpg]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E), Any Chaotic (5E)
Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane waters, leading to stories of them luring sailors to their dooms.
----
* TheBeastmaster: Nereids can ''speak with animals'' at will, and in 2nd Edition are often accompanied by "pets" like a dolphin, giant octopus or stingray, who assist them in battle.
* EnemySummoner: 3rd Edition nereids can summon one or more water elementals once per day.
* MakingASplash: They can control the waters of their homes, either to amuse themselves by sculpting waves into shapes, or to impede attackers with rough surf.
* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male guises when interacting with females, but most of the time other women can tell there's something off about them, and won't lower their guard.
* OurNymphsAreDifferent: They're extraplanar fey who are sustained by clean water, and want nothing more than to splash and cavort in the waves. Since they can be found in both salt- and freshwater, they're effectively fusions of the Greek nereids and naiads. Nereids usually live alone or in small groups, and might be related to tritons, though the nereids have not moved permanently to the Material Plane.
* OurSirensAreDifferent: Nereids have lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey. Most nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the fey.
* SuperSpit: 2nd and 5th Edition nereids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: In their natural forms, nereids are nearly impossible to distinguish from water, but upon exposure to air will assume a comely humanoid shape.
* WouldNotHitAGirl: Enforced in 2nd Edition, in which "All males that look at a nereid find themselves incapable of harming the creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the shore."
[[/folder]]
[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (bottom-left), kalareem (upper-middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E); 16 (varoot) to 20 (teltarym) (4E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E)
Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.
----
* AbsurdlySharpBlade: The nerra's signature weapons are shard swords and daggers made out of the mirror-like substance of the Plane of Mirrors. They're enchanted weapons that inflict terrible bleeding wounds for a DamageOverTime effect.
* AchillesHeel: Nerra take additional damage from sonic attacks.
* AttackReflector: Any spell that a nerra saves against instead affects the caster, and they're similarly immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day, or at will in the case of the sillits.
* DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect similar to their signatue weapons.
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their infiltrations.
* MirrorMonster: They're reflective humanoids with sinister intentions who lurk on the other side of mirrors.
* MirrorSelf: They actively create these, by abducting Material Plane creatures and bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which [[KillAndReplace kills and replaces]] the original creature, then follows the nerra's orders regardless of alignment.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art for the susurrus]]).
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
[[/folder]]
[[folder:Nethersight Mastiff]]
[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/d&d_nethersight_mastiff_3e.png]]
[[caption-width-right:285:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral
Great magical wolfhounds uniquely suited to hunting ethereal prey.
----
* IntellectualAnimal: With an Intelligence score of 6 they're a little smarter than the average ogre, and nethersight mastiffs are fully capable of speaking Common.
* TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.
* SeeTheInvisible: As per their name, they have a natural ''true seeing'' effect that allows them to see ethereal creatures.
* TouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons, and can affect ethereal creatures without difficulty. More than that, nethersight mastiffs have learned how to latch onto ethereal foes and wrench them across the planar boundary, potentially stranding them on the Material Plane.
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting something on the Ethereal Plane.
[[/folder]]
[[folder:Night Twist]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_night_twist_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (standard), 20 (ancient) (3E)\\
'''Alignment:''' NeutralEvil
Black, leafless trees that lure prey in with their hauntingly horrible songs, then feed upon their victims' decaying flesh.
----
* BlowYouAway: Night twists can generate a gale-force wind at will, affecting all within 120 feet, usually in order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song" that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point is that it's the most sorrowful sound imaginable. Those who fail their saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are compelled to move toward the source of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to them.
[[/folder]]
[[folder:Nightmare]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
----
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with a black coat and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called ''infernal tack'', after which they must answer the summons of the tack's owner and serve them as a steed.
[[/folder]]
[[folder:Nightmare Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightmare_beast_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Magical Beast (3E), Shadow Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 15 (3E), 25 (4E), 16 (5E)\\
'''Alignment:''' ChaoticEvil
Fanged, tusked behemoths that terrorize prey in their dreams before tearing them apart in the flesh.
----
* DisintegratorRay: Their 5th Edition incarnation has a DeadlyGaze to this effect.
* GoombaStomp: In 3rd Edition, they have a variant of a trample attack that involves a running start and pouncing on a victim up to 35 feet away.
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which are employed in combat.
* {{Mutants}}: A sidebar in their 4th Edition entry explains that nightmare beasts aren't a natural species, but are mundane Athasian predators mutated by consuming prey tainted by the Gray or defiling magic, causing them to grow into these horrors. The sidebar also asks some pertinent questions, such as why these creatures mutate into a set form, and whether there are similar mutated monsters elsewhere in the wastes.
* NightmareWeaver: These beasts' signature ability is to torment the dreams of intelligent prey, causing those who fail their saving throws to suffer horribly vivid nightmares of being stalked and devoured. This prevents the victims from properly resting, leaving them fatigued (and potentially even dealing damage), and interferes with mages' efforts to recover their daily spells.
* NoBodyLeftBehind: Their 2nd Edition write-up notes that nightmare beasts aren't suitable as a food source because their bodies decay unnaturally quickly once the magic sustaining their lives has faded.
* PsychicPowers: The nightmare beast debuted in ''Dark Sun'', and thus its original incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
* WalkingWasteland: Their 4th Edition write-up likens nightmare beasts to "a cancer on the world," permanently tainting the land and poisoning the water around them.
[[/folder]]
[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]
[[folder:Nightshade (Mystaran)]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Undead (3E)\\
'''Alignment:''' ChaoticEvil
Enormous creatures of darkness and negative energy, who come in various forms, only occasionally humanoid. Not to be confused with the Torilian nature spirits also known as nightshades.
----
* DarkIsEvil: Creatures of living darkness, and thoroughly malevolent.
* EnemySummoner: In 3rd edition, each variety of nightshade has the power to summon lesser undead to serve them for the duration of the night.
* EvilIsDeathlyCold: Their ''AD&D'' entry describes how nightshades chill the air up to 60 feet around them, which can be felt even through solid stone walls. "The chill of a nightshade is something no adventurer forgets," so anyone who has encountered one will have an easier time detecting the creature if it tries to sneak up on them.
* ItCanThink: They look monstrous, but nightshades are veritable geniuses who can communicate telepathically. It's just that, as 2nd Edition explains, nightshades see no reason to converse with their victims, and "Any creature that is not a nightshade or a summoner is considered a victim."
* OneHitKill: 2E nightshades are so toxic that anything struck by one has to save or die on the spot.
* {{Retcon}}: Their origin varies by edition -- in 2E they're from the Negative Energy Plane, in 3E they're from the Plane of Shadow, in 4E they're from the Shadowfell, while in 5E they're from the Negative Energy Plane ''via'' the Shadowfell.
* StomachOfHolding: 2nd Edition explains that nightshades are intelligent enough to keep treasure (typically gems, jewelry, art objects and magic items), they just swallow their loot to carry it with them.
* WalkingWasteland: They project a desecrating aura which bolsters the undead or harms the living, depending on the edition. In 2E this additionally spoils all consumable items around them, including holy water, potions, magical oils and ointments, etc.
* WeakenedByTheLight: Nightshades loathe the light, and in natural daylight take a penalty on attack rolls, skill checks and saving throws.
!!Nightcrawler
->'''Challenge Rating:''' 18 (3E)
A 100-foot worm covered in utterly black plates of chitinous armor.
----
* BewareMyStingerTail: Their stinger can eject a poison that deals a hefty amount of [[NonHealthDamage Strength damage.]]
* LevelDrain: Anything in a nightcrawler's gizzard gains negative levels, while the monster heals.
* SwallowedWhole: Capable of gulping down even Huge-sized creatures.
!!Nighthaunt
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nighthaunt_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 12 (3E)
Man-sized, winged creatures of shadow and malice, who are drawn to desecrated temples or gravesites.
----
* TheBlank: A nighthaunt's face is featureless save for "the pale, lifeless orbs of its eyes."
* LevelDrain: They can drain life energy by pressing their face against a grappled victim's, bestowing two negative levels each round.
* OurGargoylesRock: Nighthaunts have the body plan of such, and are humanoid figures with wings, horns and tails, but they're sculpted from "purest night" rather than stone.
!!Nightwalker
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightwalker_5e_transparent.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/1d2ad70b836c0991be14f431587c20c4.jpg[[/labelnote]]]]
->'''Challenge Rating:''' 16 (3E); 20 (4E, 5E)
Towering undead bipeds made of corporeal darkness.
----
* DeaderThanDead: When a 5th edition nightwalker kills someone, that poor sap is dead as a doornail and cannot be revived by anything less than the wish spell.
* MooksAteMyEquipment: 3rd edition nightwalkers can attempt to snatch a player's magic items out of their hands. If the nightwalker succeeds, it can then destroy the item by crushing it.
* OmnicidalManiac: Nightwalkers exist to make life extinct, and devour all life they encounter.
* SupernaturalFearInducer: 3rd and 5th edition nightwalkers can literally paralyze their opponents with fear. In the former they do so by means of a terrifying gaze, while in the latter the fear is a by-product of zapping the victim with a bolt of necrotic energy.
* UndeadAbomination: In 3rd edition, nightwalkers are towering undead giants born from the souls of exceptionally strong-willed and evil people. In 5th edition they are instead beings of pure anti-life from the Negative Plane. In either case, these things are so unfathomably wrong and evil that their very presence destroys life, and they can kill something just by pointing at it or looking at it.
!!Nightwing
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightwing_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Challenge Rating:''' 14 (3E)
A mass of utter darkness, in the shape of a bat with a 40-foot wingspan.
----
* BatOutOfHell: A huge, extraplanar shadow bat.
* GiantFlyer: Classified as Huge, which is literally giant-sized.
* MooksAteMyEquipment: Nightwings' touch attacks inflict ManaDrain on magic items, reducing their potency by one degree until they become mere masterwork equipment.
[[/folder]]
[[folder:Nightshade (Torilian)]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightshade_2e.jpg]]
[[caption-width-right:290:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' NeutralEvil
Also known as "wood woses," these malicious elemental spirits embody poisonous plants such as belladonna, foxglove, hemlock and mistletoe, and lurk in dark forests or dank caverns. Not to be confused with the giant undead creatures also known as nightshades.
----
* GodSaveUsFromTheQueen: Nightshade society is led by their High Queen Ainecotte, the oldest and most intelligent of their kind who "rules through terror and blackmail." The lesser nightshades sacrifice prisoners to her.
* GreenThumb: They can use magic like ''speak with plants'', ''entangle'' and ''plant door'', and seven or more nightshades can conduct a ritual to summon a shambling mound once per month, though it requires them to drink blood beforehand.
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter. They're also WeakToFire.
* PoisonousPerson: Their sap, which they use to coat their bronze weapons, is a [[NonHealthDamage Dexterity-damaging]] poison, [[TheParalyzer paralyzing]] victims if their Dexterity falls below 3, and killing them if it reaches 0. Nightshades also trade their poisons to quicklings in exchange for weapons.
* TheSpiny: Striking a nightshade with a melee weapon deals damage from their stinging poison, while those grappled by one take Dexterity damage as well.
* TheVirus: Anyone slain by a nightshade's poison sprouts a new nightshade at the next full moon.
[[/folder]]
[[folder:Nilshai]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nilshai_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
Also known as ethereal theurges, these bizarre beings live in alien cities on the Ethereal Plane, but visit the Material Plane to spy on the locals, secure magic items, or capture intelligent slaves.
----
* ArchEnemy: In the Realms, the nilshai have an obsession with the star elves' demiplane of Sildëyuir, and have constructed several ''portals'' allowing access to it from the Ethereal Plane. The aberrations have launched several invasions of the demiplane, each worse than the last, and have established enough footholds there that some star elves have proposd abandoning Sildëyuir for the Material Plane.
* TheBeastmaster: The nilshai are often found with other ethereal creatures -- they use ethereal marauders as pets, ethereal filchers as servants, have tamed ethereal slayers, and will sometimes use even stranger creatures as guards or soldiers.
* EldritchAbomination: Their bodies are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks on a bulbous head. Between this and their alien minds, nilshais are so adept at multitasking that they're able to take an additional partial action each round, such as to cast a second spell, use a magic item, or ready ''{{dispel magic}}'' to {{counterspell}} an enemy mage.
* {{Intangibility}}: They can use ''ethereal jaunt'' at will, materializing from the Ethereal Plane as a free action or returning to the Ethereal Plane as a move action.
* MageSpecies: They're natural arcanists, casting spells as an 8th-level sorcerer.
* NoSell: Nilshais are under a constant ''mind blank'' effect, rendering them immune to divination magic or mental influences.
[[/folder]]
[[folder:Nimblewright]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nimblewright_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)
Human-sized constructs that use their speed, spells and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.
----
* AchillesHeel: Cold damage ''slows'' a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
[[/folder]]
[[folder:Nishruu]]
[[quoteright:334:https://static.tvtropes.org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticNeutral
Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.
----
* AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.
[[/folder]]
[[folder:Norker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Savage subterranean goblinoids known for their tough hides.
----
* BarbarianTribe: Norkers are this compared to ordinary goblins. Their weapons are primitive, they can't cooperate enough to build anything more complicated than a rough wall or stockade, and they're too lazy to hunt, leading norkers to steal supplies from other humanoids to survive. They're also incredibly fractious and prone to infighting, resulting in smaller tribes than other goblinoids.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the hierarchy than even goblins.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archomental Ogremach or the cult of the Elder Elemental Eye.
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing more than a loincloth.
[[/folder]]
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 15 (4E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
----
* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
[[/folder]]
[[folder:Nuckalavee]]
[[quoteright:291:https://static.tvtropes.org/pmwiki/pub/images/d&d_nuckalavee_2e.jpg]]
[[caption-width-right:291:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
Grotesque amphibious monsters, similar in shape to centaurs, who despise living creatures and try to exterminate them whenever possible.
----
* AnIcePerson: Their BreathWeapon is a ''cone of cold'' in 2nd Edition, and a cone of frigid water in 3rd Edition.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to a phobia for all fresh water. Nuckalavees aren't harmed by freshwater or anything, they just will never willingly enter it.
* EvilSmellsBad: They reek of decay, like a corpse left to rot in the water, a strench "so strong and oppressive that it can be felt and tasted."
* MakeThemRot: Nuckalavees are surrounded by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of the reason that undead never attack a nuckalavee unless magically compelled to do so.
* NoSell: They're immune to poison attacks, and highly resistant to fire damage.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from their mythological source by being centaur-like creatures whose humanoid torsos replace the horse's neck at the front of their equine bodies, rather than sitting atop the spine like a rider. Their breath weapon is also a blast of cold damage rather than a breath of sickness and decay, though the latter aspect is represented by their "Death Aura" ability.
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer: Nuckalavees are surrounded by a ''fear'' aura.
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them opaque blue flesh.
[[/folder]]
[[folder:Nycter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nycter_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
----
* BatPeople: They're a smaller example than the desmodus, though unlike them, the nycters can actually fly.
* FantasticRacism: Nycters view their desmodu cousins as barbaric savages, much like how humans view ogres (ironic, given that desmodus are actually much smarter than nycters, with an Intelligence of 15 to the average nycter's 10). The desmodus in turn deride nycters as lesser bat-folk, lacking brains and ambition.
* SuperScream: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, they become immune to that nycter's hunting cry for the next 24 hours.
* SuperSenses: As expected, these bat-folk can use echolocation to detect creatures in the dark, out to 60 feet.
[[/folder]]
[[folder:Nymph]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (3E), 5 (4E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E), Unaligned (4E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
----
* BrownNoteBeing: In 2nd Edition and early 3rd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. Thankfully, nymphs can suppress or resume this ability at will, and the effect is restricted to blindness in 3.5E.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful of their kind (CR 25 on a 1-30 scale!), serving as generals and master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of their games with mortals (or lose their heart to one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad, which in that edition are more "tree folk" than "fey women."
!!Grain Nymph
[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/d&d_grain_nymph_2e.jpg]]
[[caption-width-right:265:2e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Alignment:''' TrueNeutral
A variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.
----
* AnimalsHateHim: Anyone marked as an enemy of a grain nymph will find that no farm animal, including horses, will ever be friendly towards them again. This effect is permanent until removed by powerful magic like ''wish''.
* FantasticRacism: They don't get along with their wild cousins -- conventional nymphs think grain nymphs are snobbish, while grain nymphs consider themselves sophisiticated and "cultivated."
* FriendToAllLivingThings: Farm animals adore grain nymphs, and will rush to one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as a grain nymph is healthy, her fields will yield double the normal harvest and survive both droughts and flooding. But a grain nymph can only remain in the same farmland for three years before leaving for a new location within 50 miles of the last one. If she can't find a new home, she'll perish, and she can only return to one of her previous fields if nine years have passed since she last protected them.
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their speech. If they fail another save a few rounds later, they collapse into a drunken stupor, and will eventually awake with a splitting hangover.
* PestController: They can ''summon'' or ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey are nearly as beautiful as other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcome elves' normal resistance to charms.
* DirtyCoward: Unseelie nymphs avoid fighting whenever possible, as they usually have minions to do that for them, and "they prize their own beauty too highly to risk it in combat." When things turn against them, they'll use ''dimension door'' to slip away.
* EvilCounterpart: They're such to normal nymphs. It's noted that unseelie nymphs are ''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and corrupt other creatures.
* VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and Constitution]] drained away by her -- males in particular have a penalty on the save to resist this effect, as "they would willingly give the unseelie nymph anything it requests."
* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless countered with powerful magic like ''wish'', or a powerful druid takes charge of the area to heal it.
[[/folder]]
[[folder:Nyth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nyth_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' LawfulEvil
Glowing globes of light that hunt prey with ''magic missiles''.
----
* AttackReflector: Anyone targeting a nyth with a ''magic missile'' of their own will have the spell reflected right back at them.
* BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also bombards a 30-foot radius with ''magic missiles''.
* FeedItWithFire: Nyths absorb electricity and fire, gaining rather than losing hit points from such effects.
* {{Invisibility}}: They can damp their glows for up to eight rounds at a time, effectively becoming invisible, though they pulse with light whenever they fire their ''magic missile''.
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in its corner of the dungeon, and will only retreat if faced with certain death.
* {{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp: They're related to such creatures, and can communicate with them via pulses of light, but nyths differ from will-o-wisps by operating in daylight (and often attacking prey with the sun behind them), and rather than absorbing a dying creature's life essence, nyths hunt and physically eat small game like rodents, birds and insects.
[[/folder]]
!!O
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
----
* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
[[/folder]]
[[folder:Obliviax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblivion_moss_4e.jpg]]
[[caption-width-right:350:Mosslings (4e)]]
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 12 (4E)\\
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies of its victims.
----
* AchillesHeel: While enough fire damage will destroy a patch of obliviax, any amount of cold damage instantly kills it
* EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss, they can regain the lost memories -- including any stolen spells -- of the obliviax's most recent victim, though if they fail a saving throw they'll instead become poisoned. 4th Edition expands upon this, by noting that those who consume obliviax might gain hazy memories from the plant's older victims, such as the important message relayed by a courier, or the location of traps within a treasure vault, though such memories need to be acted upon quickly before they fade away.
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligent enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim (who takes some Wisdom damage in 3rd Edition), while the moss goes dormant for a day to "digest" its meal, spawning a mossling to defend itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate with the likes of the cult of Zuggtmoy after being offered more mobile forms.
[[/folder]]
[[folder:Ocean Strider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocean_strider_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' ChaoticNeutral
Giant fey resembling humanoid orcas, who protect stretches of ocean from exploitation and pollution.
----
* BeastMan: They're Huge humanoids with the rubbery skin, black-and-white markings, and stubby tail of an orca.
* GaiasVengeance: Ocean striders take it upon themselves to defend the seas from plunderers, viewing anything not native to the area's water or skies as an intruder. They are, however, willing to negotiate, and will let ships through if their captains promise not to kill more marine life than they can eat, or dump their trash overboard. Such captains would be wise to fulfil their end of the bargain, as ocean striders are known to shadow ships for miles if they have doubts about the crew's trustworthiness.
* SupernaturalFearInducer: They have a frightful presence that affects creatures up to 100 feet away.
* UseYourHead: Ocean striders can make ram attacks, either dealing damage to a single creature, or potentially hulling a ship so that it sinks in a matter of minutes. Even if the fey fails their Strength check to break a ship's hull, those aboard must make their own saves to either take damage from being thrown about, or ending up overboard on a failure.
* WalkOnWater: They get their name from their ability to walk atop the waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
[[/folder]]
[[folder:Octopus Tree]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_octopus_tree_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Predatory sea plants that can root themselves near the shore or drift along the currents on the ocean's surface, forming forests of rubbery, black-barked, tentacled trees.
----
* DerelictGraveyard: Larger groves of octopus trees tend to have the wreckage of ships lodged in their "roots," which only serves to lure in would-be explorers.
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growing in the middle of the ocean, and thanks to octopus trees, such tales don't just come from the bottom of a mug of grog.
* GreenThumb: Their spell-like abilities include ''entangle'', ''plant growth'', ''wall of thorns'' and ''warp wood'', the latter of which is particularly dangerous to sailing vessels.
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and use their roots to swim to intercept prey, using their magic as necessary.
* SupernaturalFearInducer: Any nearby creatures have to save or become shaken.
* TentacleRope: They attack by striking and grabbing prey with their tentacles, then passing them to the plant's maw, hidden just beneath the water's surface.
[[/folder]]
[[folder:Ocularon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocularon_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
Floating, tentacled beings that can steal and animate other creatures' eyeballs.
----
* EyeScream: An ocularon can try to steal the eyes of a victim its grappled for a round, impaling their eyeballs on the ends of the ocularon's barbed tentacles.
* EyeSpy: An ocularon can fill a stolen eyeball with the same gas that supports its body, allowing the creature to animate the eyeball as a flying sentry as per the ''prying eyes'' spell, or send the eyeball after a target as an explosive missile with a ranged touch attack.
* LivingGasbag: Ocularons are jellyfish-like creatures held aloft by toxic lighter-than-air gases, and [[DefeatEqualsExplosion explode when killed.]]
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, driving out all other creatures, and then animating some stolen eyeballs to monitor its territory for intruders.
* PoisonousPerson: The gas that fills an ocularon and its purloined eyeballs deals [[NonHealthDamage Strength and Constitution damage.]]
[[/folder]]
[[folder:Odopi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_odopi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 14 (standard), 18 (elder) (3E)\\
'''Alignment:''' ChaoticEvil
Huge, many-handed nightmares from the Tarterian Depths of Carceri, who sometimes tumble out of planar rifts to destroy anything they encounter.
----
* BizarreAlienLocomotion: They roll around like gigantic tumbleweeds on their countless hands.
* BoulderBludgeon: Odopis can sling up to four 20-pound stones per round, but can't concentrate fire on a single target.
* MultiArmedAndDangerous: They're in fact mostly clawed arms, with [[EyesDoNotBelongThere eyes in the center of each palm]]. Unlike the adominable hecatoncheires, this doesn't give odopis many melee attacks, instead they prefer to grab a single foe each round and then subsequently trample them.
* StarfishLanguage: The odopis have their own language, expressed by gurgling and hand-clapping.
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anything they grab in their hands is at risk of being passed to that maw and swallowed.
* TrampledUnderfoot: Well, under''hand'' -- odopis deal damage to anything they move over, including foes they've grabbed and held onto in previous rounds.
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 8 (4E), 2 (5E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh.
----
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of planting crops, and rather than properly hunt, they mostly wander around their territory at night in small groups that kill anything they encounter. This "feast or famine" approach to food means that many ogres are left hungry and irritated, explaining their hostile interactions with other beings, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only one in three ogre children survive to adulthood.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.
* EliteMooks: "Skullcrusher" ogres are the result of a SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres of either sex mating with humans, Medium-sized goblinoids, or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurGiantsAreBigger: Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered posture, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
[[/folder]]
[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 8 (3E, 4E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
----
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_elemental_mage_3e.png]]
[[caption-width-right:350:From left to right, a ken-li, ken-sun, and ken-kuni (3e)]]
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:''' 8 (ken-kuni), 10 (ken-li), 13 (ken-sun) (3E)\\
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working in concert.
----
* BlowYouAway: Ken-sun can surround themselves with fierce winds, making missile attacks impossible and potentially knocking down adjacent Medium-sized creatures (and blowing away Small ones).
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even have a "Shared Strength" ability that means whenever two or more elemental magi are within 60 feet of each other and have to make a saving throw, they can use the highest bonus available to the group.
* DishingOutDirt: Ken-kuni can make earthshock attacks every few rounds to try and knock foes off their feet, affecting either everything adjacent to them, or those in a 30-foot line.
* EvilOverlord: Ken-sun are megalomaniacs who exist to rule. They use their might and magic to gather warbands, if not entire armies, to carve out domains and extract tribute. The ken-kuni and ken-li, who are naturally subservient to the stronger ken-sun, will serve in the latter's forces as siegebreakers and trusted retainers.
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing them to be used with impunity during mixed melees.
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while the all-male race is capable of breeding with ogres and ogre mages, there's no guarantee their offspring will be another elemental mage.
* OurOgresAreDifferent: Elemental magi are thought to be a variant of ogre mage (aka oni) that is born at random to other types of ogres.
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a BreathWeapon, and can wreathe themselves in flames, [[TheSpiny dealing a bit of damage to those who attack it in melee.]]
* {{Pyromaniac}}: The fiery ken-li want nothing more than to wander where they will, torching any forests, herds of cattle, and villages they come across. It takes the ken-sun to give them purpose and discipline as soldiers.
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.
[[/folder]]
[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
----
* AcidAttack: Nearly every variety of ooze uses acid to dissolve and digest their victims.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* EnemySummoner: As can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple times per day.
* HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with their environments and ambush unsuspecting prey.
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where they live.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a ten-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and then "etherealize" their victim, bringing it back to the Ethereal Plane with them -- and potentially stranding the creature there if it manages to fight free of the ooze.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the Plane of Shadow. Like undead shadows, they're capable of dealing [[NonHealthDamage Strength damage]] to those they touch.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PoisonousPerson: Venom oozes, in some settings, are former ochre jellies subjected to ''poison'' spells and other experiments, leaving them so toxic they can poison creatures on contact and contaminate water they're immersed in. They're also noted to be unusually mobile and predatory for oozes.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new patch of olive slime.
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that live in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as they do so.
!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arcane_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E)
Fluid masses of green protoplasm with a strange affinity for arcane magic.
----
* FeedItWithFire: They're healed by any magic that deals acid damage, while lightning damage will grant them a ''haste'' effect.
* MagicEater: These oozes have the strange ability to siphon arcane spells. Any arcane spellcaster within 60 feet of an arcane ooze has to make a saving throw each round or lose one of their highest-level spells as the creature absorbs its magical energy, gaining temporary hit points from the effect.
* NoSell: Arcane oozes are unaffected by most arcane magic.
!!Bloodfire Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodfire_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 4E)\\
'''Alignment:''' NeutralEvil
Masses of superheated blood, which can fling fire themselves and empower the pyromancy of other creatures.
----
* AmplifierArtifact: Any fire spell cast within 60 feet of a bloodfire ooze is boosted as per the Empowered Spell feat.
* BloodyMurder: Bloodfire oozes are created from blood harvested from a hundred non-evil humanoids, mixed with the ichor of a demon. "Blighted" bloodfire oozes add the blood of even more alien and horrific beings, giving the monster the entropic and pseudonatural templates.
* MakeThemRot: Blighted bloodfire oozes are surrounded by an aura of negative energy that deals a point of hit point damage to any living creatures within 10 feet of them, an effect they can strengthen to also deal [[NonHealthDamage Strength damage.]]
* PlayingWithFire: Bloodfire oozes can create 10-foot radius blasts of fire each round.
* TheSpiny: Anything that strikes them in melee takes fire damage from the ooze's burning blood.
!!Bone Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bone_ooze_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 21 (3E)
Also called "rolling graveyards," these 30-foot-wide globs of pallid goo have dozens of partially-digested bones within their masses.
----
* DamageOverTime: Their bodies are studded with bone shards, and so their slam or engulf attacks cause cumulative bleeding damage, until the victim receives natural or magical healing.
* LogicalWeakness: All those absorbed bones give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.
* NonHealthDamage: These oozes absorb part of their victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, the ooze expels the victim's fleshy parts and equipment.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage each round, and be subject to their "bone meld" attack.
!!Cesspit Ooze
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_cesspit_ooze_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticEvil
Revolting monsters born when a sentient creature dies in filth tainted by arcane pollution and surrounded by misery.
----
* AsteroidsMonster: Each attack by a slashing or piercing weapon merely causes the cesspit ooze to split in two, dividing its hit points.
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting in a 30-foot splash of enraging acid.
* ItCanThink:
* MuckMonster: They're living, predatory piles of sewage mixed with trash and animal carcasses.
* ReviveKillsZombie: Even though they're not undead, cesspit oozes are empowered by the pain of their victims, and thus take damage from positive energy.
* SetAMookToKillAMook: Any creature damaged by the ooze's acidic muck also has to save or fly into a berserk rage within 20 rounds, attacking the nearest living thing until they successfully save to shake off the effect.
* TheVirus: Oddly enough averted; even though a cesspit ooze's victims die in pretty much the same circumstances the original spawned in,
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough to sicken creatures that come near them.
!!Conflagration Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_conflagration_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Sentient and malevolent masses of liquid flame, which cause their victims to erupt with fire from within.
----
* ItCanThink: Conflagration oozes are smart enough to use their spell-like abilities tactically, speak Ignan, and some even conduct magical research in their spare time.
* LogicalWeakness: They have to spend most of their time hunting, to fuel the infernos within them.
* PlayingWithFire: True to their name, conflagration oozes are constantly burning, and deal extra fire damage with their slam attacks, but much more dangerous is their "fire in the blood" ability. Anything they grapple or pin has to save or contract a fiery toxin that causes additional damage and can cause their blood (or other vital fluids) to become liquid flame, dealing [[NonHealthDamage Constitution damage]] as rivulets of flame burn through their skin.
* StatusEffects: They can use spells like ''[[StupidityInducingAttack confusion]]'', ''[[ForcedSleep deep slumber]]'' and ''[[TheParalyzer hold monster]]'' each once per day, to immobilize or disogranize opponents before moving into melee.
!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 5 (5E)
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.
----
* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, but some alchemist has done the next best thing.
* BreathWeapon: Dragonblood oozes try to manifest a dragon's breath weapon, but only manage to expel a spray of their own gelatinous mass.
* WallCrawl: They can freely scale sheer surfaces or move upside-down across ceilings.
!!Flesh Jelly
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_flesh_jelly_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 19 (3E)
Gargantuan mounds of stinking skin and hair, bulging with loose bones.
----
* OneHitKill: Anything engulfed by a flesh jelly has to save or die instantly as they're absorbed into its mass. While their belongings get spat out a few rounds later, only a ''wish'' or ''miracle'' can bring the victim back to life after absorption.
* PoisonousPerson: These oozes' slam attacks carry filth fever, which can cause [[NonHealthDamage Dexterity and Constitution damage]].
* SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage and have to save against disease each round, and become subject to the ooze's "absorb" attack.
* WeaponizedStench: Anything coming within 50 feet of a flesh jelly has to save or become nauseated for several rounds, able only to stagger around and take a single move action.
!!Graveyard Sludge
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_graveyard_sludge_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 4 (3E)\\
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise in areas defiled by negative energy.
----
* MortalityGreyArea: These oozes have the "between worlds" trait, so they're healed by both ''cure'' and ''inflict wounds'' spells.
* SpawnBroodling: When an eligible creature dies within 20 feet of a graveyard sludge, that creature arises as a zombie a few rounds later, but coated with some of the ooze's slime to impart extra acid damage to its attacks.
* SupernaturalFearInducer: They can release some of the latent spiritual energy trapped inside their forms to hit adjacent foes with a ''fear'' effect.
* SupportPartyMember: While graveyard sludges are dangerous on their own, when they sense an intelligent undead creature, they instinctively follow them around, spending full-round actions to use the ooze's "vigor of the dead" ability to give the undead creature several {{Status Buff}}s.
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims of their energy drain attack.
* CastingAShadow: Void oozes are surrounded by a mass of shadows that acts as a ''darkness'' spell. This shadow shield is also infused with negative energy, [[TheSpiny and will damage any creature that strikes the void ooze with a melee weapon]].
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void ooze to take advantage of its negative energy touch, which heals undead creatures.
* SwallowedWhole: Void oozes can try and engulf smaller creatures, trapping them within their masses and inflicting energy drain each round.
[[/folder]]
[[folder:Ophidian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ophidian_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticNeutral
Snake-like humanoids with stunted arms and legs, usually found in the service of more intelligent creatures.
----
* ChameleonCamouflage: They can change the color of their scales to blend in with their surroundings.
* HappinessInSlavery: While they weren't deliberately created as a ServantRace, ophidians are naturally servile, and are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll [[GiantAnimalWorship worship their patron, providing offerings of food and treasure.]]
* SnakePeople: They have a strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course they have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as they're compelled to return to the place they were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only a ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins, and were trasnformed into serpent people themselves.
[[/folder]]
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral
Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of their wortlings.
----
* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
[[/folder]]
[[folder:Oread]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulNeutral
Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.
----
* ArchEnemy: Oreads are sworn enemies of races with a penchant for mining and tunneling, such as dwarves, gnomes, goblins and pech, as well as creatures like xorn that might eat their gemstones.
* CharmPerson: 3rd Edition oreads can cast ''charm monster'' three times per day, and usually employ the spell on lone miners to deliver warnings and send them on their way, or have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* DepartureMeansDeath: An oread taken a mile away from her home mountain dies within a day.
* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders. Oreads can also move through solid stone as easily as a fish moves through water, without leaving a tunnel behind them.
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' are useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and white-haired, who instead of protecting a single mountain act as the guardians of entire mountain ranges. They're the leaders of their kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.]]
* OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females from such unions will grow into oreads themselves.
* OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin, wearing clothing and jewelry made from the metals and gems inside their mountains.
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which case their hair turns white.
[[/folder]]
[[folder:Orglash]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orglash_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' As base creature +1 (3E)\\
'''Alignment:''' ChaoticNeutral
Ice spirits that roam cold places, attacking those they deem a threat to the land.
----
* ElementalEmbodiment: They look like whirls of wind and snow, and 3rd Edition treats "orglash" as a template that can be applied to any elemental with the air subtype.
* GuardianEntity: In their home setting, orglash are elemental beings native to Rashemen, and seem to have the innate ability to sense foreigners. But while the orglash have helped defend their homeland against the likes of the Red Wizards of Thay for centuries, the Rashemaar view the unpredictable spirits as a mixed blessing, since orglash have been known to attack them as well.
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and in 2nd Edition take constant damage in temperatures above 60 degrees Fahrenheit -- in areas over 100 degrees, orglash dissipate entirely, and must return to a near-freezing environment to reform their bodies.
[[/folder]]
[[folder:Ormyrr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ormyrr_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulNeutral
Huge, amphibious beings that live in rivers, and are notably obsessed with acquiring magic.
----
* ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and are depicted a vivid shade of blue.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they can to acquire magical items, and hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that they're from another plane in 2nd Edition, though 3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the ormyrr's sense of right and wrong, the creatures might give a stolen magic item back.
[[/folder]]
[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 7 (4E); 5 (otyugh), 7 (neo-otyugh) (5E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
----
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are a smarter breed of otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to handle their corpses.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughs are smart enough to do this with victims they're grappling, giving the monsters an Armor Class bonus and letting them attempt to intercept incoming attacks with their grabbed victims.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to communicate either telepathically or through Common, depending on edition. They can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, otyughs are capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as "movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions
[[/folder]]
[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E),8 (4E), 3 (5E)\\
'''Alignment:''' Unaligned
Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
----
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]
!!P
[[folder:Pack Fiend]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pack_fiend_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil
Stealthy predators native to the Gray Waste of Hades, though fiends across the Lower Planes routinely capture them for use as hunting beasts.
----
* AttackAnimal: It's mentioned that pit fiends and glabrezu in particular are fond of keeping kennels of starving pack fiends, waiting for the right moment to go hunting.
* BewareMyStingerTail: Their sting attacks deliver a [[NonHealthDamage Strength-damaging poison.]]
* DeadlyLunge: Pack fiends pounce when they charge, allowing them to make a full attack action at the end of their move.
* MixAndMatchCritters: They look like some unholy cross between a wolf and cockroach, with a streamlined scorpion's tail.
[[/folder]]
[[folder:Painspeaker]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_painspeaker_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Withered walking corpses that constantly gibber and coo in corrupted truespeech.
----
* NothingButSkinAndBones: They look nearly skeletal, with their grayish flesh drawn tight across their bones.
* UnfinishedBusiness: Painspeakers died with an important message left unspoken, whether a confession of love, an entreaty for peace, or testimony that would have saved an innocent. These tortured, unvoiced words have compeled them to rise as twisted undead, but there's at least one example of a painspeaker crumbling to ash after finally confronting and confessing its love for a cleric.
* WordsCanBreakMyBones: They can use the Recitation of the Fortified State to bolster their defense, and a reversed ''moderate word of nurturing'' to harm other creatures.
[[/folder]]
[[folder:Palimpset]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.png]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
----
* AchillesHeel: Electricity attacks not only deal damage to palimpsets, they have a chance, increasing with the attack's severity, to make them spit out any creatures they're currently digesting.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown about by a stray breeze.
* ChestMonster: Rumors abound of entire libraries filled with palimpsets, in volumes with enticing titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they can be restored using a specific sequence of spells: a ''remove curse'' to animate their illustration, ''abjure'' to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
[[/folder]]
[[folder:Pari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pari_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Celestial (5E)\\
'''Challenge Rating:''' 13 (5E)\\
'''Alignment:''' LawfulGood
Angelic beings with the power of foresight, who visit the mortal world with prophetic warnings or as harbingers of events to come.
----
* AmazingTechnicolorPopulation: Pari are known for their pastel blue skin tone.
* BrownNote: Pari can weaponize their prophetic powers by flooding a creature's mind with disorienting visions of the future, dealing psychic damage and giving them disadvantage on attack rolls for their next turn.
* OurAngelsAreDifferent: They're modeled off the pari/peri of Myth/PersianMythology, though they lack their source's angle as "mischevious beings denied entry to paradise until they complete a penace."
* WhiteMagic: Their spell-like abilities include ''cure wounds'', ''dispel good and evil'', and ''lesser restoration''.
[[/folder]]
[[folder:Pech]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_5e.png]]
[[caption-width-right:325:5e]]
[[caption-width-right:325:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg[[/labelnote]]]]
->'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' NeutralGood
Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be a more hospitable home.
----
* ArtEvolution: They look like fairly normal humanoids in 2E, while 5E amplifies their stony elemental traits, to the point that the example pech's hairless head has a chunk broken or chiseled off.
* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble. In 2E, their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons, while in 5E, attacks with their fortified pickaxes always score critical hits against Constructs and objects.
* DayHurtsDarkAdjustedEyes: They find exposure to direct sunlight nauseating, and have the Light Sensitivity rule in 5E.
* DishingOutDirt: The pech have power over rock and stone, and each can cast ''stone shape'' and ''stone tell'' several times per day. By working together, pech can use more powerful magic such as ''wall of stone'' or ''flesh to stone''.
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, and their flesh is nearly as hard as granite.
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.
[[/folder]]
[[folder:Pegasus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pegasus_d&d.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:''' Magical Beast (3E), Celestial (5E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticGood
Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult and winning its trust harder still.
----
* AnimalJingoism: Pegasi normally reserve their enmity for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to their fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.
[[/folder]]
[[folder:Peltast]]
[[quoteright:305:https://static.tvtropes.org/pmwiki/pub/images/d&d_peltast_2e.png]]
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Shapeshifting parasites that take the form of enticing items, so they'll be picked up and carried by their hosts. Standard peltasts disguise themselves as leather goods, while greater peltasts resemble gemstones.
----
* ArtifactOfDeath: Greater peltasts have magical abilities they use to maximize bloodshed and bodies upon which they can feed, and use a variant of ''summon monster'' to make hostile creatures attack their hosts, or make ''suggestions'' to encourage violence.
* IAteWhat: Peltasts expel their waste when immersed in water, tainting it so that any drinkers become nauseated for several rounds.
* NoSell: Peltasts are immune to poison or crushing effects.
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids -- they'll allow themselves to be picked up by the likes of elves and dwarves, but never feed upon them, and will try to find a better host as soon as one presents itself.
* TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patch of their host's skin, allowing the creature to absorb nutrients from its blood. This deals a single hit point of damage each day, which many hosts don't even notice, while in exchange, the peltast neutralizes any poisons in its host, shares its minor spell resistance, and in emergencies can inject a few hit points back into its host, once per day. It's a little more obvious when a greater peltasts feeds, as the blood can be seen collecting within their crystalline forms, which also grow larger after feeding -- as such, they prefer to feed upon sleeping or dying hosts.
* VoluntaryShapeshifting: Peltasts can change their forms over two rounds, usually to take the shape of an item it sees a perspective host drop, so that the parasite might be mistaken for it.
[[/folder]]
[[folder:Pennaggolan]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_pennaggolan_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' As base creature +2 (3E), 10 (4E)\\
'''Alignment:''' LawfulEvil
These fearsome blood-drinkers can masquerade as the living, but when they hunt, their heads detach from their bodies and fly into the night, trailing their internal organs beneath them.
----
* CombatTentacles: They can attack victims with their entrails, or more dangerously, [[TentacleRope grapple and constrict with them]], also allowing the pennaggolan to bite and drain blood.
* FlyingFace: A gruesome example, in that the creature's viscera is dangling beneath their levitating heads.
* HumanShifting: An odd variant; a pennaggolan's "natural" form is a flying head trailing entrails, but if it soaks said organs in vinegar to reduce their engorgement, a pennaggolan can stuff its viscera back into the shell of its former body and put its head back into position. In this guise, a pennaggolan appears normal, and more insidiously cannot be [[TurnUndead turned]], and will register as its original alignment to spells like ''detect evil''.
* HypnoticGaze: Like vamipres, pennaggolans can mentally dominate other creatures by looking into their eyes.
* OurVampiresAreDifferent: They actually share many traits and abilities with "classic" vampires, but the pennaggolan's grisly appearance sets them apart.
* SoulJar: If a pennaggolan's body is destroyed while its head is separated from it, the creature will die in one to four days.
* SupernaturalFearInducer: Other creatures within 30 feet of a pennaggolan have to save or become shaken.
* VampiricDraining: They drain blood from victims they bite, dealing [[NonHealthDamage Constitution damage.]]
* TheVirus: In most cases, a pennaggolan's victims are strangled to death by their entrails before succumbing to its blood-draining attack, but if the latter does occur, the victim will rise as an independent, and irredeemably evil, pennaggolan, should its body go unburied for three days.
[[/folder]]
[[folder:Peryton]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Stag-headed birds of prey that feed on human hearts.
----
* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
[[/folder]]
[[folder:Petal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_petal_fix_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood
Tiny fey who, when not serving as messengers for their larger kin, work to ensure that travelers and adventurers benefit from a restful sleep, whether they want to or not.
----
* ForcedSleep: They can sing songs to duplicate ''lullaby'' and ''sleep'' spells, which they typically use one after the other. The more petals that contribute to the ''sleep'' song, the harder it is to resist.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them in [[GardenGarment clothing of leaves and garlands of flowers.]] As might be imagined, this can leave the sleepers helpless against any thieves or monsters in the area.
[[/folder]]
[[folder:Petitioner]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' As native plane
The souls of mortals given physical form on the Outer Planes, where they are rewarded or punished as their faith and actions in life determine. Their appearance and qualities can vary wildly depending on the Outer Plane they inhabit.
----
* AngelicTransformation: Petitioners sent to Mount Celestia become lantern archons, who are guided by older archons until they're ready to evolve into a higher form of celestial.
* {{Animorphism}}: Petitioners who end up in the Wilderness of the Beastlands soon become ALittleBitBeastly, and eventually transform into celestial beasts after a few centuries.
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their sins -- is to become one with their patron deity, or even their home plane itself. The petitioners of Mount Celestia take this almost literally, as they hope to develop enough virtue and enlightenment to ascend through the plane's layers to reach Chronias, the highest of the Seven Mounting Heavens, from which no one returns.
* DeathAmnesia: Anyone who becomes a petitioner, but is later restored to life by magic, loses all memory of their time as one.
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until they're transformed into lemures.
* DepartureMeansDeath: In 2nd Edition, petitioners undergo a CessationOfExistence if they ever leave their home plane (at least without a power sponsoring the excursion). 3E softens this to a "Planar Commitment" trait that means petitioners are teleported 100 miles in a random direction if someone attempts to move them off-plane.
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptions to this -- the petitioners of Elysium, for example, are noted to have stronger memories of their mortal life, translating to some retained character levels that make them extra dangerous when mobilized to defend their plane.
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by a similarly-aligned plane."
* SpearCarrier: The 3E ''Manual of the Planes'' directly refers to petitioners as such, while the 2E ''Planescape'' book compares their roles on the Outer Planes to that of commoners on the Prime Material.
* WeirdCurrency: Most petitioners in the Gray Waste of Hades are mournful, ghostlike beings, but the most selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are traded like currency across the Lower Planes, trafficked by the likes of liches, night hags and other fiends for use as food, spell components, or the raw material from which to make a new fiend.
* WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to converse with, as they're so fixated on merging with their god or home plane that they come across as monomaniacal.
[[/folder]]
[[folder:Phaerimm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerimm_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Bizarre-looking flying beings feared for their evil natures and mastery of sorcery.
----
* AbsoluteXenophobe: Averted, to an extent, as their 3rd Edition write-up notes that phaerimm ''would'' like to exterminate all other life, except that would deny them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And with their ''AD&D'' rules, victims ''also'' have to save to see whether they've been implanted with a viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the host.]] Thankfully, a ''cure disease'' spell kills the larva.
* SealedEvilInACan: In the Realms, most phaerimm were sealed beneath Anauroch by their ancient sharn rivals, and only a few escaped -- though some of those are working to free their kin.
* SupernaturalSensitivity: In 3rd Edition, phaerimm have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.
[[/folder]]
[[folder:Phaerlock]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerlock_3e.jpg]]
[[caption-width-right:341:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' NeutralEvil
The descendants of lizardfolk modified by the phaerimm, leaving them tortured creatures wandering the Underdark in search of victims.
----
* AgonyBeam: Phaerlocks can fix their gaze on a nearby creature, which has to save or share the agony of the phaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for a round, and shaken for several more rounds afterward. This effect doesn't work on things without proper nervous systems like constructs, plants, undead, etc.
* ExtraEyes: Part of their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks with all-around vision and preventing them from being flanked.
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease their torment by forcing other creatures to experience it.
[[/folder]]
[[folder:Phaethon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaethon_3e_7.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challeng Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulNeutral
Distant relatives of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.
----
* AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of their endurance, and undergo an apotheosis into a living embodiment of their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.
[[/folder]]
[[folder:Phanaton]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_phanaton_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
----
* ArchEnemy: Phantons hate aranea and attack the spider-folk on sight, "casting aside all tactics and stealth."
* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.
* NotQuiteFlight: They can use their patagia to glide, moving 20 feet forward for every 5 feet they descend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building their villages on platforms high in the trees.
[[/folder]]
[[folder:Phantasmal Slayer]]
[[quoteright:299:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantasmal_slayer_3e.jpg]]
[[caption-width-right:299:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 15 (3E)\\
'''Alignment:''' ChaoticEvil
Horrors whose hunting methods may have inspired the ''phantasmal killer'' spell.
----
* AppearanceIsInTheEyeOfTheBeholder: These creatures' true form remains a mystery, as even if someone disbelieves their phantasmal facade or looks upon them with a ''true seeing'' effect, an onlooker sees a "ghostly shadow of their greatest fear."
* ArmorPiercingAttack: A phantasmal slayer's incorporeal touch attacks don't just bypass normal armor, they also ignore any form of DamageReduction that doesn't rely on a special material like silver or cold iron.
* EmotionBomb: Beyond their trademark ability below, phantasmal slayers know magic like ''scare'', ''fear'' and ''crushing despair''.
* IKnowWhatYouFear: Anyone who looks at a phantasmal slayer sees "the most hideous, most terrifying sight you have ever seen," the reflection of their greatest fear. Just like with the ''phantasmal killer'' spell, if someone fails their initial roll to disbelieve the illusion, and the slayer then touches them, they have to save again or [[FrightDeathtrap die of fright]].
* {{Intangibility}}: They're naturally incoporeal.
* {{Telepathy}}: Beyond speaking several languages, phantasmal slayers can communicate telepathically out to 100 feet.
[[/folder]]
[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
----
* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Incorporeal creatures that appear related to the phantom fungus, but have a much more specialized diet.
----
* CannibalismSuperpower: If a ghosteater consumes a ghostly mage, until that ghost is fully digested, the creature can cast its victim's prepared spells or remaining spell slots as if it were that ghost, provided said ghost was carrying the required material components and arcane foci on its form.
* ExactlyWhatItSaysOnTheTin: They eat ghosts, and ''only'' ghosts. Groups of living beings have reported ghosteaters observing them before ducking through a solid wall, but if a ghost is present, the creatures will attack.
* {{Intangibility}}: They're naturally incorporeal, and even if they fully manifest on the Material Plane, they can make an ''ethereal jaunt'' several times per day.
* ItCanThink: Unlike their presumed cousins, ghosteaters are near-geniuses, and seem to have some way to communicate with each other, but make no efforts to do so with other creatures. "They seem to be content to be high-end predators of very specialized prey."
* NonHealthDamage: Their tentacle attacks deal temporary Wisdom damage, which can put living creatures into nightmares if their Wisdom score hits 0. Ghosts, on the other hand, will then be swallowed by the ghosteater and stored in one of its fleshy sacs, where the ghost takes normal and Wisdom damage each round until it is consumed.
[[/folder]]
[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
----
* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the planar boundary in the latter case).
[[/folder]]
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.
----
* BlobMonster: In its natural form, a phasm resembles an ooze and attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out their talents as spies, except they're notoriously unreliable since they don't feel any obligation to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.
[[/folder]]
[[folder:Phirblas]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
----
* CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
[[/folder]]
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
----
* DeadlyGas: A phiuhl more or less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the upside, their gaseous nature makes phiuhls vulnerable to being blown around by effects such as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
[[/folder]]
[[folder:Phoelarch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
----
* ArtEvolution: While their 3rd Edition art depicts phoelarchs with brilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
[[/folder]]
[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)
Large, fiery birds capable of resurrecting themselves when slain.
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
----
* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while their eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
[[/folder]]
[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
----
* AchillesHeel: Since they're creatures of the mind, ''feeblemind'' and ''confusion'' spells deal damage to phthisics in 2nd Edition, and nullify their HealingFactor for several rounds.
* AnIcePerson: In 2nd Edition, phthisics can, once per hour, surround themselves with an aura of cold strong enough to deal damage to anything within 10 feet, though only for a single round.
* ArtEvolution: 2nd Edition phthisics appear as enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only creatures skilled enough to draw them from the minds of their thralls. In 3rd Edition, phthisics' origins are unknown, though speculated to be the product of a variant of ''psychic chirurgery''.
* SoulJar: In 2nd Edition, phthisics are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend too long apart from it, the phthisic can instantly teleport back to its lair, and perceive everything around its psionic circuitry. But destroying the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature from which the phthisic is spawned, whose death does nothing to the phthisic).
* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, their corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
[[/folder]]
[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
----
* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
[[/folder]]
[[folder:Plague Blight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_blight_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Any evil
The animate corpses of plague victims, their bloated, putrid flesh is barely constrained by their cloth wrappings, while their lurching forms are surrounded by a sickening stench.
----
* DeceasedAndDiseased: Their attacks infect victims with an accelerated form of gangrene that progresses in a matter of seconds, dealing Constitution damage and causing those who succumb to molder into a stinking mass.
* SuperToughness: Any physical attack against plague blights only deals half damage, even before applying their DamageReduction against all but slashing weapons.
* WeaponizedStench: Plague blights can emit stenches so foul that living creatures take [[NonHealthDamage Strength damage]] from being near them.
[[/folder]]
[[folder:Plague Brush]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
----
* HomingBoulders: They're essentially free-roaming, vegetable examples, instinctively chasing down and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
[[/folder]]
[[folder:Plague Spewer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_spewer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Giant-sized undead that spread plague and disease, either directly or through the swarms of vermin they can disgorge.
----
* DeceasedAndDiseased: Plague spewers' slam attacks carry a supernatural plague that incubates in a mere minute, deals heavy Dexterity and Constitution damage, and worst of all can spread through simple contact with an infected victim.
* MookMaker: Four times per day, a plague spewer can vomit up a SwarmOfRats, usually in response to enemies attacking it from out of reach.
* TheVirus: Any Huge-sized victim who succumbs to their plague becomes another plague spewer themselves.
[[/folder]]
[[folder:Plague Walker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_walker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Undead whose bodies are filled with diseased matter and putrid flesh to the point of being nearly spherical, and capable of exploding when sufficiently damaged.
----
* ActionBomb: When a plague walker's hit points fall past 25%, it can choose to explode, damaging and nauseating anything in a 30-foot radius. This isn't a case of DefeatEqualsExplosion, however, since if the undead is reduced to 0 hit points before it can take that swift action, it instead dissolves into a pile of rotting flesh.
* DeceasedAndDiseased: Their filthy claw attacks carry a nonspecific disease that can sicken anyone struck by them.
* LogicalWeakness: Plague walkers are bigger targets than their size category would indicate, so opponents shooting at them don't receive the normal penalty on ranged attacks against a target in a melee.
[[/folder]]
[[folder:Planar Incarnate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
Gargantuan manfiestations of planar power, spawned at critical moments to protect their home plane from opposing forces.
----
* ContractualBossImmunity: They're immune to just about every status effect, on top of a host of damage resistances and immunities.
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
[[/folder]]
[[folder:Planetouched]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
----
* DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos. Axani for example have a touch of pure Law in their blood.
* MarkOfTheSupernatural: Planetouched tend to have something that visibly sets them apart from normal Material Plane races, whether something as dramatic as a different skin tone, weird eyes, or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.
!!Chaond
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Chaotic
The descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.
----
* CombatPragmatist: Their chaotic natures mean chaonds have no patience for "rules" of warfare -- they fight dirty and often hide small, PoisonedWeapons on their bodies.
* FrogMen: They're a downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and gravelly voices that tend to come out as croaks when they're excited.
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gloamings_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Usually contrary to the dominant Alignment in an area
Small beings descended from natives of the Plane of Shadow, making them comfortable in the Underdark.
----
* ArchEnemy: Gloamings hold a "deep-set, racial hatred of the drow," allegedly because the dark elves only learned how to cast the ''cloak of dark power'' spell by conducting torturous experiments upon captive gloamings.
* DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those people tend to assume they're tieflings. This might contribute to the fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence: They can cause their pale skin to glow, up to the brightness of a torch, until the gloaming chooses to change the intensity, or they die and the glow gradually fades over 10 minutes. Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making gloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' LawfulNeutral
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features and a coldly rational approach to life.
----
* ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while Mechanus' natives consider them "tainted and impure."
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* FeedItWithFire: They're healed by electricity, recovering a hit point for every three points of damage an electrical effect would have dealt them.
* ReluctantWarrior: These planetouched consider fighting to be "destructive and wasteful," and try to avoid it whenever possible. But when pressed, mechanatrices are shrewd tacticians, and their innate knack for engineering and crafts makes them excellent siege engineers.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shadowswyft_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Lanky, dark-hued planetouched from the Plane of Shadow, quick to take action and naturally adventurous.
----
* AttentionDeficitOohShiny: They generally have short attention spans, and even their associations with other creatures rarely last long before the shadowswyft moves on.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their base speed is an impressive 40 feet (compared to standard races' 30 feet), and they have a racial bonus to Dexterity and initiative checks, but shadowswyfts also take a penalty to their Constitution.
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be mercurial in temperament and prone to acting with little regard for consequences -- "In the amount of time it takes to formulate and evaluate a plan, worlds could be won or lost."
* StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for each word, while their names tend to be accompanied by a signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
* SneakySpySpecies: Shadowswyfts have racial bonuses to Hide and Move Silently checks, and favor the rogue class.
!!Shyft
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral
Seemingly-human planetouched with an ancestor from the Ethereal Plane.
----
* {{Intangibility}}: They can make an ''ethereal jaunt'' once per day, allowing shyfts to eavesdrop out of sight on the Ethereal Plane or use it to make an attack or escape as needed.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies: They get a racial bonus to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling their services to the highest bidder.
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions in their societies.
----
* AmazingTechnicolorPopulation: They look nearly human, save for the faint blue or purple tint of their skin and hair.
* CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for their flawless features and hair that naturally falls into place, but don't get any Charisma bonus from it, and in fact their basic statline has them with lower-than-average Charisma, implying that other creatures find them ''too'' perfect-looking.
[[/folder]]
[[folder:Plasmoid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Poltergeist]]
[[quoteright:317:https://static.tvtropes.org/pmwiki/pub/images/d&d_poltergeist_2e.jpg]]
[[caption-width-right:317:2e]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 2 (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (5E)
Restless spirits that express their anger by hurling objects around.
----
* InvisibleMonsters: Poltergeists are naturally invisible, though their 2E entry says those who use magic to perceive them will see humanoids with tortured faces, clad in rags and [[ChainedByFashion heavy chains representing their evil deeds in life.]]
* MindOverMatter: 5E poltergeists can slam victims with telekinetic force, or toss around creatures or objects weighing up to 150 pounds.
* PeekABogeyman: ''AD&D'' poltergeists never actually deal damage with their attacks -- even if they manage to telekinetically hurl something dangerous like a knife or sword, their entry tells [=DMs=] to treat the attack as "terrifying near-misses." Instead, the undead can only cause their victims to [[SupernaturalFearInducer flee in terror from their hauntings.]]
* PensieveFlashback: Some particularly strong ''AD&D'' poltergeists can cause "phantom shifts" around them, illusions that take other creatures back to the time the poltergeist was alive, which usually reveal why the spirit became a poltergeist. Such illusions tend to happen on the anniversary of the poltergeist's death, and though occasionally terrifying, always end the moment their viewers are put in apparent danger, or they try to interfere with it.
* {{Poltergeist}}: True to the trope, their key trait is throwing things rather than employing the horrific attacks of other undead. In 2nd Edition, poltergeists are classified as a type of haunt, speculated to be the spirits of those "whose hideous crimes went unpunished in life." 5th Edition dubs them a variant of specter, the enraged and confused spirit of someone with no sense of how they died.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Spiny, barrel-shaped cacti that can explode at the slightest touch.
----
* ExplodingBarrels: They're basically an organic example. Immature porcupine cacti have flat shapes and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
[[/folder]]
[[folder:Portal Drake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_portal_drake_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Small dragons who lurk around freestanding magic portals, using them to secure treasure and prey.
----
* AmbushingEnemy: Portal drakes usually camp a teleportation ''portal'', using their "portal sight" ability to see through it (and any other ''portal'' they've gone through). When prey walks past one of those ''portals'' -- especially adventurers with a lot of magic items -- the portal drake jumps out, uses their breath weapon to incapacitate the targets, grabs their loot, and then flees back through the portal.
* BreathWeapon: Theirs is a short cone of poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
* DoppelgangerSpin: Portal drakes can cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose to return to that destination when passing through any other ''portal'' regardless of where it's set to lead.
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lacks the coppers' distinctive facial structure and manta-like wings.
[[/folder]]
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
----
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately
*
*
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
[[/folder]]
[[folder:Pseudonatural Creature]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pseudonatural_creature_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Varies by base creature's Hit Die\\
'''Alignment:''' As base creature
Entities from beyond the known planes, which assume the form and abilities of Material Plane creatures when summoned there.
----
* AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as gaps in its skin, ExtraEyes that look disturbingly human, and [[TooManymouths a whole row of vestigial beaks]] running down its underside.
* GameFace: As a standard action, a pseudonatural creature can drop its facade of attempted normalcy and appear "in a manner more consistent with their origins," typically a squirming mass of tentacles. This doesn't change its combat capabilities, but means other creatures receive a minor attack roll penalty against the horror.
* UndergroundMonkey: "Pseudonatural creature" is a template that can be applied to any corporeal creature, granting it additional resistances and DamageReduction, a once-per-day ''[[CombatClairvoyance true strike]]'' ability, and a very flavorful appearance, all without drastically changing how the creature runs in combat.
[[/folder]]
[[folder:Psurlon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_5e.jpeg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 17 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
----
* ArtEvolution: Psurlons' depiction can vary even within an edition. In some 2nd and 3rd Edition art, they look like a clothed humanoid figure comprised of giant earthworms, but a later 3E supplement gave them a bloated, monstrous body on spidery legs, which carried over into 4th Edition. 5th Edition gives them thicker bodies with hoofed legs, but upright fronts draped in clothing.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to being able to detect foes by scent, sound and vibration.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.
[[/folder]]
[[folder:Pterafolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterafolk_3e.png]]
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil
Evil reptilian humanoids that use their shapeshifting to aid in their attacks on neighboring tribes.
----
* TheBeastmaster: Averted; unlike proper lycanthropes, which often take command of mundane animals related to their bestial forms, pterafolk have no particular control over proper pterodactyls and pteranodons, the latter of which actually prey upon them.
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of their forms, they look like reptilian humanoids with a ''Pteranodon''[='s=] beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterosaurs.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.
[[/folder]]
[[folder:Pterran]]
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterran_2e.png]]
[[caption-width-right:275:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
----
* FantasticCasteSystem: Pterran society is divided into three "Life Paths," each with its own test required to join, and the eldest member of each Path serves in a tribe's Triumvirate. Most pterrans follow the Path of the Warrior, and are only accepted as such after managing to capture and tame a pterrax mount. Others follow the Path of the {{Druid}} and venerate their Earth Mother goddess, and prove themselves by surviving alone in the forest for six months, with no equipment other than what they make. Rarer still is the Path of the Psionicist, whose aspirants must prove their ability by reading the thoughts of the tribe's psionicists and telepathically sharing them with the Triumvirate.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
[[/folder]]
[[folder:Pterrax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterrax_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Large, leathery-winged reptiles made more dangerous by their innate psionics.
----
* CraftedFromAnimals: Pterrax teeth are collected by pterrans for use in their ''thanak'', an axe-like weapon, while pterrax skin is used to make ceremonial drums.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving upon opponents to rake with their claws, making flyby attacks, or even carrying off smaller prey.
[[/folder]]
[[folder:Puppeteer Parasite]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_parasite_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_3e.png[[/labelnote]]]]
->'''Classification:''' Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3 (5E)\\
'''Alignment:''' LawfulEvil (3E), NeutralEvil (5E)
Psionic parasites that can hijack the bodies of their hosts.
----
* AntiTrueSight: 3E puppeteers can hide their minds from detection by divination spells or clairsentience powers.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E puppeteers know the psionic version of ''charm person'', and use it to take over a host by asking to be picked up by it.
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail. They're used to deal with threats through direct combat if the puppeteers' usual methods fail.
* LifeDrain: In 5th Edition they can make a "Consume Life" attack against a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. The parasite will drain a negligible amount of nutrients from the host creature, but so long as the puppeteer is attached, the host creature is mentally dominated by it. Once they have hosts, puppeteers strive to take control of a society to ensure a steady supply of bodies for their kind.
** 5E puppeteer parasites are larger and harder to hide, and have a more limited capacity to control their host, as they can only cast ''suggestion'' once per day.
[[/folder]]
[[folder:Purple Worm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_purple_worm_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
----
* BewareMyStingerTail: They have a poisonous stinger at the end of their tails.
* ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and can even bore through solid rock at half that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with their foul fruit and sap, then beat them to death for use as fertilizer.
----
* PoisonousPerson: Qlippoths' fruit carries a potent [[NonHealthDamage Wisdom-damaging]] poison, which can easily render victims unconscious and helpless. The plant can cause a fruit to burst and splash an adjacent attacker, or hurl its fruit at distant foes.
* WeaponizedStench: The boils and pustules that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long as they're close to it.
* WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the Underdark.
----
* GoodOldWays: The great divide in the free quaggoths' society is between those who "follow magic" by using weapons and dyeing their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" by fighting with their claws and eschewing camouflage.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the psychic energies which permeate the Underdark.
* TurnsRed: When a quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and more accurate.
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures, and for their gruesome reproductive method.
----
* BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
[[/folder]]
[[folder:Quaraphon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
----
* AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quell]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quell_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' LawfulEvil
These ghostly undead have fiery green eyes and a ring of unholy symbols orbiting their heads, declaring their hatred of all things divine.
----
* DePower: The quells' signature "Intercession" ability allows them to cut off divine spellcasters from their deities, preventing them from using spells or TurnUndead attempts from one minute to potentially 24 hours. Multiple quells can work together to shut down higher-leveled clerics, but if the quell who initiated the intercession attacks the cleric, the effect ends.
* {{Intangibility}}: Their description can't decide whether their sepctral forms are draped in ghostly robes, or if their "flesh" is naturally loose and flowing.
* KillTheGod: Quells would dearly ''like'' to, but settle for severing the connection between gods and their clerics and paladins.
* WeakenedByTheLight: These creatures are utterly powerless in natural sunlight, and can only flee in it.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralGood
Radiant, free-willed humanoid constructs native to the marshes of Belierin, third layer of the Blessed Fields of Elysium.
----
* BlindedByTheLight: At will, quesars can intensify their glows sixfold, potentially blinding nearby creatures.
* HealingFactor: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the only way to permanently destroy one is to keep its remains in an area of darkness, forever, or to use magic like ''disintegrate'' to dispose of their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked." This lack of support can result in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've had their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.
[[/folder]]
[[folder:Quickling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
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->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking, or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
[[/folder]]
[[folder:Quill]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_quill_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' Unaligned
Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species that can eat razorvine, and are even willing to nibble on predatory plant monsters like bloodthorns and ironmaws.
----
* BewareMyStingerTail: Their spine-studded tails are capable of killing an armored human.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyone who ends up with a quill's spine in them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupines with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can fire their spines at aggressors within 20 feet, though the creatures aren't very accurate with this attack.
* TheSpiny: Those foolish enough to attack a quill bare-handed or with a natural weapon run the risk of getting stuck with one to three spines.
* WeirdWorldWeirdFood: Most people dislike the flavor of quill meat, but sometimes a planewalker can't afford to be picky, and some denizens of the Lower Planes consider quill a delicacy.
[[/folder]]
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
----
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
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->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
----
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
----
* AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
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->'''Challenge Rating:''' 5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
----
* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
----
* TheBlank: They have no heads, only a "void of inky darkness" that emanates malevolence.
* MindHive: Usvapnas habitually use their ''schism'' psi-like ability to split their minds in two before combat, allowing one mind to fight using their claws while the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groups of humanoids are closely associated with the quori, though their aims are very different.
!!Inspired
[[quoteright:351:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.png]]
[[caption-width-right:351:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' LawfulEvil
A human subrace bred by the evil quori of Dal Quor as perfect hosts.
----
* TheBeautifulElite: By human standards, most Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
* TheEmpire: In their home setting, the Inspired are the leaders of the Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubspecies: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
* PsychicPowers: Between being selectively bred for psionic ability and being possessed by the naturally psionic quori, the Inspired have many psychic powers at their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bred to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humans with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Humans with a hereditary bond to a benign quori spirit, whom they commune with rather than dream. For more information, see the [[Characters/DungeonsAndDragonsRaces Playable Races subpage.]]
[[/folder]]
[[folder:Quth-Maren]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quth_maren_3e.png]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Created by the clergy of the drow goddess Kiaransalee, these flayed undead constantly ooze caustic blood from their skinless flesh.
----
* BloodyMurder: Their blood deals acid damage, which applies to both enemies who strike them in melee and victims hit by their slam attacks.
* FlayingAlive: Quth-marens are created from enemies of Kiaransalee who are flayed and reanimated.
* MookLieutenant: They can command undead as a 5th-level cleric.
* SuperSpit: They can also spit globs of their caustic blood as a ranged attack.
* SupernaturalFearInducer: Any creature that meets a quth-maren's gaze has to save or cower in fear.
[[/folder]]
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[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
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->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
Horrors whose hunting methods may have inspired the ''phantasmal killer'' spell.
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* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]]
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]]
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* AttackAnimal: Though only AppearanceIsInTheEyeOfTheBeholder: These creatures' true form remains a mystery, as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic even if someone disbelieves their phantasmal facade or looks upon them with a ''true seeing'' effect, an onlooker sees a "ghostly shadow of their greatest fear."
* ArmorPiercingAttack: A phantasmal slayer's incorporeal touch attacks don't just bypass normal armor, they also ignore any form of DamageReduction that doesn'tpick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour rely on them a special material like silver or tying ribbons around them]] to keep track cold iron.
* EmotionBomb: Beyond their trademark ability below, phantasmal slayers know magic like ''scare'', ''fear'' and ''crushing despair''.
* IKnowWhatYouFear: Anyone who looks at a phantasmal slayer sees "the most hideous, most terrifying sight you have ever seen," the reflection of theirlocation. Phantom fungi are often trained to click greatest fear. Just like with the ''phantasmal killer'' spell, if someone fails their teeth after performing a trick, a habit which can give them away.
initial roll to disbelieve the illusion, and the slayer then touches them, they have to save again or [[FrightDeathtrap die of fright]].
*InvisibleMonsters: {{Intangibility}}: They're under a constant ''greater invisibility'' effect, which allows them naturally incoporeal.
* {{Telepathy}}: Beyond speaking several languages, phantasmal slayers can communicate telepathically out toremain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
100 feet.
[[/folder]]
[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]] org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
* ArmorPiercingAttack: A phantasmal slayer's incorporeal touch attacks don't just bypass normal armor, they also ignore any form of DamageReduction that doesn't
* EmotionBomb: Beyond their trademark ability below, phantasmal slayers know magic like ''scare'', ''fear'' and ''crushing despair''.
* IKnowWhatYouFear: Anyone who looks at a phantasmal slayer sees "the most hideous, most terrifying sight you have ever seen," the reflection of their
*
* {{Telepathy}}: Beyond speaking several languages, phantasmal slayers can communicate telepathically out to
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
[[/folder]]
[[folder:Phantom Fungus]]
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->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Aberration (3E)\\
'''Classification:''' Aberration (3E)\\
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'''Classification:''' Aberration
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Incorporeal creatures that appear related to the phantom fungus, but have a much more specialized diet.
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* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Incorporeal creatures that appear related to the phantom fungus, but have a much more specialized diet.
----
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
!!Ghosteater
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Incorporeal creatures that appear related to the phantom fungus, but have a much more specialized diet.
----
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* PoisonousPerson: Venom oozes are, in some settings, are former ochre jellies subjected to enough ''poison'' spells and other experiments, leaving them so toxic they can poison on contact and contaminate water. They're also noted to be unusually mobile and predatory for oozes.
to:
* PoisonousPerson: Venom oozes are, oozes, in some settings, are former ochre jellies subjected to enough ''poison'' spells and other experiments, leaving them so toxic they can poison creatures on contact and contaminate water.water they're immersed in. They're also noted to be unusually mobile and predatory for oozes.
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!!Ghosteater
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ghosteater_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Incorporeal creatures that appear related to the phantom fungus, but have a much more specialized diet.
----
* CannibalismSuperpower: If a ghosteater consumes a ghostly mage, until that ghost is fully digested, the creature can cast its victim's prepared spells or remaining spell slots as if it were that ghost, provided said ghost was carrying the required material components and arcane foci on its form.
* ExactlyWhatItSaysOnTheTin: They eat ghosts, and ''only'' ghosts. Groups of living beings have reported ghosteaters observing them before ducking through a solid wall, but if a ghost is present, the creatures will attack.
* {{Intangibility}}: They're naturally incorporeal, and even if they fully manifest on the Material Plane, they can make an ''ethereal jaunt'' several times per day.
* ItCanThink: Unlike their presumed cousins, ghosteaters are near-geniuses, and seem to have some way to communicate with each other, but make no efforts to do so with other creatures. "They seem to be content to be high-end predators of very specialized prey."
* NonHealthDamage: Their tentacle attacks deal temporary Wisdom damage, which can put living creatures into nightmares if their Wisdom score hits 0. Ghosts, on the other hand, will then be swallowed by the ghosteater and stored in one of its fleshy sacs, where the ghost takes normal and Wisdom damage each round until it is consumed.
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* BodyOfBodies: They're a haphazard example, appearing as piles of corpses.
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[[folder:Necroplasm]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_necroplasm_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Blobs of bone and ectoplasm that suck the fluids from their victims, then convert the husks into more of their kind.
----
* BlobMonster: Necroplasms are basically a skull and enough bones to form a pair of hands, sliding around on a column of {{ectoplasm}}. They're considered Undead rather than Oozes, but can slither up sheer surfaces like the latter.
* VampiricDraining: They drain the fluids from those they grapple, dealing one or two points of permanent Constitution drain each round. This has the side effect of turning a necroplasm's ectoplasmic core the same color of its victim's blood.
* TheVirus: After killing a victim, a necroplasm spends its next turn vomiting ectoplasm over the corpse, so that a minute later it rises as a new, independent necroplasm. Spells like ''consecrate'' and ''delay poison'' delay this effect, while ''heal'' or ''remove disease'' negates it.
[[/folder]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_necroplasm_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Ghostwalk''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' ChaoticEvil
Blobs of bone and ectoplasm that suck the fluids from their victims, then convert the husks into more of their kind.
----
* BlobMonster: Necroplasms are basically a skull and enough bones to form a pair of hands, sliding around on a column of {{ectoplasm}}. They're considered Undead rather than Oozes, but can slither up sheer surfaces like the latter.
* VampiricDraining: They drain the fluids from those they grapple, dealing one or two points of permanent Constitution drain each round. This has the side effect of turning a necroplasm's ectoplasmic core the same color of its victim's blood.
* TheVirus: After killing a victim, a necroplasm spends its next turn vomiting ectoplasm over the corpse, so that a minute later it rises as a new, independent necroplasm. Spells like ''consecrate'' and ''delay poison'' delay this effect, while ''heal'' or ''remove disease'' negates it.
[[/folder]]
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* PoisonousPerson: Venom oozes are, in some settings, are former ochre jellies subjected to enough ''poison'' spells and other experiments, leaving them so toxic they can poison on contact and contaminate water. They're also noted to be unusually mobile and predatory for oozes.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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See also the [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]], [[Characters/DungeonsAndDragonsFiendsDemons Demons]], [[Characters/DungeonsAndDragonsFiendsDevils Devils]], [[Characters/DungeonsAndDragonsDragons Dragons]], [[Characters/DungeonsAndDragonsGiants Giants]], [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]], [[Characters/DungeonsAndDragonsUndead Undead]], and [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] subpages for information about those respective creatures.
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* CruelAndUnusualDeath: Said Ritual of Crucimigration involves the aspiring necropolitan being nailed to a standing pole and slowly dying of heart failure and asphixiation over the course of 24 hours, while a few zombie servitors keep up a chant initiated by the ritual's leader. When the aspirant gasps their last breath, the ritual leader invokes dark powers to forge a link with the Negative Energy Plane and then impales the applicant, who dies but is transformed into a necropolitan.
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* CruelAndUnusualDeath: Said Ritual of Crucimigration involves the aspiring necropolitan being nailed to a standing pole and slowly dying of heart failure and asphixiation asphyxiation over the course of 24 hours, while a few zombie servitors keep up a chant initiated by the ritual's leader. When the aspirant gasps their last breath, the ritual leader invokes dark powers to forge a link with the Negative Energy Plane and then impales the applicant, who dies but is transformed into a necropolitan. "As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back -- the cursed nails and the chanting of the ritual ensures that the Crucimigration is completed."
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* NecessaryDrawback: The necropolitan template can be picked up by a character without any sort of level adjustment, because the benefits of gaining the Undead creature type are counterbalanced by the fact that the character had to [[ContinuingIsPainful die and lose a level.]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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migrating from Undead page
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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[[folder:Necrophidius]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrophidius_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Stealthy, skeletal, serpentine constructs usually employed as guardians or assassins.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_necrophidius_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Stealthy, skeletal, serpentine constructs usually employed as guardians or assassins.
to:
[[quoteright:350:https://static.
[[quoteright:151:https://static.tvtropes.
->'''Classification:''' Construct (3E)\\
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Classification:''' Undead (5E)\\
'''Challenge Rating:'''
'''Alignment:''' Unaligned
Stealthy, skeletal, serpentine constructs usually employed as guardians
Living blood animated by cruel souls, formed from the ichor of evil gods or
Changed line(s) 161,165 (click to see context) from:
* BackStab: They deal sneak attack damage against flanked or flat-footed foes.
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures, and their bones are warm to the touch.
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzed and unconscious for 10 minutes.
* SnakeCharmer: Inverted; a necrophidius can perform a macabre "dance of death" as it moves, holding eye contact with a victim and swaying in a hypnotic manner. Observers who fail their saves can take no actions but to defend themselves when the necrophidius inevitably attacks.
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures, and their bones are warm to the touch.
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzed and unconscious for 10 minutes.
* SnakeCharmer: Inverted; a necrophidius can perform a macabre "dance of death" as it moves, holding eye contact with a victim and swaying in a hypnotic manner. Observers who fail their saves can take no actions but to defend themselves when the necrophidius inevitably attacks.
to:
* BackStab: BlobMonster: Necrichors are essentially oozes made of blood, and as such have pseudopod attacks and can [[WallCrawl move along walls and ceilings.]]
* BloodyMurder: Theydeal sneak attack damage against flanked or flat-footed foes.
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures,''are'' blood, and their bones are warm to the touch.
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzedboth malevolent and unconscious for 10 minutes.
powerful.
*SnakeCharmer: Inverted; a necrophidius PeoplePuppets: They can perform a macabre "dance of death" as it moves, holding eye contact with a victim and swaying in a hypnotic manner. Observers who fail their saves can take no actions but to defend attach themselves when to living beings and control them like puppets.
* ResurrectiveImmortality: Necrichors will return from dead within thenecrophidius inevitably attacks.week, unless their remains are splashed with holy water or put under a ''hallow'' spell. Unfortunately, neither is common in the Domains of Dread, so more often necrichors there end up {{sealed|evil in a can}} away by the likes of the Order of the Guardians, until those prisons pass from knowlege and their wards weaken.
* BloodyMurder: They
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures,
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzed
*
* ResurrectiveImmortality: Necrichors will return from dead within the
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[[folder:Needle Spawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_needle_spawn_5e.jpg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needleman_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 2 (3E); 1/2 (needle spawn), 3 (needle lord) (5E)\\
'''Alignment:''' TrueNeutral (2E, 3E), ChaoticEvil (5E)
Also known as needlefolk or needlemen, these humanoid plants bristle with dangerous spines.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_needle_spawn_5e.jpg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needleman_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 2 (3E); 1/2 (needle spawn), 3 (needle lord) (5E)\\
'''Alignment:''' TrueNeutral (2E, 3E), ChaoticEvil (5E)
Also known as needlefolk or needlemen, these humanoid plants bristle with dangerous spines.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needleman_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Plant (3E, 5E)\\
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Also known as needlefolk or needlemen,
The creation of demonic necromancers, these
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* ArtEvolution: 2E needlemen look like spiny zombies, while needlefolk's 3E description describes leaves and bark, [[UnreliableIllustrator but their art presents them as bug-like humanoids made out of cacti]]. 5th Edition's illustration better matches their 3E description.
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolk can sense elves' presence to a range of 1500 feet, at which point the needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.
* HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. They also gain a hefty bonus to Hide checks in their home forests.
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about much like zombies, but are plants.
* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles from their bodies, which they can do each round.
* TheSpiny: Needle lords automatically damage anyone who attacks them in melee, unless they do so with disadvantage.
* VillainTeamUp: A needle lord might work with the likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that the needlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural aid against their foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage from spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolk can sense elves' presence to a range of 1500 feet, at which point the needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.
* HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. They also gain a hefty bonus to Hide checks in their home forests.
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about much like zombies, but are plants.
* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles from their bodies, which they can do each round.
* TheSpiny: Needle lords automatically damage anyone who attacks them in melee, unless they do so with disadvantage.
* VillainTeamUp: A needle lord might work with the likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that the needlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural aid against their foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage from spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.
to:
* ArtEvolution: 2E needlemen look AchillesHeel: Necronauts' nature makes them uniquely vulnerable to spells like spiny zombies, while needlefolk's 3E description describes leaves and bark, [[UnreliableIllustrator but ''animate dead'' or ''create undead'', which deal damage to them.
* TheJuggernaut: As per theirart presents them as bug-like humanoids made out of cacti]]. 5th Edition's illustration better matches their 3E description.
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolkname, necronauts can sense elves' presence to a range of 1500 feet, at which point the needlefolk will just move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.
over opponents, dealing heavy trample damage.
*HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. NoBodyLeftBehind: They also gain a hefty bonus to Hide checks in their home forests.
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about much like zombies, but are plants.
* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles fromcan assimilate corpses into their bodies, which they can do each round.
heals the necronaut and prevents the victim from being raised from the dead.
*TheSpiny: Needle lords automatically damage anyone who attacks them in melee, unless they do so UndeadAbomination: A necronaut is a Gargantuan pile of bones and rotting flesh about 20 feet tall and just as wide, dragging itself forward with disadvantage.
* VillainTeamUp: A needle lord might work with the likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that the needlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural aid against their foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage from spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.four enormous, spidery limbs.
* TheJuggernaut: As per their
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolk
*
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about much like zombies, but are plants.
* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles from
*
* VillainTeamUp: A needle lord might work with the likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that the needlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural aid against their foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage from spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.
Changed line(s) 195,204 (click to see context) from:
[[folder:Neh-thalggu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neh_thalggu_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_collector_3e.png[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 26 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (2E, 5E), ChaoticEvil, or NeutralEvil (3E)
Monsters from a nightmare realm whose activities on the Material Plane have led to their nickname, "Brain Collectors."
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neh_thalggu_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_collector_3e.png[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 26 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (2E, 5E), ChaoticEvil, or NeutralEvil (3E)
Monsters from a nightmare realm whose activities on the Material Plane have led to their nickname, "Brain Collectors."
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_collector_3e.png[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Aberration (3E, 5E)\\
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Stealthy, skeletal, serpentine constructs usually employed as guardians or
Monsters from a nightmare realm whose activities on the Material Plane have led to their nickname, "Brain Collectors."
Changed line(s) 206,217 (click to see context) from:
* AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to study its ability to extract brains at long range, and who also get to eat the brains the neh-thalggu disdains to add to its collection.
* ArtEvolution: They're fairly cartoony in their 2nd and 3rd Edition art, but neh-thalggu's 5th Edition depiction is as a more realistic and grotesque horror.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within a bulge upon their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), learn languages the brains' owners knew, or even cast wizard spells from them (in 2nd and 5th Edition).
* {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a collection of spiderlike legs.
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, the neh-thalggu's alien, amorphous physiology makes them immune to critical hits, sneak attacks, death from massive damage, or coup de grace attempts.
* NonHealthDamage: Apart from its poison, a neh-thalggu's tentacles desiccate and dehydrate its opponents in 3rd Edition, dealing both normal damage and permanently draining their Strength, Dexterity and Constitution as they wither away.
* PercentDamageAttack: A 3E brain collector's bite carries a poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, and if they fail a second save a minute later, they lose the other half.
* {{Teleportation}}: In 3rd Edition, they can use a quickened ''dimension door'' every round, and cast ''teleport without error'' or ''plane shift'' at will.
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they can manifest their mouths physically to bite creatures on the Material Plane.
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures use their victims' souls when drawing upon the brains' stored knowledge. Some neh-thalggu have been known to barter for the return of a specific brain, but only in exchange for a more desirable specimen.
* ArtEvolution: They're fairly cartoony in their 2nd and 3rd Edition art, but neh-thalggu's 5th Edition depiction is as a more realistic and grotesque horror.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within a bulge upon their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), learn languages the brains' owners knew, or even cast wizard spells from them (in 2nd and 5th Edition).
* {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a collection of spiderlike legs.
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, the neh-thalggu's alien, amorphous physiology makes them immune to critical hits, sneak attacks, death from massive damage, or coup de grace attempts.
* NonHealthDamage: Apart from its poison, a neh-thalggu's tentacles desiccate and dehydrate its opponents in 3rd Edition, dealing both normal damage and permanently draining their Strength, Dexterity and Constitution as they wither away.
* PercentDamageAttack: A 3E brain collector's bite carries a poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, and if they fail a second save a minute later, they lose the other half.
* {{Teleportation}}: In 3rd Edition, they can use a quickened ''dimension door'' every round, and cast ''teleport without error'' or ''plane shift'' at will.
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they can manifest their mouths physically to bite creatures on the Material Plane.
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures use their victims' souls when drawing upon the brains' stored knowledge. Some neh-thalggu have been known to barter for the return of a specific brain, but only in exchange for a more desirable specimen.
to:
* AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to study its ability to extract brains at long range, and who also get to eat the brains the neh-thalggu disdains to add to its collection.
* ArtEvolution: They're fairly cartoony in their 2nd and 3rd Edition art, but neh-thalggu's 5th Edition depiction is as a more realistic and grotesque horror.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within a bulge upon their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), learn languages the brains' owners knew, or even cast wizard spells from them (in 2nd and 5th Edition).
* {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a collection of spiderlike legs.
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, the neh-thalggu's alien, amorphous physiology makes them immune to critical hits,BackStab: They deal sneak attacks, death from massive damage, or coup de grace attempts.
* NonHealthDamage: Apart from its poison, a neh-thalggu's tentacles desiccate and dehydrate its opponents in 3rd Edition, dealing both normalattack damage against flanked or flat-footed foes.
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures, andpermanently draining their Strength, Dexterity bones are warm to the touch.
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzed andConstitution unconscious for 10 minutes.
* SnakeCharmer: Inverted; a necrophidius can perform a macabre "dance of death" asthey wither away.
* PercentDamageAttack: A 3E brain collector's bite carriesit moves, holding eye contact with a poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, victim and if they swaying in a hypnotic manner. Observers who fail a second save a minute later, they lose the other half.
* {{Teleportation}}: In 3rd Edition, they can use a quickened ''dimension door'' every round, and cast ''teleport without error'' or ''plane shift'' at will.
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they can manifesttheir mouths physically saves can take no actions but to bite creatures on the Material Plane.
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures use their victims' soulsdefend themselves when drawing upon the brains' stored knowledge. Some neh-thalggu have been known to barter for the return of a specific brain, but only in exchange for a more desirable specimen.necrophidius inevitably attacks.
* ArtEvolution: They're fairly cartoony in their 2nd and 3rd Edition art, but neh-thalggu's 5th Edition depiction is as a more realistic and grotesque horror.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within a bulge upon their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), learn languages the brains' owners knew, or even cast wizard spells from them (in 2nd and 5th Edition).
* {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a collection of spiderlike legs.
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, the neh-thalggu's alien, amorphous physiology makes them immune to critical hits,
* NonHealthDamage: Apart from its poison, a neh-thalggu's tentacles desiccate and dehydrate its opponents in 3rd Edition, dealing both normal
* MistakenForUndead: A necrophidius looks like a skeletal serpent with a fanged humanoid head, but they're constructs, not undead creatures, and
* NoiselessWalker: A necrophidius makes no noise even when slithering across a hard surface, translating to a bonus on Move Silently checks.
* TheParalyzer: Anything bitten by a necrophidius has to save or be paralyzed and
* SnakeCharmer: Inverted; a necrophidius can perform a macabre "dance of death" as
* PercentDamageAttack: A 3E brain collector's bite carries
* {{Teleportation}}: In 3rd Edition, they can use a quickened ''dimension door'' every round, and cast ''teleport without error'' or ''plane shift'' at will.
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they can manifest
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures use their victims' souls
Changed line(s) 220,221 (click to see context) from:
[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
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to:
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Changed line(s) 223,228 (click to see context) from:
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 10 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 10 (4E), 3 (5E)\\
'''Alignment:''' LawfulEvil
Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.
to:
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:'''
'''Alignment:'''
Creatures with spider-like bodies but eel-like heads and necks,
These humanoids have voluntarily undergone the
Changed line(s) 230,238 (click to see context) from:
* AliensAreBastards: They are explicitly from another planet, and are almost always evil.
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom. The one thing that makes this any less horrific is that neogi only use neogi that have gone senile this way - [[PragmaticVillainy why waste a useful one?]]
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom. The one thing that makes this any less horrific is that neogi only use neogi that have gone senile this way - [[PragmaticVillainy why waste a useful one?]]
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
to:
* AliensAreBastards: They CruelAndUnusualDeath: Said Ritual of Crucimigration involves the aspiring necropolitan being nailed to a standing pole and slowly dying of heart failure and asphixiation over the course of 24 hours, while a few zombie servitors keep up a chant initiated by the ritual's leader. When the aspirant gasps their last breath, the ritual leader invokes dark powers to forge a link with the Negative Energy Plane and then impales the applicant, who dies but is transformed into a necropolitan.
* DarkIsNotEvil: They're pallid and withered, and were reborn through a dark ritual, but necropolitans areexplicitly from another planet, and are almost always evil.
not ''necessarily'' evil, they just chose to embrace undeath rather than let their lives end naturally.
*BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CharmPerson: NeogiHealingFactor: Necropolitans have the ability to control minds, "Unnatural Resilience" rule, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproducenaturally recover hit points at the same rate as living creature. They're still harmed by laying positive energy and cured by negative energy, however, so ReviveKillsZombie still applies.
* MonsterTown: Most necropolitans live in the obscure, predominantly-undead city of Nocturnus, since if theireggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom. The one thing that makes this any less horrific true nature is that neogi only use neogi that have gone senile this way - [[PragmaticVillainy why waste a useful one?]]
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous,ever uncovered elsewhere, they're usually attacked as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.monsters.
* DarkIsNotEvil: They're pallid and withered, and were reborn through a dark ritual, but necropolitans are
*
* CharmPerson: Neogi
* ChestBurster: Neogi reproduce
* MonsterTown: Most necropolitans live in the obscure, predominantly-undead city of Nocturnus, since if their
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous,
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
Changed line(s) 241,249 (click to see context) from:
[[folder:Neraph]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_neraph_3e.jpg]]
[[caption-width-right:300:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Related to but distinct from the slaadi, neraphim live as nomads amid the Ever-Changing Chaos of Limbo, hunting the local chaos beasts for their meat, bones and hide.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_neraph_3e.jpg]]
[[caption-width-right:300:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Related to but distinct from the slaadi, neraphim live as nomads amid the Ever-Changing Chaos of Limbo, hunting the local chaos beasts for their meat, bones and hide.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:3e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
Related to but distinct from the slaadi, neraphim live as nomads amid the Ever-Changing Chaos
Horrible bundles of
Changed line(s) 251,255 (click to see context) from:
* ConfusionFu: The neraphim have mastered a form of motion camouflage that tricks prey into thinking an incoming threat is motionless or moving slower than it actually is. This lets them, once per combat encounter, make a charge or ranged attack against a foe that is treated as flat-footed.
* DeadlyDisc: Their signature weapon is the annulat, a hurled hoop of razor-sharp metal.
* TheExile: The most severe punishment among the neraphim is exile, and many neraph adventurers were banished from their home plane. Some of these exiles manage to complete a quest that gives them the right to return.
* FrogMen: They have the toad-like builds of the slaadi, and are natural jumpers, though neraphim have no affinity for water. They also sport un-frog-like chitinous encrustations for some natural armor.
* {{Matriarchy}}: What society the neraphim have is divided into households, each led by a matriarch with absolute authority.
* DeadlyDisc: Their signature weapon is the annulat, a hurled hoop of razor-sharp metal.
* TheExile: The most severe punishment among the neraphim is exile, and many neraph adventurers were banished from their home plane. Some of these exiles manage to complete a quest that gives them the right to return.
* FrogMen: They have the toad-like builds of the slaadi, and are natural jumpers, though neraphim have no affinity for water. They also sport un-frog-like chitinous encrustations for some natural armor.
* {{Matriarchy}}: What society the neraphim have is divided into households, each led by a matriarch with absolute authority.
to:
* ConfusionFu: The neraphim have mastered a form BodyOfBodies: Well, body of motion camouflage that tricks prey into thinking an incoming threat is motionless or body ''parts''. No two necrosis carnexes look alike, so some are awkwardly moving slower than it actually is. This lets them, once per combat encounter, make about on four hands, while others have no limbs at all. They've been likened to purely undead {{Flesh Golem}}s.
* BrownNote: Living creatures take acharge or ranged minor penalty on attack against rolls and saves just from drawing close to a foe that is treated as flat-footed.
necrosis carnex's malign aura.
*DeadlyDisc: DefeatEqualsExplosion: When destroyed, a necrosis carnex detonates in a 30-foot-radius burst of negative energy.
* MakeThemRot: Theirsignature weapon is the annulat, a hurled hoop of razor-sharp metal.touch attacks and death explosions deal negative energy damage.
*TheExile: The most severe punishment among the neraphim is exile, and many neraph adventurers were banished from MookMedic: While necrosis carnexes can fight in combat, they're more dangerous when grouped with other undead, who they can heal with their home plane. Some of these exiles manage to complete a quest that gives them the right to return.
* FrogMen: They have the toad-like builds of the slaadi, and are natural jumpers, though neraphim have no affinity for water. They also sport un-frog-like chitinous encrustations for some natural armor.
* {{Matriarchy}}: What society the neraphim have is divided into households, each led by a matriarch with absolute authority.necrotic touch.
* BrownNote: Living creatures take a
*
* MakeThemRot: Their
*
* FrogMen: They have the toad-like builds of the slaadi, and are natural jumpers, though neraphim have no affinity for water. They also sport un-frog-like chitinous encrustations for some natural armor.
* {{Matriarchy}}: What society the neraphim have is divided into households, each led by a matriarch with absolute authority.
Changed line(s) 258,265 (click to see context) from:
[[folder:Nereid]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nereid_2e.jpg]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E), Any Chaotic (5E)
Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane waters, leading to stories of them luring sailors to their dooms.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nereid_2e.jpg]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 2 (5E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E), Any Chaotic (5E)
Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane waters, leading to stories of them luring sailors to their dooms.
to:
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[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Fey
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needleman_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Changed line(s) 267,277 (click to see context) from:
* TheBeastmaster: Nereids can ''speak with animals'' at will, and in 2nd Edition are often accompanied by "pets" like a dolphin, giant octopus or stingray, who assist them in battle.
* EnemySummoner: 3rd Edition nereids can summon one or more water elementals once per day.
* MakingASplash: They can control the waters of their homes, either to amuse themselves by sculpting waves into shapes, or to impede attackers with rough surf.
* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male guises when interacting with females, but most of the time other women can tell there's something off about them, and won't lower their guard.
* OurNymphsAreDifferent: They're extraplanar fey who are sustained by clean water, and want nothing more than to splash and cavort in the waves. Since they can be found in both salt- and freshwater, they're effectively fusions of the Greek nereids and naiads. Nereids usually live alone or in small groups, and might be related to tritons, though the nereids have not moved permanently to the Material Plane.
* OurSirensAreDifferent: Nereids have lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey. Most nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the fey.
* SuperSpit: 2nd and 5th Edition nereids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: In their natural forms, nereids are nearly impossible to distinguish from water, but upon exposure to air will assume a comely humanoid shape.
* WouldNotHitAGirl: Enforced in 2nd Edition, in which "All males that look at a nereid find themselves incapable of harming the creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the shore."
* EnemySummoner: 3rd Edition nereids can summon one or more water elementals once per day.
* MakingASplash: They can control the waters of their homes, either to amuse themselves by sculpting waves into shapes, or to impede attackers with rough surf.
* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male guises when interacting with females, but most of the time other women can tell there's something off about them, and won't lower their guard.
* OurNymphsAreDifferent: They're extraplanar fey who are sustained by clean water, and want nothing more than to splash and cavort in the waves. Since they can be found in both salt- and freshwater, they're effectively fusions of the Greek nereids and naiads. Nereids usually live alone or in small groups, and might be related to tritons, though the nereids have not moved permanently to the Material Plane.
* OurSirensAreDifferent: Nereids have lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey. Most nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the fey.
* SuperSpit: 2nd and 5th Edition nereids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: In their natural forms, nereids are nearly impossible to distinguish from water, but upon exposure to air will assume a comely humanoid shape.
* WouldNotHitAGirl: Enforced in 2nd Edition, in which "All males that look at a nereid find themselves incapable of harming the creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the shore."
to:
* TheBeastmaster: Nereids can ''speak with animals'' at will, and in 2nd Edition are often accompanied by "pets" ArtEvolution: 2E needlemen look like a dolphin, giant octopus or stingray, who assist them in battle.
* EnemySummoner: 3rd Edition nereids can summon one or more water elementals once per day.
* MakingASplash: They can control the waters ofspiny zombies, while needlefolk's 3E description describes leaves and bark, [[UnreliableIllustrator but their homes, either to amuse themselves by sculpting waves into shapes, or to impede attackers with rough surf.
* OneGenderRace: Nereids are all female;art presents them as bug-like humanoids made out of cacti]]. 5th Edition's illustration better matches their ''AD&D'' rules let them assume male guises when interacting with females, but 3E description.
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolk can sense elves' presence to a range of 1500 feet, at which point thetime needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other women can tell there's something off needlefolk are drawn to the elves to make an attack successful.
* HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. They also gain a hefty bonus to Hide checks in their home forests.
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble aboutthem, and won't lower much like zombies, but are plants.
* PlantPeople: A spindly, spiny example. Needlefolk meet theirguard.
* OurNymphsAreDifferent:dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're extraplanar fey who are sustained by clean water, deciduous, so their leaves turn red and want nothing more than to splash and cavort brown in the waves. Since autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles from their bodies, which they canbe found do each round.
* TheSpiny: Needle lords automatically damage anyone who attacks them inboth salt- and freshwater, they're effectively fusions of the Greek nereids and naiads. Nereids usually live alone or in small groups, and melee, unless they do so with disadvantage.
* VillainTeamUp: A needle lord mightbe related to tritons, though work with the nereids have not moved permanently to likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that theMaterial Plane.
* OurSirensAreDifferent: Nereids have lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actualneedlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey. Most nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the fey.
* SuperSpit: 2nd and 5th Edition nereids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: Inaid against their natural forms, nereids are nearly impossible to distinguish foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage fromwater, but upon exposure to air will assume a comely humanoid shape.
* WouldNotHitAGirl: Enforced in 2nd Edition, in which "All males that look at a nereid find themselves incapable of harming the creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the shore."spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.
* EnemySummoner: 3rd Edition nereids can summon one or more water elementals once per day.
* MakingASplash: They can control the waters of
* OneGenderRace: Nereids are all female;
* BerserkButton: In most editions, these creatures ''hate'' elves. 3E needlefolk can sense elves' presence to a range of 1500 feet, at which point the
* HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. They also gain a hefty bonus to Hide checks in their home forests.
* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about
* PlantPeople: A spindly, spiny example. Needlefolk meet their
* OurNymphsAreDifferent:
* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.
* SpikeShooter: Their signature attack is launching a volley of needles from their bodies, which they can
* TheSpiny: Needle lords automatically damage anyone who attacks them in
* VillainTeamUp: A needle lord might
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.
* WasOnceAMan: Their 2E write-up relates a theory that the
* OurSirensAreDifferent: Nereids have lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the fey.
* SuperSpit: 2nd and 5th Edition nereids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: In
* WeakToMagic: 2E needlemen take triple damage from
* WouldNotHitAGirl: Enforced in 2nd Edition, in which "All males that look at a nereid find themselves incapable of harming the creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the shore."
Changed line(s) 280,287 (click to see context) from:
[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (bottom-left), kalareem (upper-middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E); 16 (varoot) to 20 (teltarym) (4E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E)
Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (bottom-left), kalareem (upper-middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E); 16 (varoot) to 20 (teltarym) (4E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E)
Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A varoot (bottom-left), kalareem (upper-middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E), Immortal Humanoid (4E)\\
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_brain_collector_3e.png[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Enigmatic, reflective-skinned humanoids
Monsters from
Changed line(s) 289,304 (click to see context) from:
* AbsurdlySharpBlade: The nerra's signature weapons are shard swords and daggers made out of the mirror-like substance of the Plane of Mirrors. They're enchanted weapons that inflict terrible bleeding wounds for a DamageOverTime effect.
* AchillesHeel: Nerra take additional damage from sonic attacks.
* AttackReflector: Any spell that a nerra saves against instead affects the caster, and they're similarly immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day, or at will in the case of the sillits.
* DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect similar to their signatue weapons.
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their infiltrations.
* MirrorMonster: They're reflective humanoids with sinister intentions who lurk on the other side of mirrors.
* MirrorSelf: They actively create these, by abducting Material Plane creatures and bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which [[KillAndReplace kills and replaces]] the original creature, then follows the nerra's orders regardless of alignment.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art for the susurrus]]).
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
* AchillesHeel: Nerra take additional damage from sonic attacks.
* AttackReflector: Any spell that a nerra saves against instead affects the caster, and they're similarly immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day, or at will in the case of the sillits.
* DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect similar to their signatue weapons.
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their infiltrations.
* MirrorMonster: They're reflective humanoids with sinister intentions who lurk on the other side of mirrors.
* MirrorSelf: They actively create these, by abducting Material Plane creatures and bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which [[KillAndReplace kills and replaces]] the original creature, then follows the nerra's orders regardless of alignment.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art for the susurrus]]).
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
to:
* AbsurdlySharpBlade: The nerra's signature weapons are shard swords AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to study its ability to extract brains at long range, and daggers made out of who also get to eat the mirror-like substance of brains the Plane of Mirrors. neh-thalggu disdains to add to its collection.
* ArtEvolution: They'reenchanted weapons fairly cartoony in their 2nd and 3rd Edition art, but neh-thalggu's 5th Edition depiction is as a more realistic and grotesque horror.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists thatinflict terrible bleeding wounds neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within aDamageOverTime effect.
* AchillesHeel: Nerra take additional damagebulge upon their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), learn languages the brains' owners knew, or even cast wizard spells from sonic attacks.
them (in 2nd and 5th Edition).
*AttackReflector: Any spell that {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a nerra saves against instead affects collection of spiderlike legs.
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, thecaster, and they're similarly neh-thalggu's alien, amorphous physiology makes them immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day,critical hits, sneak attacks, death from massive damage, or at will in the case of the sillits.
coup de grace attempts.
*DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggestNonHealthDamage: Apart from its poison, a neh-thalggu's tentacles desiccate and strongest nerra, have an averge Intelligence score compared to the varoot dehydrate its opponents in 3rd Edition, dealing both normal damage and especially the brilliant sillits, permanently draining their Strength, Dexterity and lack most Constitution as they wither away.
* PercentDamageAttack: A 3E brain collector's bite carries a poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, and if they fail a second save a minute later, they lose the othernerra's spell-like abilities.half.
*FlechetteStorm: A few times each day, kalareems {{Teleportation}}: In 3rd Edition, they can use a quickened ''dimension door'' every round, and sillits cast ''teleport without error'' or ''plane shift'' at will.
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they canspray a cone of mirror-like shards from manifest their hands, which both deals damage and inflicts a bleed effect similar mouths physically to their signatue weapons.
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as nativebite creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their infiltrations.
* MirrorMonster: They're reflective humanoids with sinister intentions who lurkon the other side of mirrors.
* MirrorSelf: They actively create these, by abductingMaterial Plane Plane.
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creaturesand bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which [[KillAndReplace kills and replaces]] the original creature, then follows the nerra's orders regardless of alignment.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned touse their astral domain of victims' souls when drawing upon the Constellation of Eyes brains' stored knowledge. Some neh-thalggu have been known to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art barter for the susurrus]]).
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other sidereturn of it.a specific brain, but only in exchange for a more desirable specimen.
* ArtEvolution: They're
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that
* BrainTheft: In 2nd and 5th Edition, neh-thalggu use surgical tools or their pincers to remove their victims' brains and swallow them for storage within a
* AchillesHeel: Nerra take additional damage
*
* {{Intangibility}}: 3rd Edition bcollectors are always partly within another dimension, and are thus naturally incorporeal.
* NoSell: In 3rd Edition, the
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day,
*
* DumbMuscle: Kalareems, the biggest
* PercentDamageAttack: A 3E brain collector's bite carries a poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, and if they fail a second save a minute later, they lose the other
*
* TouchTheIntangible: 3E neh-thalggu are often incorporeal, but they can
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their infiltrations.
* MirrorMonster: They're reflective humanoids with sinister intentions who lurk
* MirrorSelf: They actively create these, by abducting
* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side
Changed line(s) 307,314 (click to see context) from:
[[folder:Nethersight Mastiff]]
[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/d&d_nethersight_mastiff_3e.png]]
[[caption-width-right:285:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral
Great magical wolfhounds uniquely suited to hunting ethereal prey.
[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/d&d_nethersight_mastiff_3e.png]]
[[caption-width-right:285:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral
Great magical wolfhounds uniquely suited to hunting ethereal prey.
to:
[[quoteright:285:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:285:3e]]
->'''Classification:'''
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast
'''Challenge Rating:'''
'''Alignment:'''
Great magical wolfhounds uniquely suited
Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to
Changed line(s) 316,320 (click to see context) from:
* IntellectualAnimal: With an Intelligence score of 6 they're a little smarter than the average ogre, and nethersight mastiffs are fully capable of speaking Common.
* TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.
* SeeTheInvisible: As per their name, they have a natural ''true seeing'' effect that allows them to see ethereal creatures.
* TouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons, and can affect ethereal creatures without difficulty. More than that, nethersight mastiffs have learned how to latch onto ethereal foes and wrench them across the planar boundary, potentially stranding them on the Material Plane.
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting something on the Ethereal Plane.
* TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.
* SeeTheInvisible: As per their name, they have a natural ''true seeing'' effect that allows them to see ethereal creatures.
* TouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons, and can affect ethereal creatures without difficulty. More than that, nethersight mastiffs have learned how to latch onto ethereal foes and wrench them across the planar boundary, potentially stranding them on the Material Plane.
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting something on the Ethereal Plane.
to:
* IntellectualAnimal: With an Intelligence score of 6 they're a little smarter than AliensAreBastards: They are explicitly from another planet, and are almost always evil.
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CharmPerson: Neogi have theaverage ogre, and nethersight mastiffs are fully capable of speaking Common.
ability to control minds, allowing them to subjugate physically superior beings.
*TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures ChestBurster: Neogi reproduce by scent.
* SeeTheInvisible: As perlaying their name, eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom. The one thing that makes this any less horrific is that neogi only use neogi that have gone senile this way - [[PragmaticVillainy why waste a useful one?]]
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they havea natural ''true seeing'' effect that allows forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them to see ethereal creatures.
* TouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons,extremely dangerous, as even neogi who present a reasonable and can affect ethereal creatures without difficulty. More than that, nethersight mastiffs mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi havelearned how to latch onto ethereal foes and wrench them across venomous bites, but a few develop the planar boundary, potentially stranding them on ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- theMaterial Plane.
* TrademarkFavoriteFood: Nethersight mastiffs love the fleshneogi reproductive stage -- can release clutches of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting something on the Ethereal Plane.aggressive, vicious spawn as a defense mechanism.
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CharmPerson: Neogi have the
*
* SeeTheInvisible: As per
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have
* TouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons,
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* TheRightOfASuperiorSpecies: They think just having MindControl gives them the right to enslave everyone else.
* SuperSpit: All neogi have
* WeaponizedOffspring: When attacked, great old masters -- the
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh
Changed line(s) 323,324 (click to see context) from:
[[folder:Night Twist]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_night_twist_3e.png]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_night_twist_3e.png]]
to:
[[quoteright:300:https://static.tvtropes.
Changed line(s) 326,330 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (standard), 20 (ancient) (3E)\\
'''Alignment:''' NeutralEvil
Black, leafless trees that lure prey in with their hauntingly horrible songs, then feed upon their victims' decaying flesh.
'''Challenge Rating:''' 12 (standard), 20 (ancient) (3E)\\
'''Alignment:''' NeutralEvil
Black, leafless trees that lure prey in with their hauntingly horrible songs, then feed upon their victims' decaying flesh.
to:
->'''Classification:''' Plant Outsider (3E)\\
'''Challenge Rating:'''12 (standard), 20 (ancient) 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:'''NeutralEvil
Black, leafless trees that lure prey in withAny Chaotic
Related to but distinct from the slaadi, neraphim live as nomads amid the Ever-Changing Chaos of Limbo, hunting the local chaos beasts for theirhauntingly horrible songs, then feed upon their victims' decaying flesh.meat, bones and hide.
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Black, leafless trees that lure prey in with
Related to but distinct from the slaadi, neraphim live as nomads amid the Ever-Changing Chaos of Limbo, hunting the local chaos beasts for their
Changed line(s) 332,337 (click to see context) from:
* BlowYouAway: Night twists can generate a gale-force wind at will, affecting all within 120 feet, usually in order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song" that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point is that it's the most sorrowful sound imaginable. Those who fail their saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are compelled to move toward the source of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to them.
* CompellingVoice: After sunset, a night twist emits a "despair song" that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point is that it's the most sorrowful sound imaginable. Those who fail their saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are compelled to move toward the source of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to them.
to:
* BlowYouAway: Night twists can generate ConfusionFu: The neraphim have mastered a gale-force wind at will, affecting all within 120 feet, usually in order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song"form of motion camouflage that affects all creatures with tricks prey into thinking an Intelligence of 6 incoming threat is motionless or greater within a miles-wide radius. moving slower than it actually is. This song sounds different to each listener -- some hear lets them, once per combat encounter, make a woman weeping, others charge or ranged attack against a cold wind blowing over a cemetery, but the point is foe that it's is treated as flat-footed.
* DeadlyDisc: Their signature weapon is the annulat, a hurled hoop of razor-sharp metal.
* TheExile: The mostsorrowful sound imaginable. Those who fail severe punishment among the neraphim is exile, and many neraph adventurers were banished from their saving throws are hit by home plane. Some of these exiles manage to complete a ''[[EmotionBomb crushing despair]]'' effect quest that gives them the right to return.
* FrogMen: They have the toad-like builds of the slaadi, and arecompelled to move toward natural jumpers, though neraphim have no affinity for water. They also sport un-frog-like chitinous encrustations for some natural armor.
* {{Matriarchy}}: What society thesource of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursedneraphim have is divided into households, each led by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to them.matriarch with absolute authority.
* CompellingVoice: After sunset, a night twist emits a "despair song"
* DeadlyDisc: Their signature weapon is the annulat, a hurled hoop of razor-sharp metal.
* TheExile: The most
* FrogMen: They have the toad-like builds of the slaadi, and are
* {{Matriarchy}}: What society the
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to them.
Changed line(s) 340,347 (click to see context) from:
[[folder:Nightmare]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Monstrous horses
Capricious fey from the
Changed line(s) 349,354 (click to see context) from:
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with a black coat and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called ''infernal tack'', after which they must answer the summons of the tack's owner and serve them as a steed.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with a black coat and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called ''infernal tack'', after which they must answer the summons of the tack's owner and serve them as a steed.
to:
* BeingTorturedMakesYouEvil: The 5th TheBeastmaster: Nereids can ''speak with animals'' at will, and in 2nd Edition ''Monster Manual'' states that nightmares aren't are often accompanied by "pets" like a naturally occurring species, but an evil creature dolphin, giant octopus or stingray, who assist them in battle.
* EnemySummoner: 3rd Edition nereids cancreate summon one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
or more water elementals once per day.
*FlamingHair: The equine version MakingASplash: They can control the waters of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monsterhomes, either to amuse themselves by sculpting waves into shapes, or to impede attackers with a black coat rough surf.
* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male guises when interacting with females, but most of the time other women can tell there's something off about them, anda burning mane won't lower their guard.
* OurNymphsAreDifferent: They're extraplanar fey who are sustained by clean water, andfetlocks, often want nothing more than to splash and cavort in the waves. Since they can be found serving evil beings as steeds.
in both salt- and freshwater, they're effectively fusions of the Greek nereids and naiads. Nereids usually live alone or in small groups, and might be related to tritons, though the nereids have not moved permanently to the Material Plane.
*PunBasedCreature: Nightmares are evil OurSirensAreDifferent: Nereids have lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual supernatural horses named after bad dreams, as singing ability -- that trait belongs to sirines, a riff on distinctly different kind of fey. Most nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave thelast half of "nightmare" sounding like the word for a female horse.
fey.
*SummonARide: Nightmares SuperSpit: 2nd and 5th Edition nereids can be bound using spit a magic item called ''infernal tack'', after blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: In their natural forms, nereids are nearly impossible to distinguish from water, but upon exposure to air will assume a comely humanoid shape.
* WouldNotHitAGirl: Enforced in 2nd Edition, in whichthey must answer "All males that look at a nereid find themselves incapable of harming the summons of creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the tack's owner and serve them as a steed.shore."
* EnemySummoner: 3rd Edition nereids can
*
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster
* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male guises when interacting with females, but most of the time other women can tell there's something off about them, and
* OurNymphsAreDifferent: They're extraplanar fey who are sustained by clean water, and
*
* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the
*
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* VoluntaryShapeshifting: In their natural forms, nereids are nearly impossible to distinguish from water, but upon exposure to air will assume a comely humanoid shape.
* WouldNotHitAGirl: Enforced in 2nd Edition, in which
Changed line(s) 357,365 (click to see context) from:
[[folder:Nightmare Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightmare_beast_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Magical Beast (3E), Shadow Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 15 (3E), 25 (4E), 16 (5E)\\
'''Alignment:''' ChaoticEvil
Fanged, tusked behemoths that terrorize prey in their dreams before tearing them apart in the flesh.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightmare_beast_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Magical Beast (3E), Shadow Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 15 (3E), 25 (4E), 16 (5E)\\
'''Alignment:''' ChaoticEvil
Fanged, tusked behemoths that terrorize prey in their dreams before tearing them apart in the flesh.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Magical Beast
[[caption-width-right:350:A varoot (bottom-left), kalareem (upper-middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E),
'''Challenge Rating:'''
'''Alignment:'''
Fanged, tusked behemoths that terrorize prey
Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their
Changed line(s) 367,374 (click to see context) from:
* DisintegratorRay: Their 5th Edition incarnation has a DeadlyGaze to this effect.
* GoombaStomp: In 3rd Edition, they have a variant of a trample attack that involves a running start and pouncing on a victim up to 35 feet away.
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which are employed in combat.
* {{Mutants}}: A sidebar in their 4th Edition entry explains that nightmare beasts aren't a natural species, but are mundane Athasian predators mutated by consuming prey tainted by the Gray or defiling magic, causing them to grow into these horrors. The sidebar also asks some pertinent questions, such as why these creatures mutate into a set form, and whether there are similar mutated monsters elsewhere in the wastes.
* NightmareWeaver: These beasts' signature ability is to torment the dreams of intelligent prey, causing those who fail their saving throws to suffer horribly vivid nightmares of being stalked and devoured. This prevents the victims from properly resting, leaving them fatigued (and potentially even dealing damage), and interferes with mages' efforts to recover their daily spells.
* NoBodyLeftBehind: Their 2nd Edition write-up notes that nightmare beasts aren't suitable as a food source because their bodies decay unnaturally quickly once the magic sustaining their lives has faded.
* PsychicPowers: The nightmare beast debuted in ''Dark Sun'', and thus its original incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
* WalkingWasteland: Their 4th Edition write-up likens nightmare beasts to "a cancer on the world," permanently tainting the land and poisoning the water around them.
* GoombaStomp: In 3rd Edition, they have a variant of a trample attack that involves a running start and pouncing on a victim up to 35 feet away.
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which are employed in combat.
* {{Mutants}}: A sidebar in their 4th Edition entry explains that nightmare beasts aren't a natural species, but are mundane Athasian predators mutated by consuming prey tainted by the Gray or defiling magic, causing them to grow into these horrors. The sidebar also asks some pertinent questions, such as why these creatures mutate into a set form, and whether there are similar mutated monsters elsewhere in the wastes.
* NightmareWeaver: These beasts' signature ability is to torment the dreams of intelligent prey, causing those who fail their saving throws to suffer horribly vivid nightmares of being stalked and devoured. This prevents the victims from properly resting, leaving them fatigued (and potentially even dealing damage), and interferes with mages' efforts to recover their daily spells.
* NoBodyLeftBehind: Their 2nd Edition write-up notes that nightmare beasts aren't suitable as a food source because their bodies decay unnaturally quickly once the magic sustaining their lives has faded.
* PsychicPowers: The nightmare beast debuted in ''Dark Sun'', and thus its original incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
* WalkingWasteland: Their 4th Edition write-up likens nightmare beasts to "a cancer on the world," permanently tainting the land and poisoning the water around them.
to:
* DisintegratorRay: Their 5th Edition incarnation has AbsurdlySharpBlade: The nerra's signature weapons are shard swords and daggers made out of the mirror-like substance of the Plane of Mirrors. They're enchanted weapons that inflict terrible bleeding wounds for a DeadlyGaze to this DamageOverTime effect.
*GoombaStomp: In 3rd Edition, they have a variant of a trample attack AchillesHeel: Nerra take additional damage from sonic attacks.
* AttackReflector: Any spell thatinvolves a running start nerra saves against instead affects the caster, and pouncing on a victim up they're similarly immune to 35 feet away.
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all ofgaze effects, which are employed affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day, or at will incombat.
the case of the sillits.
*{{Mutants}}: DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* FlechetteStorm: Asidebar in few times each day, kalareems and sillits can spray a cone of mirror-like shards from their 4th Edition entry explains that nightmare beasts aren't hands, which both deals damage and inflicts a natural species, but bleed effect similar to their signatue weapons.
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots aremundane Athasian predators mutated by consuming prey tainted by the Gray or defiling magic, causing them to grow into these horrors. The sidebar also asks some pertinent questions, such nerra most commonly encountered on other planes, where they masquerade as why these native creatures mutate into a set form, and whether there are similar mutated monsters elsewhere in the wastes.
* NightmareWeaver: These beasts' signature ability isinfiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to torment the dreams of intelligent prey, causing those who fail this.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid theirsaving throws to suffer horribly vivid nightmares infiltrations.
* MirrorMonster: They're reflective humanoids with sinister intentions who lurk on the other side ofbeing stalked mirrors.
* MirrorSelf: They actively create these, by abducting Material Plane creatures anddevoured. bringing them to the Plane of Mirrors. This prevents spawns a mirror replica of the victims from properly resting, leaving them fatigued (and potentially even dealing damage), nerra's victim, which [[KillAndReplace kills and interferes with mages' efforts to recover their daily spells.
replaces]] the original creature, then follows the nerra's orders regardless of alignment.
* NoBodyLeftBehind:Their 2nd Edition write-up notes that nightmare beasts aren't suitable as When a food source because nerra is slain, their bodies decay unnaturally quickly once shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of themagic sustaining their lives has faded.
''shadow walk'' spell, emerging up to a mile away.
*PsychicPowers: The nightmare beast debuted in ''Dark Sun'', and thus its original incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
* WalkingWasteland: Their{{Retcon}}: 4th Edition write-up likens nightmare beasts to "a cancer on presents the world," permanently tainting nerra as the land descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and poisoning the water around them.resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art for the susurrus]]).
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
*
* AttackReflector: Any spell that
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day, or at will in
*
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* FlechetteStorm: A
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are
* NightmareWeaver: These beasts' signature ability is
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their
* MirrorMonster: They're reflective humanoids with sinister intentions who lurk on the other side of
* MirrorSelf: They actively create these, by abducting Material Plane creatures and
* NoBodyLeftBehind:
* ReflectiveTeleportation: Nerra can magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the
*
* WalkingWasteland: Their
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
Changed line(s) 377,384 (click to see context) from:
[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
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->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
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->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
Great magical wolfhounds uniquely suited to hunting ethereal prey.
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* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
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* AcidAttack: A nightseed secretes IntellectualAnimal: With an Intelligence score of 6 they're a digestive acid little smarter than the average ogre, and nethersight mastiffs are fully capable of speaking Common.
* TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.
* SeeTheInvisible: As per their name, they have a natural ''true seeing'' effect thatdissolves organic material except clothing.
allows them to see ethereal creatures.
*BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hungerTouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons, and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rathercan affect ethereal creatures without difficulty. More than battering that, nethersight mastiffs have learned how to latch onto ethereal foes with acidic slam attacks, a nightseed can simply engulf and wrench them across the planar boundary, potentially stranding them on the Material Plane.
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting somethingsmaller than it. This deals a massive amount of damage, [[LifeDrain gives on the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.Ethereal Plane.
* TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.
* SeeTheInvisible: As per their name, they have a natural ''true seeing'' effect that
*
* HungryMenace: Nightseeds are driven by hunger
* SwallowedWhole: Rather
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting something
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
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[[folder:Nightshade (Torilian)]]
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->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
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->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
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->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
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->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (standard), 20 (ancient) (3E)\\
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Also known as "wood woses," these malicious elemental spirits embody poisonous plants such as belladonna, foxglove, hemlock and mistletoe, and lurk in dark forests or dank caverns. Not to be confused with the giant [[Characters/DungeonsAndDragonsUndead undead]] creatures also known as nightshades.
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* GodSaveUsFromTheQueen: Nightshade society is led by their High Queen Ainecotte, the oldest and most intelligent of their kind who "rules through terror and blackmail." The lesser nightshades sacrifice prisoners to her.
* GreenThumb: They can use magic like ''speak with plants'', ''entangle'' and ''plant door'', and seven or more nightshades can conduct a ritual to summon a shambling mound once per month, though it requires them to drink blood beforehand.
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter. They're also WeakToFire.
* PoisonousPerson: Their sap, which they use to coat their bronze weapons, is a [[NonHealthDamage Dexterity-damaging]] poison, [[TheParalyzer paralyzing]] victims if their Dexterity falls below 3, and killing them if it reaches 0. Nightshades also trade their poisons to quicklings in exchange for weapons.
* TheSpiny: Striking a nightshade with a melee weapon deals damage from their stinging poison, while those grappled by one take Dexterity damage as well.
* TheVirus: Anyone slain by a nightshade's poison sprouts a new nightshade at the next full moon.
* GreenThumb: They can use magic like ''speak with plants'', ''entangle'' and ''plant door'', and seven or more nightshades can conduct a ritual to summon a shambling mound once per month, though it requires them to drink blood beforehand.
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter. They're also WeakToFire.
* PoisonousPerson: Their sap, which they use to coat their bronze weapons, is a [[NonHealthDamage Dexterity-damaging]] poison, [[TheParalyzer paralyzing]] victims if their Dexterity falls below 3, and killing them if it reaches 0. Nightshades also trade their poisons to quicklings in exchange for weapons.
* TheSpiny: Striking a nightshade with a melee weapon deals damage from their stinging poison, while those grappled by one take Dexterity damage as well.
* TheVirus: Anyone slain by a nightshade's poison sprouts a new nightshade at the next full moon.
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* GodSaveUsFromTheQueen: Nightshade society BlowYouAway: Night twists can generate a gale-force wind at will, affecting all within 120 feet, usually in order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song" that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point isled by that it's the most sorrowful sound imaginable. Those who fail their High Queen Ainecotte, saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are compelled to move toward the oldest source of the song, neglecting food or sleep, and most intelligent even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of theirkind who "rules through terror and blackmail." The lesser nightshades sacrifice prisoners to her.
victims.
*GreenThumb: They can use magic like ''speak with plants'', ''entangle'' and ''plant door'', and seven or more nightshades can conduct a ritual to summon a shambling mound once per month, though it requires them to drink blood beforehand.
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter.WhenTreesAttack: They're also WeakToFire.
* PoisonousPerson: Their sap, which they useevil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to coat their bronze weapons, is a [[NonHealthDamage Dexterity-damaging]] poison, [[TheParalyzer paralyzing]] victims if their Dexterity falls below 3, and killing them if it reaches 0. Nightshades also trade their poisons to quicklings in exchange for weapons.
* TheSpiny: Striking a nightshade with a melee weapon deals damage from their stinging poison, while those grappled by one take Dexterity damage as well.
* TheVirus: Anyone slain by a nightshade's poison sprouts a new nightshade at the next full moon.them.
* CompellingVoice: After sunset, a night twist emits a "despair song" that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point is
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their
*
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter.
* PoisonousPerson: Their sap, which they use
* TheSpiny: Striking a nightshade with a melee weapon deals damage from their stinging poison, while those grappled by one take Dexterity damage as well.
* TheVirus: Anyone slain by a nightshade's poison sprouts a new nightshade at the next full moon.
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[[folder:Nilshai]]
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->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
Also known as ethereal theurges, these bizarre beings live in alien cities on the Ethereal Plane, but visit the Material Plane to spy on the locals, secure magic items, or capture intelligent slaves.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nilshai_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
Also known as ethereal theurges, these bizarre beings live in alien cities on the Ethereal Plane, but visit the Material Plane to spy on the locals, secure magic items, or capture intelligent slaves.
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[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Also known as ethereal theurges, these bizarre beings live in alien cities on
Monstrous horses from the
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* ArchEnemy: In the Realms, the nilshai have an obsession with the star elves' demiplane of Sildëyuir, and have constructed several ''portals'' allowing access to it from the Ethereal Plane. The aberrations have launched several invasions of the demiplane, each worse than the last, and have established enough footholds there that some star elves have proposd abandoning Sildëyuir for the Material Plane.
* TheBeastmaster: The nilshai are often found with other ethereal creatures -- they use ethereal marauders as pets, ethereal filchers as servants, have tamed ethereal slayers, and will sometimes use even stranger creatures as guards or soldiers.
* EldritchAbomination: Their bodies are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks on a bulbous head. Between this and their alien minds, nilshais are so adept at multitasking that they're able to take an additional partial action each round, such as to cast a second spell, use a magic item, or ready ''{{dispel magic}}'' to {{counterspell}} an enemy mage.
* {{Intangibility}}: They can use ''ethereal jaunt'' at will, materializing from the Ethereal Plane as a free action or returning to the Ethereal Plane as a move action.
* MageSpecies: They're natural arcanists, casting spells as an 8th-level sorcerer.
* NoSell: Nilshais are under a constant ''mind blank'' effect, rendering them immune to divination magic or mental influences.
* TheBeastmaster: The nilshai are often found with other ethereal creatures -- they use ethereal marauders as pets, ethereal filchers as servants, have tamed ethereal slayers, and will sometimes use even stranger creatures as guards or soldiers.
* EldritchAbomination: Their bodies are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks on a bulbous head. Between this and their alien minds, nilshais are so adept at multitasking that they're able to take an additional partial action each round, such as to cast a second spell, use a magic item, or ready ''{{dispel magic}}'' to {{counterspell}} an enemy mage.
* {{Intangibility}}: They can use ''ethereal jaunt'' at will, materializing from the Ethereal Plane as a free action or returning to the Ethereal Plane as a move action.
* MageSpecies: They're natural arcanists, casting spells as an 8th-level sorcerer.
* NoSell: Nilshais are under a constant ''mind blank'' effect, rendering them immune to divination magic or mental influences.
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* ArchEnemy: In the Realms, the nilshai have BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an obsession evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster withthe star elves' demiplane of Sildëyuir, a black coat and have constructed several ''portals'' allowing access to it from the Ethereal Plane. The aberrations have launched several invasions of the demiplane, each worse than the last, a burning mane and have established enough footholds there that some star elves have proposd abandoning Sildëyuir for the Material Plane.
* TheBeastmaster: The nilshai arefetlocks, often found with other ethereal creatures -- they use ethereal marauders serving evil beings as pets, ethereal filchers as servants, have tamed ethereal slayers, and will sometimes use even stranger creatures as guards or soldiers.
steeds.
*EldritchAbomination: Their bodies PunBasedCreature: Nightmares are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a bulbous head. Between this and their alien minds, nilshais are so adept at multitasking that they're able to take an additional partial action each round, such as to cast a second spell, use female horse.
* SummonARide: Nightmares can be bound using a magicitem, or ready ''{{dispel magic}}'' to {{counterspell}} an enemy mage.
* {{Intangibility}}: They can use ''ethereal jaunt'' at will, materializing fromitem called ''infernal tack'', after which they must answer the Ethereal Plane summons of the tack's owner and serve them as a free action or returning to the Ethereal Plane as a move action.
* MageSpecies: They're natural arcanists, casting spells as an 8th-level sorcerer.
* NoSell: Nilshais are under a constant ''mind blank'' effect, rendering them immune to divination magic or mental influences.steed.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with
* TheBeastmaster: The nilshai are
*
* SummonARide: Nightmares can be bound using a magic
* {{Intangibility}}: They can use ''ethereal jaunt'' at will, materializing from
* MageSpecies: They're natural arcanists, casting spells as an 8th-level sorcerer.
* NoSell: Nilshais are under a constant ''mind blank'' effect, rendering them immune to divination magic or mental influences.
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[[folder:Nimblewright]]
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->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)
Human-sized constructs that use their speed, spells and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)
Human-sized constructs that use their speed, spells and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.
to:
'''Classification:''' Magical Beast (3E), Shadow Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Human-sized constructs
Fanged, tusked behemoths that
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* AchillesHeel: Cold damage ''slows'' a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
to:
* AchillesHeel: Cold damage ''slows'' DisintegratorRay: Their 5th Edition incarnation has a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at willDeadlyGaze to disguise their construct nature, or to aid in an infiltration.
this effect.
*{{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman:GoombaStomp: In 3rd Edition, nimblewrights they have feats like Improved Disarm a variant of a trample attack that involves a running start and Expertise, pouncing on a victim up to 35 feet away.
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which are employed in combat.
* {{Mutants}}: A sidebar in theirAugmented Critial 4th Edition entry explains that nightmare beasts aren't a natural species, but are mundane Athasian predators mutated by consuming prey tainted by the Gray or defiling magic, causing them to grow into these horrors. The sidebar also asks some pertinent questions, such as why these creatures mutate into a set form, and whether there are similar mutated monsters elsewhere in the wastes.
* NightmareWeaver: These beasts' signature abilitygives them a 45% chance is to score a CriticalHit with torment the dreams of intelligent prey, causing those who fail their rapiers, saving throws to suffer horribly vivid nightmares of being stalked and they can make trip attacks devoured. This prevents the victims from properly resting, leaving them fatigued (and potentially even dealing damage), and interferes with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts ofmages' efforts to recover their body, able to fold up into daily spells.
* NoBodyLeftBehind: Their 2nd Edition write-up notes that nightmare beasts aren't suitable as a food source because theirforearms until needed.bodies decay unnaturally quickly once the magic sustaining their lives has faded.
* PsychicPowers: The nightmare beast debuted in ''Dark Sun'', and thus its original incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
* WalkingWasteland: Their 4th Edition write-up likens nightmare beasts to "a cancer on the world," permanently tainting the land and poisoning the water around them.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will
*
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman:
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which are employed in combat.
* {{Mutants}}: A sidebar in their
* NightmareWeaver: These beasts' signature ability
* RetractableWeapon: A nimblewright's rapiers are actually parts of
* NoBodyLeftBehind: Their 2nd Edition write-up notes that nightmare beasts aren't suitable as a food source because their
* PsychicPowers: The nightmare beast debuted in ''Dark Sun'', and thus its original incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
* WalkingWasteland: Their 4th Edition write-up likens nightmare beasts to "a cancer on the world," permanently tainting the land and poisoning the water around them.
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[[folder:Nishruu]]
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[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticNeutral
Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.
[[quoteright:334:https://static.tvtropes.org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticNeutral
Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.
to:
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->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres,
Huge, roving blots of hungry darkness spawned by the Far Realm, which
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* AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.
to:
* AchillesHeel: AcidAttack: A ''rod of absorption'' or ''ring of spell turning'' has nightseed secretes a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with thedigestive acid that dissolves organic material world, as they have no offensive attacks or other abilities. But as except clothing.
* BlobMonster: A nightseed is aconsequence vast sack of this, should a nishruu be destroyed, any magic items in contact pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if itsbody as it dissipates victims are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Anyspellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful ofor psions, [[PowerParasite lets the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably havenightseed use their own language, but all attempts to communicate with spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes themhave failed.to evaporate entirely.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the
* BlobMonster: A nightseed is a
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its
* ManaBurn: Any
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of
* StarfishLanguage: Nishruu are intelligent and presumably have
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them
Changed line(s) 466,472 (click to see context) from:
[[folder:Norker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:'''
'''Classification:'''
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
Changed line(s) 474,475 (click to see context) from:
Savage subterranean goblinoids known for their tough hides.
to:
Changed line(s) 477,491 (click to see context) from:
* BarbarianTribe: Norkers are this compared to ordinary goblins. Their weapons are primitive, they can't cooperate enough to build anything more complicated than a rough wall or stockade, and they're too lazy to hunt, leading norkers to steal supplies from other humanoids to survive. They're also incredibly fractious and prone to infighting, resulting in smaller tribes than other goblinoids.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the hierarchy than even goblins.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archomental Ogremach or the cult of the Elder Elemental Eye.
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing more than a loincloth.
[[/folder]]
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 15 (4E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the hierarchy than even goblins.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archomental Ogremach or the cult of the Elder Elemental Eye.
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing more than a loincloth.
[[/folder]]
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 15 (4E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
to:
* BarbarianTribe: Norkers are this compared DarkIsEvil: Creatures of living darkness, and thoroughly malevolent.
* EnemySummoner: In 3rd edition, each variety of nightshade has the power toordinary goblins. summon lesser undead to serve them for the duration of the night.
* EvilIsDeathlyCold: Theirweapons ''AD&D'' entry describes how nightshades chill the air up to 60 feet around them, which can be felt even through solid stone walls. "The chill of a nightshade is something no adventurer forgets," so anyone who has encountered one will have an easier time detecting the creature if it tries to sneak up on them.
* ItCanThink: They look monstrous, but nightshades areprimitive, they can't cooperate enough veritable geniuses who can communicate telepathically. It's just that, as 2nd Edition explains, nightshades see no reason to build converse with their victims, and "Any creature that is not a nightshade or a summoner is considered a victim."
* OneHitKill: 2E nightshades are so toxic that anythingmore complicated than a rough wall struck by one has to save or stockade, and they're too lazy to hunt, leading norkers to steal supplies from other humanoids to survive. They're also incredibly fractious and prone to infighting, resulting in smaller tribes than other goblinoids.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latterdie on the scale of the former. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the hierarchy than even goblins.
spot.
* {{Retcon}}:4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and Their origin varies by edition -- in 2E they're often minions of from the archomental Ogremach or Negative Energy Plane, in 3E they're from the cult Plane of Shadow, in 4E they're from the Elder Elemental Eye.
Shadowfell, while in 5E they're from the Negative Energy Plane ''via'' the Shadowfell.
*SuperToughness: Norkers' thick hides offer them StomachOfHolding: 2nd Edition explains that nightshades are intelligent enough to keep treasure (typically gems, jewelry, art objects and magic items), they just swallow their loot to carry it with them.
* WalkingWasteland: They project ahefty desecrating aura which bolsters the undead or harms the living, depending on the edition. In 2E this additionally spoils all consumable items around them, including holy water, potions, magical oils and ointments, etc.
* WeakenedByTheLight: Nightshades loathe the light, and in naturalarmor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing more than daylight take a loincloth.
[[/folder]]
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challengepenalty on attack rolls, skill checks and saving throws.
!!Nightcrawler
->'''Challenge Rating:'''3 (3E), 15 (4E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.18 (3E)
A 100-foot worm covered in utterly black plates of chitinous armor.
* EnemySummoner: In 3rd edition, each variety of nightshade has the power to
* EvilIsDeathlyCold: Their
* ItCanThink: They look monstrous, but nightshades are
* OneHitKill: 2E nightshades are so toxic that anything
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter
* {{Retcon}}:
*
* WalkingWasteland: They project a
* WeakenedByTheLight: Nightshades loathe the light, and in natural
[[/folder]]
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
[[caption-width-right:320:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge
!!Nightcrawler
->'''Challenge Rating:'''
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
A 100-foot worm covered in utterly black plates of chitinous armor.
Changed line(s) 493,509 (click to see context) from:
* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
[[/folder]]
[[folder:Nuckalavee]]
[[quoteright:291:https://static.tvtropes.org/pmwiki/pub/images/d&d_nuckalavee_2e.jpg]]
[[caption-width-right:291:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
Grotesque amphibious monsters, similar in shape to centaurs, who despise living creatures and try to exterminate them whenever possible.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
[[/folder]]
[[folder:Nuckalavee]]
[[quoteright:291:https://static.tvtropes.org/pmwiki/pub/images/d&d_nuckalavee_2e.jpg]]
[[caption-width-right:291:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
Grotesque amphibious monsters, similar in shape to centaurs, who despise living creatures and try to exterminate them whenever possible.
to:
* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature itBewareMyStingerTail: Their stinger can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics haveeject a strong psychic connection to Vecna poison that allows him to see through their eyes, and deals a hefty amount of [[NonHealthDamage Strength damage.]]
* LevelDrain: Anything in a nightcrawler's gizzard gains negative levels, while thegod often uses them to keep tabs on his cults in this manner.
monster heals.
*{{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awarenessSwallowedWhole: Capable of their former selves, beyond a vague sense of having once been something greater.
[[/folder]]
[[folder:Nuckalavee]]
[[quoteright:291:https://static.gulping down even Huge-sized creatures.
!!Nighthaunt
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nuckalavee_2e.org/pmwiki/pub/images/d&d_nighthaunt_3e.jpg]]
[[caption-width-right:291:2e]]
[[caption-width-right:350:3e]]
->'''Origin:'''''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:'''6 (3E)\\
'''Alignment:''' ChaoticEvil
Grotesque amphibious monsters, similar in shape to centaurs, who despise living12 (3E)
Man-sized, winged creatures of shadow andtry malice, who are drawn to exterminate them whenever possible.desecrated temples or gravesites.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have
* LevelDrain: Anything in a nightcrawler's gizzard gains negative levels, while the
*
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness
[[/folder]]
[[folder:Nuckalavee]]
[[quoteright:291:https://static.
!!Nighthaunt
[[quoteright:350:https://static.tvtropes.
->'''Origin:'''
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:'''
'''Alignment:''' ChaoticEvil
Grotesque amphibious monsters, similar in shape to centaurs, who despise living
Man-sized, winged creatures of shadow and
Changed line(s) 511,530 (click to see context) from:
* AnIcePerson: Their BreathWeapon is a ''cone of cold'' in 2nd Edition, and a cone of frigid water in 3rd Edition.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to a phobia for all fresh water. Nuckalavees aren't harmed by freshwater or anything, they just will never willingly enter it.
* EvilSmellsBad: They reek of decay, like a corpse left to rot in the water, a strench "so strong and oppressive that it can be felt and tasted."
* MakeThemRot: Nuckalavees are surrounded by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of the reason that undead never attack a nuckalavee unless magically compelled to do so.
* NoSell: They're immune to poison attacks, and highly resistant to fire damage.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from their mythological source by being centaur-like creatures whose humanoid torsos replace the horse's neck at the front of their equine bodies, rather than sitting atop the spine like a rider. Their breath weapon is also a blast of cold damage rather than a breath of sickness and decay, though the latter aspect is represented by their "Death Aura" ability.
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer: Nuckalavees are surrounded by a ''fear'' aura.
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them opaque blue flesh.
[[/folder]]
[[folder:Nycter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nycter_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to a phobia for all fresh water. Nuckalavees aren't harmed by freshwater or anything, they just will never willingly enter it.
* EvilSmellsBad: They reek of decay, like a corpse left to rot in the water, a strench "so strong and oppressive that it can be felt and tasted."
* MakeThemRot: Nuckalavees are surrounded by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of the reason that undead never attack a nuckalavee unless magically compelled to do so.
* NoSell: They're immune to poison attacks, and highly resistant to fire damage.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from their mythological source by being centaur-like creatures whose humanoid torsos replace the horse's neck at the front of their equine bodies, rather than sitting atop the spine like a rider. Their breath weapon is also a blast of cold damage rather than a breath of sickness and decay, though the latter aspect is represented by their "Death Aura" ability.
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer: Nuckalavees are surrounded by a ''fear'' aura.
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them opaque blue flesh.
[[/folder]]
[[folder:Nycter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nycter_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
to:
* AnIcePerson: Their BreathWeapon TheBlank: A nighthaunt's face is a ''cone of cold'' in 2nd Edition, and a cone of frigid water in 3rd Edition.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to a phobiafeatureless save for all fresh water. Nuckalavees aren't harmed by freshwater or anything, they just will never willingly enter it.
* EvilSmellsBad: They reek"the pale, lifeless orbs of decay, like a corpse left to rot in the water, a strench "so strong and oppressive that it can be felt and tasted.its eyes."
*MakeThemRot: Nuckalavees are surrounded LevelDrain: They can drain life energy by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of the reason that undead never attack a nuckalavee unless magically compelled to do so.
* NoSell: They're immune to poison attacks, and highly resistant to fire damage.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate frompressing their mythological source by being centaur-like creatures whose face against a grappled victim's, bestowing two negative levels each round.
* OurGargoylesRock: Nighthaunts have the body plan of such, and are humanoidtorsos replace the horse's neck at the front of their equine bodies, figures with wings, horns and tails, but they're sculpted from "purest night" rather than sitting atop the spine like a rider. Their breath weapon is also a blast of cold damage rather than a breath of sickness and decay, though the latter aspect is represented by their "Death Aura" ability.
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer: Nuckalavees are surrounded by a ''fear'' aura.
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them opaque blue flesh.
[[/folder]]
[[folder:Nycter]]
stone.
!!Nightwalker
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nycter_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challengeorg/pmwiki/pub/images/d&d_nightwalker_5e_transparent.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/1d2ad70b836c0991be14f431587c20c4.jpg[[/labelnote]]]]
->'''Challenge Rating:'''2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.16 (3E); 20 (4E, 5E)
Towering undead bipeds made of corporeal darkness.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to a phobia
* EvilSmellsBad: They reek
*
* NoSell: They're immune to poison attacks, and highly resistant to fire damage.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from
* OurGargoylesRock: Nighthaunts have the body plan of such, and are humanoid
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer: Nuckalavees are surrounded by a ''fear'' aura.
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them opaque blue flesh.
[[/folder]]
[[folder:Nycter]]
!!Nightwalker
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/1d2ad70b836c0991be14f431587c20c4.jpg[[/labelnote]]]]
->'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
Towering undead bipeds made of corporeal darkness.
Changed line(s) 532,535 (click to see context) from:
* BatPeople: They're a smaller example than the desmodus, though unlike them, the nycters can actually fly.
* FantasticRacism: Nycters view their desmodu cousins as barbaric savages, much like how humans view ogres (ironic, given that desmodus are actually much smarter than nycters, with an Intelligence of 15 to the average nycter's 10). The desmodus in turn deride nycters as lesser bat-folk, lacking brains and ambition.
* SuperScream: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, they become immune to that nycter's hunting cry for the next 24 hours.
* SuperSenses: As expected, these bat-folk can use echolocation to detect creatures in the dark, out to 60 feet.
* FantasticRacism: Nycters view their desmodu cousins as barbaric savages, much like how humans view ogres (ironic, given that desmodus are actually much smarter than nycters, with an Intelligence of 15 to the average nycter's 10). The desmodus in turn deride nycters as lesser bat-folk, lacking brains and ambition.
* SuperScream: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, they become immune to that nycter's hunting cry for the next 24 hours.
* SuperSenses: As expected, these bat-folk can use echolocation to detect creatures in the dark, out to 60 feet.
to:
* BatPeople: They're DeaderThanDead: When a smaller example 5th edition nightwalker kills someone, that poor sap is dead as a doornail and cannot be revived by anything less than the desmodus, though unlike them, the nycters wish spell.
* MooksAteMyEquipment: 3rd edition nightwalkers canactually fly.
* FantasticRacism: Nycters viewattempt to snatch a player's magic items out of their desmodu cousins as barbaric savages, much like how humans view ogres (ironic, given hands. If the nightwalker succeeds, it can then destroy the item by crushing it.
* OmnicidalManiac: Nightwalkers exist to make life extinct, and devour all life they encounter.
* SupernaturalFearInducer: 3rd and 5th edition nightwalkers can literally paralyze their opponents with fear. In the former they do so by means of a terrifying gaze, while in the latter the fear is a by-product of zapping the victim with a bolt of necrotic energy.
* UndeadAbomination: In 3rd edition, nightwalkers are towering undead giants born from the souls of exceptionally strong-willed and evil people. In 5th edition they are instead beings of pure anti-life from the Negative Plane. In either case, these things are so unfathomably wrong and evil thatdesmodus are actually much smarter than nycters, their very presence destroys life, and they can kill something just by pointing at it or looking at it.
!!Nightwing
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightwing_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Challenge Rating:''' 14 (3E)
A mass of utter darkness, in the shape of a bat withan Intelligence of 15 to the average nycter's 10). The desmodus in turn deride nycters a 40-foot wingspan.
----
* BatOutOfHell: A huge, extraplanar shadow bat.
* GiantFlyer: Classified aslesser bat-folk, lacking brains and ambition.
Huge, which is literally giant-sized.
*SuperScream: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, MooksAteMyEquipment: Nightwings' touch attacks inflict ManaDrain on magic items, reducing their potency by one degree until they become immune to that nycter's hunting cry for the next 24 hours.
* SuperSenses: As expected, these bat-folk can use echolocation to detect creatures in the dark, out to 60 feet.mere masterwork equipment.
* MooksAteMyEquipment: 3rd edition nightwalkers can
* FantasticRacism: Nycters view
* OmnicidalManiac: Nightwalkers exist to make life extinct, and devour all life they encounter.
* SupernaturalFearInducer: 3rd and 5th edition nightwalkers can literally paralyze their opponents with fear. In the former they do so by means of a terrifying gaze, while in the latter the fear is a by-product of zapping the victim with a bolt of necrotic energy.
* UndeadAbomination: In 3rd edition, nightwalkers are towering undead giants born from the souls of exceptionally strong-willed and evil people. In 5th edition they are instead beings of pure anti-life from the Negative Plane. In either case, these things are so unfathomably wrong and evil that
!!Nightwing
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightwing_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Challenge Rating:''' 14 (3E)
A mass of utter darkness, in the shape of a bat with
----
* BatOutOfHell: A huge, extraplanar shadow bat.
* GiantFlyer: Classified as
*
* SuperSenses: As expected, these bat-folk can use echolocation to detect creatures in the dark, out to 60 feet.
Changed line(s) 538,545 (click to see context) from:
[[folder:Nymph]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (3E), 5 (4E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E), Unaligned (4E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (3E), 5 (4E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E), Unaligned (4E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
to:
[[quoteright:349:https://static.
[[quoteright:290:https://static.tvtropes.
->'''Classification:''' Fey (3E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 7 (3E), 5 (4E)\\
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:'''
Fey embodying
Also known as "wood woses," these malicious elemental spirits embody poisonous plants such as belladonna, foxglove, hemlock and mistletoe, and lurk in dark forests or dank caverns. Not to be confused with the
Changed line(s) 547,565 (click to see context) from:
* BrownNoteBeing: In 2nd Edition and early 3rd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. Thankfully, nymphs can suppress or resume this ability at will, and the effect is restricted to blindness in 3.5E.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful of their kind (CR 25 on a 1-30 scale!), serving as generals and master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of their games with mortals (or lose their heart to one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad, which in that edition are more "tree folk" than "fey women."
!!Grain Nymph
[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/d&d_grain_nymph_2e.jpg]]
[[caption-width-right:265:2e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Alignment:''' TrueNeutral
A variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful of their kind (CR 25 on a 1-30 scale!), serving as generals and master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of their games with mortals (or lose their heart to one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad, which in that edition are more "tree folk" than "fey women."
!!Grain Nymph
[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/d&d_grain_nymph_2e.jpg]]
[[caption-width-right:265:2e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Alignment:''' TrueNeutral
A variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.
to:
* BrownNoteBeing: In 2nd Edition and early 3rd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. Thankfully, nymphs can suppress or resume this ability at will, and the effect GodSaveUsFromTheQueen: Nightshade society is restricted to blindness in 3.5E.
* DeadlyGaze: When they aren't inverting the trope withled by their blinding beauty, an angry nymph can stun a creature with a look.
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "IfHigh Queen Ainecotte, the toys sometimes broke, what of it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest,oldest and most powerful intelligent of their kind (CR 25 on a 1-30 scale!), serving as generals who "rules through terror and master strategists in nature's campaigns. Autumn nymphs collect secrets blackmail." The lesser nightshades sacrifice prisoners to her.
* GreenThumb: They can use magic like ''speak with plants'', ''entangle'' and ''plant door'', and seven or more nightshades can conduct a ritual to summon a shambling mound once per month, though it requires them to drink blood beforehand.
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter. They're also WeakToFire.
* PoisonousPerson: Their sap, which they use to coat their bronze weapons, is a [[NonHealthDamage Dexterity-damaging]] poison, [[TheParalyzer paralyzing]] victims if their Dexterity falls below 3, and killing them if it reaches 0. Nightshades also tradethem with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding poisons to quicklings in exchange for weapons.
* TheSpiny: Striking a nightshade withTheWildHunt in search of worthy quarry.
* SwissArmyTears: A nymph's tears can be used as an ingredient ina ''philter of love''.
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire ofmelee weapon deals damage from their games with mortals (or lose their heart to one) bind themselves to stinging poison, while those grappled by one take Dexterity damage as well.
* TheVirus: Anyone slain by atree, becoming nightshade's poison sprouts a wood nymph that will eventually transition into a dryad, which in that edition are more "tree folk" than "fey women."
!!Grain Nymph
[[quoteright:265:https://static.new nightshade at the next full moon.
[[/folder]]
[[folder:Nilshai]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_grain_nymph_2e.org/pmwiki/pub/images/d&d_nilshai_3e.jpg]]
[[caption-width-right:265:2e]]
[[caption-width-right:350:3e]]
->'''Origin:'''''Literature/{{Dragonlance}}''\\
''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:'''TrueNeutral
A variant of nymph boundLawfulEvil
Also known as ethereal theurges, these bizarre beings live in alien cities on the Ethereal Plane, but visit the Material Plane tocultivated fields, protecting them and ensuring an ample harvest.spy on the locals, secure magic items, or capture intelligent slaves.
* DeadlyGaze: When they aren't inverting the trope with
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest,
* GreenThumb: They can use magic like ''speak with plants'', ''entangle'' and ''plant door'', and seven or more nightshades can conduct a ritual to summon a shambling mound once per month, though it requires them to drink blood beforehand.
* NoSell: Nightshades are completely immune to damage from wooden weapons, even enchanted shillelaghs.
* PlantPerson: Nightshades look like [[OurDwarvesAreAllTheSame dwarves]] wearing clothes of leaves, with vines growing in their thick, tangled hair. Despite their nature, they hide from the sun during daytime and hunt at night, though they also go into hibernation over the winter. They're also WeakToFire.
* PoisonousPerson: Their sap, which they use to coat their bronze weapons, is a [[NonHealthDamage Dexterity-damaging]] poison, [[TheParalyzer paralyzing]] victims if their Dexterity falls below 3, and killing them if it reaches 0. Nightshades also trade
* TheSpiny: Striking a nightshade with
* SwissArmyTears: A nymph's tears can be used as an ingredient in
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of
* TheVirus: Anyone slain by a
!!Grain Nymph
[[quoteright:265:https://static.
[[/folder]]
[[folder:Nilshai]]
[[quoteright:350:https://static.tvtropes.
->'''Origin:'''
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:'''
A variant of nymph bound
Also known as ethereal theurges, these bizarre beings live in alien cities on the Ethereal Plane, but visit the Material Plane to
Changed line(s) 567,589 (click to see context) from:
* AnimalsHateHim: Anyone marked as an enemy of a grain nymph will find that no farm animal, including horses, will ever be friendly towards them again. This effect is permanent until removed by powerful magic like ''wish''.
* FantasticRacism: They don't get along with their wild cousins -- conventional nymphs think grain nymphs are snobbish, while grain nymphs consider themselves sophisiticated and "cultivated."
* FriendToAllLivingThings: Farm animals adore grain nymphs, and will rush to one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as a grain nymph is healthy, her fields will yield double the normal harvest and survive both droughts and flooding. But a grain nymph can only remain in the same farmland for three years before leaving for a new location within 50 miles of the last one. If she can't find a new home, she'll perish, and she can only return to one of her previous fields if nine years have passed since she last protected them.
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their speech. If they fail another save a few rounds later, they collapse into a drunken stupor, and will eventually awake with a splitting hangover.
* PestController: They can ''summon'' or ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey are nearly as beautiful as other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcome elves' normal resistance to charms.
* DirtyCoward: Unseelie nymphs avoid fighting whenever possible, as they usually have minions to do that for them, and "they prize their own beauty too highly to risk it in combat." When things turn against them, they'll use ''dimension door'' to slip away.
* EvilCounterpart: They're such to normal nymphs. It's noted that unseelie nymphs are ''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and corrupt other creatures.
* VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and Constitution]] drained away by her -- males in particular have a penalty on the save to resist this effect, as "they would willingly give the unseelie nymph anything it requests."
* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless countered with powerful magic like ''wish'', or a powerful druid takes charge of the area to heal it.
* FantasticRacism: They don't get along with their wild cousins -- conventional nymphs think grain nymphs are snobbish, while grain nymphs consider themselves sophisiticated and "cultivated."
* FriendToAllLivingThings: Farm animals adore grain nymphs, and will rush to one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as a grain nymph is healthy, her fields will yield double the normal harvest and survive both droughts and flooding. But a grain nymph can only remain in the same farmland for three years before leaving for a new location within 50 miles of the last one. If she can't find a new home, she'll perish, and she can only return to one of her previous fields if nine years have passed since she last protected them.
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their speech. If they fail another save a few rounds later, they collapse into a drunken stupor, and will eventually awake with a splitting hangover.
* PestController: They can ''summon'' or ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey are nearly as beautiful as other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcome elves' normal resistance to charms.
* DirtyCoward: Unseelie nymphs avoid fighting whenever possible, as they usually have minions to do that for them, and "they prize their own beauty too highly to risk it in combat." When things turn against them, they'll use ''dimension door'' to slip away.
* EvilCounterpart: They're such to normal nymphs. It's noted that unseelie nymphs are ''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and corrupt other creatures.
* VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and Constitution]] drained away by her -- males in particular have a penalty on the save to resist this effect, as "they would willingly give the unseelie nymph anything it requests."
* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless countered with powerful magic like ''wish'', or a powerful druid takes charge of the area to heal it.
to:
* AnimalsHateHim: Anyone marked as ArchEnemy: In the Realms, the nilshai have an enemy of a grain nymph will find that no farm animal, including horses, will ever be friendly towards them again. This effect is permanent until removed by powerful magic like ''wish''.
* FantasticRacism: They don't get alongobsession with their wild cousins -- conventional nymphs think grain nymphs are snobbish, while grain nymphs consider themselves sophisiticated and "cultivated."
* FriendToAllLivingThings: Farm animals adore grain nymphs, and will rush to one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as a grain nymph is healthy, her fields will yield doublethe normal harvest and survive both droughts and flooding. But a grain nymph can only remain in the same farmland for three years before leaving for a new location within 50 miles of the last one. If she can't find a new home, she'll perish, and she can only return to one of her previous fields if nine years have passed since she last protected them.
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their speech. If they fail another save a few rounds later, they collapse into a drunken stupor, and will eventually awake with a splitting hangover.
* PestController: They can ''summon'' or ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey are nearly as beautiful as other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcomestar elves' normal resistance demiplane of Sildëyuir, and have constructed several ''portals'' allowing access to charms.
it from the Ethereal Plane. The aberrations have launched several invasions of the demiplane, each worse than the last, and have established enough footholds there that some star elves have proposd abandoning Sildëyuir for the Material Plane.
*DirtyCoward: Unseelie nymphs avoid fighting whenever possible, as TheBeastmaster: The nilshai are often found with other ethereal creatures -- they usually use ethereal marauders as pets, ethereal filchers as servants, have minions to do that for them, tamed ethereal slayers, and "they prize will sometimes use even stranger creatures as guards or soldiers.
* EldritchAbomination: Their bodies are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks on a bulbous head. Between this and theirown beauty too highly alien minds, nilshais are so adept at multitasking that they're able to risk it in combat." When things turn against them, they'll take an additional partial action each round, such as to cast a second spell, use ''dimension door'' a magic item, or ready ''{{dispel magic}}'' to slip away.
{{counterspell}} an enemy mage.
*EvilCounterpart: {{Intangibility}}: They can use ''ethereal jaunt'' at will, materializing from the Ethereal Plane as a free action or returning to the Ethereal Plane as a move action.
* MageSpecies: They'resuch to normal nymphs. It's noted that unseelie nymphs natural arcanists, casting spells as an 8th-level sorcerer.
* NoSell: Nilshais are''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and corrupt other creatures.
* VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and Constitution]] drained away by her -- males in particular haveunder a penalty on the save to resist this constant ''mind blank'' effect, as "they would willingly give the unseelie nymph anything it requests."
* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves onrendering them immune to befoul another site, and the effects are permanent unless countered with powerful divination magic like ''wish'', or a powerful druid takes charge of the area to heal it.mental influences.
* FantasticRacism: They don't get along
* FriendToAllLivingThings: Farm animals adore grain nymphs, and will rush to one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as a grain nymph is healthy, her fields will yield double
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their speech. If they fail another save a few rounds later, they collapse into a drunken stupor, and will eventually awake with a splitting hangover.
* PestController: They can ''summon'' or ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey are nearly as beautiful as other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcome
*
* EldritchAbomination: Their bodies are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks on a bulbous head. Between this and their
*
* MageSpecies: They're
* NoSell: Nilshais are
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and corrupt other creatures.
* VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and Constitution]] drained away by her -- males in particular have
* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on
Changed line(s) 592,593 (click to see context) from:
[[folder:Nyth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nyth_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nyth_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 595,600 (click to see context) from:
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' LawfulEvil
Glowing globes of light that hunt prey with ''magic missiles''.
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' LawfulEvil
Glowing globes of light that hunt prey with ''magic missiles''.
to:
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Glowing globes of light
Human-sized constructs that
Changed line(s) 602,610 (click to see context) from:
* AttackReflector: Anyone targeting a nyth with a ''magic missile'' of their own will have the spell reflected right back at them.
* BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also bombards a 30-foot radius with ''magic missiles''.
* FeedItWithFire: Nyths absorb electricity and fire, gaining rather than losing hit points from such effects.
* {{Invisibility}}: They can damp their glows for up to eight rounds at a time, effectively becoming invisible, though they pulse with light whenever they fire their ''magic missile''.
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in its corner of the dungeon, and will only retreat if faced with certain death.
* {{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp: They're related to such creatures, and can communicate with them via pulses of light, but nyths differ from will-o-wisps by operating in daylight (and often attacking prey with the sun behind them), and rather than absorbing a dying creature's life essence, nyths hunt and physically eat small game like rodents, birds and insects.
* BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also bombards a 30-foot radius with ''magic missiles''.
* FeedItWithFire: Nyths absorb electricity and fire, gaining rather than losing hit points from such effects.
* {{Invisibility}}: They can damp their glows for up to eight rounds at a time, effectively becoming invisible, though they pulse with light whenever they fire their ''magic missile''.
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in its corner of the dungeon, and will only retreat if faced with certain death.
* {{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp: They're related to such creatures, and can communicate with them via pulses of light, but nyths differ from will-o-wisps by operating in daylight (and often attacking prey with the sun behind them), and rather than absorbing a dying creature's life essence, nyths hunt and physically eat small game like rodents, birds and insects.
to:
* AttackReflector: Anyone targeting AchillesHeel: Cold damage ''slows'' a nyth nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight witha ''magic missile'' of their own will have the spell reflected right back both rapier-hands at them.
once without penalty.
*BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also bombards a 30-foot radius with ''magic missiles''.
* FeedItWithFire: Nyths absorb electricity and fire, gaining rather than losing hit points from such effects.
* {{Invisibility}}:{{Glamour}}: They can damp use ''alter self'' at will to disguise their glows for up construct nature, or to eight rounds at a time, effectively becoming invisible, though they pulse with light whenever they fire their ''magic missile''.
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designateaid in an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in its corner of the dungeon, and will only retreat if faced with certain death.
infiltration.
*{{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp:{{Golem}}: They're related similar to such creatures, and can communicate with them via pulses of light, standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but nyths differ theirs is from will-o-wisps by operating in daylight (and often attacking prey with the sun behind them), and Elemental Plane of Water rather than absorbing Earth. They also never go berserk during combat, but lack a dying creature's life essence, nyths hunt normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff andphysically eat small game utility spells like rodents, birds ''haste'', ''entropic shield'', ''cat's grace'' and insects.''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
* DualWielding: Nimblewrights can fight with
*
* FeedItWithFire: Nyths absorb electricity and fire, gaining rather than losing hit points from such effects.
* {{Invisibility}}:
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate
*
* WillOTheWisp:
* MagicKnight: Nimblewrights can use buff and
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
Changed line(s) 613,622 (click to see context) from:
!!O
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
to:
[[folder:Oblex]]
[[quoteright:350:https://static.
[[quoteright:334:https://static.tvtropes.
->'''Classification:''' Ooze (5E)\\
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Intelligent oozes that hunger for other creatures' memories,
Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and
Changed line(s) 624,632 (click to see context) from:
* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
to:
* BizarreAlienReproduction: As an oblex devours memories, it grows larger AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu andbecomes able to mimic multiple hakeashars are distinct personalities. Eventually but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause itreaches to gain hit points, with the point where it has to shed a personality exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, orgo insane, which spawns suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty,few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the Huge elder oblexes.
* CharmPerson: Adult oblexes can castnishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spellthree times per day, while elder oblexes can use it at will.
each round, and worse, have to save to avoid a ''feeblemind'' effect.
*GlamourFailure: An oblex's simulacra NoSell: Nishruu are near-perfect copies of its victims, looking, sounding, immune to any mental effects, and even feeling exactly like them. However, they do not smell like whoever are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're impersonating: these duplicates always carry close enough to hit a faint whiff of sulfur.
nishruu).
*IngestingKnowledge: Oblexes feed on thoughts SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and memories, leaving their prey befuddled and confused. The sharper a thrown handful of the mind, the better the meal, so oblexes hunt obviously stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligenttargets.
* KillItWithFire: Oblexesand presumably have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties ontheir attack rolls and ability checks as they forget how own language, but all attempts to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set communicate with them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.have failed.
* CompositeCharacter: In 2nd Edition, nishruu and
* FeedItWithFire: Any spells cast on nishruu simply cause it
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty,
* CharmPerson: Adult oblexes can cast
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell
*
*
* StarfishLanguage: Nishruu are intelligent
* KillItWithFire: Oblexes
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
Changed line(s) 635,642 (click to see context) from:
[[folder:Obliviax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblivion_moss_4e.jpg]]
[[caption-width-right:350:Mosslings (4e)]]
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 12 (4E)\\
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies of its victims.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblivion_moss_4e.jpg]]
[[caption-width-right:350:Mosslings (4e)]]
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 12 (4E)\\
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies of its victims.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:Mosslings (4e)]]
->'''Classification:''' Plant (3E), Magical Beast
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Also
Savage subterranean goblinoids known
Changed line(s) 644,652 (click to see context) from:
* AchillesHeel: While enough fire damage will destroy a patch of obliviax, any amount of cold damage instantly kills it
* EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss, they can regain the lost memories -- including any stolen spells -- of the obliviax's most recent victim, though if they fail a saving throw they'll instead become poisoned. 4th Edition expands upon this, by noting that those who consume obliviax might gain hazy memories from the plant's older victims, such as the important message relayed by a courier, or the location of traps within a treasure vault, though such memories need to be acted upon quickly before they fade away.
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligent enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim (who takes some Wisdom damage in 3rd Edition), while the moss goes dormant for a day to "digest" its meal, spawning a mossling to defend itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate with the likes of the cult of Zuggtmoy after being offered more mobile forms.
* EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss, they can regain the lost memories -- including any stolen spells -- of the obliviax's most recent victim, though if they fail a saving throw they'll instead become poisoned. 4th Edition expands upon this, by noting that those who consume obliviax might gain hazy memories from the plant's older victims, such as the important message relayed by a courier, or the location of traps within a treasure vault, though such memories need to be acted upon quickly before they fade away.
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligent enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim (who takes some Wisdom damage in 3rd Edition), while the moss goes dormant for a day to "digest" its meal, spawning a mossling to defend itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate with the likes of the cult of Zuggtmoy after being offered more mobile forms.
to:
* AchillesHeel: While enough fire damage will destroy a patch of obliviax, any amount of cold damage instantly kills it
* EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss,BarbarianTribe: Norkers are this compared to ordinary goblins. Their weapons are primitive, they can regain the lost memories -- including any stolen spells -- of the obliviax's most recent victim, though if they fail a saving throw they'll instead become poisoned. 4th Edition expands upon this, by noting that those who consume obliviax might gain hazy memories from the plant's older victims, such as the important message relayed by a courier, or the location of traps within a treasure vault, though such memories need to be acted upon quickly before they fade away.
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligentcan't cooperate enough to make the best use of their stolen spells, though they don't have build anything more complicated than a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its abilityrough wall or stockade, and they're too lazy to hunt, leading norkers to steal memories supplies from creatures that pass near it, which other humanoids to survive. They're also incredibly fractious and prone to infighting, resulting in most editions translates into losing all recollection smaller tribes than other goblinoids.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of thepast 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim (who takes some Wisdom damage in 3rd Edition), while the moss goes dormant for a day losers to "digest" its meal, spawning a mossling to defend itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if show their lair is meant dominance.
* OurGoblinsAreDifferent: They're clearly related toremain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate withthe likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the hierarchy than even goblins.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archomental Ogremach or the cult ofZuggtmoy after being offered the Elder Elemental Eye.
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing moremobile forms.than a loincloth.
* EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss,
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligent
* LaserGuidedAmnesia: Oblivion moss is feared for its ability
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the
* OurGoblinsAreDifferent: They're clearly related to
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate with
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archomental Ogremach or the cult of
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing more
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[[folder:Ocean Strider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocean_strider_3e.jpg]]
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->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' ChaoticNeutral
Giant fey resembling humanoid orcas, who protect stretches of ocean from exploitation and pollution.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocean_strider_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' ChaoticNeutral
Giant fey resembling humanoid orcas, who protect stretches of ocean from exploitation and pollution.
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[[caption-width-right:320:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Giant fey resembling humanoid orcas, who protect stretches of ocean from exploitation
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and
Changed line(s) 664,669 (click to see context) from:
* BeastMan: They're Huge humanoids with the rubbery skin, black-and-white markings, and stubby tail of an orca.
* GaiasVengeance: Ocean striders take it upon themselves to defend the seas from plunderers, viewing anything not native to the area's water or skies as an intruder. They are, however, willing to negotiate, and will let ships through if their captains promise not to kill more marine life than they can eat, or dump their trash overboard. Such captains would be wise to fulfil their end of the bargain, as ocean striders are known to shadow ships for miles if they have doubts about the crew's trustworthiness.
* SupernaturalFearInducer: They have a frightful presence that affects creatures up to 100 feet away.
* UseYourHead: Ocean striders can make ram attacks, either dealing damage to a single creature, or potentially hulling a ship so that it sinks in a matter of minutes. Even if the fey fails their Strength check to break a ship's hull, those aboard must make their own saves to either take damage from being thrown about, or ending up overboard on a failure.
* WalkOnWater: They get their name from their ability to walk atop the waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
* GaiasVengeance: Ocean striders take it upon themselves to defend the seas from plunderers, viewing anything not native to the area's water or skies as an intruder. They are, however, willing to negotiate, and will let ships through if their captains promise not to kill more marine life than they can eat, or dump their trash overboard. Such captains would be wise to fulfil their end of the bargain, as ocean striders are known to shadow ships for miles if they have doubts about the crew's trustworthiness.
* SupernaturalFearInducer: They have a frightful presence that affects creatures up to 100 feet away.
* UseYourHead: Ocean striders can make ram attacks, either dealing damage to a single creature, or potentially hulling a ship so that it sinks in a matter of minutes. Even if the fey fails their Strength check to break a ship's hull, those aboard must make their own saves to either take damage from being thrown about, or ending up overboard on a failure.
* WalkOnWater: They get their name from their ability to walk atop the waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
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* BeastMan: They're Huge humanoids with the rubbery skin, black-and-white markings, and stubby tail {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line ofan orca.
sight, rotting away their flesh as they live.
*GaiasVengeance: Ocean striders take it upon themselves SeeingThroughAnothersEyes: Nothics have a strong psychic connection to defend the seas from plunderers, viewing anything not native Vecna that allows him to the area's water or skies as an intruder. They are, however, willing to negotiate, and will let ships see through if their captains promise not eyes, and the god often uses them to kill more marine life than they keep tabs on his cults in this manner.
* {{Seers}}: A nothic caneat, or dump their trash overboard. Such captains would be wise to fulfil their end of the bargain, as ocean striders are known to shadow ships for miles if they have doubts magically divine information about the crew's trustworthiness.
* SupernaturalFearInducer: They have a frightful presence that affects creatures up to 100 feet away.
* UseYourHead: Ocean stridersany creature it can make ram attacks, either dealing damage see, becoming privy to a single creature, secret or potentially hulling a ship so that it sinks in a matter of minutes. Even if the fey fails insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote theirStrength check lives to break a ship's hull, those aboard must make unearthing arcane secrets. Nothics retain no awareness of their own saves to either take damage from being thrown about, or ending up overboard on former selves, beyond a failure.
* WalkOnWater: They get their name from their ability to walk atop the waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.vague sense of having once been something greater.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of
*
* {{Seers}}: A nothic can
* SupernaturalFearInducer: They have a frightful presence that affects creatures up to 100 feet away.
* UseYourHead: Ocean striders
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their
* WalkOnWater: They get their name from their ability to walk atop the waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
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[[folder:Octopus Tree]]
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[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Predatory sea plants that can root themselves near the shore or drift along the currents on the ocean's surface, forming forests of rubbery, black-barked, tentacled trees.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_octopus_tree_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Predatory sea plants that can root themselves near the shore or drift along the currents on the ocean's surface, forming forests of rubbery, black-barked, tentacled trees.
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->'''Classification:''' Plant
[[caption-width-right:291:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Predatory sea plants that can root themselves near the shore or drift along the currents on the ocean's surface, forming forests of rubbery, black-barked, tentacled trees.
Grotesque amphibious monsters, similar in shape to centaurs, who despise living creatures and try to exterminate them whenever possible.
Changed line(s) 681,686 (click to see context) from:
* DerelictGraveyard: Larger groves of octopus trees tend to have the wreckage of ships lodged in their "roots," which only serves to lure in would-be explorers.
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growing in the middle of the ocean, and thanks to octopus trees, such tales don't just come from the bottom of a mug of grog.
* GreenThumb: Their spell-like abilities include ''entangle'', ''plant growth'', ''wall of thorns'' and ''warp wood'', the latter of which is particularly dangerous to sailing vessels.
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and use their roots to swim to intercept prey, using their magic as necessary.
* SupernaturalFearInducer: Any nearby creatures have to save or become shaken.
* TentacleRope: They attack by striking and grabbing prey with their tentacles, then passing them to the plant's maw, hidden just beneath the water's surface.
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growing in the middle of the ocean, and thanks to octopus trees, such tales don't just come from the bottom of a mug of grog.
* GreenThumb: Their spell-like abilities include ''entangle'', ''plant growth'', ''wall of thorns'' and ''warp wood'', the latter of which is particularly dangerous to sailing vessels.
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and use their roots to swim to intercept prey, using their magic as necessary.
* SupernaturalFearInducer: Any nearby creatures have to save or become shaken.
* TentacleRope: They attack by striking and grabbing prey with their tentacles, then passing them to the plant's maw, hidden just beneath the water's surface.
to:
* DerelictGraveyard: Larger groves AnIcePerson: Their BreathWeapon is a ''cone of octopus trees tend cold'' in 2nd Edition, and a cone of frigid water in 3rd Edition.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this tohave the wreckage a phobia for all fresh water. Nuckalavees aren't harmed by freshwater or anything, they just will never willingly enter it.
* EvilSmellsBad: They reek ofships lodged in their "roots," which only serves decay, like a corpse left to lure in would-be explorers.
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growingrot in the middle water, a strench "so strong and oppressive that it can be felt and tasted."
* MakeThemRot: Nuckalavees are surrounded by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of theocean, reason that undead never attack a nuckalavee unless magically compelled to do so.
* NoSell: They're immune to poison attacks, andthanks highly resistant to octopus trees, such tales don't just come fire damage.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from their mythological source by being centaur-like creatures whose humanoid torsos replace thebottom horse's neck at the front of their equine bodies, rather than sitting atop the spine like a mug of grog.
* GreenThumb:rider. Their spell-like abilities include ''entangle'', ''plant growth'', ''wall breath weapon is also a blast of thorns'' cold damage rather than a breath of sickness and ''warp wood'', decay, though the latter of which aspect is particularly dangerous to sailing vessels.
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and userepresented by their roots to swim to intercept prey, using their magic as necessary."Death Aura" ability.
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer:Any nearby creatures have to save or become shaken.
* TentacleRope: They attackNuckalavees are surrounded by striking and grabbing prey with a ''fear'' aura.
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing theirtentacles, then passing ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them to the plant's maw, hidden just beneath the water's surface.opaque blue flesh.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to
* EvilSmellsBad: They reek of
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growing
* MakeThemRot: Nuckalavees are surrounded by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of the
* NoSell: They're immune to poison attacks, and
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from their mythological source by being centaur-like creatures whose humanoid torsos replace the
* GreenThumb:
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and use
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer:
* TentacleRope: They attack
* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their
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[[folder:Ocularon]]
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Changed line(s) 692,696 (click to see context) from:
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
Floating, tentacled beings that can steal and animate other creatures' eyeballs.
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
Floating, tentacled beings that can steal and animate other creatures' eyeballs.
to:
->'''Classification:''' Aberration Monstrous Humanoid (3E)\\
'''Challenge Rating:'''12 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:'''ChaoticEvil
Floating, tentacled beings that can steal and animate other creatures' eyeballs.TrueNeutral
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Floating, tentacled beings that can steal and animate other creatures' eyeballs.
Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
Changed line(s) 698,702 (click to see context) from:
* EyeScream: An ocularon can try to steal the eyes of a victim its grappled for a round, impaling their eyeballs on the ends of the ocularon's barbed tentacles.
* EyeSpy: An ocularon can fill a stolen eyeball with the same gas that supports its body, allowing the creature to animate the eyeball as a flying sentry as per the ''prying eyes'' spell, or send the eyeball after a target as an explosive missile with a ranged touch attack.
* LivingGasbag: Ocularons are jellyfish-like creatures held aloft by toxic lighter-than-air gases, and [[DefeatEqualsExplosion explode when killed.]]
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, driving out all other creatures, and then animating some stolen eyeballs to monitor its territory for intruders.
* PoisonousPerson: The gas that fills an ocularon and its purloined eyeballs deals [[NonHealthDamage Strength and Constitution damage.]]
* EyeSpy: An ocularon can fill a stolen eyeball with the same gas that supports its body, allowing the creature to animate the eyeball as a flying sentry as per the ''prying eyes'' spell, or send the eyeball after a target as an explosive missile with a ranged touch attack.
* LivingGasbag: Ocularons are jellyfish-like creatures held aloft by toxic lighter-than-air gases, and [[DefeatEqualsExplosion explode when killed.]]
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, driving out all other creatures, and then animating some stolen eyeballs to monitor its territory for intruders.
* PoisonousPerson: The gas that fills an ocularon and its purloined eyeballs deals [[NonHealthDamage Strength and Constitution damage.]]
to:
* EyeScream: An ocularon BatPeople: They're a smaller example than the desmodus, though unlike them, the nycters can try to steal the eyes of a victim its grappled for a round, impaling actually fly.
* FantasticRacism: Nycters view theireyeballs on the ends of the ocularon's barbed tentacles.
* EyeSpy: An ocularon can fill a stolen eyeballdesmodu cousins as barbaric savages, much like how humans view ogres (ironic, given that desmodus are actually much smarter than nycters, with an Intelligence of 15 to the same gas average nycter's 10). The desmodus in turn deride nycters as lesser bat-folk, lacking brains and ambition.
* SuperScream: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, they become immune to thatsupports its body, allowing nycter's hunting cry for the creature next 24 hours.
* SuperSenses: As expected, these bat-folk can use echolocation toanimate the eyeball as a flying sentry as per the ''prying eyes'' spell, or send the eyeball after a target as an explosive missile with a ranged touch attack.
* LivingGasbag: Ocularons are jellyfish-likedetect creatures held aloft by toxic lighter-than-air gases, and [[DefeatEqualsExplosion explode when killed.]]
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, drivingin the dark, out all other creatures, and then animating some stolen eyeballs to monitor its territory for intruders.
* PoisonousPerson: The gas that fills an ocularon and its purloined eyeballs deals [[NonHealthDamage Strength and Constitution damage.]]60 feet.
* FantasticRacism: Nycters view their
* EyeSpy: An ocularon can fill a stolen eyeball
* SuperScream: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, they become immune to that
* SuperSenses: As expected, these bat-folk can use echolocation to
* LivingGasbag: Ocularons are jellyfish-like
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, driving
* PoisonousPerson: The gas that fills an ocularon and its purloined eyeballs deals [[NonHealthDamage Strength and Constitution damage.]]
Changed line(s) 705,712 (click to see context) from:
[[folder:Odopi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_odopi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 14 (standard), 18 (elder) (3E)\\
'''Alignment:''' ChaoticEvil
Huge, many-handed nightmares from the Tarterian Depths of Carceri, who sometimes tumble out of planar rifts to destroy anything they encounter.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_odopi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 14 (standard), 18 (elder) (3E)\\
'''Alignment:''' ChaoticEvil
Huge, many-handed nightmares from the Tarterian Depths of Carceri, who sometimes tumble out of planar rifts to destroy anything they encounter.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Huge, many-handed nightmares from
Fey embodying the
Changed line(s) 714,732 (click to see context) from:
* BizarreAlienLocomotion: They roll around like gigantic tumbleweeds on their countless hands.
* BoulderBludgeon: Odopis can sling up to four 20-pound stones per round, but can't concentrate fire on a single target.
* MultiArmedAndDangerous: They're in fact mostly clawed arms, with [[EyesDoNotBelongThere eyes in the center of each palm]]. Unlike the adominable hecatoncheires, this doesn't give odopis many melee attacks, instead they prefer to grab a single foe each round and then subsequently trample them.
* StarfishLanguage: The odopis have their own language, expressed by gurgling and hand-clapping.
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anything they grab in their hands is at risk of being passed to that maw and swallowed.
* TrampledUnderfoot: Well, under''hand'' -- odopis deal damage to anything they move over, including foes they've grabbed and held onto in previous rounds.
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 8 (4E), 2 (5E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh.
* BoulderBludgeon: Odopis can sling up to four 20-pound stones per round, but can't concentrate fire on a single target.
* MultiArmedAndDangerous: They're in fact mostly clawed arms, with [[EyesDoNotBelongThere eyes in the center of each palm]]. Unlike the adominable hecatoncheires, this doesn't give odopis many melee attacks, instead they prefer to grab a single foe each round and then subsequently trample them.
* StarfishLanguage: The odopis have their own language, expressed by gurgling and hand-clapping.
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anything they grab in their hands is at risk of being passed to that maw and swallowed.
* TrampledUnderfoot: Well, under''hand'' -- odopis deal damage to anything they move over, including foes they've grabbed and held onto in previous rounds.
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 8 (4E), 2 (5E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh.
to:
* BizarreAlienLocomotion: They roll BrownNoteBeing: In 2nd Edition and early 3rd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. Thankfully, nymphs can suppress or resume this ability at will, and the effect is restricted to blindness in 3.5E.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when aroundlike gigantic tumbleweeds on her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all theircountless hands.
* BoulderBludgeon: Odopispainful and troubling memories for the rest of the day, which can sling up be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used tofour 20-pound stones per round, but can't concentrate fire on brew a single target.
sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
*MultiArmedAndDangerous: They're OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact mostly clawed arms, with [[EyesDoNotBelongThere eyes spontaneously form in the center of each palm]]. Unlike the adominable hecatoncheires, this doesn't give odopis many melee attacks, instead they prefer such places to grab a single foe each round and then subsequently trample them.
* StarfishLanguage: The odopis havereflect their own language, expressed by gurgling splendor. They can be kind and hand-clapping.
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anythinggraceful to mortals they grab regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use theirhands intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful of their kind (CR 25 on a 1-30 scale!), serving as generals and master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she isat risk of being passed to injured.
* {{Transflormation}}: 4th Edition posits thatmaw and swallowed.
* TrampledUnderfoot: Well, under''hand'' -- odopis deal damagesome melancholy nymphs who tire of their games with mortals (or lose their heart to anything they move over, including foes they've grabbed and held onto one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad, which in previous rounds.
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.that edition are more "tree folk" than "fey women."
!!Grain Nymph
[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 8 (4E), 2 (5E)\\
'''Playable:''' 2E-3E\\
org/pmwiki/pub/images/d&d_grain_nymph_2e.jpg]]
[[caption-width-right:265:2e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Alignment:'''ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh.TrueNeutral
A variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their
* BoulderBludgeon: Odopis
* MagicHair: A lock of a nymph's hair can be used to
*
* StarfishLanguage: The odopis have
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anything
* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* {{Synchronization}}: In some tellings, a nymph will sicken and perish if her natural sanctums are despoiled, and in turn her home will decay if she is
* {{Transflormation}}: 4th Edition posits that
* TrampledUnderfoot: Well, under''hand'' -- odopis deal damage
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.
!!Grain Nymph
[[quoteright:265:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:[=3e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 8 (4E), 2 (5E)\\
'''Playable:''' 2E-3E\\
[[caption-width-right:265:2e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Alignment:'''
Hulking, dimwitted brutes with a taste for humanoid flesh.
A variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.
Changed line(s) 734,746 (click to see context) from:
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of planting crops, and rather than properly hunt, they mostly wander around their territory at night in small groups that kill anything they encounter. This "feast or famine" approach to food means that many ogres are left hungry and irritated, explaining their hostile interactions with other beings, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only one in three ogre children survive to adulthood.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.
* EliteMooks: "Skullcrusher" ogres are the result of a SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres of either sex mating with humans, Medium-sized goblinoids, or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurGiantsAreBigger: Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered posture, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of planting crops, and rather than properly hunt, they mostly wander around their territory at night in small groups that kill anything they encounter. This "feast or famine" approach to food means that many ogres are left hungry and irritated, explaining their hostile interactions with other beings, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only one in three ogre children survive to adulthood.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.
* EliteMooks: "Skullcrusher" ogres are the result of a SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres of either sex mating with humans, Medium-sized goblinoids, or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurGiantsAreBigger: Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered posture, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
to:
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have AnimalsHateHim: Anyone marked as an enemy of a much more monstrous, bestial appearance, grain nymph will find that no farm animal, including horses, will ever be friendly towards them again. This effect is permanent until removed by powerful magic like ''wish''.
* FantasticRacism: They don't get along withpronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of planting crops, and rather than properly hunt, they mostly wander aroundtheir territory at night in small groups that kill anything they encounter. This "feast or famine" approach to food means that many ogres wild cousins -- conventional nymphs think grain nymphs are left hungry snobbish, while grain nymphs consider themselves sophisiticated and irritated, explaining their hostile interactions with other beings, "cultivated."
* FriendToAllLivingThings: Farm animals adore grain nymphs, andtribes often resort will rush to raiding to get through one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as aWinterOfStarvation. It also helps explain why only one in three ogre children grain nymph is healthy, her fields will yield double the normal harvest and survive to adulthood.
* DumbMuscle: It's mentioned thatboth droughts and flooding. But a grain nymph can only remain in the majority same farmland for three years before leaving for a new location within 50 miles of ogres the last one. If she can't count find a new home, she'll perish, and she can only return to ten even with one of her previous fields if nine years have passed since she last protected them.
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring theirfingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.
* EliteMooks: "Skullcrusher" ogres are the result of a SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is justspeech. If they fail another name for "half-ogre," save a few rounds later, they collapse into a drunken stupor, and can be born from ogres of either sex mating will eventually awake with humans, Medium-sized goblinoids, a splitting hangover.
* PestController: They can ''summon'' ororcs, while orogs ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey areorcs seemingly blessed by the goddess Luthic nearly as beautiful as other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love withenhanced strength her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and intelligence.
fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcome elves' normal resistance to charms.
*OurGiantsAreBigger: Fearsome DirtyCoward: Unseelie nymphs avoid fighting whenever possible, as they may seem usually have minions to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even do that the likes of hill giants for them, and trolls -- "they prize their own beauty too highly to risk it in combat." When things turn against them, they'll use ''dimension door'' to slip away.
* EvilCounterpart: They're such to normal nymphs. It's noted that unseelie nymphs are ''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate andconsequently are often found serving greater giants.corrupt other creatures.
*OurOgresAreDifferent: Simple-minded, short-tempered, VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and always hungry. Ogre magi also exist, based Constitution]] drained away by her -- males in particular have a penalty on the oni; see below.
save to resist this effect, as "they would willingly give the unseelie nymph anything it requests."
*PrimalStance: Ogres are typically depicted standing WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a bow-legged, stoop-shouldered posture, twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless countered with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]],powerful magic like ''wish'', or a ballista carried with the ease powerful druid takes charge of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is inthe area of effect, potentially stunning anything that shrugged off the initial psionic assault.to heal it.
* FantasticRacism: They don't get along with
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of planting crops, and rather than properly hunt, they mostly wander around
* FriendToAllLivingThings: Farm animals adore grain nymphs, and
* GreenThumb: So long as a
* DumbMuscle: It's mentioned that
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their
* EliteMooks: "Skullcrusher" ogres are the result of a SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just
* PestController: They can ''summon'' or
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).
!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
These fey are
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with
*
* EvilCounterpart: They're such to normal nymphs. It's noted that unseelie nymphs are ''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and
*
*
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]],
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in
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[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 8 (3E, 4E), 7 (5E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 8 (3E, 4E), 7 (5E)\\
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
[[caption-width-right:350:3e]]
->'''Origin:'''
'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 757 (click to see context) from:
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
to:
Glowing globes of light that
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* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_elemental_mage_3e.png]]
[[caption-width-right:350:From left to right, a ken-li, ken-sun, and ken-kuni (3e)]]
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:''' 8 (ken-kuni), 10 (ken-li), 13 (ken-sun) (3E)\\
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working in concert.
----
* BlowYouAway: Ken-sun can surround themselves with fierce winds, making missile attacks impossible and potentially knocking down adjacent Medium-sized creatures (and blowing away Small ones).
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even have a "Shared Strength" ability that means whenever two or more elemental magi are within 60 feet of each other and have to make a saving throw, they can use the highest bonus available to the group.
* DishingOutDirt: Ken-kuni can make earthshock attacks every few rounds to try and knock foes off their feet, affecting either everything adjacent to them, or those in a 30-foot line.
* EvilOverlord: Ken-sun are megalomaniacs who exist to rule. They use their might and magic to gather warbands, if not entire armies, to carve out domains and extract tribute. The ken-kuni and ken-li, who are naturally subservient to the stronger ken-sun, will serve in the latter's forces as siegebreakers and trusted retainers.
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing them to be used with impunity during mixed melees.
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while the all-male race is capable of breeding with ogres and ogre mages, there's no guarantee their offspring will be another elemental mage.
* OurOgresAreDifferent: Elemental magi are thought to be a variant of ogre mage (aka oni) that is born at random to other types of ogres.
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a BreathWeapon, and can wreathe themselves in flames, [[TheSpiny dealing a bit of damage to those who attack it in melee.]]
* {{Pyromaniac}}: The fiery ken-li want nothing more than to wander where they will, torching any forests, herds of cattle, and villages they come across. It takes the ken-sun to give them purpose and discipline as soldiers.
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_elemental_mage_3e.png]]
[[caption-width-right:350:From left to right, a ken-li, ken-sun, and ken-kuni (3e)]]
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:''' 8 (ken-kuni), 10 (ken-li), 13 (ken-sun) (3E)\\
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working in concert.
----
* BlowYouAway: Ken-sun can surround themselves with fierce winds, making missile attacks impossible and potentially knocking down adjacent Medium-sized creatures (and blowing away Small ones).
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even have a "Shared Strength" ability that means whenever two or more elemental magi are within 60 feet of each other and have to make a saving throw, they can use the highest bonus available to the group.
* DishingOutDirt: Ken-kuni can make earthshock attacks every few rounds to try and knock foes off their feet, affecting either everything adjacent to them, or those in a 30-foot line.
* EvilOverlord: Ken-sun are megalomaniacs who exist to rule. They use their might and magic to gather warbands, if not entire armies, to carve out domains and extract tribute. The ken-kuni and ken-li, who are naturally subservient to the stronger ken-sun, will serve in the latter's forces as siegebreakers and trusted retainers.
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing them to be used with impunity during mixed melees.
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while the all-male race is capable of breeding with ogres and ogre mages, there's no guarantee their offspring will be another elemental mage.
* OurOgresAreDifferent: Elemental magi are thought to be a variant of ogre mage (aka oni) that is born at random to other types of ogres.
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a BreathWeapon, and can wreathe themselves in flames, [[TheSpiny dealing a bit of damage to those who attack it in melee.]]
* {{Pyromaniac}}: The fiery ken-li want nothing more than to wander where they will, torching any forests, herds of cattle, and villages they come across. It takes the ken-sun to give them purpose and discipline as soldiers.
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.
to:
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: TheyAttackReflector: Anyone targeting a nyth with a ''magic missile'' of their own will have the power to fly.
spell reflected right back at them.
*HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also bombards a 30-foot radius with ''magic missiles''.
* FeedItWithFire: Nyths absorb electricity and fire,while in 5th edition they just keep regaining gaining rather than losing hit points on each of from such effects.
* {{Invisibility}}: They can damp theirturns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to workglows for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblanceup to ogres, even eight rounds at a time, effectively becoming invisible, though they are pulse with light whenever they fire their ''magic missile''.
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in its corner of the dungeon, and will onlydistantly retreat if faced with certain death.
* {{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp: They're related totrue ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types,such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_elemental_mage_3e.png]]
[[caption-width-right:350:From left to right, a ken-li, ken-sun, and ken-kuni (3e)]]
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:''' 8 (ken-kuni), 10 (ken-li), 13 (ken-sun) (3E)\\
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working in concert.
----
* BlowYouAway: Ken-sun can surround themselves with fierce winds, making missile attacks impossible and potentially knocking down adjacent Medium-sized creatures (and blowing away Small ones).
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even have a "Shared Strength" ability that means whenever two or more elemental magi are within 60 feet of each other and have to make a saving throw, they can use the highest bonus available to the group.
* DishingOutDirt: Ken-kuni can make earthshock attacks every few rounds to try and knock foes off their feet, affecting either everything adjacent to them, or those in a 30-foot line.
* EvilOverlord: Ken-sun are megalomaniacs who exist to rule. They use their might and magic to gather warbands, if not entire armies, to carve out domains and extract tribute. The ken-kuni and ken-li, who are naturally subservient to the stronger ken-sun, will serve in the latter's forces as siegebreakers and trusted retainers.
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing them to be used with impunity during mixed melees.
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while the all-male race is capable of breeding with ogres and ogre mages, there's no guarantee their offspring will be another elemental mage.
* OurOgresAreDifferent: Elemental magi are thought to be a variant of ogre mage (aka oni) that is born at random to other types of ogres.
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a BreathWeapon,creatures, and can wreathe themselves communicate with them via pulses of light, but nyths differ from will-o-wisps by operating in flames, [[TheSpiny dealing a bit of damage to those who attack it in melee.]]
* {{Pyromaniac}}: The fiery ken-li want nothing moredaylight (and often attacking prey with the sun behind them), and rather than to wander where they will, torching any forests, herds of cattle, absorbing a dying creature's life essence, nyths hunt and villages they come across. It takes the ken-sun to give them purpose physically eat small game like rodents, birds and discipline as soldiers.
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.insects.
* {{Flight}}: They
*
* FeedItWithFire: Nyths absorb electricity and fire,
* {{Invisibility}}: They can damp their
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance
* MagicMissileStorm: They can fire a basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in its corner of the dungeon, and will only
* {{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp: They're related to
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types,
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_elemental_mage_3e.png]]
[[caption-width-right:350:From left to right, a ken-li, ken-sun, and ken-kuni (3e)]]
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:''' 8 (ken-kuni), 10 (ken-li), 13 (ken-sun) (3E)\\
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working in concert.
----
* BlowYouAway: Ken-sun can surround themselves with fierce winds, making missile attacks impossible and potentially knocking down adjacent Medium-sized creatures (and blowing away Small ones).
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even have a "Shared Strength" ability that means whenever two or more elemental magi are within 60 feet of each other and have to make a saving throw, they can use the highest bonus available to the group.
* DishingOutDirt: Ken-kuni can make earthshock attacks every few rounds to try and knock foes off their feet, affecting either everything adjacent to them, or those in a 30-foot line.
* EvilOverlord: Ken-sun are megalomaniacs who exist to rule. They use their might and magic to gather warbands, if not entire armies, to carve out domains and extract tribute. The ken-kuni and ken-li, who are naturally subservient to the stronger ken-sun, will serve in the latter's forces as siegebreakers and trusted retainers.
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing them to be used with impunity during mixed melees.
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while the all-male race is capable of breeding with ogres and ogre mages, there's no guarantee their offspring will be another elemental mage.
* OurOgresAreDifferent: Elemental magi are thought to be a variant of ogre mage (aka oni) that is born at random to other types of ogres.
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a BreathWeapon,
* {{Pyromaniac}}: The fiery ken-li want nothing more
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.
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[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
to:
[[quoteright:349:https://static.
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Ooze
'''Challenge Rating:'''
'''Alignment:'''
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of
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* AcidAttack: Nearly every variety of ooze uses acid to dissolve and digest their victims.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* EnemySummoner: As can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple times per day.
* HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with their environments and ambush unsuspecting prey.
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where they live.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a ten-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and then "etherealize" their victim, bringing it back to the Ethereal Plane with them -- and potentially stranding the creature there if it manages to fight free of the ooze.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the Plane of Shadow. Like undead shadows, they're capable of dealing [[NonHealthDamage Strength damage]] to those they touch.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new patch of olive slime.
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that live in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as they do so.
!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arcane_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E)
Fluid masses of green protoplasm with a strange affinity for arcane magic.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* EnemySummoner: As can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple times per day.
* HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with their environments and ambush unsuspecting prey.
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where they live.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a ten-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and then "etherealize" their victim, bringing it back to the Ethereal Plane with them -- and potentially stranding the creature there if it manages to fight free of the ooze.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the Plane of Shadow. Like undead shadows, they're capable of dealing [[NonHealthDamage Strength damage]] to those they touch.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new patch of olive slime.
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that live in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as they do so.
!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arcane_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E)
Fluid masses of green protoplasm with a strange affinity for arcane magic.
to:
* AcidAttack: Nearly every variety of ooze uses acid to dissolve BizarreAlienReproduction: As an oblex devours memories, it grows larger and digest their victims.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucentbecomes able to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split intomimic multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like distinct personalities. Eventually it reaches the mustard jelly can split and reform themselves at will as they hunt their prey.
point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster:A wide variety of Their amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling upbodies can squeeze through an inch-wide gap without difficulty, even the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
Huge elder oblexes.
*DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* EnemySummoner: AsCharmPerson: Adult oblexes can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple spell three times per day.
* HeWasRightThereAllAlong: Several kinds of oozesday, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving theirnatural coloration to blend in with their environments prey befuddled and ambush unsuspecting prey.
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystalconfused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, andflotsam oozes are nearly transparent, making them very difficult to see in the water where they live.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at restwill have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable froma wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhapsthe most insidious, as these offshoots of gelatinous cubes were altered by original save for a mage slimy tendril extending up to look like a ten-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and then "etherealize" their victim, bringing it back120 feet to the Ethereal Plane with them -- and potentially stranding the creature there if it manages to fight free of the ooze.
* ItCanThink: Mustard jellies stand out for being predatoryoblex's main body. The oozes with a human-level intelligence, enough use these simulacra to recognize the value of treasure as bait to infiltrate settlements and lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into additional victims.
* StupidityInducingAttack: An oblex can eat anochre jelly.
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the Plane of Shadow. Like undead shadows, they're capable ofadjacent creature's memories, dealing [[NonHealthDamage Strength damage]] to those they touch.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and willpsychic damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up toand also imposing penalties on their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poisonattack rolls and ability checks as they forget how to avoid detection, then extends parasitic tendrils into fight. Each time a victim suffers this effect, the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, penalties get worse until a few days later the host is transformed into a mindless, plant-like creature, before they ultimately collapsing lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, andexpiring, creating a new patch of olive slime.
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozesMordenkainen suspects that live in the sea, dun puddings mind flayers' elder brains are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red aspsychically monitoring the oblexes' progress, co-opting whatever they do so.
!!Arcane Ooze
learn through their predations.
[[/folder]]
[[folder:Obliviax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arcane_ooze_3e.org/pmwiki/pub/images/d&d_oblivion_moss_4e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge[[caption-width-right:350:Mosslings (4e)]]
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:'''9 (3E)
Fluid masses1 (3E), 12 (4E)\\
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies ofgreen protoplasm with a strange affinity for arcane magic.its victims.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into
* BlobMonster:
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up
*
* EnemySummoner: As
* HeWasRightThereAllAlong: Several kinds of oozes
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal
* KillItWithFire: Oblexes have an aversion to fire, and
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and then "etherealize" their victim, bringing it back
* ItCanThink: Mustard jellies stand out for being predatory
* StupidityInducingAttack: An oblex can eat an
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the Plane of Shadow. Like undead shadows, they're capable of
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as
!!Arcane Ooze
[[/folder]]
[[folder:Obliviax]]
[[quoteright:350:https://static.tvtropes.
->'''Challenge
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:'''
Fluid masses
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies of
Changed line(s) 831,836 (click to see context) from:
* FeedItWithFire: They're healed by any magic that deals acid damage, while lightning damage will grant them a ''haste'' effect.
* MagicEater: These oozes have the strange ability to siphon arcane spells. Any arcane spellcaster within 60 feet of an arcane ooze has to make a saving throw each round or lose one of their highest-level spells as the creature absorbs its magical energy, gaining temporary hit points from the effect.
* NoSell: Arcane oozes are unaffected by most arcane magic.
!!Bloodfire Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodfire_ooze_3e.jpg]]
* MagicEater: These oozes have the strange ability to siphon arcane spells. Any arcane spellcaster within 60 feet of an arcane ooze has to make a saving throw each round or lose one of their highest-level spells as the creature absorbs its magical energy, gaining temporary hit points from the effect.
* NoSell: Arcane oozes are unaffected by most arcane magic.
!!Bloodfire Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodfire_ooze_3e.jpg]]
to:
* FeedItWithFire: They're healed by any magic that deals acid damage, while lightning AchillesHeel: While enough fire damage will grant them destroy a ''haste'' effect.
patch of obliviax, any amount of cold damage instantly kills it
*MagicEater: These oozes have EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss, they can regain the strange ability to siphon arcane spells. Any arcane spellcaster within 60 feet lost memories -- including any stolen spells -- of an arcane ooze has to make the obliviax's most recent victim, though if they fail a saving throw each round they'll instead become poisoned. 4th Edition expands upon this, by noting that those who consume obliviax might gain hazy memories from the plant's older victims, such as the important message relayed by a courier, or lose one the location of traps within a treasure vault, though such memories need to be acted upon quickly before they fade away.
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligent enough to make the best use of theirhighest-level stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim (who takes some Wisdom damage in 3rd Edition), while the moss goes dormant for a day to "digest" its meal, spawning a mossling to defend itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spellsas stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creatureabsorbs (preferrably in a lead-lined box to block its magical energy, gaining temporary hit points from mind-stealing powers). Beyond feeding upon the effect.
* NoSell: Arcane oozes are unaffected by most arcane magic.
!!Bloodfire Ooze
mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate with the likes of the cult of Zuggtmoy after being offered more mobile forms.
[[/folder]]
[[folder:Ocean Strider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bloodfire_ooze_3e.org/pmwiki/pub/images/d&d_ocean_strider_3e.jpg]]
*
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are sentient and intelligent enough to make the best use of their
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim (who takes some Wisdom damage in 3rd Edition), while the moss goes dormant for a day to "digest" its meal, spawning a mossling to defend itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small to Large combat forms that are considerably more mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature
* NoSell: Arcane oozes are unaffected by most arcane magic.
!!Bloodfire Ooze
[[/folder]]
[[folder:Ocean Strider]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 838,841 (click to see context) from:
->'''Challenge Rating:''' 7 (3E, 4E)\\
'''Alignment:''' NeutralEvil
Masses of superheated blood, which can fling fire themselves and empower the pyromancy of other creatures.
'''Alignment:''' NeutralEvil
Masses of superheated blood, which can fling fire themselves and empower the pyromancy of other creatures.
to:
'''Challenge Rating:'''
'''Alignment:'''
Masses
Giant fey resembling humanoid orcas, who protect stretches of
Changed line(s) 843,854 (click to see context) from:
* AmplifierArtifact: Any fire spell cast within 60 feet of a bloodfire ooze is boosted as per the Empowered Spell feat.
* BloodyMurder: Bloodfire oozes are created from blood harvested from a hundred non-evil humanoids, mixed with the ichor of a demon. "Blighted" bloodfire oozes add the blood of even more alien and horrific beings, giving the monster the entropic and pseudonatural templates.
* MakeThemRot: Blighted bloodfire oozes are surrounded by an aura of negative energy that deals a point of hit point damage to any living creatures within 10 feet of them, an effect they can strengthen to also deal [[NonHealthDamage Strength damage.]]
* PlayingWithFire: Bloodfire oozes can create 10-foot radius blasts of fire each round.
* TheSpiny: Anything that strikes them in melee takes fire damage from the ooze's burning blood.
!!Bone Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bone_ooze_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 21 (3E)
Also called "rolling graveyards," these 30-foot-wide globs of pallid goo have dozens of partially-digested bones within their masses.
* BloodyMurder: Bloodfire oozes are created from blood harvested from a hundred non-evil humanoids, mixed with the ichor of a demon. "Blighted" bloodfire oozes add the blood of even more alien and horrific beings, giving the monster the entropic and pseudonatural templates.
* MakeThemRot: Blighted bloodfire oozes are surrounded by an aura of negative energy that deals a point of hit point damage to any living creatures within 10 feet of them, an effect they can strengthen to also deal [[NonHealthDamage Strength damage.]]
* PlayingWithFire: Bloodfire oozes can create 10-foot radius blasts of fire each round.
* TheSpiny: Anything that strikes them in melee takes fire damage from the ooze's burning blood.
!!Bone Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_bone_ooze_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 21 (3E)
Also called "rolling graveyards," these 30-foot-wide globs of pallid goo have dozens of partially-digested bones within their masses.
to:
* AmplifierArtifact: Any fire spell cast within 60 feet of a bloodfire ooze is boosted as per the Empowered Spell feat.
* BloodyMurder: Bloodfire oozes are created from blood harvested from a hundred non-evil humanoids, mixedBeastMan: They're Huge humanoids with the ichor rubbery skin, black-and-white markings, and stubby tail of a demon. "Blighted" bloodfire oozes add an orca.
* GaiasVengeance: Ocean striders take it upon themselves to defend theblood of even seas from plunderers, viewing anything not native to the area's water or skies as an intruder. They are, however, willing to negotiate, and will let ships through if their captains promise not to kill more alien and horrific beings, giving marine life than they can eat, or dump their trash overboard. Such captains would be wise to fulfil their end of the monster bargain, as ocean striders are known to shadow ships for miles if they have doubts about the entropic and pseudonatural templates.
crew's trustworthiness.
*MakeThemRot: Blighted bloodfire oozes are surrounded by an aura of negative energy SupernaturalFearInducer: They have a frightful presence that deals a point of hit point affects creatures up to 100 feet away.
* UseYourHead: Ocean striders can make ram attacks, either dealing damage toany living creatures within 10 feet a single creature, or potentially hulling a ship so that it sinks in a matter of them, an effect they can strengthen to also deal [[NonHealthDamage minutes. Even if the fey fails their Strength damage.]]
* PlayingWithFire: Bloodfire oozes can create 10-foot radius blasts of fire each round.
* TheSpiny: Anything that strikes them in melee takes firecheck to break a ship's hull, those aboard must make their own saves to either take damage from being thrown about, or ending up overboard on a failure.
* WalkOnWater: They get their name from their ability to walk atop theooze's burning blood.
!!Bone Ooze
[[quoteright:350:https://static.waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
[[/folder]]
[[folder:Octopus Tree]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_bone_ooze_3e.org/pmwiki/pub/images/d&d_octopus_tree_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:'''21 (3E)
Also called "rolling graveyards," these 30-foot-wide globs12 (3E)\\
'''Alignment:''' NeutralEvil
Predatory sea plants that can root themselves near the shore or drift along the currents on the ocean's surface, forming forests ofpallid goo have dozens of partially-digested bones within their masses.rubbery, black-barked, tentacled trees.
* BloodyMurder: Bloodfire oozes are created from blood harvested from a hundred non-evil humanoids, mixed
* GaiasVengeance: Ocean striders take it upon themselves to defend the
*
* UseYourHead: Ocean striders can make ram attacks, either dealing damage to
* PlayingWithFire: Bloodfire oozes can create 10-foot radius blasts of fire each round.
* TheSpiny: Anything that strikes them in melee takes fire
* WalkOnWater: They get their name from their ability to walk atop the
!!Bone Ooze
[[quoteright:350:https://static.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
[[/folder]]
[[folder:Octopus Tree]]
[[quoteright:300:https://static.tvtropes.
->'''Challenge
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:'''
Also called "rolling graveyards," these 30-foot-wide globs
'''Alignment:''' NeutralEvil
Predatory sea plants that can root themselves near the shore or drift along the currents on the ocean's surface, forming forests of
Changed line(s) 856,865 (click to see context) from:
* DamageOverTime: Their bodies are studded with bone shards, and so their slam or engulf attacks cause cumulative bleeding damage, until the victim receives natural or magical healing.
* LogicalWeakness: All those absorbed bones give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.
* NonHealthDamage: These oozes absorb part of their victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, the ooze expels the victim's fleshy parts and equipment.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage each round, and be subject to their "bone meld" attack.
!!Cesspit Ooze
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_cesspit_ooze_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 9 (3E)\\
* LogicalWeakness: All those absorbed bones give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.
* NonHealthDamage: These oozes absorb part of their victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, the ooze expels the victim's fleshy parts and equipment.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage each round, and be subject to their "bone meld" attack.
!!Cesspit Ooze
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_cesspit_ooze_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 9 (3E)\\
to:
* DamageOverTime: DerelictGraveyard: Larger groves of octopus trees tend to have the wreckage of ships lodged in their "roots," which only serves to lure in would-be explorers.
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growing in the middle of the ocean, and thanks to octopus trees, such tales don't just come from the bottom of a mug of grog.
* GreenThumb: Theirbodies are studded with bone shards, spell-like abilities include ''entangle'', ''plant growth'', ''wall of thorns'' and so ''warp wood'', the latter of which is particularly dangerous to sailing vessels.
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and use theirslam roots to swim to intercept prey, using their magic as necessary.
* SupernaturalFearInducer: Any nearby creatures have to save orengulf attacks cause cumulative bleeding damage, until the victim receives natural or magical healing.
become shaken.
*LogicalWeakness: All those absorbed bones give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five TentacleRope: They attack by five feet square, it takes a full round for striking and grabbing prey with their tentacles, then passing them to do so.
* NonHealthDamage: These oozes absorb part of their victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorbthe entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, plant's maw, hidden just beneath the ooze expels the victim's fleshy parts and equipment.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage each round, and be subject to their "bone meld" attack.
!!Cesspit Ooze
[[quoteright:349:https://static.water's surface.
[[/folder]]
[[folder:Ocularon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_cesspit_ooze_3e.png]]
[[caption-width-right:349:3e]]
->'''Challengeorg/pmwiki/pub/images/d&d_ocularon_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''9 12 (3E)\\
* EerilyOutOfPlaceObject: Sailors sometimes tell stories about strange forests growing in the middle of the ocean, and thanks to octopus trees, such tales don't just come from the bottom of a mug of grog.
* GreenThumb: Their
* ManEatingPlant: Octopus trees can gain some sustenance from photosynthesis, but to grow larger they need to consume flesh. They thus lurk along shipping lanes and use their
* SupernaturalFearInducer: Any nearby creatures have to save or
*
* NonHealthDamage: These oozes absorb part of their victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorb
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage each round, and be subject to their "bone meld" attack.
!!Cesspit Ooze
[[quoteright:349:https://static.
[[/folder]]
[[folder:Ocularon]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:349:3e]]
->'''Challenge
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
Changed line(s) 868 (click to see context) from:
Revolting monsters born when a sentient creature dies in filth tainted by arcane pollution and surrounded by misery.
to:
Changed line(s) 870,880 (click to see context) from:
* AsteroidsMonster: Each attack by a slashing or piercing weapon merely causes the cesspit ooze to split in two, dividing its hit points.
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting in a 30-foot splash of enraging acid.
* ItCanThink: Due to the circumstances of their creation, cesspit oozes "inherit" a glimmer of intelligence from the decaying body that spawns them, enough to prefer prey that's sentient, frightened and in pain.
* MuckMonster: They're living, predatory piles of sewage mixed with trash and animal carcasses.
* ReviveKillsZombie: Even though they're not undead, cesspit oozes are empowered by the pain of their victims, and thus take damage from positive energy.
* SetAMookToKillAMook: Any creature damaged by the ooze's acidic muck also has to save or fly into a berserk rage within 20 rounds, attacking the nearest living thing until they successfully save to shake off the effect.
* TheVirus: Oddly enough averted; even though a cesspit ooze's victims die in pretty much the same circumstances the original spawned in, this never results in new oozes, presumably because the existing ooze absorbs the emotions that would generate a new one.
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough to sicken creatures that come near them.
!!Conflagration Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_conflagration_ooze_3e.jpg]]
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting in a 30-foot splash of enraging acid.
* ItCanThink: Due to the circumstances of their creation, cesspit oozes "inherit" a glimmer of intelligence from the decaying body that spawns them, enough to prefer prey that's sentient, frightened and in pain.
* MuckMonster: They're living, predatory piles of sewage mixed with trash and animal carcasses.
* ReviveKillsZombie: Even though they're not undead, cesspit oozes are empowered by the pain of their victims, and thus take damage from positive energy.
* SetAMookToKillAMook: Any creature damaged by the ooze's acidic muck also has to save or fly into a berserk rage within 20 rounds, attacking the nearest living thing until they successfully save to shake off the effect.
* TheVirus: Oddly enough averted; even though a cesspit ooze's victims die in pretty much the same circumstances the original spawned in, this never results in new oozes, presumably because the existing ooze absorbs the emotions that would generate a new one.
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough to sicken creatures that come near them.
!!Conflagration Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_conflagration_ooze_3e.jpg]]
to:
* AsteroidsMonster: Each attack by a slashing or piercing weapon merely causes EyeScream: An ocularon can try to steal the cesspit ooze to split in two, dividing eyes of a victim its hit points.
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting ingrappled for a 30-foot splash of enraging acid.
* ItCanThink: Due to the circumstances ofround, impaling their creation, cesspit oozes "inherit" a glimmer of intelligence from eyeballs on the decaying body ends of the ocularon's barbed tentacles.
* EyeSpy: An ocularon can fill a stolen eyeball with the same gas thatspawns them, enough to prefer prey that's sentient, frightened and in pain.
* MuckMonster: They're living, predatory piles of sewage mixed with trash and animal carcasses.
* ReviveKillsZombie: Even though they're not undead, cesspit oozes are empowered bysupports its body, allowing the pain of their victims, and thus take damage from positive energy.
* SetAMookToKillAMook: Anycreature damaged by to animate the ooze's acidic muck also has to save or fly into eyeball as a berserk rage within 20 rounds, attacking flying sentry as per the nearest living thing until they successfully save to shake off ''prying eyes'' spell, or send the effect.
eyeball after a target as an explosive missile with a ranged touch attack.
*TheVirus: Oddly enough averted; even though a cesspit ooze's victims die in pretty much the same circumstances the original spawned in, this never results in new oozes, presumably because the existing ooze absorbs the emotions that would generate a new one.
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough to sickenLivingGasbag: Ocularons are jellyfish-like creatures held aloft by toxic lighter-than-air gases, and [[DefeatEqualsExplosion explode when killed.]]
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, driving out all other creatures, and then animating some stolen eyeballs to monitor its territory for intruders.
* PoisonousPerson: The gas thatcome near them.
!!Conflagration Ooze
fills an ocularon and its purloined eyeballs deals [[NonHealthDamage Strength and Constitution damage.]]
[[/folder]]
[[folder:Odopi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_conflagration_ooze_3e.org/pmwiki/pub/images/d&d_odopi_3e.jpg]]
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting in
* ItCanThink: Due to the circumstances of
* EyeSpy: An ocularon can fill a stolen eyeball with the same gas that
* MuckMonster: They're living, predatory piles of sewage mixed with trash and animal carcasses.
* ReviveKillsZombie: Even though they're not undead, cesspit oozes are empowered by
* SetAMookToKillAMook: Any
*
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough to sicken
* TheParanoiac: Ocularons are prone to claiming a slice of a dungeon as their own territory, driving out all other creatures, and then animating some stolen eyeballs to monitor its territory for intruders.
* PoisonousPerson: The gas that
!!Conflagration Ooze
[[/folder]]
[[folder:Odopi]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 882 (click to see context) from:
->'''Challenge Rating:''' 7 (3E)\\
to:
'''Challenge Rating:'''
Changed line(s) 885 (click to see context) from:
Sentient and malevolent masses of liquid flame, which cause their victims to erupt with fire from within.
to:
Changed line(s) 887,893 (click to see context) from:
* ItCanThink: Conflagration oozes are smart enough to use their spell-like abilities tactically, speak Ignan, and some even conduct magical research in their spare time.
* LogicalWeakness: They have to spend most of their time hunting, to fuel the infernos within them.
* PlayingWithFire: True to their name, conflagration oozes are constantly burning, and deal extra fire damage with their slam attacks, but much more dangerous is their "fire in the blood" ability. Anything they grapple or pin has to save or contract a fiery toxin that causes additional damage and can cause their blood (or other vital fluids) to become liquid flame, dealing [[NonHealthDamage Constitution damage]] as rivulets of flame burn through their skin.
* StatusEffects: They can use spells like ''[[StupidityInducingAttack confusion]]'', ''[[ForcedSleep deep slumber]]'' and ''[[TheParalyzer hold monster]]'' each once per day, to immobilize or disogranize opponents before moving into melee.
!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
* LogicalWeakness: They have to spend most of their time hunting, to fuel the infernos within them.
* PlayingWithFire: True to their name, conflagration oozes are constantly burning, and deal extra fire damage with their slam attacks, but much more dangerous is their "fire in the blood" ability. Anything they grapple or pin has to save or contract a fiery toxin that causes additional damage and can cause their blood (or other vital fluids) to become liquid flame, dealing [[NonHealthDamage Constitution damage]] as rivulets of flame burn through their skin.
* StatusEffects: They can use spells like ''[[StupidityInducingAttack confusion]]'', ''[[ForcedSleep deep slumber]]'' and ''[[TheParalyzer hold monster]]'' each once per day, to immobilize or disogranize opponents before moving into melee.
!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
to:
* ItCanThink: Conflagration oozes are smart enough to use BizarreAlienLocomotion: They roll around like gigantic tumbleweeds on their spell-like abilities tactically, speak Ignan, countless hands.
* BoulderBludgeon: Odopis can sling up to four 20-pound stones per round, but can't concentrate fire on a single target.
* MultiArmedAndDangerous: They're in fact mostly clawed arms, with [[EyesDoNotBelongThere eyes in the center of each palm]]. Unlike the adominable hecatoncheires, this doesn't give odopis many melee attacks, instead they prefer to grab a single foe each round andsome even conduct magical research then subsequently trample them.
* StarfishLanguage: The odopis have their own language, expressed by gurgling and hand-clapping.
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anything they grab in theirspare time.
* LogicalWeakness: They havehands is at risk of being passed to spend most of their time hunting, to fuel the infernos within them.
* PlayingWithFire: True to their name, conflagration oozes are constantly burning,that maw and swallowed.
* TrampledUnderfoot: Well, under''hand'' -- odopis dealextra fire damage with their slam attacks, but much more dangerous is their "fire in the blood" ability. Anything to anything they grapple or pin has to save or contract a fiery toxin that causes additional damage move over, including foes they've grabbed and can cause their blood (or other vital fluids) to become liquid flame, dealing [[NonHealthDamage Constitution damage]] as rivulets of flame burn through their skin.
* StatusEffects: They can use spells like ''[[StupidityInducingAttack confusion]]'', ''[[ForcedSleep deep slumber]]'' and ''[[TheParalyzer hold monster]]'' each once per day, to immobilize or disogranize opponents before moving into melee.
!!Dragonblood Ooze
held onto in previous rounds.
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]] org/pmwiki/pub/images/ogre_d&d_5e.png]]
* BoulderBludgeon: Odopis can sling up to four 20-pound stones per round, but can't concentrate fire on a single target.
* MultiArmedAndDangerous: They're in fact mostly clawed arms, with [[EyesDoNotBelongThere eyes in the center of each palm]]. Unlike the adominable hecatoncheires, this doesn't give odopis many melee attacks, instead they prefer to grab a single foe each round and
* StarfishLanguage: The odopis have their own language, expressed by gurgling and hand-clapping.
* SwallowedWhole: Odopis do have a toothless mouth in the center of all those arms, and anything they grab in their
* LogicalWeakness: They have
* PlayingWithFire: True to their name, conflagration oozes are constantly burning,
* TrampledUnderfoot: Well, under''hand'' -- odopis deal
* StatusEffects: They can use spells like ''[[StupidityInducingAttack confusion]]'', ''[[ForcedSleep deep slumber]]'' and ''[[TheParalyzer hold monster]]'' each once per day, to immobilize or disogranize opponents before moving into melee.
!!Dragonblood Ooze
[[/folder]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 895,897 (click to see context) from:
->'''Challenge Rating:''' 5 (5E)
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.
to:
[[caption-width-right:350:[[labelnote:[=2e=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:'''
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out
'''Playable:''' 2E-3E\\
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with
Changed line(s) 899,908 (click to see context) from:
* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, but some alchemist has done the next best thing.
* BreathWeapon: Dragonblood oozes try to manifest a dragon's breath weapon, but only manage to expel a spray of their own gelatinous mass.
* WallCrawl: They can freely scale sheer surfaces or move upside-down across ceilings.
!!Flesh Jelly
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_flesh_jelly_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 19 (3E)
Gargantuan mounds of stinking skin and hair, bulging with loose bones.
* BreathWeapon: Dragonblood oozes try to manifest a dragon's breath weapon, but only manage to expel a spray of their own gelatinous mass.
* WallCrawl: They can freely scale sheer surfaces or move upside-down across ceilings.
!!Flesh Jelly
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_flesh_jelly_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 19 (3E)
Gargantuan mounds of stinking skin and hair, bulging with loose bones.
to:
* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but some alchemist has done retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under thenext best thing.
* BreathWeapon: Dragonblood oozesopen sky, and any dwelling they try to manifest build in imitation of other races is likely to collapse within a dragon's breath weapon, but year. Ogres forage instead of planting crops, and rather than properly hunt, they mostly wander around their territory at night in small groups that kill anything they encounter. This "feast or famine" approach to food means that many ogres are left hungry and irritated, explaining their hostile interactions with other beings, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only manage one in three ogre children survive to expel adulthood.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.
* EliteMooks: "Skullcrusher" ogres are the result of aspray SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres of either sex mating with humans, Medium-sized goblinoids, or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurGiantsAreBigger: Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered posture, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of theirown gelatinous mass.
wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
*WallCrawl: They SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre canfreely scale sheer surfaces or move upside-down across ceilings.
!!Flesh Jelly
actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
[[/folder]]
[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_flesh_jelly_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challengeorg/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:'''19 (3E)
Gargantuan mounds of stinking skin and hair, bulging8 (3E, 4E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength withloose bones.a terrible cunning and fearsome magical powers.
* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the
* BreathWeapon: Dragonblood oozes
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.
* EliteMooks: "Skullcrusher" ogres are the result of a
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* LargeAndInCharge: Zig-zagged; sometimes, ogres are able to use their size and strength to seize control of a tribe of orcs or goblinoids, but in other cases, the ogres might end up bullied into serving as bruisers and warbeasts.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres of either sex mating with humans, Medium-sized goblinoids, or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurGiantsAreBigger: Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered posture, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their
*
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can
!!Flesh Jelly
[[/folder]]
[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Challenge
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/KaraTur''\\
'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:'''
Gargantuan mounds of stinking skin and hair, bulging
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with
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* OneHitKill: Anything engulfed by a flesh jelly has to save or die instantly as they're absorbed into its mass. While their belongings get spat out a few rounds later, only a ''wish'' or ''miracle'' can bring the victim back to life after absorption.
* PoisonousPerson: These oozes' slam attacks carry filth fever, which can cause [[NonHealthDamage Dexterity and Constitution damage]].
* SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage and have to save against disease each round, and become subject to the ooze's "absorb" attack.
* WeaponizedStench: Anything coming within 50 feet of a flesh jelly has to save or become nauseated for several rounds, able only to stagger around and take a single move action.
!!Graveyard Sludge
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_graveyard_sludge_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 4 (3E)\\
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise in areas defiled by negative energy.
* PoisonousPerson: These oozes' slam attacks carry filth fever, which can cause [[NonHealthDamage Dexterity and Constitution damage]].
* SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage and have to save against disease each round, and become subject to the ooze's "absorb" attack.
* WeaponizedStench: Anything coming within 50 feet of a flesh jelly has to save or become nauseated for several rounds, able only to stagger around and take a single move action.
!!Graveyard Sludge
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_graveyard_sludge_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 4 (3E)\\
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise in areas defiled by negative energy.
to:
* OneHitKill: Anything engulfed EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted bya flesh jelly has to save acid or die instantly fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're absorbed into its mass. While above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of theirbelongings get spat out a few rounds later, resemblance to ogres, even though they are only a ''wish'' or ''miracle'' can bring the victim back distantly related to life after absorption.
true ogres.
*PoisonousPerson: These oozes' slam attacks carry filth fever, which can cause [[NonHealthDamage Dexterity and Constitution damage]].
* SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage and{{Oni}}: They have to save against disease each round, a giant's strength but are also intelligent and become subject to the ooze's "absorb" attack.
* WeaponizedStench: Anything coming within 50 feet of a flesh jelly has to save or become nauseated forpossess dangerous magic, and appropriately enough spent several rounds, able only to stagger around editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case asingle move action.
!!Graveyard Sludge
[[quoteright:349:https://static.settlement in preparation of an attack.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_graveyard_sludge_3e.org/pmwiki/pub/images/d&d_elemental_mage_3e.png]]
[[caption-width-right:349:3e]]
->'''Challenge[[caption-width-right:350:From left to right, a ken-li, ken-sun, and ken-kuni (3e)]]
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:'''4 (3E)\\
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise8 (ken-kuni), 10 (ken-li), 13 (ken-sun) (3E)\\
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working inareas defiled by negative energy.concert.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their
*
* SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage and
* WeaponizedStench: Anything coming within 50 feet of a flesh jelly has to save or become nauseated for
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a
!!Graveyard Sludge
[[quoteright:349:https://static.
!!Elemental Mage
[[quoteright:350:https://static.tvtropes.
->'''Challenge
->'''Classification:''' Giant (3E)\\
'''Challenge Rating:'''
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise
'''Alignment:''' ChaoticEvil (ken-li), LawfulEvil (ken-sun), NeutralEvil (ken-kuni)
This family of ogre mage variants have distinct elemental powers, but are most dangerous when working in
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* MortalityGreyArea: These oozes have the "between worlds" trait, so they're healed by both ''cure'' and ''inflict wounds'' spells.
* SpawnBroodling: When an eligible creature dies within 20 feet of a graveyard sludge, that creature arises as a zombie a few rounds later, but coated with some of the ooze's slime to impart extra acid damage to its attacks.
* SupernaturalFearInducer: They can release some of the latent spiritual energy trapped inside their forms to hit adjacent foes with a ''fear'' effect.
* SupportPartyMember: While graveyard sludges are dangerous on their own, when they sense an intelligent undead creature, they instinctively follow them around, spending full-round actions to use the ooze's "vigor of the dead" ability to give the undead creature several {{Status Buff}}s.
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims of their energy drain attack.
* CastingAShadow: Void oozes are surrounded by a mass of shadows that acts as a ''darkness'' spell. This shadow shield is also infused with negative energy, [[TheSpiny and will damage any creature that strikes the void ooze with a melee weapon]].
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void ooze to take advantage of its negative energy touch, which heals undead creatures.
* SwallowedWhole: Void oozes can try and engulf smaller creatures, trapping them within their masses and inflicting energy drain each round.
* SpawnBroodling: When an eligible creature dies within 20 feet of a graveyard sludge, that creature arises as a zombie a few rounds later, but coated with some of the ooze's slime to impart extra acid damage to its attacks.
* SupernaturalFearInducer: They can release some of the latent spiritual energy trapped inside their forms to hit adjacent foes with a ''fear'' effect.
* SupportPartyMember: While graveyard sludges are dangerous on their own, when they sense an intelligent undead creature, they instinctively follow them around, spending full-round actions to use the ooze's "vigor of the dead" ability to give the undead creature several {{Status Buff}}s.
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims of their energy drain attack.
* CastingAShadow: Void oozes are surrounded by a mass of shadows that acts as a ''darkness'' spell. This shadow shield is also infused with negative energy, [[TheSpiny and will damage any creature that strikes the void ooze with a melee weapon]].
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void ooze to take advantage of its negative energy touch, which heals undead creatures.
* SwallowedWhole: Void oozes can try and engulf smaller creatures, trapping them within their masses and inflicting energy drain each round.
to:
* MortalityGreyArea: These oozes BlowYouAway: Ken-sun can surround themselves with fierce winds, making missile attacks impossible and potentially knocking down adjacent Medium-sized creatures (and blowing away Small ones).
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even havethe "between worlds" trait, so they're healed by both ''cure'' and ''inflict wounds'' spells.
* SpawnBroodling: When an eligible creature diesa "Shared Strength" ability that means whenever two or more elemental magi are within 20 60 feet of each other and have to make a graveyard sludge, that creature arises as a zombie a saving throw, they can use the highest bonus available to the group.
* DishingOutDirt: Ken-kuni can make earthshock attacks every few roundslater, but coated with some of the ooze's slime to impart extra acid damage to its attacks.
* SupernaturalFearInducer: They can release some of the latent spiritual energy trapped insidetry and knock foes off their forms to hit feet, affecting either everything adjacent foes with to them, or those in a ''fear'' effect.
30-foot line.
*SupportPartyMember: While graveyard sludges EvilOverlord: Ken-sun are dangerous on megalomaniacs who exist to rule. They use their own, when they sense an intelligent undead creature, they instinctively follow might and magic to gather warbands, if not entire armies, to carve out domains and extract tribute. The ken-kuni and ken-li, who are naturally subservient to the stronger ken-sun, will serve in the latter's forces as siegebreakers and trusted retainers.
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing themaround, spending full-round actions to use be used with impunity during mixed melees.
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while theooze's "vigor all-male race is capable of the dead" ability to give the undead creature several {{Status Buff}}s.
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims ofbreeding with ogres and ogre mages, there's no guarantee their energy drain attack.
offspring will be another elemental mage.
*CastingAShadow: Void oozes OurOgresAreDifferent: Elemental magi are surrounded by thought to be a mass variant of shadows ogre mage (aka oni) that acts is born at random to other types of ogres.
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a''darkness'' spell. This shadow shield is also infused with negative energy, BreathWeapon, and can wreathe themselves in flames, [[TheSpiny and will dealing a bit of damage to those who attack it in melee.]]
* {{Pyromaniac}}: The fiery ken-li want nothing more than to wander where they will, torching anycreature that strikes forests, herds of cattle, and villages they come across. It takes the void ooze with a melee weapon]].
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void oozeken-sun to take advantage of its negative energy touch, which heals undead creatures.
* SwallowedWhole: Void oozes can try and engulf smaller creatures, trappinggive them within their masses purpose and inflicting energy drain each round.discipline as soldiers.
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.
* CombinationAttack: Elemental magi are most dangerous when working together, using their abilities to disrupt opponents and control the battlefield. They even have
* SpawnBroodling: When an eligible creature dies
* DishingOutDirt: Ken-kuni can make earthshock attacks every few rounds
* SupernaturalFearInducer: They can release some of the latent spiritual energy trapped inside
*
* FriendlyFireproof: Elemental magi are immune to each other's special abilities, allowing them
* HornedHumanoid: Ken-kuni have three horns, ken-li have two, and ken-sun have a single huge horn two to three feet long.
* OneGenderRace: There are no female elemental magi, and while the
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims of
*
* PlayingWithFire: Ken-li can exhale a 30-foot line of fire as a
* {{Pyromaniac}}: The fiery ken-li want nothing more than to wander where they will, torching any
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void ooze
* SwallowedWhole: Void oozes can try and engulf smaller creatures, trapping
* TheSlacker: Ken-kuni lack ambition, and are usually content to claim an area and shake down anyone passing through it, unless a stronger elemental mage presses them into service.
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[[folder:Ophidian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ophidian_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticNeutral
Snake-like humanoids with stunted arms and legs, usually found in the service of more intelligent creatures.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ophidian_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticNeutral
Snake-like humanoids with stunted arms and legs, usually found in the service of more intelligent creatures.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:''' 1/2 (gray ooze), 2
'''Alignment:'''
Snake-like humanoids with stunted arms and legs, usually found
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in
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* ChameleonCamouflage: They can change the color of their scales to blend in with their surroundings.
* HappinessInSlavery: While they weren't deliberately created as a ServantRace, ophidians are naturally servile, and are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll [[GiantAnimalWorship worship their patron, providing offerings of food and treasure.]]
* SnakePeople: They have a strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course they have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as they're compelled to return to the place they were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only a ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins, and were trasnformed into serpent people themselves.
[[/folder]]
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
* HappinessInSlavery: While they weren't deliberately created as a ServantRace, ophidians are naturally servile, and are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll [[GiantAnimalWorship worship their patron, providing offerings of food and treasure.]]
* SnakePeople: They have a strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course they have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as they're compelled to return to the place they were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only a ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins, and were trasnformed into serpent people themselves.
[[/folder]]
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
to:
* ChameleonCamouflage: They can change the color AcidAttack: Nearly every variety of ooze uses acid to dissolve and digest their scales victims.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* EnemySummoner: As can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple times per day.
* HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with theirsurroundings.
* HappinessInSlavery: Whileenvironments and ambush unsuspecting prey.
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where theyweren't deliberately created as a ServantRace, ophidians live.
** Gelatinous cubes arenaturally servile, and are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In for the most part transparent, leading some cases they'll [[GiantAnimalWorship worship inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a ten-foot stretch of stone wall, and only a close light source will reveal theirpatron, providing offerings of food slightly translucent nature.
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, andtreasure.]]
* SnakePeople: They have a strong serpentine appearance, thoughthen "etherealize" their bodies victim, bringing it back to the Ethereal Plane with them -- and potentially stranding the creature there if it manages to fight free of the ooze.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They arethicker and shorter than true snakes', and of course they thought to have arms and legs.
* TheVirus: Ophidians bearcome about when a serpentine curse, so that any humanoid they bite has young wizard attempted to save or transform over ''polymorph'' herself into an ochre jelly.
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on thenext two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as Plane of Shadow. Like undead shadows, they're compelled capable of dealing [[NonHealthDamage Strength damage]] to return to the place those they were bitten. Once touch.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into thetransformation is complete, host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new ophidian is adopted by any ophidian clan patch of olive slime.
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that live in thearea. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only a ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult,sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found a powerful artifact in some yuan-ti ruins, snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures andwere trasnformed into serpent people themselves.
[[/folder]]
[[folder:Orc]]
drain them of blood, turning red as they do so.
!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.org/pmwiki/pub/images/d&d_arcane_ooze_3e.jpg]]
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* EnemySummoner: As can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple times per day.
* HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with their
* HappinessInSlavery: While
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where they
** Gelatinous cubes are
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a ten-foot stretch of stone wall, and only a close light source will reveal their
* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and
* SnakePeople: They have a strong serpentine appearance, though
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are
* TheVirus: Ophidians bear
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that live in the
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult,
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and
[[/folder]]
[[folder:Orc]]
!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E) 3 (4E)\\
'''Playable:''' 2E-5E\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.
Changed line(s) 971,975 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral
Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of their wortlings.
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral
Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of their wortlings.
to:
'''Challenge
'''Alignment:''' TrueNeutral
Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape
Fluid masses of
Changed line(s) 977,987 (click to see context) from:
* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
[[/folder]]
[[folder:Oread]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.jpg]]
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
[[/folder]]
[[folder:Oread]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.jpg]]
to:
* ForcedSleep: A wortlings' claw attacks deliver a poison FeedItWithFire: They're healed by any magic that induces ''sleep'' for up deals acid damage, while lightning damage will grant them a ''haste'' effect.
* MagicEater: These oozes have the strange ability to10 minutes.
* HiveMind: All wortlingssiphon arcane spells. Any arcane spellcaster within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 1060 feet of an arcane ooze has to make a saving throw each round -- unfortunately, or lose one of their wortling minions highest-level spells as the creature absorbs its magical energy, gaining temporary hit points from the effect.
* NoSell: Arcane oozes aremuch faster with a speed of 30 feet, and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
[[/folder]]
[[folder:Oread]]
unaffected by most arcane magic.
!!Bloodfire Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.org/pmwiki/pub/images/d&d_bloodfire_ooze_3e.jpg]]
* MagicEater: These oozes have the strange ability to
* HiveMind: All wortlings
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10
* NoSell: Arcane oozes are
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
[[/folder]]
[[folder:Oread]]
!!Bloodfire Ooze
[[quoteright:350:https://static.tvtropes.
Changed line(s) 989,994 (click to see context) from:
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulNeutral
Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulNeutral
Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.
to:
'''Classification:''' Fey (3E)\\
'''Challenge
'''Alignment:'''
Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.
Masses of superheated blood, which can fling fire themselves and empower the pyromancy of other creatures.
Changed line(s) 996,1010 (click to see context) from:
* ArchEnemy: Oreads are sworn enemies of races with a penchant for mining and tunneling, such as dwarves, gnomes, goblins and pech, as well as creatures like xorn that might eat their gemstones.
* CharmPerson: 3rd Edition oreads can cast ''charm monster'' three times per day, and usually employ the spell on lone miners to deliver warnings and send them on their way, or have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* DepartureMeansDeath: An oread taken a mile away from her home mountain dies within a day.
* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders. Oreads can also move through solid stone as easily as a fish moves through water, without leaving a tunnel behind them.
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' are useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and white-haired, who instead of protecting a single mountain act as the guardians of entire mountain ranges. They're the leaders of their kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.]]
* OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females from such unions will grow into oreads themselves.
* OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin, wearing clothing and jewelry made from the metals and gems inside their mountains.
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which case their hair turns white.
[[/folder]]
[[folder:Orglash]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orglash_3e.png]]
* CharmPerson: 3rd Edition oreads can cast ''charm monster'' three times per day, and usually employ the spell on lone miners to deliver warnings and send them on their way, or have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* DepartureMeansDeath: An oread taken a mile away from her home mountain dies within a day.
* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders. Oreads can also move through solid stone as easily as a fish moves through water, without leaving a tunnel behind them.
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' are useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and white-haired, who instead of protecting a single mountain act as the guardians of entire mountain ranges. They're the leaders of their kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.]]
* OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females from such unions will grow into oreads themselves.
* OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin, wearing clothing and jewelry made from the metals and gems inside their mountains.
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which case their hair turns white.
[[/folder]]
[[folder:Orglash]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orglash_3e.png]]
to:
* ArchEnemy: Oreads AmplifierArtifact: Any fire spell cast within 60 feet of a bloodfire ooze is boosted as per the Empowered Spell feat.
* BloodyMurder: Bloodfire oozes aresworn enemies of races created from blood harvested from a hundred non-evil humanoids, mixed with the ichor of a penchant for mining demon. "Blighted" bloodfire oozes add the blood of even more alien and tunneling, such as dwarves, gnomes, goblins horrific beings, giving the monster the entropic and pech, as well as pseudonatural templates.
* MakeThemRot: Blighted bloodfire oozes are surrounded by an aura of negative energy that deals a point of hit point damage to any living creatureslike xorn that might eat their gemstones.
* CharmPerson: 3rd Edition oreads can cast ''charm monster'' three times per day, and usually employ the spell on lone miners to deliver warnings and send them on their way, or have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* DepartureMeansDeath: An oread taken a mile away from her home mountain dieswithin a day.
* DishingOutDirt: They10 feet of them, an effect they can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' strengthen to drive off intruders. Oreads can also move through solid stone as easily as a fish moves through water, without leaving a tunnel behind them.
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' are useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and white-haired, who instead of protecting a single mountain act as the guardians of entire mountain ranges. They're the leaders of their kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.deal [[NonHealthDamage Strength damage.]]
*OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females from such unions will grow into oreads themselves.
PlayingWithFire: Bloodfire oozes can create 10-foot radius blasts of fire each round.
*OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin, wearing clothing and jewelry made TheSpiny: Anything that strikes them in melee takes fire damage from the metals and gems inside their mountains.
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which case their hair turns white.
[[/folder]]
[[folder:Orglash]]
ooze's burning blood.
!!Bone Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orglash_3e.org/pmwiki/pub/images/d&d_bone_ooze_3e.png]]
* BloodyMurder: Bloodfire oozes are
* MakeThemRot: Blighted bloodfire oozes are surrounded by an aura of negative energy that deals a point of hit point damage to any living creatures
* CharmPerson: 3rd Edition oreads can cast ''charm monster'' three times per day, and usually employ the spell on lone miners to deliver warnings and send them on their way, or have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* DepartureMeansDeath: An oread taken a mile away from her home mountain dies
* DishingOutDirt: They
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' are useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and white-haired, who instead of protecting a single mountain act as the guardians of entire mountain ranges. They're the leaders of their kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.
*
*
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which case their hair turns white.
[[/folder]]
[[folder:Orglash]]
!!Bone Ooze
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1012,1017 (click to see context) from:
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' As base creature +1 (3E)\\
'''Alignment:''' ChaoticNeutral
Ice spirits that roam cold places, attacking those they deem a threat to the land.
'''Classification:''' Elemental (3E)\\
'''Challenge Rating:''' As base creature +1 (3E)\\
'''Alignment:''' ChaoticNeutral
Ice spirits that roam cold places, attacking those they deem a threat to the land.
to:
'''Classification:''' Elemental (3E)\\
'''Challenge
'''Alignment:''' ChaoticNeutral
Ice spirits that roam cold places, attacking those they deem a threat to the land.
Also called "rolling graveyards," these 30-foot-wide globs of pallid goo have dozens of partially-digested bones within their masses.
Changed line(s) 1019,1033 (click to see context) from:
* ElementalEmbodiment: They look like whirls of wind and snow, and 3rd Edition treats "orglash" as a template that can be applied to any elemental with the air subtype.
* GuardianEntity: In their home setting, orglash are elemental beings native to Rashemen, and seem to have the innate ability to sense foreigners. But while the orglash have helped defend their homeland against the likes of the Red Wizards of Thay for centuries, the Rashemaar view the unpredictable spirits as a mixed blessing, since orglash have been known to attack them as well.
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and in 2nd Edition take constant damage in temperatures above 60 degrees Fahrenheit -- in areas over 100 degrees, orglash dissipate entirely, and must return to a near-freezing environment to reform their bodies.
[[/folder]]
[[folder:Ormyrr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ormyrr_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulNeutral
Huge, amphibious beings that live in rivers, and are notably obsessed with acquiring magic.
* GuardianEntity: In their home setting, orglash are elemental beings native to Rashemen, and seem to have the innate ability to sense foreigners. But while the orglash have helped defend their homeland against the likes of the Red Wizards of Thay for centuries, the Rashemaar view the unpredictable spirits as a mixed blessing, since orglash have been known to attack them as well.
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and in 2nd Edition take constant damage in temperatures above 60 degrees Fahrenheit -- in areas over 100 degrees, orglash dissipate entirely, and must return to a near-freezing environment to reform their bodies.
[[/folder]]
[[folder:Ormyrr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ormyrr_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulNeutral
Huge, amphibious beings that live in rivers, and are notably obsessed with acquiring magic.
to:
* ElementalEmbodiment: They look like whirls of wind and snow, and 3rd Edition treats "orglash" as a template that can be applied to any elemental DamageOverTime: Their bodies are studded with the air subtype.
* GuardianEntity: Inbone shards, and so their home setting, orglash are elemental beings native to Rashemen, and seem to have slam or engulf attacks cause cumulative bleeding damage, until the innate ability to sense foreigners. But victim receives natural or magical healing.
* LogicalWeakness: All those absorbed bones give them a lot more structure than most oozes, so whilethe orglash have helped defend bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.
* NonHealthDamage: These oozes absorb part of theirhomeland against the likes of the Red Wizards of Thay for centuries, the Rashemaar view the unpredictable spirits as a mixed blessing, since orglash have been known to victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, the ooze expels the victim's fleshy parts and equipment.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping themas well.
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and in 2nd Editioninside their bodies, where they'll take constant automatic slam damage in temperatures above 60 degrees Fahrenheit -- in areas over 100 degrees, orglash dissipate entirely, each round, and must return be subject to a near-freezing environment to reform their bodies.
[[/folder]]
[[folder:Ormyrr]]
[[quoteright:350:https://static."bone meld" attack.
!!Cesspit Ooze
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_ormyrr_3e.org/pmwiki/pub/images/d&d_cesspit_ooze_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge[[caption-width-right:349:3e]]
->'''Challenge Rating:'''6 9 (3E)\\
'''Alignment:'''LawfulNeutral
Huge, amphibious beings that liveChaoticEvil
Revolting monsters born when a sentient creature dies inrivers, filth tainted by arcane pollution and are notably obsessed with acquiring magic.surrounded by misery.
* GuardianEntity: In
* LogicalWeakness: All those absorbed bones give them a lot more structure than most oozes, so while
* NonHealthDamage: These oozes absorb part of their
* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, the ooze expels the victim's fleshy parts and equipment.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and in 2nd Edition
[[/folder]]
[[folder:Ormyrr]]
[[quoteright:350:https://static.
!!Cesspit Ooze
[[quoteright:349:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge
->'''Challenge Rating:'''
'''Alignment:'''
Huge, amphibious beings that live
Revolting monsters born when a sentient creature dies in
Changed line(s) 1035,1050 (click to see context) from:
* ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and are depicted a vivid shade of blue.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they can to acquire magical items, and hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that they're from another plane in 2nd Edition, though 3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the ormyrr's sense of right and wrong, the creatures might give a stolen magic item back.
[[/folder]]
[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 7 (4E); 5 (otyugh), 7 (neo-otyugh) (5E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they can to acquire magical items, and hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that they're from another plane in 2nd Edition, though 3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the ormyrr's sense of right and wrong, the creatures might give a stolen magic item back.
[[/folder]]
[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 7 (4E); 5 (otyugh), 7 (neo-otyugh) (5E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
to:
* ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale AsteroidsMonster: Each attack by a slashing or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and are depicted piercing weapon merely causes the cesspit ooze to split in two, dividing its hit points.
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting in avivid shade 30-foot splash of blue.
enraging acid.
*CallOfTheWildBlueYonder: Beyond ItCanThink: Due to the circumstances of their fascination with magic, ormyrr dream creation, cesspit oozes "inherit" a glimmer of developing intelligence from the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate decaying body that spawns them, enough to (unsuccessfully) attempt to mate prefer prey that's sentient, frightened and in pain.
* MuckMonster: They're living, predatory piles of sewage mixed withwyverns trash and other aerial creatures to breed wings into their race.
animal carcasses.
*MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they can to acquire magical items, and hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation thatReviveKillsZombie: Even though they're not undead, cesspit oozes are empowered by the pain of their victims, and thus take damage from another plane in 2nd Edition, positive energy.
* SetAMookToKillAMook: Any creature damaged by the ooze's acidic muck also has to save or fly into a berserk rage within 20 rounds, attacking the nearest living thing until they successfully save to shake off the effect.
* TheVirus: Oddly enough averted; even though3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures meana cesspit ooze's victims die in pretty much the same circumstances the original spawned in, this never results in new oozes, presumably because the existing ooze absorbs the emotions that should someone appeal would generate a new one.
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough tothe ormyrr's sense of right and wrong, the sicken creatures might give a stolen magic item back.
[[/folder]]
[[folder:Otyugh]]
that come near them.
!!Conflagration Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challengeorg/pmwiki/pub/images/d&d_conflagration_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:'''4 (3E), 7 (4E); 5 (otyugh), 7 (neo-otyugh) (5E)\\
(3E)\\
'''Alignment:'''TrueNeutral, Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.ChaoticEvil
Sentient and malevolent masses of liquid flame, which cause their victims to erupt with fire from within.
* DefeatEqualsExplosion: Cesspit oozes burst when slain, resulting in a
*
* MuckMonster: They're living, predatory piles of sewage mixed with
*
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that
* SetAMookToKillAMook: Any creature damaged by the ooze's acidic muck also has to save or fly into a berserk rage within 20 rounds, attacking the nearest living thing until they successfully save to shake off the effect.
* TheVirus: Oddly enough averted; even though
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean
* WeaponizedStench: Unsurprisingly, these sewage monsters smell foul enough to
[[/folder]]
[[folder:Otyugh]]
!!Conflagration Ooze
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge
[[caption-width-right:350:3e]]
->'''Challenge Rating:'''
'''Alignment:'''
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
Sentient and malevolent masses of liquid flame, which cause their victims to erupt with fire from within.
Changed line(s) 1052,1071 (click to see context) from:
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are a smarter breed of otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to handle their corpses.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughs are smart enough to do this with victims they're grappling, giving the monsters an Armor Class bonus and letting them attempt to intercept incoming attacks with their grabbed victims.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to communicate either telepathically or through Common, depending on edition. They can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, otyughs are capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as "movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
[[/folder]]
[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E),8 (4E), 3 (5E)\\
'''Alignment:''' Unaligned
Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are a smarter breed of otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to handle their corpses.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughs are smart enough to do this with victims they're grappling, giving the monsters an Armor Class bonus and letting them attempt to intercept incoming attacks with their grabbed victims.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to communicate either telepathically or through Common, depending on edition. They can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, otyughs are capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as "movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
[[/folder]]
[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E),8 (4E), 3 (5E)\\
'''Alignment:''' Unaligned
Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
to:
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are a smarter breed of otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to handle their corpses.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughsItCanThink: Conflagration oozes are smart enough to do this with victims they're grappling, giving use their spell-like abilities tactically, speak Ignan, and some even conduct magical research in their spare time.
* LogicalWeakness: They have to spend most of their time hunting, to fuel themonsters an Armor Class bonus infernos within them.
* PlayingWithFire: True to their name, conflagration oozes are constantly burning, andletting them attempt to intercept incoming attacks deal extra fire damage with their grabbed victims.
* ItCanThink: They look monstrous,slam attacks, but otyughs are intelligent enough much more dangerous is their "fire in the blood" ability. Anything they grapple or pin has to communicate either telepathically save or contract a fiery toxin that causes additional damage and can cause their blood (or other vital fluids) to become liquid flame, dealing [[NonHealthDamage Constitution damage]] as rivulets of flame burn through Common, depending on edition. their skin.
* StatusEffects: They caneven form symbiotic relationships with creatures that give them food use spells like ''[[StupidityInducingAttack confusion]]'', ''[[ForcedSleep deep slumber]]'' and leave them in their refuse. If trained, otyughs are capable of following complex instructions about who ''[[TheParalyzer hold monster]]'' each once per day, to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes immobilize or sewers.
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as "movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
[[/folder]]
[[folder:Owlbear]]
[[quoteright:300:https://static.disogranize opponents before moving into melee.
!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challengeorg/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:'''4 (3E),8 (4E), 3 (5E)\\
'''Alignment:''' Unaligned
Infamously vicious carnivores5 (5E)
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out withthe front half of a flightless owl caustic psuedopods, and the hindquarters of a bear.instinctively attempt to use breath weapons they do not possess.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are a smarter breed of otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to handle their corpses.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughs
* LogicalWeakness: They have to spend most of their time hunting, to fuel the
* PlayingWithFire: True to their name, conflagration oozes are constantly burning, and
* ItCanThink: They look monstrous,
* StatusEffects: They can
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as "movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
[[/folder]]
[[folder:Owlbear]]
[[quoteright:300:https://static.
!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge
[[caption-width-right:350:5e]]
->'''Challenge Rating:'''
'''Alignment:''' Unaligned
Infamously vicious carnivores
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with
Changed line(s) 1073,1083 (click to see context) from:
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]
!!P
[[folder:Pack Fiend]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pack_fiend_3e.jpg]]
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]
!!P
[[folder:Pack Fiend]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pack_fiend_3e.jpg]]
to:
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they BloodyMurder: Dragons don't need instructions on how to maul something, and it's not productive to normally spawn enemies when their blood is shed, but some alchemist has done the next best thing.
* BreathWeapon: Dragonblood oozes try toteach them anything else. That said, if raised from chicks, owlbears will at least bond with manifest a dragon's breath weapon, but only manage to expel a spray of their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
own gelatinous mass.
*BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters:WallCrawl: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentationcan freely scale sheer surfaces or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]
!!P
[[folder:Pack Fiend]]
move upside-down across ceilings.
!!Flesh Jelly
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pack_fiend_3e.org/pmwiki/pub/images/d&d_flesh_jelly_3e.jpg]]
* BreathWeapon: Dragonblood oozes try to
*
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters:
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation
[[/folder]]
!!P
[[folder:Pack Fiend]]
!!Flesh Jelly
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1085,1089 (click to see context) from:
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil
Stealthy predators native to the Gray Waste of Hades, though fiends across the Lower Planes routinely capture them for use as hunting beasts.
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil
Stealthy predators native to the Gray Waste of Hades, though fiends across the Lower Planes routinely capture them for use as hunting beasts.
to:
'''Challenge
'''Alignment:''' NeutralEvil
Stealthy predators native to the Gray Waste
Gargantuan mounds of
Changed line(s) 1091,1103 (click to see context) from:
* AttackAnimal: It's mentioned that pit fiends and glabrezu in particular are fond of keeping kennels of starving pack fiends, waiting for the right moment to go hunting.
* BewareMyStingerTail: Their sting attacks deliver a [[NonHealthDamage Strength-damaging poison.]]
* DeadlyLunge: Pack fiends pounce when they charge, allowing them to make a full attack action at the end of their move.
* MixAndMatchCritters: They look like some unholy cross between a wolf and cockroach, with a streamlined scorpion's tail.
[[/folder]]
[[folder:Palimpset]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.png]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
* BewareMyStingerTail: Their sting attacks deliver a [[NonHealthDamage Strength-damaging poison.]]
* DeadlyLunge: Pack fiends pounce when they charge, allowing them to make a full attack action at the end of their move.
* MixAndMatchCritters: They look like some unholy cross between a wolf and cockroach, with a streamlined scorpion's tail.
[[/folder]]
[[folder:Palimpset]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.png]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
to:
* AttackAnimal: It's mentioned that pit fiends and glabrezu in particular are fond of keeping kennels of starving pack fiends, waiting for OneHitKill: Anything engulfed by a flesh jelly has to save or die instantly as they're absorbed into its mass. While their belongings get spat out a few rounds later, only a ''wish'' or ''miracle'' can bring the right moment victim back to go hunting.
life after absorption.
*BewareMyStingerTail: Their sting PoisonousPerson: These oozes' slam attacks deliver a carry filth fever, which can cause [[NonHealthDamage Strength-damaging poison.]]
Dexterity and Constitution damage]].
*DeadlyLunge: Pack fiends pounce when SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they charge, allowing move over, trapping them to make a full attack action at the end of inside their move.
* MixAndMatchCritters: They look like some unholy cross between a wolfbodies, where they'll take automatic slam damage and cockroach, with have to save against disease each round, and become subject to the ooze's "absorb" attack.
* WeaponizedStench: Anything coming within 50 feet of astreamlined scorpion's tail.
[[/folder]]
[[folder:Palimpset]]
[[quoteright:300:https://static.flesh jelly has to save or become nauseated for several rounds, able only to stagger around and take a single move action.
!!Graveyard Sludge
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.org/pmwiki/pub/images/d&d_graveyard_sludge_3e.png]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 4 (3E)\\
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise in areas defiled by negative energy.
*
*
* MixAndMatchCritters: They look like some unholy cross between a wolf
* WeaponizedStench: Anything coming within 50 feet of a
[[/folder]]
[[folder:Palimpset]]
[[quoteright:300:https://static.
!!Graveyard Sludge
[[quoteright:349:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
->'''Challenge Rating:''' 4 (3E)\\
Large blobs filled with both necromantic energy and humanoid remains, which spontenously arise in areas defiled by negative energy.
Changed line(s) 1105,1110 (click to see context) from:
* AchillesHeel: Electricity attacks not only deal damage to palimpsets, they have a chance, increasing with the attack's severity, to make them spit out any creatures they're currently digesting.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown about by a stray breeze.
* ChestMonster: Rumors abound of entire libraries filled with palimpsets, in volumes with enticing titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they can be restored using a specific sequence of spells: a ''remove curse'' to animate their illustration, ''abjure'' to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown about by a stray breeze.
* ChestMonster: Rumors abound of entire libraries filled with palimpsets, in volumes with enticing titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they can be restored using a specific sequence of spells: a ''remove curse'' to animate their illustration, ''abjure'' to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
to:
* AchillesHeel: Electricity attacks not only deal damage to palimpsets, they MortalityGreyArea: These oozes have a chance, increasing with the attack's severity, to make them spit out any creatures "between worlds" trait, so they're currently digesting.
healed by both ''cure'' and ''inflict wounds'' spells.
*AnimateInanimateObject: Palimpsets are slow SpawnBroodling: When an eligible creature dies within 20 feet of a graveyard sludge, that creature arises as a zombie a few rounds later, but ambulatory, moving as if blown about by a stray breeze.
* ChestMonster: Rumors abound of entire libraries filledcoated with palimpsets, in volumes with enticing titles such as ''Manual some of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
* NoBodyLeftBehind: This is what makes it so difficultthe ooze's slime to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they impart extra acid damage to its attacks.
* SupernaturalFearInducer: They canbe restored using a specific sequence release some of spells: a ''remove curse'' to animate the latent spiritual energy trapped inside their illustration, ''abjure'' forms to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contacthit adjacent foes with a palimpset is in danger of being absorbed by the ''fear'' effect.
* SupportPartyMember: While graveyard sludges are dangerous on their own, when they sense an intelligent undead creature,appearing they instinctively follow them around, spending full-round actions to use the ooze's "vigor of the dead" ability to give the undead creature several {{Status Buff}}s.
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims of their energy drain attack.
* CastingAShadow: Void oozes are surrounded by a mass of shadows that acts as asketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among ''darkness'' spell. This shadow shield is also infused with negative energy, [[TheSpiny and will damage any creature that strikes the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals void ooze with a nasty paper cut (in melee weapon]].
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void ooze to take advantage of its negative energy touch, whichcase the blood is quickly absorbed by the monster), heals undead creatures.
* SwallowedWhole: Void oozes can try andeven if successful, absorption takes two rounds over which the monster is helpless engulf smaller creatures, trapping them within their masses and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.inflicting energy drain each round.
*
* ChestMonster: Rumors abound of entire libraries filled
* NoBodyLeftBehind: This is what makes it so difficult
* SupernaturalFearInducer: They can
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact
* SupportPartyMember: While graveyard sludges are dangerous on their own, when they sense an intelligent undead creature,
!!Void Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_void_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E)
Flying, vaguely slug-shaped masses of congealed darkness usually found on the Negative Energy Plane.
----
* BizarreAlienReproduction: These oozes reproduce by fission, after absorbing enough hit points from victims of their energy drain attack.
* CastingAShadow: Void oozes are surrounded by a mass of shadows that acts as a
* LevelDrain: Their slam attacks inflict living creatures with negative levels.
* MookMedic: Some intelligent undead cultivate a void ooze to take advantage of its negative energy touch, which
* SwallowedWhole: Void oozes can try and
Changed line(s) 1113,1120 (click to see context) from:
[[folder:Pari]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pari_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Celestial (5E)\\
'''Challenge Rating:''' 13 (5E)\\
'''Alignment:''' LawfulGood
Angelic beings with the power of foresight, who visit the mortal world with prophetic warnings or as harbingers of events to come.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pari_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Celestial (5E)\\
'''Challenge Rating:''' 13 (5E)\\
'''Alignment:''' LawfulGood
Angelic beings with the power of foresight, who visit the mortal world with prophetic warnings or as harbingers of events to come.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Angelic beings
Snake-like humanoids with stunted arms and legs, usually found in the
Changed line(s) 1122,1125 (click to see context) from:
* AmazingTechnicolorPopulation: Pari are known for their pastel blue skin tone.
* BrownNote: Pari can weaponize their prophetic powers by flooding a creature's mind with disorienting visions of the future, dealing psychic damage and giving them disadvantage on attack rolls for their next turn.
* OurAngelsAreDifferent: They're modeled off the pari/peri of Myth/PersianMythology, though they lack their source's angle as "mischevious beings denied entry to paradise until they complete a penace."
* WhiteMagic: Their spell-like abilities include ''cure wounds'', ''dispel good and evil'', and ''lesser restoration''.
* BrownNote: Pari can weaponize their prophetic powers by flooding a creature's mind with disorienting visions of the future, dealing psychic damage and giving them disadvantage on attack rolls for their next turn.
* OurAngelsAreDifferent: They're modeled off the pari/peri of Myth/PersianMythology, though they lack their source's angle as "mischevious beings denied entry to paradise until they complete a penace."
* WhiteMagic: Their spell-like abilities include ''cure wounds'', ''dispel good and evil'', and ''lesser restoration''.
to:
* AmazingTechnicolorPopulation: Pari are known for ChameleonCamouflage: They can change the color of their pastel blue skin tone.
* BrownNote: Pari can weaponizescales to blend in with their prophetic powers by flooding surroundings.
* HappinessInSlavery: While they weren't deliberately created as acreature's mind with disorienting visions of the future, dealing psychic damage ServantRace, ophidians are naturally servile, and giving them disadvantage on attack rolls for are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll [[GiantAnimalWorship worship their next turn.
* OurAngelsAreDifferent: They're modeled off the pari/peripatron, providing offerings of Myth/PersianMythology, food and treasure.]]
* SnakePeople: They have a strong serpentine appearance, thoughthey lack their source's angle as "mischevious beings denied entry to paradise until bodies are thicker and shorter than true snakes', and of course they complete a penace."
* WhiteMagic: Their spell-like abilities include ''cure wounds'', ''dispel goodhave arms and evil'', legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and''lesser restoration''.their memories fade as they're compelled to return to the place they were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only a ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins, and were trasnformed into serpent people themselves.
* BrownNote: Pari can weaponize
* HappinessInSlavery: While they weren't deliberately created as a
* OurAngelsAreDifferent: They're modeled off the pari/peri
* SnakePeople: They have a strong serpentine appearance, though
* WhiteMagic: Their spell-like abilities include ''cure wounds'', ''dispel good
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and
* WasOnceAMan: In [[TabletopGame/ForgottenRealms the Realms]], the first ophidians were a human tribe who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins, and were trasnformed into serpent people themselves.
Changed line(s) 1128,1144 (click to see context) from:
[[folder:Pech]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_5e.png]]
[[caption-width-right:325:5e]]
[[caption-width-right:325:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg[[/labelnote]]]]
->'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' NeutralGood
Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be a more hospitable home.
----
* ArtEvolution: They look like fairly normal humanoids in 2E, while 5E amplifies their stony elemental traits, to the point that the example pech's hairless head has a chunk broken or chiseled off.
* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble. In 2E, their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons, while in 5E, attacks with their fortified pickaxes always score critical hits against Constructs and objects.
* DayHurtsDarkAdjustedEyes: They find exposure to direct sunlight nauseating, and have the Light Sensitivity rule in 5E.
* DishingOutDirt: The pech have power over rock and stone, and each can cast ''stone shape'' and ''stone tell'' several times per day. By working together, pech can use more powerful magic such as ''wall of stone'' or ''flesh to stone''.
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, and their flesh is nearly as hard as granite.
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_5e.png]]
[[caption-width-right:325:5e]]
[[caption-width-right:325:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg[[/labelnote]]]]
->'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:''' NeutralGood
Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be a more hospitable home.
----
* ArtEvolution: They look like fairly normal humanoids in 2E, while 5E amplifies their stony elemental traits, to the point that the example pech's hairless head has a chunk broken or chiseled off.
* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble. In 2E, their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons, while in 5E, attacks with their fortified pickaxes always score critical hits against Constructs and objects.
* DayHurtsDarkAdjustedEyes: They find exposure to direct sunlight nauseating, and have the Light Sensitivity rule in 5E.
* DishingOutDirt: The pech have power over rock and stone, and each can cast ''stone shape'' and ''stone tell'' several times per day. By working together, pech can use more powerful magic such as ''wall of stone'' or ''flesh to stone''.
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, and their flesh is nearly as hard as granite.
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.
to:
[[quoteright:325:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:325:5e]]
[[caption-width-right:325:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg[[/labelnote]]]]
[[caption-width-right:350:2e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 2E-5E\\
'''Alignment:'''
Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be a more hospitable home.
----
* ArtEvolution: They look like fairly normal
Brutish humanoids
* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble. In 2E, their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons, while in 5E, attacks with their fortified pickaxes always score critical hits against Constructs and objects.
* DayHurtsDarkAdjustedEyes: They find exposure to direct sunlight nauseating, and have the Light Sensitivity rule in 5E.
* DishingOutDirt: The pech have power over rock and stone, and each can cast ''stone shape'' and ''stone tell'' several times per day. By working together, pech can use
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, and their flesh is nearly as hard as granite.
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.
Changed line(s) 1147,1154 (click to see context) from:
[[folder:Pegasus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pegasus_d&d.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:''' Magical Beast (3E), Celestial (5E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticGood
Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult and winning its trust harder still.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pegasus_d&d.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:''' Magical Beast (3E), Celestial (5E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticGood
Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult and winning its trust harder still.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:''' 3
'''Alignment:'''
Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult and winning its trust harder still.
Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of their wortlings.
Changed line(s) 1156,1161 (click to see context) from:
* AnimalJingoism: Pegasi normally reserve their enmity for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to their fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.
to:
* AnimalJingoism: Pegasi normally reserve ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles of theirenmity for evil beings, but bear a particularly deep-seated hatred of griffins parent tree are in constant communication with one another, and hippogriffs due under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to theirfondness parent tree. These wortlings are spawned about twenty at a time, and live for equine prey.
* BeingTorturedMakesYouEvil: Accordingat most five days, but if commanded to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had root themselves before their wings amputated lifespans are up, they'll go dormant and been tortured grow into evil.
* GameplayAndStoryIntegration: Ina new orcwort over the 5th edition monster manual, course of a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees thatthe pegasus can outrace lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts30 feet, and excel at mobbing and subduing prey for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making uptheir manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes thisparent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of themgiving live birth like normal horses.in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
* HiveMind: All wortlings within 15 miles of their
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their
* BeingTorturedMakesYouEvil: According
* GameplayAndStoryIntegration: In
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous, and intelligent trees that
* HorseOfADifferentColor: Pegasi are popular flying mounts
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
Changed line(s) 1164,1170 (click to see context) from:
[[folder:Peltast]]
[[quoteright:305:https://static.tvtropes.org/pmwiki/pub/images/d&d_peltast_2e.png]]
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Shapeshifting parasites that take the form of enticing items, so they'll be picked up and carried by their hosts. Standard peltasts disguise themselves as leather goods, while greater peltasts resemble gemstones.
[[quoteright:305:https://static.tvtropes.org/pmwiki/pub/images/d&d_peltast_2e.png]]
[[caption-width-right:305:2e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Alignment:''' Unaligned
Shapeshifting parasites that take the form of enticing items, so they'll be picked up and carried by their hosts. Standard peltasts disguise themselves as leather goods, while greater peltasts resemble gemstones.
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->'''Origin:'''
'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:'''
Shapeshifting parasites that take the form of enticing items, so they'll be picked up and carried by
Stone-skinned fey embodying specific mountains, who use their
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* ArtifactOfDeath: Greater peltasts have magical abilities they use to maximize bloodshed and bodies upon which they can feed, and use a variant of ''summon monster'' to make hostile creatures attack their hosts, or make ''suggestions'' to encourage violence.
* IAteWhat: Peltasts expel their waste when immersed in water, tainting it so that any drinkers become nauseated for several rounds.
* NoSell: Peltasts are immune to poison or crushing effects.
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids -- they'll allow themselves to be picked up by the likes of elves and dwarves, but never feed upon them, and will try to find a better host as soon as one presents itself.
* TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patch of their host's skin, allowing the creature to absorb nutrients from its blood. This deals a single hit point of damage each day, which many hosts don't even notice, while in exchange, the peltast neutralizes any poisons in its host, shares its minor spell resistance, and in emergencies can inject a few hit points back into its host, once per day. It's a little more obvious when a greater peltasts feeds, as the blood can be seen collecting within their crystalline forms, which also grow larger after feeding -- as such, they prefer to feed upon sleeping or dying hosts.
* VoluntaryShapeshifting: Peltasts can change their forms over two rounds, usually to take the shape of an item it sees a perspective host drop, so that the parasite might be mistaken for it.
* IAteWhat: Peltasts expel their waste when immersed in water, tainting it so that any drinkers become nauseated for several rounds.
* NoSell: Peltasts are immune to poison or crushing effects.
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids -- they'll allow themselves to be picked up by the likes of elves and dwarves, but never feed upon them, and will try to find a better host as soon as one presents itself.
* TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patch of their host's skin, allowing the creature to absorb nutrients from its blood. This deals a single hit point of damage each day, which many hosts don't even notice, while in exchange, the peltast neutralizes any poisons in its host, shares its minor spell resistance, and in emergencies can inject a few hit points back into its host, once per day. It's a little more obvious when a greater peltasts feeds, as the blood can be seen collecting within their crystalline forms, which also grow larger after feeding -- as such, they prefer to feed upon sleeping or dying hosts.
* VoluntaryShapeshifting: Peltasts can change their forms over two rounds, usually to take the shape of an item it sees a perspective host drop, so that the parasite might be mistaken for it.
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* ArtifactOfDeath: Greater peltasts have magical abilities they use to maximize bloodshed ArchEnemy: Oreads are sworn enemies of races with a penchant for mining and bodies upon which they tunneling, such as dwarves, gnomes, goblins and pech, as well as creatures like xorn that might eat their gemstones.
* CharmPerson: 3rd Edition oreads canfeed, and use a variant of ''summon cast ''charm monster'' three times per day, and usually employ the spell on lone miners to make hostile creatures attack deliver warnings and send them on their hosts, way, or make ''suggestions'' have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* DepartureMeansDeath: An oread taken a mile away from her home mountain dies within a day.
* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' toencourage violence.
* IAteWhat: Peltasts expel their waste when immersed indrive off intruders. Oreads can also move through solid stone as easily as a fish moves through water, tainting it so that any drinkers without leaving a tunnel behind them.
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and becomenauseated for several rounds.
* NoSell: Peltasts are immuneso devoted to poison or crushing effects.
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids --their mistress that they'll allow themselves to be picked up by lay down their lives for her -- ''dispel magic'' or ''remove curse'' are useless against this ability, only the likes of elves ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and dwarves, but never feed upon them, are willing to ransom them back to their families before the year is up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped andwill try to find white-haired, who instead of protecting a better host single mountain act as soon as one presents itself.
* TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patchthe guardians of entire mountain ranges. They're the leaders of their host's kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.]]
* OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females from such unions will grow into oreads themselves.
* OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin,allowing the creature to absorb nutrients wearing clothing and jewelry made from its blood. This deals a single hit point of damage each day, the metals and gems inside their mountains.
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in whichmany hosts don't even notice, while in exchange, the peltast neutralizes any poisons in its host, shares its minor spell resistance, and in emergencies can inject a few hit points back into its host, once per day. It's a little more obvious when a greater peltasts feeds, as the blood can be seen collecting within case their crystalline forms, which also grow larger after feeding -- as such, they prefer to feed upon sleeping or dying hosts.
* VoluntaryShapeshifting: Peltasts can change their forms over two rounds, usually to take the shape of an item it sees a perspective host drop, so that the parasite might be mistaken for it.hair turns white.
* CharmPerson: 3rd Edition oreads can
* DepartureMeansDeath: An oread taken a mile away from her home mountain dies within a day.
* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to
* IAteWhat: Peltasts expel their waste when immersed in
* EatDirtCheap: Oreads eat certain minerals, and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become
* NoSell: Peltasts are immune
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids --
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and
* TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patch
* OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females from such unions will grow into oreads themselves.
* OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin,
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which
* VoluntaryShapeshifting: Peltasts can change their forms over two rounds, usually to take the shape of an item it sees a perspective host drop, so that the parasite might be mistaken for it.
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[[folder:Peryton]]
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'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 4 (4E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Stag-headed birds of prey that feed on human hearts.
'''Challenge Rating:''' 5 (3E), 4 (4E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Stag-headed birds of prey that feed on human hearts.
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'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
Elemental (3E)\\
'''Challenge Rating:'''5 (3E), 4 (4E), 2 (5E)\\
As base creature +1 (3E)\\
'''Alignment:'''ChaoticEvil
Stag-headed birds of preyChaoticNeutral
Ice spirits thatfeed on human hearts.roam cold places, attacking those they deem a threat to the land.
'''Challenge Rating:'''
'''Alignment:'''
Stag-headed birds of prey
Ice spirits that
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* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
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* MixAndMatchCritters: ElementalEmbodiment: They resemble enormous eagles look like whirls of wind and snow, and 3rd Edition treats "orglash" as a template that can be applied to any elemental with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
air subtype.
*OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for GuardianEntity: In their stag heads. They're ChaoticEvil as a rule, home setting, orglash are elemental beings native to Rashemen, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about seem to have the nature of innate ability to sense foreigners. But while the orglash have helped defend their shadows -- some believe that a peryton casts homeland against the shadow likes of the last creature whose heart it ate, while others say that they always Red Wizards of Thay for centuries, the Rashemaar view the unpredictable spirits as a mixed blessing, since orglash have been known to attack them as well.
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can casthuman shadows ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and yet others that they only cast in 2nd Edition take constant damage in temperatures above 60 degrees Fahrenheit -- in areas over 100 degrees, orglash dissipate entirely, and must return to a near-freezing environment to reform their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.bodies.
*
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
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[[folder:Petal]]
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->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood
Tiny fey who, when not serving as messengers for their larger kin, work to ensure that travelers and adventurers benefit from a restful sleep, whether they want to or not.
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood
Tiny fey who, when not serving as messengers for their larger kin, work to ensure that travelers and adventurers benefit from a restful sleep, whether they want to or not.
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'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Tiny fey who, when not serving as messengers for their larger kin, work to ensure
Huge, amphibious beings that
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* ForcedSleep: They can sing songs to duplicate ''lullaby'' and ''sleep'' spells, which they typically use one after the other. The more petals that contribute to the ''sleep'' song, the harder it is to resist.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them in [[GardenGarment clothing of leaves and garlands of flowers.]] As might be imagined, this can leave the sleepers helpless against any thieves or monsters in the area.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them in [[GardenGarment clothing of leaves and garlands of flowers.]] As might be imagined, this can leave the sleepers helpless against any thieves or monsters in the area.
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* ForcedSleep: ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and are depicted a vivid shade of blue.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they cansing songs to duplicate ''lullaby'' acquire magical items, and ''sleep'' spells, hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, whichthey typically use one after the other. The more petals are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation thatcontribute they're from another plane in 2nd Edition, though 3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the''sleep'' song, ormyrr's sense of right and wrong, the harder it is to resist.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them in [[GardenGarment clothing of leaves and garlands of flowers.]] Ascreatures might be imagined, this can leave the sleepers helpless against any thieves or monsters in the area.give a stolen magic item back.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they can
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them in [[GardenGarment clothing of leaves and garlands of flowers.]] As
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[[folder:Petitioner]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' As native plane
The souls of mortals given physical form on the Outer Planes, where they are rewarded or punished as their faith and actions in life determine. Their appearance and qualities can vary wildly depending on the Outer Plane they inhabit.
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' As native plane
The souls of mortals given physical form on the Outer Planes, where they are rewarded or punished as their faith and actions in life determine. Their appearance and qualities can vary wildly depending on the Outer Plane they inhabit.
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->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E)\\
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->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:'''
'''Alignment:'''
The souls of mortals given physical form on the Outer Planes, where they
Sometimes called gulguthra, these carrion-eaters are
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* AngelicTransformation: Petitioners sent to Mount Celestia become lantern archons, who are guided by older archons until they're ready to evolve into a higher form of celestial.
* {{Animorphism}}: Petitioners who end up in the Wilderness of the Beastlands soon become ALittleBitBeastly, and eventually transform into celestial beasts after a few centuries.
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their sins -- is to become one with their patron deity, or even their home plane itself. The petitioners of Mount Celestia take this almost literally, as they hope to develop enough virtue and enlightenment to ascend through the plane's layers to reach Chronias, the highest of the Seven Mounting Heavens, from which no one returns.
* DeathAmnesia: Anyone who becomes a petitioner, but is later restored to life by magic, loses all memory of their time as one.
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until they're transformed into lemures.
* DepartureMeansDeath: In 2nd Edition, petitioners undergo a CessationOfExistence if they ever leave their home plane (at least without a power sponsoring the excursion). 3E softens this to a "Planar Commitment" trait that means petitioners are teleported 100 miles in a random direction if someone attempts to move them off-plane.
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptions to this -- the petitioners of Elysium, for example, are noted to have stronger memories of their mortal life, translating to some retained character levels that make them extra dangerous when mobilized to defend their plane.
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by a similarly-aligned plane."
* SpearCarrier: The 3E ''Manual of the Planes'' directly refers to petitioners as such, while the 2E ''Planescape'' book compares their roles on the Outer Planes to that of commoners on the Prime Material.
* WeirdCurrency: Most petitioners in the Gray Waste of Hades are mournful, ghostlike beings, but the most selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are traded like currency across the Lower Planes, trafficked by the likes of liches, night hags and other fiends for use as food, spell components, or the raw material from which to make a new fiend.
* WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to converse with, as they're so fixated on merging with their god or home plane that they come across as monomaniacal.
* {{Animorphism}}: Petitioners who end up in the Wilderness of the Beastlands soon become ALittleBitBeastly, and eventually transform into celestial beasts after a few centuries.
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their sins -- is to become one with their patron deity, or even their home plane itself. The petitioners of Mount Celestia take this almost literally, as they hope to develop enough virtue and enlightenment to ascend through the plane's layers to reach Chronias, the highest of the Seven Mounting Heavens, from which no one returns.
* DeathAmnesia: Anyone who becomes a petitioner, but is later restored to life by magic, loses all memory of their time as one.
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until they're transformed into lemures.
* DepartureMeansDeath: In 2nd Edition, petitioners undergo a CessationOfExistence if they ever leave their home plane (at least without a power sponsoring the excursion). 3E softens this to a "Planar Commitment" trait that means petitioners are teleported 100 miles in a random direction if someone attempts to move them off-plane.
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptions to this -- the petitioners of Elysium, for example, are noted to have stronger memories of their mortal life, translating to some retained character levels that make them extra dangerous when mobilized to defend their plane.
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by a similarly-aligned plane."
* SpearCarrier: The 3E ''Manual of the Planes'' directly refers to petitioners as such, while the 2E ''Planescape'' book compares their roles on the Outer Planes to that of commoners on the Prime Material.
* WeirdCurrency: Most petitioners in the Gray Waste of Hades are mournful, ghostlike beings, but the most selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are traded like currency across the Lower Planes, trafficked by the likes of liches, night hags and other fiends for use as food, spell components, or the raw material from which to make a new fiend.
* WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to converse with, as they're so fixated on merging with their god or home plane that they come across as monomaniacal.
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* AngelicTransformation: Petitioners sent BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to Mount Celestia become lantern archons, who are guided by older archons until they're ready to evolve keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are ahigher form smarter breed of celestial.otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.
*{{Animorphism}}: Petitioners who end up in the Wilderness of the Beastlands soon become ALittleBitBeastly, and eventually transform into celestial beasts after a few centuries.
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their sins -- is to become one with their patron deity, or even their home plane itself. The petitioners of Mount Celestia take thisExtremeOmnivore: Otyughs can eat almost literally, as they hope all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants todevelop handle their corpses.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughs are smart enoughvirtue and enlightenment to ascend through the plane's layers to reach Chronias, the highest of the Seven Mounting Heavens, from which no one returns.
* DeathAmnesia: Anyone who becomes a petitioner, but is later restored to life by magic, loses all memory of their time as one.
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured untildo this with victims they're transformed into lemures.
* DepartureMeansDeath: In 2nd Edition, petitioners undergo a CessationOfExistence if they ever leave their home plane (at least without a power sponsoringgrappling, giving the excursion). 3E softens this to a "Planar Commitment" trait that means petitioners are teleported 100 miles in a random direction if someone attempts to move monsters an Armor Class bonus and letting them off-plane.
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptionsattempt to this -- the petitioners of Elysium, for example, are noted to have stronger memories of their mortal life, translating to some retained character levels that make them extra dangerous when mobilized to defend their plane.
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by a similarly-aligned plane."
* SpearCarrier: The 3E ''Manual of the Planes'' directly refers to petitioners as such, while the 2E ''Planescape'' book compares their roles on the Outer Planes to that of commoners on the Prime Material.
* WeirdCurrency: Most petitioners in the Gray Waste of Hades are mournful, ghostlike beings, but the most selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are traded like currency across the Lower Planes, trafficked by the likes of liches, night hags and other fiends for use as food, spell components, or the raw material from which to make a new fiend.
* WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to converse with, as they're so fixated on mergingintercept incoming attacks with their god grabbed victims.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to communicate either telepathically orhome plane through Common, depending on edition. They can even form symbiotic relationships with creatures that they come across give them food and leave them in their refuse. If trained, otyughs are capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such asmonomaniacal."movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* EliteMooks: "Neo-otyughs" are a
*
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their sins -- is to become one with their patron deity, or even their home plane itself. The petitioners of Mount Celestia take this
* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* HumanShield: 2nd Edition notes that neo-otyughs are smart enough
* DeathAmnesia: Anyone who becomes a petitioner, but is later restored to life by magic, loses all memory of their time as one.
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until
* DepartureMeansDeath: In 2nd Edition, petitioners undergo a CessationOfExistence if they ever leave their home plane (at least without a power sponsoring
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptions
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by a similarly-aligned plane."
* SpearCarrier: The 3E ''Manual of the Planes'' directly refers to petitioners as such, while the 2E ''Planescape'' book compares their roles on the Outer Planes to that of commoners on the Prime Material.
* WeirdCurrency: Most petitioners in the Gray Waste of Hades are mournful, ghostlike beings, but the most selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are traded like currency across the Lower Planes, trafficked by the likes of liches, night hags and other fiends for use as food, spell components, or the raw material from which to make a new fiend.
* WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to converse with, as they're so fixated on merging
* ItCanThink: They look monstrous, but otyughs are intelligent enough to communicate either telepathically or
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
Changed line(s) 1230,1238 (click to see context) from:
[[folder:Phaerimm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerimm_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Bizarre-looking flying beings feared for their evil natures and mastery of sorcery.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerimm_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Bizarre-looking flying beings feared for their evil natures and mastery of sorcery.
to:
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[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Bizarre-looking flying beings feared for their evil natures
Infamously vicious carnivores with the front half of a flightless owl and
Changed line(s) 1240,1250 (click to see context) from:
* AbsoluteXenophobe: Averted, to an extent, as their 3rd Edition write-up notes that phaerimm ''would'' like to exterminate all other life, except that would deny them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And with their ''AD&D'' rules, victims ''also'' have to save to see whether they've been implanted with a viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the host.]] Thankfully, a ''cure disease'' spell kills the larva.
* SealedEvilInACan: In the Realms, most phaerimm were sealed beneath Anauroch by their ancient sharn rivals, and only a few escaped -- though some of those are working to free their kin.
* SupernaturalSensitivity: In 3rd Edition, phaerimm have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And with their ''AD&D'' rules, victims ''also'' have to save to see whether they've been implanted with a viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the host.]] Thankfully, a ''cure disease'' spell kills the larva.
* SealedEvilInACan: In the Realms, most phaerimm were sealed beneath Anauroch by their ancient sharn rivals, and only a few escaped -- though some of those are working to free their kin.
* SupernaturalSensitivity: In 3rd Edition, phaerimm have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.
to:
* AbsoluteXenophobe: Averted, AttackAnimal: It's ''theoretically'' possible to train an extent, as their 3rd Edition write-up notes that phaerimm ''would'' like owlbear, but they don't need instructions on how to exterminate all other life, except that would deny maul something, and it's not productive to try to teach them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistanceanything else. That said, if raised from chicks, owlbears will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. Andat least bond with their ''AD&D'' rules, victims ''also'' have trainers, but they're sullen when performing most tricks, and it takes special effort to save make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt tosee whether they've been implanted train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the host.]] Thankfully, a ''cure disease'' spell kills the larva.
* SealedEvilInACan: In the Realms, most phaerimm were sealed beneath Anauroch bytendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancientsharn rivals, and only a few escaped -- though some of those are working to free their kin.
* SupernaturalSensitivity: In 3rd Edition, phaerimmwizards. This point is disputed by the fey, however, who claim that owlbears have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to
* SealedEvilInACan: In the Realms, most phaerimm were sealed beneath Anauroch by
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient
* SupernaturalSensitivity: In 3rd Edition, phaerimm
Changed line(s) 1253,1258 (click to see context) from:
[[folder:Phaerlock]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerlock_3e.jpg]]
[[caption-width-right:341:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerlock_3e.jpg]]
[[caption-width-right:341:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
to:
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[[folder:Pack Fiend]]
[[quoteright:350:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:'''
Changed line(s) 1261 (click to see context) from:
The descendants of lizardfolk modified by the phaerimm, leaving them tortured creatures wandering the Underdark in search of victims.
to:
Changed line(s) 1263,1267 (click to see context) from:
* AgonyBeam: Phaerlocks can fix their gaze on a nearby creature, which has to save or share the agony of the phaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for a round, and shaken for several more rounds afterward. This effect doesn't work on things without proper nervous systems like constructs, plants, undead, etc.
* ExtraEyes: Part of their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks with all-around vision and preventing them from being flanked.
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease their torment by forcing other creatures to experience it.
* ExtraEyes: Part of their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks with all-around vision and preventing them from being flanked.
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease their torment by forcing other creatures to experience it.
to:
* AgonyBeam: Phaerlocks can fix their gaze on a nearby creature, which has to save or share AttackAnimal: It's mentioned that pit fiends and glabrezu in particular are fond of keeping kennels of starving pack fiends, waiting for the agony of right moment to go hunting.
* BewareMyStingerTail: Their sting attacks deliver a [[NonHealthDamage Strength-damaging poison.]]
* DeadlyLunge: Pack fiends pounce when they charge, allowing them to make a full attack action at thephaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for a round, and shaken for several more rounds afterward. This effect doesn't work on things without proper nervous systems like constructs, plants, undead, etc.
* ExtraEyes: Partend of their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks move.
* MixAndMatchCritters: They look like some unholy cross between a wolf and cockroach, withall-around vision and preventing them from being flanked.
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease their torment by forcing other creatures to experience it.a streamlined scorpion's tail.
* BewareMyStingerTail: Their sting attacks deliver a [[NonHealthDamage Strength-damaging poison.]]
* DeadlyLunge: Pack fiends pounce when they charge, allowing them to make a full attack action at the
* ExtraEyes: Part
* MixAndMatchCritters: They look like some unholy cross between a wolf and cockroach, with
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease their torment by forcing other creatures to experience it.
Changed line(s) 1270,1271 (click to see context) from:
[[folder:Phaethon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaethon_3e_7.jpg]]
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to:
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Changed line(s) 1273,1279 (click to see context) from:
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challeng Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulNeutral
Distant relatives of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.
'''Classification:''' Humanoid (3E)\\
'''Challeng Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulNeutral
Distant relatives of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.
to:
'''Classification:''' Humanoid
Distant relatives of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.
Withered walking corpses that constantly gibber and coo in corrupted truespeech.
Changed line(s) 1281,1286 (click to see context) from:
* AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of their endurance, and undergo an apotheosis into a living embodiment of their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.
to:
* AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of NothingButSkinAndBones: They look nearly skeletal, with their endurance, and undergo an apotheosis into a living embodiment of grayish flesh drawn tight across their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed bones.
* UnfinishedBusiness: Painspeakers died with30-foot flaming wingspans an important message left unspoken, whether a confession of love, an entreaty for peace, or testimony that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowingwould have saved an innocent. These tortured, unvoiced words have compeled them to fly or add fire damage rise as twisted undead, but there's at least one example of a painspeaker crumbling to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) ash after finally confronting and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
confessing its love for a cleric.
*ImmuneToFire: WordsCanBreakMyBones: They have can use the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a sonRecitation of the god Habbakuk, the Blue Phoenix.Fortified State to bolster their defense, and a reversed ''moderate word of nurturing'' to harm other creatures.
* UnfinishedBusiness: Painspeakers died with
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing
*
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son
Changed line(s) 1289,1290 (click to see context) from:
[[folder:Phanaton]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_phanaton_2e.jpg]]
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Changed line(s) 1292,1298 (click to see context) from:
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
to:
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
''TabletopGame/ForgottenRealms''\\
'''Alignment:'''ChaoticGood
Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.Unaligned
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:'''
Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
Changed line(s) 1300,1304 (click to see context) from:
* ArchEnemy: Phantons hate aranea and attack the spider-folk on sight, "casting aside all tactics and stealth."
* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.
* NotQuiteFlight: They can use their patagia to glide, moving 20 feet forward for every 5 feet they descend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building their villages on platforms high in the trees.
* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.
* NotQuiteFlight: They can use their patagia to glide, moving 20 feet forward for every 5 feet they descend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building their villages on platforms high in the trees.
to:
* ArchEnemy: Phantons hate aranea and attack the spider-folk on sight, "casting aside all tactics and stealth."
* NatureHero: They act as tendersAchillesHeel: Electricity attacks not only deal damage to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons palimpsets, they have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well chance, increasing with the likes of sylvan elves, dryads and treants.
* NotQuiteFlight: They can use their patagiaattack's severity, to glide, make them spit out any creatures they're currently digesting.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving20 feet forward for every 5 feet as if blown about by a stray breeze.
* ChestMonster: Rumors abound of entire libraries filled with palimpsets, in volumes with enticing titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, theydescend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, buildingcan be restored using a specific sequence of spells: a ''remove curse'' to animate their villages on platforms high in illustration, ''abjure'' to lift them from the trees.sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
* NatureHero: They act as tenders
* NotQuiteFlight: They can use their patagia
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving
* ChestMonster: Rumors abound of entire libraries filled with palimpsets, in volumes with enticing titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
Changed line(s) 1307,1314 (click to see context) from:
[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
to:
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[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
Angelic beings with the power of foresight, who visit the mortal world with prophetic warnings or as harbingers of events to come.
Changed line(s) 1316,1318 (click to see context) from:
* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
to:
* AttackAnimal: Though only as intelligent as animals, phantom fungi AmazingTechnicolorPopulation: Pari are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of known for their location. Phantom fungi are often trained to click pastel blue skin tone.
* BrownNote: Pari can weaponize theirteeth after performing prophetic powers by flooding a trick, a habit which can give creature's mind with disorienting visions of the future, dealing psychic damage and giving them away.
disadvantage on attack rolls for their next turn.
*InvisibleMonsters: OurAngelsAreDifferent: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often modeled off the only thing that gives them away is pari/peri of Myth/PersianMythology, though they lack their strange, moldy odor.
source's angle as "mischevious beings denied entry to paradise until they complete a penace."
*ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, WhiteMagic: Their spell-like abilities include ''cure wounds'', ''dispel good and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.evil'', and ''lesser restoration''.
* BrownNote: Pari can weaponize their
*
*
Changed line(s) 1321,1328 (click to see context) from:
[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned
Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
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[[caption-width-right:325:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg[[/labelnote]]]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Oversized wasps with a dangerous magical attack, and a tendency to make nests
Small humanoid elemental-kin from
Changed line(s) 1330,1332 (click to see context) from:
* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the planar boundary in the latter case).
* MagicMissileStorm: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the planar boundary in the latter case).
to:
* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm:ArtEvolution: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live look like fairly normal humanoids in swarms of up 2E, while 5E amplifies their stony elemental traits, to about 20 creatures, the point that equals the example pech's hairless head has a ''lot'' chunk broken or chiseled off.
* AttackItsWeakPoint: The pech's extensive knowledge of[[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
stone lets them know precisely where to strike a RockMonster to reduce it to rubble. In 2E, their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons, while in 5E, attacks with their fortified pickaxes always score critical hits against Constructs and objects.
*SeeTheInvisible: Phase wasps DayHurtsDarkAdjustedEyes: They find exposure to direct sunlight nauseating, and have the Light Sensitivity rule in 5E.
* DishingOutDirt: The pech have power over rock and stone, and each cansee cast ''stone shape'' and attack invisible ''stone tell'' several times per day. By working together, pech can use more powerful magic such as ''wall of stone'' or ''flesh to stone''.
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, andethereal their flesh is nearly as hard as granite.
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures(through the planar boundary in the latter case).to douse their lamps.
* MagicMissileStorm:
* AttackItsWeakPoint: The pech's extensive knowledge of
*
* DishingOutDirt: The pech have power over rock and stone, and each can
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, and
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures
Changed line(s) 1335,1342 (click to see context) from:
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral
Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.
to:
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[[caption-width-right:350:3e]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism
Intelligent winged horses. Pegasi are greatly prized as
Changed line(s) 1344,1347 (click to see context) from:
* BlobMonster: In its natural form, a phasm resembles an ooze and attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out their talents as spies, except they're notoriously unreliable since they don't feel any obligation to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out their talents as spies, except they're notoriously unreliable since they don't feel any obligation to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.
to:
* BlobMonster: In its natural form, a phasm resembles an ooze and attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire outAnimalJingoism: Pegasi normally reserve their talents as spies, except they're notoriously unreliable since they don't feel any obligation enmity for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aidtheir infiltrations.fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.
Changed line(s) 1350,1356 (click to see context) from:
[[folder:Phirblas]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
to:
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->'''Origin:'''
'''Alignment:'''
Gaunt humanoids sometimes encountered on
Shapeshifting parasites that take the
Changed line(s) 1358,1365 (click to see context) from:
* CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
to:
* CompellingVoice: A non-verbal example; once per day, a phirblas ArtifactOfDeath: Greater peltasts have magical abilities they use to maximize bloodshed and bodies upon which they can feed, and use its words and telepathy a variant of ''summon monster'' to make hostile creatures attack their hosts, or make ''suggestions'' to encourage violence.
* IAteWhat: Peltasts expel their waste when immersed in water, tainting it so that any drinkers become nauseated for several rounds.
* NoSell: Peltasts are immune to poison or crushing effects.
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids -- they'll allow themselves to be picked up by the likes of elves and dwarves, but never feed upon them, and will try to find a''suggestion''.
better host as soon as one presents itself.
*FearlessFool: Phirblas TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patch of their host's skin, allowing the creature to absorb nutrients from its blood. This deals a single hit point of damage each day, which many hosts don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], even notice, while in exchange, the peltast neutralizes any poisons in its host, shares its minor spell resistance, and rarely meet with fatal accidents. As in emergencies can inject a few hit points back into its host, once per day. It's a little more obvious when a greater peltasts feeds, as the blood can be seen collecting within their crystalline forms, which also grow larger after feeding -- as such, they have little fear prefer to feed upon sleeping or understanding of death, which makes other planar travelers consider phirblas quite naive.
dying hosts.
*HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblasVoluntaryShapeshifting: Peltasts can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Thoughchange their listed environment is forms over two rounds, usually to take the Ethereal Plane, phirblas properly hail from Inphirblau, shape of an ancient demiplane that contains item it sees a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state,perspective host drop, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.parasite might be mistaken for it.
* IAteWhat: Peltasts expel their waste when immersed in water, tainting it so that any drinkers become nauseated for several rounds.
* NoSell: Peltasts are immune to poison or crushing effects.
* PickyPeopleEater: These creatures primarily feed upon humans and goblinoids -- they'll allow themselves to be picked up by the likes of elves and dwarves, but never feed upon them, and will try to find a
*
*
* MassHypnosis: Three times per day, phirblas
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state,
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
Changed line(s) 1368,1376 (click to see context) from:
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Also known
These fearsome blood-drinkers can masquerade as
Changed line(s) 1378,1382 (click to see context) from:
* DeadlyGas: A phiuhl more or less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the upside, their gaseous nature makes phiuhls vulnerable to being blown around by effects such as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
to:
* DeadlyGas: A phiuhl more or less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the upside, CombatTentacles: They can attack victims with their gaseous nature makes phiuhls vulnerable to being blown around by effects such as entrails, or more dangerously, [[TentacleRope grapple and constrict with them]], also allowing the ''gust of wind'' spell.
pennaggolan to bite and drain blood.
*EvilLivingFlames: They get FlyingFace: A gruesome example, in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl aboutthe creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theoryviscera is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
dangling beneath their levitating heads.
*StarfishLanguage: Phiuhls speak no audible language, HumanShifting: An odd variant; a pennaggolan's "natural" form is a flying head trailing entrails, but appear if it soaks said organs in vinegar to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls reduce their engorgement, a pennaggolan can stuff its viscera back into the Blood War shell of its former body and put its head back into position. In this guise, a pennaggolan appears normal, and more insidiously cannot be [[TurnUndead turned]], and will register as its original alignment to spells like ''detect evil''.
* HypnoticGaze: Like vamipres, pennaggolans can mentally dominate other creatures by looking into their eyes.
* OurVampiresAreDifferent: They actually share many traits and abilities with "classic" vampires, but the pennaggolan's grisly appearance sets them apart.
* SoulJar: If a pennaggolan's body is destroyed while its head is separated from it, the creature will die in one to four days.
* SupernaturalFearInducer: Other creatures within 30 feet of a pennaggolan havebeen unsuccessful.to save or become shaken.
* VampiricDraining: They drain blood from victims they bite, dealing [[NonHealthDamage Constitution damage.]]
* TheVirus: In most cases, a pennaggolan's victims are strangled to death by their entrails before succumbing to its blood-draining attack, but if the latter does occur, the victim will rise as an independent, and irredeemably evil, pennaggolan, should its body go unburied for three days.
*
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory
*
* HypnoticGaze: Like vamipres, pennaggolans can mentally dominate other creatures by looking into their eyes.
* OurVampiresAreDifferent: They actually share many traits and abilities with "classic" vampires, but the pennaggolan's grisly appearance sets them apart.
* SoulJar: If a pennaggolan's body is destroyed while its head is separated from it, the creature will die in one to four days.
* SupernaturalFearInducer: Other creatures within 30 feet of a pennaggolan have
* VampiricDraining: They drain blood from victims they bite, dealing [[NonHealthDamage Constitution damage.]]
* TheVirus: In most cases, a pennaggolan's victims are strangled to death by their entrails before succumbing to its blood-draining attack, but if the latter does occur, the victim will rise as an independent, and irredeemably evil, pennaggolan, should its body go unburied for three days.
Changed line(s) 1385,1392 (click to see context) from:
[[folder:Phoelarch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E), Natural
'''Challenge Rating:'''
'''Alignment:'''
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power
Stag-headed birds of
Changed line(s) 1394,1399 (click to see context) from:
* ArtEvolution: While their 3rd Edition art depicts phoelarchs with brilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
to:
* ArtEvolution: While their 3rd Edition art depicts phoelarchs MixAndMatchCritters: They resemble enormous eagles with brilliantly-colored feathers on their the heads and upper bodies, 4th Edition of stags -- some early art also gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchscervine legs -- and phoera are healed by fire effects.
the fangs of predatory mammals.
*ThePhoenix: OurPerytonsAreDifferent:[[invoked]] They're suspected of more bird-heavy than typical deceptions, being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack withfully avian except for their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera,stag heads. They're ChaoticEvil as a rule, and are identical save for wielding gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and healing from yet others that they only cast their own shadow after killing a different energy type, victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and causing foes as being fated to be shaken from cold rather than igniting from heat.some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs
*
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera,
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
Changed line(s) 1402,1403 (click to see context) from:
[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1405,1411 (click to see context) from:
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)
Large, fiery birds capable of resurrecting themselves when slain.
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)
Large, fiery birds capable of resurrecting themselves when slain.
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
to:
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
Fey (3E)\\
'''Challenge Rating:'''24 (3E), 19 (4E)\\
1 (3E)\\
'''Alignment:'''NeutralGood (1E-3E), Unaligned (4E)
Large, fiery birds capable of resurrecting themselvesNeutralGood
Tiny fey who, whenslain.
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.not serving as messengers for their larger kin, work to ensure that travelers and adventurers benefit from a restful sleep, whether they want to or not.
'''Challenge Rating:'''
'''Alignment:'''
Large, fiery birds capable of resurrecting themselves
Tiny fey who, when
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
Changed line(s) 1413,1423 (click to see context) from:
* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while their eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while their eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
to:
* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* OrganDrops: Phoenix feathers are useful additionsForcedSleep: They can sing songs to a ''staff of healing'' or various curative potions, while their eyes, beaks duplicate ''lullaby'' and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire''sleep'' spells, which they typically allow use one after the other. The more petals that contribute to the ''sleep'' song, the harder it is to resist.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb themsome control over flame in [[GardenGarment clothing of leaves and garlands of flowers.]] As might be imagined, this can leave the sleepers helpless against any thieves or monsters in the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.area.
* OrganDrops: Phoenix feathers are useful additions
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
Changed line(s) 1426,1433 (click to see context) from:
[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
A repressed neurosis
The souls of mortals given
Changed line(s) 1435,1444 (click to see context) from:
* AchillesHeel: Since they're creatures of the mind, ''feeblemind'' and ''confusion'' spells deal damage to phthisics in 2nd Edition, and nullify their HealingFactor for several rounds.
* AnIcePerson: In 2nd Edition, phthisics can, once per hour, surround themselves with an aura of cold strong enough to deal damage to anything within 10 feet, though only for a single round.
* ArtEvolution: 2nd Edition phthisics appear as enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only creatures skilled enough to draw them from the minds of their thralls. In 3rd Edition, phthisics' origins are unknown, though speculated to be the product of a variant of ''psychic chirurgery''.
* SoulJar: In 2nd Edition, phthisics are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend too long apart from it, the phthisic can instantly teleport back to its lair, and perceive everything around its psionic circuitry. But destroying the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature from which the phthisic is spawned, whose death does nothing to the phthisic).
* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, their corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
* AnIcePerson: In 2nd Edition, phthisics can, once per hour, surround themselves with an aura of cold strong enough to deal damage to anything within 10 feet, though only for a single round.
* ArtEvolution: 2nd Edition phthisics appear as enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only creatures skilled enough to draw them from the minds of their thralls. In 3rd Edition, phthisics' origins are unknown, though speculated to be the product of a variant of ''psychic chirurgery''.
* SoulJar: In 2nd Edition, phthisics are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend too long apart from it, the phthisic can instantly teleport back to its lair, and perceive everything around its psionic circuitry. But destroying the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature from which the phthisic is spawned, whose death does nothing to the phthisic).
* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, their corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
to:
* AchillesHeel: Since AngelicTransformation: Petitioners sent to Mount Celestia become lantern archons, who are guided by older archons until they're creatures ready to evolve into a higher form of celestial.
* {{Animorphism}}: Petitioners who end up in the Wilderness of themind, ''feeblemind'' Beastlands soon become ALittleBitBeastly, and ''confusion'' spells deal damage to phthisics in 2nd Edition, and nullify eventually transform into celestial beasts after a few centuries.
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for theirHealingFactor for several rounds.
sins -- is to become one with their patron deity, or even their home plane itself. The petitioners of Mount Celestia take this almost literally, as they hope to develop enough virtue and enlightenment to ascend through the plane's layers to reach Chronias, the highest of the Seven Mounting Heavens, from which no one returns.
*AnIcePerson: DeathAmnesia: Anyone who becomes a petitioner, but is later restored to life by magic, loses all memory of their time as one.
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until they're transformed into lemures.
* DepartureMeansDeath: In 2nd Edition,phthisics can, once per hour, surround themselves with an aura of cold strong enough to deal damage to anything within 10 feet, though only for petitioners undergo a single round.
* ArtEvolution: 2nd Edition phthisics appear as enlarged and twisted versions of the being from whichCessationOfExistence if they emerged, but ever leave their 3rd Edition incarnation is much more monstrous, so home plane (at least without a power sponsoring the excursion). 3E softens this to a "Planar Commitment" trait that it takes means petitioners are teleported 100 miles in a DC 25 Spot check random direction if someone attempts to notice the resemblance between the phthisic move them off-plane.
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, andits source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thusat most have a 25% chance to reflect any offensive magic back on "shadowy recollection of a previous life" that is less important than their casters.
* HorrorHunger: A phthisic "constantly cravescurrent circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptions to this -- the sweet nectar petitioners of sanity to soothe its mental torment, if only Elysium, for example, are noted to have stronger memories of their mortal life, translating to some retained character levels that make them extra dangerous when mobilized to defend their plane.
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by awhile.similarly-aligned plane."
*PsychicPowers: SpearCarrier: The 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{Retcon}}: 2E phthisics are specifically the creations''Manual of the mind flayers, Planes'' directly refers to petitioners as such, while the only creatures skilled enough to draw them from the minds of 2E ''Planescape'' book compares their thralls. In 3rd Edition, phthisics' origins roles on the Outer Planes to that of commoners on the Prime Material.
* WeirdCurrency: Most petitioners in the Gray Waste of Hades areunknown, though speculated to be mournful, ghostlike beings, but the product of a variant of ''psychic chirurgery''.
* SoulJar: In 2nd Edition, phthisicsmost selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend too long apart from it, traded like currency across the phthisic can instantly teleport back to its lair, Lower Planes, trafficked by the likes of liches, night hags and perceive everything around its psionic circuitry. But destroying other fiends for use as food, spell components, or the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature raw material from which the phthisic is spawned, whose death does nothing to the phthisic).
make a new fiend.
*StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to feed in peace, the monster can drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, converse with, as they're so fixated on merging with their corpses will shrivel god or home plane that they come across as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.monomaniacal.
* {{Animorphism}}: Petitioners who end up in the Wilderness of the
* AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their
*
* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until they're transformed into lemures.
* DepartureMeansDeath: In 2nd Edition,
* ArtEvolution: 2nd Edition phthisics appear as enlarged and twisted versions of the being from which
* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus
* HorrorHunger: A phthisic "constantly craves
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded by a
*
* {{Retcon}}: 2E phthisics are specifically the creations
* WeirdCurrency: Most petitioners in the Gray Waste of Hades are
* SoulJar: In 2nd Edition, phthisics
*
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
Changed line(s) 1447,1455 (click to see context) from:
[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Playable:''' 2E-4E\\
'''Alignment:'''
Diminutive fairies who delight in playing harmless tricks on people.
Bizarre-looking flying beings feared for their evil natures and mastery of sorcery.
Changed line(s) 1457,1464 (click to see context) from:
* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
to:
* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of AbsoluteXenophobe: Averted, to an extent, as their wings.3rd Edition write-up notes that phaerimm ''would'' like to exterminate all other life, except that would deny them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
*TheDandy[=/=]TheFashionista: Pixies style themselves as the princes MageSpecies: Phaerimm are natural spellcasters, and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies3rd Edition rules let them cast sorcerer spells like to trick misers out of they were spell-like abilities, without requiring verbal, somatic or material components, while their treasure, accumulate it in a small hoard, ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and use it view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune totaunt polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all othergreedy people. But if one of life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And with their ''AD&D'' rules, victimstakes ''also'' have to save to see whether they've been implanted with a viable phaerimm egg, which will hatch after a few days, at which point the pixie's pranks in good humor and shows no greed when led to young phaerimm [[ChestBurster will begin eating its way out of the treasure pile, host.]] Thankfully, a ''cure disease'' spell kills the fey may allow larva.
* SealedEvilInACan: In theindividual to choose an item from Realms, most phaerimm were sealed beneath Anauroch by their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wingsancient sharn rivals, and an assortment of magical powers. They use their spells for harmless pranks, only a few escaped -- though some of those are working to free their pixie dust is said to kin.
* SupernaturalSensitivity: In 3rd Edition, phaerimm havemagical properties ranging from bestowing flight "full vision," allowing them to putting creatures into an enchanted slumber, leading some mages detect magic and monsters [[SeeTheInvisible perceive ethereal or astral creatures]] out to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.120 feet.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
*
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies
* NoSell: They're immune to
* OmnicidalManiac: They would gladly wipe out all other
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And with their ''AD&D'' rules, victims
* SealedEvilInACan: In the
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings
* SupernaturalSensitivity: In 3rd Edition, phaerimm have
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
Changed line(s) 1467,1474 (click to see context) from:
[[folder:Plague Brush]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
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->'''Classification:''' Plant
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
35-foot wide, poisonous tumbleweeds that normally roll about
The descendants of lizardfolk modified by the
Changed line(s) 1476,1478 (click to see context) from:
* HomingBoulders: They're essentially free-roaming, vegetable examples, instinctively chasing down and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
to:
* HomingBoulders: They're essentially free-roaming, vegetable examples, instinctively chasing down AgonyBeam: Phaerlocks can fix their gaze on a nearby creature, which has to save or share the agony of the phaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for a round, and flattening anything they come across. With a 60-foot movement speed, escaping shaken for several more rounds afterward. This effect doesn't work on things without proper nervous systems like constructs, plants, undead, etc.
* ExtraEyes: Part of their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks with all-around vision and preventing themis more easily said than done.
from being flanked.
*PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, andConstitution damage]].
retain their ancestors' ability to hold their breath underwater for extended periods.
*TrampledUnderfoot: These plants' primary attack TorturedMonster: Even breathing is to simply roll over other agonizing for these creatures, dealing damage and potentially causing forcing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb develop mental tricks to block out the plague brush's spores. In fact, these mindless plants often ignore pain, or ease their torment by forcing other creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.to experience it.
* ExtraEyes: Part of their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks with all-around vision and preventing them
*
* LizardFolk: Phaerlocks are derived from such, and
*
Changed line(s) 1481,1489 (click to see context) from:
[[folder:Planar Incarnate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
Gargantuan manfiestations of planar power, spawned at critical moments to protect their home plane from opposing forces.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
Gargantuan manfiestations of planar power, spawned at critical moments to protect their home plane from opposing forces.
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[[caption-width-right:350:5e]]
[[caption-width-right:349:3e]]
->'''Origin:'''
'''Classification:'''
'''Challenge
'''Challeng Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Gargantuan manfiestations
Distant relatives of
Changed line(s) 1491,1495 (click to see context) from:
* ContractualBossImmunity: They're immune to just about every status effect, on top of a host of damage resistances and immunities.
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
to:
* ContractualBossImmunity: They're AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of their endurance, and undergo an apotheosis into a living embodiment of their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune tojust about every status effect, on top of a host of fire damage resistances but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and immunities.
metal to craft.
*EvilLivingFlames: Planar incarnates OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disastersconfidence that work outsiders have nothing to protect and further offer phaethons that they can't learn from their own predecessors. In 3E they retain the virtues and vices elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of theplanes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.god Habbakuk, the Blue Phoenix.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to
*
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters
* SemiDivine: On Krynn, they claim to be descended from a son of the
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
Changed line(s) 1498,1504 (click to see context) from:
[[folder:Planetouched]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
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[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood
Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
Changed line(s) 1506,1513 (click to see context) from:
* DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos. Axani for example have a touch of pure Law in their blood.
* MarkOfTheSupernatural: Planetouched tend to have something that visibly sets them apart from normal Material Plane races, whether something as dramatic as a different skin tone, weird eyes, or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.
!!Chaond
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Chaotic
The descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.
* MarkOfTheSupernatural: Planetouched tend to have something that visibly sets them apart from normal Material Plane races, whether something as dramatic as a different skin tone, weird eyes, or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.
!!Chaond
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Chaotic
The descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.
to:
* DivineParentage: Planetouched's heritages can range from Good ArchEnemy: Phantons hate aranea and Evil to Law attack the spider-folk on sight, "casting aside all tactics and Chaos. Axani for example have a touch stealth."
* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance ofpure Law nature in their blood.
* MarkOfTheSupernatural: Planetouched tend toarea is maintained." Loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have something that visibly sets them apart from normal Material Plane races, whether something as dramatic as an empathic connection with forests, [[HomeFieldAdvantage resulting in a different skin tone, weird eyes, or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.
!!Chaond
->'''Challengeslight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.
* NotQuiteFlight: They can use their patagia to glide, moving 20 feet forward for every 5 feet they descend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building their villages on platforms high in the trees.
[[/folder]]
[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:'''1 3 (3E)\\
'''Alignment:'''Usually Chaotic
The descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.TrueNeutral
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of
* MarkOfTheSupernatural: Planetouched tend to
!!Chaond
->'''Challenge
* NotQuiteFlight: They can use their patagia to glide, moving 20 feet forward for every 5 feet they descend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building their villages on platforms high in the trees.
[[/folder]]
[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
The descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.
Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
Changed line(s) 1515,1523 (click to see context) from:
* CombatPragmatist: Their chaotic natures mean chaonds have no patience for "rules" of warfare -- they fight dirty and often hide small, PoisonedWeapons on their bodies.
* FrogMen: They're a downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and gravelly voices that tend to come out as croaks when they're excited.
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gloamings_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
* FrogMen: They're a downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and gravelly voices that tend to come out as croaks when they're excited.
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gloamings_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
to:
* CombatPragmatist: AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their chaotic natures mean chaonds have no patience for "rules" invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of warfare -- they fight dirty and their location. Phantom fungi are often hide small, PoisonedWeapons on trained to click their bodies.
teeth after performing a trick, a habit which can give them away.
*FrogMen: InvisibleMonsters: They're under a downplayed example, but show constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their slaadi heritage strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies withstocky bodies, wide feet, four stumpy legs supporting a green-brown mass, a toothy mouth, and gravelly voices a cluster of nodules that tend to come out serve as croaks sensory organs, but are normally only visible when they're excited.
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.slain.
[[/folder]]
[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_gloamings_3e.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
*
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.
[[/folder]]
[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
->'''Classification:''' Magical Beast (3E)\\
Changed line(s) 1525,1528 (click to see context) from:
'''Playable:''' 3E\\
'''Alignment:''' Usually contrary to the dominant Alignment in an area
Small beings descended from natives of the Plane of Shadow, making them comfortable in the Underdark.
'''Alignment:''' Usually contrary to the dominant Alignment in an area
Small beings descended from natives of the Plane of Shadow, making them comfortable in the Underdark.
to:
Oversized wasps with a dangerous magical attack, and a tendency to
Small beings descended
Changed line(s) 1530,1543 (click to see context) from:
* ArchEnemy: Gloamings hold a "deep-set, racial hatred of the drow," allegedly because the dark elves only learned how to cast the ''cloak of dark power'' spell by conducting torturous experiments upon captive gloamings.
* DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those people tend to assume they're tieflings. This might contribute to the fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence: They can cause their pale skin to glow, up to the brightness of a torch, until the gloaming chooses to change the intensity, or they die and the glow gradually fades over 10 minutes. Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making gloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' LawfulNeutral
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features and a coldly rational approach to life.
* DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those people tend to assume they're tieflings. This might contribute to the fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence: They can cause their pale skin to glow, up to the brightness of a torch, until the gloaming chooses to change the intensity, or they die and the glow gradually fades over 10 minutes. Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making gloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' LawfulNeutral
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features and a coldly rational approach to life.
to:
* ArchEnemy: Gloamings hold a "deep-set, racial hatred of the drow," allegedly because the dark elves only learned how to cast the ''cloak of dark power'' spell by conducting torturous experiments upon captive gloamings.
BigCreepyCrawlies: A phase wasp is 18 inches long.
*DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those people tend to assume they're tieflings. This might contribute to the fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence:MagicMissileStorm: They can cause their pale skin to glow, fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through thebrightness of a torch, until planar boundary in the gloaming chooses to change the intensity, or they die and the glow gradually fades over 10 minutes. Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making gloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challengelatter case).
[[/folder]]
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''1/2 7 (3E)\\
'''Alignment:'''LawfulNeutral
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features and a coldly rational approachChaoticNeutral
Amorphous shapeshifters that use their ablities tolife.devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.
*
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those people tend to assume they're tieflings. This might contribute to the fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence:
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making gloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challenge
[[/folder]]
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features and a coldly rational approach
Amorphous shapeshifters that use their ablities to
Changed line(s) 1545,1558 (click to see context) from:
* ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while Mechanus' natives consider them "tainted and impure."
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* FeedItWithFire: They're healed by electricity, recovering a hit point for every three points of damage an electrical effect would have dealt them.
* ReluctantWarrior: These planetouched consider fighting to be "destructive and wasteful," and try to avoid it whenever possible. But when pressed, mechanatrices are shrewd tacticians, and their innate knack for engineering and crafts makes them excellent siege engineers.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shadowswyft_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Lanky, dark-hued planetouched from the Plane of Shadow, quick to take action and naturally adventurous.
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* FeedItWithFire: They're healed by electricity, recovering a hit point for every three points of damage an electrical effect would have dealt them.
* ReluctantWarrior: These planetouched consider fighting to be "destructive and wasteful," and try to avoid it whenever possible. But when pressed, mechanatrices are shrewd tacticians, and their innate knack for engineering and crafts makes them excellent siege engineers.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shadowswyft_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Any Chaotic
Lanky, dark-hued planetouched from the Plane of Shadow, quick to take action and naturally adventurous.
to:
* ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while Mechanus' natives consider them "tainted BlobMonster: In its natural form, a phasm resembles an ooze and impure."
attacks with pseudopods.
*ChromeChampion: Mechanatrices tend TheHedonist: They crave new experiences, from scents or flavors to have a metallic sheen obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out theirskin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
talents as spies, except they're notoriously unreliable since they don't feel any obligation to share what they learn.
*FeedItWithFire: They're healed by electricity, recovering a hit point for every three points VoluntaryShapeshifting: Phasms can take the form of damage almost any other creature or object of Large size or smaller, an electrical effect would have dealt them.
* ReluctantWarrior: These planetouched consider fightingability they use in combat or to be "destructive and wasteful," and try to avoid it whenever possible. But when pressed, mechanatrices are shrewd tacticians, and aid their innate knack for engineering and crafts makes them excellent siege engineers.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.infiltrations.
[[/folder]]
[[folder:Phirblas]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_shadowswyft_3e.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:'''Any Chaotic
Lanky, dark-hued planetouched fromNeutralGood
Gaunt humanoids sometimes encountered on thePlane Ethereal Plane, known for their unusual non-verbal method of Shadow, quick to take action and naturally adventurous.communication.
*
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out their
*
* ReluctantWarrior: These planetouched consider fighting
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.
[[/folder]]
[[folder:Phirblas]]
[[quoteright:150:https://static.tvtropes.
->'''Challenge Rating:''' 1 (3E)\\
'''Playable:''' 3E\\
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:'''
Lanky, dark-hued planetouched from
Gaunt humanoids sometimes encountered on the
Changed line(s) 1560,1572 (click to see context) from:
* AttentionDeficitOohShiny: They generally have short attention spans, and even their associations with other creatures rarely last long before the shadowswyft moves on.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their base speed is an impressive 40 feet (compared to standard races' 30 feet), and they have a racial bonus to Dexterity and initiative checks, but shadowswyfts also take a penalty to their Constitution.
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be mercurial in temperament and prone to acting with little regard for consequences -- "In the amount of time it takes to formulate and evaluate a plan, worlds could be won or lost."
* StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for each word, while their names tend to be accompanied by a signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
* SneakySpySpecies: Shadowswyfts have racial bonuses to Hide and Move Silently checks, and favor the rogue class.
!!Shyft
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral
Seemingly-human planetouched with an ancestor from the Ethereal Plane.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their base speed is an impressive 40 feet (compared to standard races' 30 feet), and they have a racial bonus to Dexterity and initiative checks, but shadowswyfts also take a penalty to their Constitution.
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be mercurial in temperament and prone to acting with little regard for consequences -- "In the amount of time it takes to formulate and evaluate a plan, worlds could be won or lost."
* StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for each word, while their names tend to be accompanied by a signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
* SneakySpySpecies: Shadowswyfts have racial bonuses to Hide and Move Silently checks, and favor the rogue class.
!!Shyft
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral
Seemingly-human planetouched with an ancestor from the Ethereal Plane.
to:
* AttentionDeficitOohShiny: They generally have short attention spans, CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and even their associations with other creatures telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarelylast long before the shadowswyft moves on.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their base speed is an impressive 40 feet (compared to standard races' 30 feet), andmeet with fatal accidents. As such, they have a racial bonus to Dexterity and initiative checks, but shadowswyfts also take a penalty to their Constitution.
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be mercurial in temperament and prone to acting withlittle regard fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used forconsequences -- "In a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the amount phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of time Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days toformulate and evaluate a plan, worlds could be won or lost."
* StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for each word, while their names tend to be accompanied by a signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
* SneakySpySpecies: Shadowswyfts have racial bonuses to Hide and Move Silently checks, and favor the rogue class.
!!Shyft
->'''Challengeprepare them.
[[/folder]]
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''1 11 (3E)\\
'''Alignment:'''TrueNeutral
Seemingly-human planetouched with an ancestor fromNeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt theEthereal Plane.Bleak Eternity of Gehenna.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their base speed is an impressive 40 feet (compared to standard races' 30 feet), and
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be mercurial in temperament and prone to acting with
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to
* StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for each word, while their names tend to be accompanied by a signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
* SneakySpySpecies: Shadowswyfts have racial bonuses to Hide and Move Silently checks, and favor the rogue class.
!!Shyft
->'''Challenge
[[/folder]]
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Seemingly-human planetouched with an ancestor from
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the
Changed line(s) 1574,1587 (click to see context) from:
* {{Intangibility}}: They can make an ''ethereal jaunt'' once per day, allowing shyfts to eavesdrop out of sight on the Ethereal Plane or use it to make an attack or escape as needed.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies: They get a racial bonus to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling their services to the highest bidder.
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions in their societies.
----
* AmazingTechnicolorPopulation: They look nearly human, save for the faint blue or purple tint of their skin and hair.
* CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for their flawless features and hair that naturally falls into place, but don't get any Charisma bonus from it, and in fact their basic statline has them with lower-than-average Charisma, implying that other creatures find them ''too'' perfect-looking.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies: They get a racial bonus to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling their services to the highest bidder.
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions in their societies.
----
* AmazingTechnicolorPopulation: They look nearly human, save for the faint blue or purple tint of their skin and hair.
* CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for their flawless features and hair that naturally falls into place, but don't get any Charisma bonus from it, and in fact their basic statline has them with lower-than-average Charisma, implying that other creatures find them ''too'' perfect-looking.
to:
* {{Intangibility}}: They can make an ''ethereal jaunt'' once per day, allowing shyfts DeadlyGas: A phiuhl more or less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to eavesdrop out save or take Constitution damage (in 3rd Edition), or be in danger of sight on collapsing and expiring in a matter of rounds (in 2nd Edition). On the Ethereal Plane or use it upside, their gaseous nature makes phiuhls vulnerable to make an attack or escape being blown around by effects such as needed.
the ''gust of wind'' spell.
*TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies:EvilLivingFlames: They get a racial bonus in on this trope as well due to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling their services sweltering heat, which damages anything that comes close to the highest bidder.
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positionsphiuhls. Things only get worse if a phiuhl envelops a victim in their societies.
----
* AmazingTechnicolorPopulation: They look nearly human, save for the faint blue or purple tint of their skin and hair.
* CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for their flawless features and hair that naturally falls into place, but don't get any Charisma bonusgaseous form, dealing LevelDrain from it, the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and in fact their basic statline has them with lower-than-average Charisma, implying that other are even able to damage creatures find explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them''too'' perfect-looking.insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
*
* SneakySpySpecies:
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions
----
* AmazingTechnicolorPopulation: They look nearly human, save for the faint blue or purple tint of their skin and hair.
* CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for their flawless features and hair that naturally falls into place, but don't get any Charisma bonus
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
Changed line(s) 1590,1602 (click to see context) from:
[[folder:Plasmoid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.
Changed line(s) 1604,1608 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Spiny, barrel-shaped cacti that can explode at the slightest touch.
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Spiny, barrel-shaped cacti that can explode at the slightest touch.
to:
->'''Classification:''' Plant (3E)\\
Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:'''1 (3E)\\
6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:'''Unaligned
Spiny, barrel-shaped cacti that can explode atChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield theslightest touch.power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
'''Challenge Rating:'''
'''Alignment:'''
Spiny, barrel-shaped cacti that can explode at
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the
Changed line(s) 1610,1612 (click to see context) from:
* ExplodingBarrels: They're basically an organic example. Immature porcupine cacti have flat shapes and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
to:
* ExplodingBarrels: ArtEvolution: While their 3rd Edition art depicts phoelarchs with brilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They'rebasically an organic example. Immature porcupine cacti have flat shapes suspected of being related in some way to the legendary firebirds, and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by they share many phoenix-like traits, particularly how they die. After detonating, a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to everything in a 10-foot radius, phoelarch leaves behind thorny flesh on the ground a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that acts as {{caltrops}}, phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and most dangerously, leaves behind another black glass egg, which will hatch into a new phoera; once again, it is likely very difficult to start a chain reaction among bring back the other cacti in the patch.
original phoera after its "child" hatches.
*ManEatingPlant: They don't PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, makea natural melee fiery BreathWeapon and can ignite foes they attack against) a porcupine cactus takes with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing fromits thorns.a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're
*
* TheSpiny: Anyone trying to handle (or more stupidly, make
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from
Changed line(s) 1615,1616 (click to see context) from:
[[folder:Portal Drake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_portal_drake_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_portal_drake_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1618,1623 (click to see context) from:
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Small dragons who lurk around freestanding magic portals, using them to secure treasure and prey.
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil
Small dragons who lurk around freestanding magic portals, using them to secure treasure and prey.
to:
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Small dragons who lurk around freestanding magic portals, using them to secure treasure and prey.
Large, fiery birds capable of resurrecting themselves when slain.
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
Changed line(s) 1625,1629 (click to see context) from:
* AmbushingEnemy: Portal drakes usually camp a teleportation ''portal'', using their "portal sight" ability to see through it (and any other ''portal'' they've gone through). When prey walks past one of those ''portals'' -- especially adventurers with a lot of magic items -- the portal drake jumps out, uses their breath weapon to incapacitate the targets, grabs their loot, and then flees back through the portal.
* BreathWeapon: Theirs is a short cone of poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
* DoppelgangerSpin: Portal drakes can cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose to return to that destination when passing through any other ''portal'' regardless of where it's set to lead.
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lacks the coppers' distinctive facial structure and manta-like wings.
* BreathWeapon: Theirs is a short cone of poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
* DoppelgangerSpin: Portal drakes can cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose to return to that destination when passing through any other ''portal'' regardless of where it's set to lead.
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lacks the coppers' distinctive facial structure and manta-like wings.
to:
* AmbushingEnemy: Portal drakes GiantFlyer: Phoenixes are usually camp very large birds, with wingspans at or over the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to ateleportation ''portal'', using ''staff of healing'' or various curative potions, while their "portal sight" ability eyes, beaks and talons can fetch up to see through it (and any other ''portal'' they've gone through). When prey walks past one 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations ofthose ''portals'' -- especially adventurers this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with a lot of magic items -- red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In theportal drake jumps out, uses their breath weapon to incapacitate the targets, grabs their loot, and then flees back through the portal.
* BreathWeapon: Theirs is a short cone of poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
* DoppelgangerSpin: Portal drakes can cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose to return to that destination when passing through any other ''portal'' regardless of wherefirst edition ''Fiend Folio'', it's set stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to lead.
the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
*UnreliableIllustrator: Their entry describes PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the form of spell-like abilities such as looking ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure lightgray copper dragons, though the accompanying illustration lacks the coppers' distinctive facial structure wounds'', ''heal'', ''remove curse'', and manta-like wings.even ''[[{{Reincarnation}} reincarnate]]''.
* OrganDrops: Phoenix feathers are useful additions to a
* ThePhoenix: There have been several versions and interpretations of
** In the
* BreathWeapon: Theirs is a short cone of poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
* DoppelgangerSpin: Portal drakes can cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose to return to that destination when passing through any other ''portal'' regardless of where
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
*
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light
Changed line(s) 1632,1633 (click to see context) from:
[[folder:Protean Scourge]]
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Changed line(s) 1636,1639 (click to see context) from:
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
to:
'''Challenge Rating:''' 12 6 (3E)\\
'''Alignment:'''NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
'''Alignment:'''
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
A repressed neurosis given life, hungering for the mental energy of other creatures.
Changed line(s) 1641,1646 (click to see context) from:
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
to:
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as AchillesHeel: Since they're creatures of the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute mind, ''feeblemind'' and leaves it helpless), ''confusion'' spells deal damage to phthisics in 2nd Edition, and the duplicates use a shared spell "pool" rather than each having nullify their own array HealingFactor for several rounds.
* AnIcePerson: In 2nd Edition, phthisics can, once per hour, surround themselves with an aura ofunspent spell slots.
cold strong enough to deal damage to anything within 10 feet, though only for a single round.
*BigRedDevil: They ArtEvolution: 2nd Edition phthisics appear as such, enlarged and twisted versions of the being {{Horned Humanoid}}s with pebbly red skin, though from which they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content withemerged, but their 3rd Edition incarnation is much more monstrous, so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myththat it takes a DC 25 Spot check to notice the creature is some sort resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born ofevil outsider.turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
*VoluntaryShapeshifting: They can freely take PsychicPowers: 3E phthisics have the shape of any Medium-sized humanoid, psionic subtype, and revert an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only creatures skilled enough to draw them from the minds of theirtrue form when slain.thralls. In 3rd Edition, phthisics' origins are unknown, though speculated to be the product of a variant of ''psychic chirurgery''.
* SoulJar: In 2nd Edition, phthisics are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend too long apart from it, the phthisic can instantly teleport back to its lair, and perceive everything around its psionic circuitry. But destroying the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature from which the phthisic is spawned, whose death does nothing to the phthisic).
* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, their corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
* AnIcePerson: In 2nd Edition, phthisics can, once per hour, surround themselves with an aura of
*
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
*
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only creatures skilled enough to draw them from the minds of their
* SoulJar: In 2nd Edition, phthisics are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend too long apart from it, the phthisic can instantly teleport back to its lair, and perceive everything around its psionic circuitry. But destroying the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature from which the phthisic is spawned, whose death does nothing to the phthisic).
* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, their corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
Changed line(s) 1649,1656 (click to see context) from:
[[folder:Pseudonatural Creature]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pseudonatural_creature_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Varies by base creature's Hit Die\\
'''Alignment:''' As base creature
Entities from beyond the known planes, which assume the form and abilities of Material Plane creatures when summoned there.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pseudonatural_creature_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Varies by base creature's Hit Die\\
'''Alignment:''' As base creature
Entities from beyond the known planes, which assume the form and abilities of Material Plane creatures when summoned there.
to:
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[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 2E-4E\\
'''Alignment:'''
Entities from beyond the known planes, which assume the form and abilities of Material Plane creatures when summoned there.
Diminutive fairies who delight in playing harmless tricks on people.
Changed line(s) 1658,1660 (click to see context) from:
* AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as gaps in its skin, ExtraEyes that look disturbingly human, and [[TooManymouths a whole row of vestigial beaks]] running down its underside.
* GameFace: As a standard action, a pseudonatural creature can drop its facade of attempted normalcy and appear "in a manner more consistent with their origins," typically a squirming mass of tentacles. This doesn't change its combat capabilities, but means other creatures receive a minor attack roll penalty against the horror.
* UndergroundMonkey: "Pseudonatural creature" is a template that can be applied to any corporeal creature, granting it additional resistances and DamageReduction, a once-per-day ''[[CombatClairvoyance true strike]]'' ability, and a very flavorful appearance, all without drastically changing how the creature runs in combat.
* GameFace: As a standard action, a pseudonatural creature can drop its facade of attempted normalcy and appear "in a manner more consistent with their origins," typically a squirming mass of tentacles. This doesn't change its combat capabilities, but means other creatures receive a minor attack roll penalty against the horror.
* UndergroundMonkey: "Pseudonatural creature" is a template that can be applied to any corporeal creature, granting it additional resistances and DamageReduction, a once-per-day ''[[CombatClairvoyance true strike]]'' ability, and a very flavorful appearance, all without drastically changing how the creature runs in combat.
to:
* AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as gaps in its skin, ExtraEyes that look disturbingly human, and [[TooManymouths a whole row of vestigial beaks]] running down its underside.
* GameFace: As a standard action, a pseudonatural creatureCraftedFromAnimals: Pixie wings can drop its facade be ground into ''dust of attempted normalcy and appear "in a manner more consistent with disappearance''. "Naturally, pixies frown on this use of their origins," typically a squirming mass wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses oftentacles. This doesn't change its combat capabilities, but means the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creaturesreceive and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a minor attack roll penalty against friendship is only controlled by the horror.
* UndergroundMonkey: "Pseudonatural creature" isfear of being captured or attacked. Those who wander through a template that can be applied to any corporeal creature, granting it additional resistances and DamageReduction, a once-per-day ''[[CombatClairvoyance true strike]]'' ability, and a very flavorful appearance, all without drastically changing how pixie's glade might never see them, yet hear the creature runs in combat.occasional giggle, gasp or sigh.
* GameFace: As a standard action, a pseudonatural creature
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures
* UndergroundMonkey: "Pseudonatural creature" is
Changed line(s) 1663,1673 (click to see context) from:
[[folder:Psurlon]]
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[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 17 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_5e.jpeg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 17 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
to:
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[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Malicious, worm-like beings with formidable mental powers.
The animate corpses of plague victims, their bloated, putrid flesh is barely constrained by their cloth wrappings, while their lurching forms are surrounded by a sickening stench.
Changed line(s) 1675,1686 (click to see context) from:
* ArtEvolution: Psurlons' depiction can vary even within an edition. In some 2nd and 3rd Edition art, they look like a clothed humanoid figure comprised of giant earthworms, but a later 3E supplement gave them a bloated, monstrous body on spidery legs, which carried over into 4th Edition. 5th Edition gives them thicker bodies with hoofed legs, but upright fronts draped in clothing.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to being able to detect foes by scent, sound and vibration.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to being able to detect foes by scent, sound and vibration.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.
to:
* ArtEvolution: Psurlons' depiction can vary DeceasedAndDiseased: Their attacks infect victims with an accelerated form of gangrene that progresses in a matter of seconds, dealing Constitution damage and causing those who succumb to molder into a stinking mass.
* SuperToughness: Any physical attack against plague blights only deals half damage, evenwithin an edition. In some 2nd and 3rd Edition art, they look like a clothed humanoid figure comprised of giant earthworms, but a later 3E supplement gave them a bloated, monstrous body on spidery legs, which carried over into 4th Edition. 5th Edition gives them thicker bodies with hoofed legs, but upright fronts draped in clothing.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction ofbefore applying their homeworld, forcing them to possess mindless slug DamageReduction against all but slashing weapons.
* WeaponizedStench: Plague blights can emit stenches so foul that living creatureson the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emergestake [[NonHealthDamage Strength damage]] from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due tobeing able to detect foes by scent, sound and vibration.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.near them.
* SuperToughness: Any physical attack against plague blights only deals half damage, even
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of
* WeaponizedStench: Plague blights can emit stenches so foul that living creatures
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.
Changed line(s) 1689,1697 (click to see context) from:
[[folder:Pterafolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterafolk_3e.png]]
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil
Evil reptilian humanoids that use their shapeshifting to aid in their attacks on neighboring tribes.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterafolk_3e.png]]
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil
Evil reptilian humanoids that use their shapeshifting to aid in their attacks on neighboring tribes.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Evil reptilian humanoids
35-foot wide, poisonous tumbleweeds that
Changed line(s) 1699,1703 (click to see context) from:
* TheBeastmaster: Averted; unlike proper lycanthropes, which often take command of mundane animals related to their bestial forms, pterafolk have no particular control over proper pterodactyls and pteranodons, the latter of which actually prey upon them.
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of their forms, they look like reptilian humanoids with a ''Pteranodon''[='s=] beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterosaurs.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of their forms, they look like reptilian humanoids with a ''Pteranodon''[='s=] beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterosaurs.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.
to:
* TheBeastmaster: Averted; unlike proper lycanthropes, which often take command of mundane animals related to their bestial forms, pterafolk have no particular control over proper pterodactyls HomingBoulders: They're essentially free-roaming, vegetable examples, instinctively chasing down and pteranodons, the latter flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud ofwhich actually prey upon them.
spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
*DeathFromAbove: They often TrampledUnderfoot: These plants' primary attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of their forms, they look like reptilian humanoids with a ''Pteranodon''[='s=] beak and crest,is to simply roll over other creatures, dealing damage and potentially wings. There's in-universe speculation causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like or entrapped, and after tumbling through an encampment will just keep rolling along their kin, or enchanted relations of pterosaurs.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.way.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of
*
* LizardFolk: In two of their forms, they look like reptilian humanoids with a ''Pteranodon''[='s=] beak and crest,
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.
Changed line(s) 1706,1715 (click to see context) from:
[[folder:Pterran]]
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterran_2e.png]]
[[caption-width-right:275:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterran_2e.png]]
[[caption-width-right:275:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
to:
[[quoteright:275:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:'''
Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
Giant-sized undead that spread plague and disease, either directly or through the swarms of vermin they can disgorge.
Changed line(s) 1717,1721 (click to see context) from:
* FantasticCasteSystem: Pterran society is divided into three "Life Paths," each with its own test required to join, and the eldest member of each Path serves in a tribe's Triumvirate. Most pterrans follow the Path of the Warrior, and are only accepted as such after managing to capture and tame a pterrax mount. Others follow the Path of the {{Druid}} and venerate their Earth Mother goddess, and prove themselves by surviving alone in the forest for six months, with no equipment other than what they make. Rarer still is the Path of the Psionicist, whose aspirants must prove their ability by reading the thoughts of the tribe's psionicists and telepathically sharing them with the Triumvirate.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
to:
* FantasticCasteSystem: Pterran society is divided into three "Life Paths," each with its own test required to join, and the eldest member of each Path serves DeceasedAndDiseased: Plague spewers' slam attacks carry a supernatural plague that incubates in a tribe's Triumvirate. Most pterrans follow the Path of the Warrior, and are only accepted as such after managing to capture and tame a pterrax mount. Others follow the Path of the {{Druid}} and venerate their Earth Mother goddess, and prove themselves by surviving alone in the forest for six months, with no equipment other than what they make. Rarer still is the Path of the Psionicist, whose aspirants must prove their ability by reading the thoughts of the tribe's psionicists and telepathically sharing them with the Triumvirate.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strengthmere minute, deals heavy Dexterity and Constitution each day until they expire, a condition that damage, and worst of all can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixedspread through simple contact with claw-clicks and taps, so it's difficult for non-pterrans an infected victim.
* MookMaker: Four times per day, a plague spewer can vomit up a SwarmOfRats, usually in response tounderstand and impossible for the likes enemies attacking it from out of humans reach.
* TheVirus: Any Huge-sized victim who succumbs tospeak.their plague becomes another plague spewer themselves.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed
* MookMaker: Four times per day, a plague spewer can vomit up a SwarmOfRats, usually in response to
* TheVirus: Any Huge-sized victim who succumbs to
Changed line(s) 1724,1725 (click to see context) from:
[[folder:Pterrax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterrax_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterrax_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1727,1732 (click to see context) from:
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Large, leathery-winged reptiles made more dangerous by their innate psionics.
'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Large, leathery-winged reptiles made more dangerous by their innate psionics.
to:
'''Classification:''' Animal
'''Challenge Rating:'''
'''Alignment:'''
Large, leathery-winged reptiles made more dangerous by their innate psionics.
Undead whose bodies are filled with diseased matter and putrid flesh to the point of being nearly spherical, and capable of exploding when sufficiently damaged.
Changed line(s) 1734,1737 (click to see context) from:
* CraftedFromAnimals: Pterrax teeth are collected by pterrans for use in their ''thanak'', an axe-like weapon, while pterrax skin is used to make ceremonial drums.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving upon opponents to rake with their claws, making flyby attacks, or even carrying off smaller prey.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving upon opponents to rake with their claws, making flyby attacks, or even carrying off smaller prey.
to:
* CraftedFromAnimals: Pterrax teeth ActionBomb: When a plague walker's hit points fall past 25%, it can choose to explode, damaging and nauseating anything in a 30-foot radius. This isn't a case of DefeatEqualsExplosion, however, since if the undead is reduced to 0 hit points before it can take that swift action, it instead dissolves into a pile of rotting flesh.
* DeceasedAndDiseased: Their filthy claw attacks carry a nonspecific disease that can sicken anyone struck by them.
* LogicalWeakness: Plague walkers arecollected by pterrans for use in bigger targets than their ''thanak'', an axe-like weapon, while pterrax skin is used to make ceremonial drums.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving uponsize category would indicate, so opponents to rake with their claws, making flyby attacks, or even carrying off smaller prey.shooting at them don't receive the normal penalty on ranged attacks against a target in a melee.
* DeceasedAndDiseased: Their filthy claw attacks carry a nonspecific disease that can sicken anyone struck by them.
* LogicalWeakness: Plague walkers are
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving upon
Changed line(s) 1740,1741 (click to see context) from:
[[folder:Puppeteer Parasite]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_parasite_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_parasite_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1743,1748 (click to see context) from:
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_3e.png[[/labelnote]]]]
->'''Classification:''' Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3 (5E)\\
'''Alignment:''' LawfulEvil (3E), NeutralEvil (5E)
Psionic parasites that can hijack the bodies of their hosts.
->'''Classification:''' Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3 (5E)\\
'''Alignment:''' LawfulEvil (3E), NeutralEvil (5E)
Psionic parasites that can hijack the bodies of their hosts.
to:
->'''Classification:''' Magical Beast (3E), Aberration
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Psionic parasites that can hijack the bodies
Gargantuan manfiestations of planar power, spawned at critical moments to protect their
Changed line(s) 1750,1757 (click to see context) from:
* AntiTrueSight: 3E puppeteers can hide their minds from detection by divination spells or clairsentience powers.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E puppeteers know the psionic version of ''charm person'', and use it to take over a host by asking to be picked up by it.
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail. They're used to deal with threats through direct combat if the puppeteers' usual methods fail.
* LifeDrain: In 5th Edition they can make a "Consume Life" attack against a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. The parasite will drain a negligible amount of nutrients from the host creature, but so long as the puppeteer is attached, the host creature is mentally dominated by it. Once they have hosts, puppeteers strive to take control of a society to ensure a steady supply of bodies for their kind.
** 5E puppeteer parasites are larger and harder to hide, and have a more limited capacity to control their host, as they can only cast ''suggestion'' once per day.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E puppeteers know the psionic version of ''charm person'', and use it to take over a host by asking to be picked up by it.
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail. They're used to deal with threats through direct combat if the puppeteers' usual methods fail.
* LifeDrain: In 5th Edition they can make a "Consume Life" attack against a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. The parasite will drain a negligible amount of nutrients from the host creature, but so long as the puppeteer is attached, the host creature is mentally dominated by it. Once they have hosts, puppeteers strive to take control of a society to ensure a steady supply of bodies for their kind.
** 5E puppeteer parasites are larger and harder to hide, and have a more limited capacity to control their host, as they can only cast ''suggestion'' once per day.
to:
* AntiTrueSight: 3E puppeteers can hide their minds from detection by divination spells or clairsentience powers.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E puppeteers know the psionic version of ''charm person'', and use it to take over a host by asking to be picked up by it.
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail.ContractualBossImmunity: They're used immune to deal with threats through direct combat if just about every status effect, on top of a host of damage resistances and immunities.
* EvilLivingFlames: Planar incarnates from thepuppeteers' usual methods fail.
Lower Planes take sinister forms, roiling waves of fiendish flames.
*LifeDrain: In 5th Edition GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they can make a "Consume Life" originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attackagainst roll, a planar incarnate can magically gaze at a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. The parasite will drain a negligible amount of nutrients from the host creature, but so long as the puppeteer is attached, the host creature is mentally dominated by it. Once they have hosts, puppeteers strive to take control of a society to ensure a steady supply of bodies for their kind.
** 5E puppeteer parasites are largerand harder command it to hide, and have a more limited capacity to control their host, as they can only cast ''suggestion'' once per day.combust.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E puppeteers know the psionic version of ''charm person'', and use it to take over a host by asking to be picked up by it.
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail.
* EvilLivingFlames: Planar incarnates from the
*
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* PlayingWithFire: In response to being hit by an attack
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. The parasite will drain a negligible amount of nutrients from the host creature, but so long as the puppeteer is attached, the host creature is mentally dominated by it. Once they have hosts, puppeteers strive to take control of a society to ensure a steady supply of bodies for their kind.
** 5E puppeteer parasites are larger
Changed line(s) 1760,1767 (click to see context) from:
[[folder:Purple Worm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_purple_worm_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_purple_worm_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:''' 12 (3E), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
Changed line(s) 1769,1789 (click to see context) from:
* BewareMyStingerTail: They have a poisonous stinger at the end of their tails.
* ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and can even bore through solid rock at half that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with their foul fruit and sap, then beat them to death for use as fertilizer.
* ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and can even bore through solid rock at half that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with their foul fruit and sap, then beat them to death for use as fertilizer.
to:
* BewareMyStingerTail: They DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos. Axani for example have a poisonous stinger at the end touch of pure Law in their tails.
blood.
*ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: TheyMarkOfTheSupernatural: Planetouched tend to have a 30-foot burrow speed, and can even bore through solid rock at half something that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use onevisibly sets them apart from normal Material Plane races, whether something as dramatic as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used different skin tone, weird eyes, or vestigial wings or horns, or something as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider subtle as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple,being a little ''too'' good-looking, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challengestrangely nondescript.
!!Chaond
->'''Challenge Rating:'''4 1 (3E)\\
'''Alignment:'''NeutralEvil
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims withUsually Chaotic
The descendants of someone who survived a slaad's reproduction attempt, but had theirfoul fruit and sap, then beat them to death for use as fertilizer.bloodline tainted with raw Chaos in the process.
*
* FastTunneling: They
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple,
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge
!!Chaond
->'''Challenge Rating:'''
'''Alignment:'''
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with
The descendants of someone who survived a slaad's reproduction attempt, but had their
Changed line(s) 1791,1803 (click to see context) from:
* PoisonousPerson: Qlippoths' fruit carries a potent [[NonHealthDamage Wisdom-damaging]] poison, which can easily render victims unconscious and helpless. The plant can cause a fruit to burst and splash an adjacent attacker, or hurl its fruit at distant foes.
* WeaponizedStench: The boils and pustules that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long as they're close to it.
* WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the Underdark.
* WeaponizedStench: The boils and pustules that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long as they're close to it.
* WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the Underdark.
to:
* PoisonousPerson: Qlippoths' fruit carries a potent [[NonHealthDamage Wisdom-damaging]] poison, which can easily render victims unconscious CombatPragmatist: Their chaotic natures mean chaonds have no patience for "rules" of warfare -- they fight dirty and helpless. The plant can cause often hide small, PoisonedWeapons on their bodies.
* FrogMen: They're afruit to burst downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and splash an adjacent attacker, or hurl its fruit at distant foes.
* WeaponizedStench: The boils and pustulesgravelly voices that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long tend to come out as croaks when they're close to it.
excited.
*WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat KaleidoscopeEyes: Chaonds crank this up a notch by having not just their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]
[[folder:Quaggoth]]
eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
org/pmwiki/pub/images/d&d_gloamings_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:'''3 (3E), 9 (4E), 2 (5E)\\
(3E)\\
'''Playable:''' 3E\\
'''Alignment:'''TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existenceUsually contrary to the dominant Alignment in an area
Small beings descended from natives of the Plane of Shadow, making them comfortable in the Underdark.
* FrogMen: They're a
* WeaponizedStench: The boils and pustules
*
[[/folder]]
[[folder:Quaggoth]]
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
!!Gloaming
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence
Small beings descended from natives of the Plane of Shadow, making them comfortable in the Underdark.
Changed line(s) 1805,1821 (click to see context) from:
* GoodOldWays: The great divide in the free quaggoths' society is between those who "follow magic" by using weapons and dyeing their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" by fighting with their claws and eschewing camouflage.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the psychic energies which permeate the Underdark.
* TurnsRed: When a quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and more accurate.
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures, and for their gruesome reproductive method.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the psychic energies which permeate the Underdark.
* TurnsRed: When a quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and more accurate.
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures, and for their gruesome reproductive method.
to:
* GoodOldWays: The great divide in ArchEnemy: Gloamings hold a "deep-set, racial hatred of the free quaggoths' society is between drow," allegedly because the dark elves only learned how to cast the ''cloak of dark power'' spell by conducting torturous experiments upon captive gloamings.
* DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that thosewho "follow magic" by using weapons and dyeing their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" by fighting with their claws and eschewing camouflage.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led manypeople tend to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposuretieflings. This might contribute to the psychic energies which permeate fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence: They can cause their pale skin to glow, up to theUnderdark.
* TurnsRed: Whenbrightness of a quaggoth comes close torch, until the gloaming chooses to death, it flies into change the intensity, or they die and the glow gradually fades over 10 minutes. Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As aberserker rage, result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, makingits attacks more powerful and more accurate.
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challengegloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challenge Rating:'''6 1/2 (3E)\\
'''Alignment:'''Unaligned
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures,LawfulNeutral
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features andfor their gruesome reproductive method.a coldly rational approach to life.
* DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure
* PhosphorEssence: They can cause their pale skin to glow, up to the
* TurnsRed: When
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
!!Mechanatrix
->'''Challenge Rating:'''
'''Alignment:'''
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures,
Humanoids with an ancestor among the clockwork beings of Mechanus, giving them inorganic features and
Changed line(s) 1823,1831 (click to see context) from:
* BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
[[/folder]]
[[folder:Quaraphon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
[[/folder]]
[[folder:Quaraphon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
to:
* BigCreepyCrawlies: Quanloses ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while Mechanus' natives consider them "tainted and impure."
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and aredog-sized insectoids sometimes born with a horrific life cycle.
[[ArtificialLimbs mechanical limb]].
*BizarreAlienReproduction: Though they look like insects, each quanlos is in fact FeedItWithFire: They're healed by electricity, recovering a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulkhit point for every three points of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime dealdamage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly an electrical effect would have dealt them.
* ReluctantWarrior: These planetouched consider fighting to bedevoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With"destructive and wasteful," and try to avoid it whenever possible. But when pressed, mechanatrices are shrewd tacticians, and their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
[[/folder]]
[[folder:Quaraphon]]
innate knack for engineering and crafts makes them excellent siege engineers.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]] org/pmwiki/pub/images/d&d_shadowswyft_3e.jpg]]
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are
*
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal
* ReluctantWarrior: These planetouched consider fighting to be
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With
[[/folder]]
[[folder:Quaraphon]]
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.
!!Shadowswyft
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1833,1834 (click to see context) from:
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Challenge Rating:''' 5 (3E)\\
to:
'''Challenge
Changed line(s) 1836,1838 (click to see context) from:
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
to:
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wanderAny Chaotic
Lanky, dark-hued planetouched from theplains in search Plane of food, good fights, or wargear Shadow, quick to steal.take action and naturally adventurous.
Blue, bellicose, centaur-like creatures that wander
Lanky, dark-hued planetouched from the
Changed line(s) 1840,1857 (click to see context) from:
* AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralGood
Radiant, free-willed humanoid constructs native to the marshes of Belierin, third layer of the Blessed Fields of Elysium.
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralGood
Radiant, free-willed humanoid constructs native to the marshes of Belierin, third layer of the Blessed Fields of Elysium.
to:
* AsskickingLeadsToLeadership: AttentionDeficitOohShiny: They generally have short attention spans, and even their associations with other creatures rarely last long before the shadowswyft moves on.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Theirtribes' "bullmasters" are the strongest males in them, but base speed is an impressive 40 feet (compared to standard races' 30 feet), and they have a racial bonus to constantly defend Dexterity and initiative checks, but shadowswyfts also take a penalty to their positions from younger rivals. "The bellows of dueling quaraphons Constitution.
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to beheard mercurial in temperament and prone to acting with little regard for miles around, lending a chilling quality to consequences -- "In the desolate plains.amount of time it takes to formulate and evaluate a plan, worlds could be won or lost."
*BoisterousBruiser: They're described StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as "belligerent, swaggering creatures" constantly looking body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any ofeach word, while their kind who befriend names tend to be accompanied by a mage are deemed insane and exiled from their tribes.
signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
*DumbMuscle: They're not too bright, and SneakySpySpecies: Shadowswyfts have -4 racial penalties bonuses to Intelligence Hide and Wisdom, but compensate with a +10 bonus to Strength Move Silently checks, and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top offavor the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challengerogue class.
!!Shyft
->'''Challenge Rating:'''7 1 (3E)\\
'''Alignment:'''NeutralGood
Radiant, free-willed humanoid constructs native toTrueNeutral
Seemingly-human planetouched with an ancestor from themarshes of Belierin, third layer of the Blessed Fields of Elysium.Ethereal Plane.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be
*
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of
*
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge
!!Shyft
->'''Challenge Rating:'''
'''Alignment:'''
Radiant, free-willed humanoid constructs native to
Seemingly-human planetouched with an ancestor from the
Changed line(s) 1859,1866 (click to see context) from:
* BlindedByTheLight: At will, quesars can intensify their glows sixfold, potentially blinding nearby creatures.
* HealingFactor: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the only way to permanently destroy one is to keep its remains in an area of darkness, forever, or to use magic like ''disintegrate'' to dispose of their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked." This lack of support can result in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've had their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.
* HealingFactor: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the only way to permanently destroy one is to keep its remains in an area of darkness, forever, or to use magic like ''disintegrate'' to dispose of their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked." This lack of support can result in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've had their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.
to:
* BlindedByTheLight: At will, quesars {{Intangibility}}: They can intensify make an ''ethereal jaunt'' once per day, allowing shyfts to eavesdrop out of sight on the Ethereal Plane or use it to make an attack or escape as needed.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies: They get a racial bonus to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling theirglows sixfold, potentially blinding nearby creatures.
services to the highest bidder.
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions in their societies.
----
*HealingFactor: AmazingTechnicolorPopulation: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so look nearly human, save for the only way to permanently destroy one is to keep its remains in an area of darkness, forever, faint blue or to use magic like ''disintegrate'' to dispose purple tint of their bodies.
skin and hair.
*InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for theirpast rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those flawless features and hair that do not adhere to that stricture are not well liked." This lack of support can result naturally falls into place, but don't get any Charisma bonus from it, and in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've hadfact their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intensebasic statline has them with lower-than-average Charisma, implying that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were notother creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated find them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.''too'' perfect-looking.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies: They get a racial bonus to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling their
!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions in their societies.
----
*
*
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; zenythri are noted for their
* LightEmUp: After they've had
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not
Changed line(s) 1869,1870 (click to see context) from:
[[folder:Quickling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1872,1882 (click to see context) from:
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking, or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking, or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
to:
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
''TabletopGame/{{Spelljammer}}''\\
'''Classification:'''Fey Humanoid (4E), Fey Ooze (5E)\\
'''Challenge Rating:'''9 (4E), 1 1/4 (5E)\\
'''Alignment:'''Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable forAny
Intelligent, amoeba-like beings who can alter theirincredible speed.
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind herbody configuration at will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking,assuming roughly-humanoid forms or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.more information about them.
'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Tiny and malicious fey notable for
Intelligent, amoeba-like beings who can alter their
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking,
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
Changed line(s) 1885,1891 (click to see context) from:
[[folder:Quill]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_quill_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' Unaligned
Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species that can eat razorvine, and are even willing to nibble on predatory plant monsters like bloodthorns and ironmaws.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_quill_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' Unaligned
Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species that can eat razorvine, and are even willing to nibble on predatory plant monsters like bloodthorns and ironmaws.
to:
[[quoteright:300:https://static.
[[quoteright:317:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 2 (5E)\\
'''Alignment:'''
Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species
Restless spirits that
Changed line(s) 1893,1899 (click to see context) from:
* BewareMyStingerTail: Their spine-studded tails are capable of killing an armored human.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyone who ends up with a quill's spine in them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupines with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can fire their spines at aggressors within 20 feet, though the creatures aren't very accurate with this attack.
* TheSpiny: Those foolish enough to attack a quill bare-handed or with a natural weapon run the risk of getting stuck with one to three spines.
* WeirdWorldWeirdFood: Most people dislike the flavor of quill meat, but sometimes a planewalker can't afford to be picky, and some denizens of the Lower Planes consider quill a delicacy.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyone who ends up with a quill's spine in them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupines with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can fire their spines at aggressors within 20 feet, though the creatures aren't very accurate with this attack.
* TheSpiny: Those foolish enough to attack a quill bare-handed or with a natural weapon run the risk of getting stuck with one to three spines.
* WeirdWorldWeirdFood: Most people dislike the flavor of quill meat, but sometimes a planewalker can't afford to be picky, and some denizens of the Lower Planes consider quill a delicacy.
to:
* BewareMyStingerTail: Their spine-studded tails InvisibleMonsters: Poltergeists are capable of killing an armored human.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable,naturally invisible, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyonetheir 2E entry says those who ends up with a quill's spine in use magic to perceive them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupinessee humanoids with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can firetortured faces, clad in rags and [[ChainedByFashion heavy chains representing their spines at aggressors within 20 feet, though the evil deeds in life.]]
* MindOverMatter: 5E poltergeists can slam victims with telekinetic force, or toss around creaturesaren't very accurate or objects weighing up to 150 pounds.
* PeekABogeyman: ''AD&D'' poltergeists never actually deal damage withthis attack.
* TheSpiny: Those foolish enoughtheir attacks -- even if they manage to telekinetically hurl something dangerous like a knife or sword, their entry tells [=DMs=] to treat the attack a quill bare-handed or with a natural weapon run as "terrifying near-misses." Instead, the risk of getting stuck with one undead can only cause their victims to three spines.
[[SupernaturalFearInducer flee in terror from their hauntings.]]
*WeirdWorldWeirdFood: Most people dislike PensieveFlashback: Some particularly strong ''AD&D'' poltergeists can cause "phantom shifts" around them, illusions that take other creatures back to the flavor of quill meat, but sometimes time the poltergeist was alive, which usually reveal why the spirit became a planewalker can't afford poltergeist. Such illusions tend to be picky, and some denizens happen on the anniversary of the Lower Planes consider quill poltergeist's death, and though occasionally terrifying, always end the moment their viewers are put in apparent danger, or they try to interfere with it.
* {{Poltergeist}}: True to the trope, their key trait is throwing things rather than employing the horrific attacks of other undead. In 2nd Edition, poltergeists are classified as adelicacy.type of haunt, speculated to be the spirits of those "whose hideous crimes went unpunished in life." 5th Edition dubs them a variant of specter, the enraged and confused spirit of someone with no sense of how they died.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable,
* ImpaledWithExtremePrejudice: Anyone
* MixAndMatchCritters: They're four-foot-long porcupines
* SpikeShooter: Unlike normal porcupines, quills can fire
* MindOverMatter: 5E poltergeists can slam victims with telekinetic force, or toss around creatures
* PeekABogeyman: ''AD&D'' poltergeists never actually deal damage with
* TheSpiny: Those foolish enough
*
* {{Poltergeist}}: True to the trope, their key trait is throwing things rather than employing the horrific attacks of other undead. In 2nd Edition, poltergeists are classified as a
Changed line(s) 1902,1909 (click to see context) from:
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
to:
[[quoteright:272:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:'''
Otherworldly and hostile entities from a realm of nightmares, who seek to claim
Spiny, barrel-shaped cacti that can explode at the
Changed line(s) 1911,1925 (click to see context) from:
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
to:
* DemonicPossession: They ExplodingBarrels: They're basically an organic example. Immature porcupine cacti have flat shapes and leathery textures, but the natural ability plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to possess everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other creatures, with cacti in the caveats that patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in thehost has to be {{willing|channeler}}, boast a Charisma score equal to or greater than bodies of those slain in the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is onedetonation of their most powerful tools for manipulating mortals.
parent plants.
*EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend TheSpiny: Anyone trying to look handle (or more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that servestupidly, make a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori arenatural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, preventedmelee attack against) a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, porcupine cactus takes damage from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.thorns.
[[/folder]]
[[folder:Portal Drake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challengeorg/pmwiki/pub/images/d&d_portal_drake_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:'''11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.5 (3E)\\
'''Alignment:''' NeutralEvil
Small dragons who lurk around freestanding magic portals, using them to secure treasure and prey.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one
*
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented
!!Du'ulora
[[quoteright:349:https://static.
[[/folder]]
[[folder:Portal Drake]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:349:3e]]
->'''Challenge
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:'''
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
'''Alignment:''' NeutralEvil
Small dragons who lurk around freestanding magic portals, using them to secure treasure and prey.
Changed line(s) 1927,1934 (click to see context) from:
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
to:
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each ofAmbushingEnemy: Portal drakes usually camp a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes ofteleportation ''portal'', using their "portal sight" ability to use see through it (and any other ''portal'' they've gone through). When prey walks past one of those ''portals'' -- especially adventurers with a lot of magic or sophisticated tactics.
items -- the portal drake jumps out, uses their breath weapon to incapacitate the targets, grabs their loot, and then flees back through the portal.
*{{Oculothorax}}: The du'ulora's body BreathWeapon: Theirs is a bulbous mass dominated by a central eye.
short cone of poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
*PlayingWithFire: After constricting an enemy, a du'ulora DoppelgangerSpin: Portal drakes can call on its inner rage cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose totrigger spontaneous combustion.
!!Hashalaq
return to that destination when passing through any other ''portal'' regardless of where it's set to lead.
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lacks the coppers' distinctive facial structure and manta-like wings.
[[/folder]]
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
* EyesDoNotBelongThere: Each of
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of
*
*
* PortalNetwork: These drakes can make their own. Once they've traveled through a given magic ''portal'', they can choose to
!!Hashalaq
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lacks the coppers' distinctive facial structure and manta-like wings.
[[/folder]]
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1936,1938 (click to see context) from:
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
to:
'''Challenge Rating:'''
Also known as "dreamstealers," hashalaqs are the loremasters
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and
Changed line(s) 1940,1951 (click to see context) from:
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
to:
* CounterAttack: When a hashalaq takes AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb:immediately split in two identical monsters, each with as many hit points as the original creature. The idyllic touch of a hashalaq can make it victim laugh so hard only downsides are that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing butthe monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a glowing void where minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their face should be]], own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true formis that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
when slain.
[[/folder]]
[[folder:Pseudonatural Creature]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challengeorg/pmwiki/pub/images/d&d_pseudonatural_creature_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:'''20 (3E), 19 (5E)
AlsoVaries by base creature's Hit Die\\
'''Alignment:''' As base creature
Entities from beyond the knownas "eyebinders," these are planes, which assume the quori ruling caste, the rare form and terrible masters abilities of Dal Quor.Material Plane creatures when summoned there.
* EmotionBomb:
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[/folder]]
[[folder:Pseudonatural Creature]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Challenge
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:'''
Also
'''Alignment:''' As base creature
Entities from beyond the known
Changed line(s) 1953,1967 (click to see context) from:
* AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
to:
* AnimalisticAbomination: 5th Edition depicts kalaraqs AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as a shadowy mixture of mantid gaps in its skin, ExtraEyes that look disturbingly human, and serpent, in contrast to the [[TooManymouths a whole row of vestigial beaks]] running down its underside.
* GameFace: As a standard action, a pseudonatural creature can drop its facade of attempted normalcy and appear "in a manner morehumanoid kalaraq consistent with their origins," typically a squirming mass of earlier editions.
tentacles. This doesn't change its combat capabilities, but means other creatures receive a minor attack roll penalty against the horror.
*EyesDoNotBelongThere: A host of disembodied eyes whirl around UndergroundMonkey: "Pseudonatural creature" is a kalaraq, each reflecting template that can be applied to any corporeal creature, granting it additional resistances and DamageReduction, a consciousness once-per-day ''[[CombatClairvoyance true strike]]'' ability, and a very flavorful appearance, all without drastically changing how the creature has consumed.
* IntangibleMan: Kalaraqs are incorporealruns in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
combat.
[[/folder]]
[[folder:Psurlon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challengeorg/pmwiki/pub/images/d&d_psurlon_5e.jpeg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5(3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.(3E), 17 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
* GameFace: As a standard action, a pseudonatural creature can drop its facade of attempted normalcy and appear "in a manner more
*
* IntangibleMan: Kalaraqs are incorporeal
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[/folder]]
[[folder:Psurlon]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Challenge
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
Changed line(s) 1969,1979 (click to see context) from:
* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
to:
* BloodKnight: ArtEvolution: Psurlons' depiction can vary even within an edition. In some 2nd and 3rd Edition art, they look like a clothed humanoid figure comprised of giant earthworms, but a later 3E supplement gave them a bloated, monstrous body on spidery legs, which carried over into 4th Edition. 5th Edition gives them thicker bodies with hoofed legs, but upright fronts draped in clothing.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to being able to detect foes by scent, sound and vibration.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They'rebloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similarunrepentant about this, and have no desire to return to the key feature of Material Plane... though they are interested in the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades hasworld of Athas, which they think would survive another attempt to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage ofpsychically link their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
minds together.
[[/folder]]
[[folder:Pterafolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.org/pmwiki/pub/images/d&d_pterafolk_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:'''7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents3 (3E), 1 (5E)\\
'''Alignment:''' NeutralEvil
Evil reptilian humanoids that use their shapeshifting to aid in their attacks onthe Material Plane.neighboring tribes.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* KillAndReplace: Psurlon ringers, added in 5th Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to being able to detect foes by scent, sound and vibration.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar
* SupernaturalFearInducer: Anyone struck by those mind blades has
* WallCrawl: They're canny enough to take advantage of
!!Tsucora
[[/folder]]
[[folder:Pterafolk]]
[[quoteright:350:https://static.tvtropes.
->'''Challenge
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:'''
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents
'''Alignment:''' NeutralEvil
Evil reptilian humanoids that use their shapeshifting to aid in their attacks on
Changed line(s) 1981,1993 (click to see context) from:
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
to:
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prickTheBeastmaster: Averted; unlike proper lycanthropes, which often take command of a tsucora's stinger ravages body mundane animals related to their bestial forms, pterafolk have no particular control over proper pterodactyls and mind, instilling terror and inflicting psychic pteranodons, the latter of which actually prey upon them.
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
*ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain:LizardFolk: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze ontwo of their foes.
* SupernaturalFearInducer: Tsucoras keepforms, they look like reptilian humanoids with a ''Pteranodon''[='s=] beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterosaurs.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoidchattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.arms with functional wings.
[[/folder]]
[[folder:Pterran]]
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.org/pmwiki/pub/images/d&d_pterran_2e.png]]
[[caption-width-right:350:3e]]
->'''Challenge[[caption-width-right:275:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:'''11 1/2 (3E)\\
'''Playable:''' 2E-3E\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
* BrownNote: The prick
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
*
* LifeDrain:
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on
* SupernaturalFearInducer: Tsucoras keep
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid
!!Usvapna
[[quoteright:350:https://static.
[[/folder]]
[[folder:Pterran]]
[[quoteright:275:https://static.tvtropes.
->'''Challenge
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:'''
'''Playable:''' 2E-3E\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Changed line(s) 1995,2011 (click to see context) from:
* TheBlank: They have no heads, only a "void of inky darkness" that emanates malevolence.
* MindHive: Usvapnas habitually use their ''schism'' psi-like ability to split their minds in two before combat, allowing one mind to fight using their claws while the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groups of humanoids are closely associated with the quori, though their aims are very different.
!!Inspired
[[quoteright:351:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.png]]
[[caption-width-right:351:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' LawfulEvil
A human subrace bred by the evil quori of Dal Quor as perfect hosts.
* MindHive: Usvapnas habitually use their ''schism'' psi-like ability to split their minds in two before combat, allowing one mind to fight using their claws while the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groups of humanoids are closely associated with the quori, though their aims are very different.
!!Inspired
[[quoteright:351:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.png]]
[[caption-width-right:351:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' LawfulEvil
A human subrace bred by the evil quori of Dal Quor as perfect hosts.
to:
* TheBlank: They have no heads, FantasticCasteSystem: Pterran society is divided into three "Life Paths," each with its own test required to join, and the eldest member of each Path serves in a tribe's Triumvirate. Most pterrans follow the Path of the Warrior, and are only accepted as such after managing to capture and tame a "void pterrax mount. Others follow the Path of inky darkness" that emanates malevolence.
* MindHive: Usvapnas habitually usethe {{Druid}} and venerate their ''schism'' psi-like Earth Mother goddess, and prove themselves by surviving alone in the forest for six months, with no equipment other than what they make. Rarer still is the Path of the Psionicist, whose aspirants must prove their ability to split their minds in two before combat, allowing one mind to fight using their claws while by reading the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groupsthoughts of humanoids are closely associated the tribe's psionicists and telepathically sharing them with the quori, Triumvirate.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In theiraims home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans arevery different.
!!Inspired
[[quoteright:351:https://static.latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
[[/folder]]
[[folder:Pterrax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.org/pmwiki/pub/images/d&d_pterrax_3e.png]]
[[caption-width-right:351:5e]]
[[caption-width-right:350:3e]]
->'''Origin:'''''TabletopGame/{{Eberron}}''\\
''TabletopGame/DarkSun''\\
'''Classification:'''Humanoid (3E, 5E)\\
Animal (3E)\\
'''Challenge Rating:'''5 (3E), 2 (5E)\\
4 (3E)\\
'''Alignment:'''LawfulEvil
A human subrace bredUnaligned
Large, leathery-winged reptiles made more dangerous bythe evil quori of Dal Quor as perfect hosts.their innate psionics.
* MindHive: Usvapnas habitually use
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groups
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their
* MageSpecies: Like many Athasian creatures, pterrans are
!!Inspired
[[quoteright:351:https://static.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
[[/folder]]
[[folder:Pterrax]]
[[quoteright:350:https://static.tvtropes.
->'''Origin:'''
'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
A human subrace bred
Large, leathery-winged reptiles made more dangerous by
Changed line(s) 2013,2021 (click to see context) from:
* TheBeautifulElite: By human standards, most Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
* TheEmpire: In their home setting, the Inspired are the leaders of the Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubspecies: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
* PsychicPowers: Between being selectively bred for psionic ability and being possessed by the naturally psionic quori, the Inspired have many psychic powers at their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bred to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humans with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]
* TheEmpire: In their home setting, the Inspired are the leaders of the Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubspecies: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
* PsychicPowers: Between being selectively bred for psionic ability and being possessed by the naturally psionic quori, the Inspired have many psychic powers at their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bred to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humans with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]
to:
* TheBeautifulElite: By human standards, most Inspired CraftedFromAnimals: Pterrax teeth are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
* TheEmpire: Incollected by pterrans for use in their home setting, the Inspired are the leaders ''thanak'', an axe-like weapon, while pterrax skin is used to make ceremonial drums.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use ofthe Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubspecies: A realistic example (apart from the possession angle, anyway),pterrax as they are caused by specific breeding of desirable traits.
flying mounts.
* PsychicPowers:Between being selectively bred for psionic ability As an Athasian species, pterrax are latently psychic, and being possessed by the naturally psionic quori, the Inspired have many can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychicpowers at ''Pteranodon'' that are quite capable in combat even without their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bredpsionics, diving upon opponents to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humansrake with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
their claws, making flyby attacks, or even carrying off smaller prey.
[[/folder]]
[[folder:Puppeteer Parasite]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]org/pmwiki/pub/images/d&d_puppeteer_parasite_5e.png]]
* TheEmpire: In
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of
* HumanSubspecies: A realistic example (apart from the possession angle, anyway),
* PsychicPowers:
* TerrorDactyl: They're basically psychic
* RaisedAsAHost: The Inspired of Sarlona are humans bred
* SuperBreedingProgram: The quori picked out the humans
!!Kalashtar
[[/folder]]
[[folder:Puppeteer Parasite]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 2023,2028 (click to see context) from:
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Humans with a hereditary bond to a benign quori spirit, whom they commune with rather than dream. For more information, see the [[Characters/DungeonsAndDragonsRaces Playable Races subpage.]]
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Humans with a hereditary bond to a benign quori spirit, whom they commune with rather than dream. For more information, see the [[Characters/DungeonsAndDragonsRaces Playable Races subpage.]]
to:
'''Classification:''' Humanoid (3E, 5E)\\
->'''Classification:''' Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Humans
Psionic parasites that can hijack the bodies of their hosts.
----
* AntiTrueSight: 3E puppeteers can hide their minds from detection by divination spells or clairsentience powers.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a
* CharmPerson: 3E puppeteers know the psionic version of ''charm person'', and use it to take over a
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail. They're used to deal with threats through direct combat if the puppeteers' usual methods fail.
* LifeDrain: In 5th Edition they
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with
** 5E puppeteer parasites are larger and harder to hide, and have a more
Added DiffLines:
[[folder:Purple Worm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_purple_worm_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
----
* BewareMyStingerTail: They have a poisonous stinger at the end of their tails.
* ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and can even bore through solid rock at half that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with their foul fruit and sap, then beat them to death for use as fertilizer.
----
* PoisonousPerson: Qlippoths' fruit carries a potent [[NonHealthDamage Wisdom-damaging]] poison, which can easily render victims unconscious and helpless. The plant can cause a fruit to burst and splash an adjacent attacker, or hurl its fruit at distant foes.
* WeaponizedStench: The boils and pustules that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long as they're close to it.
* WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the Underdark.
----
* GoodOldWays: The great divide in the free quaggoths' society is between those who "follow magic" by using weapons and dyeing their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" by fighting with their claws and eschewing camouflage.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the psychic energies which permeate the Underdark.
* TurnsRed: When a quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and more accurate.
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures, and for their gruesome reproductive method.
----
* BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
[[/folder]]
[[folder:Quaraphon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
----
* AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quell]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quell_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' LawfulEvil
These ghostly undead have fiery green eyes and a ring of unholy symbols orbiting their heads, declaring their hatred of all things divine.
----
* DePower: The quells' signature "Intercession" ability allows them to cut off divine spellcasters from their deities, preventing them from using spells or TurnUndead attempts from one minute to potentially 24 hours. Multiple quells can work together to shut down higher-leveled clerics, but if the quell who initiated the intercession attacks the cleric, the effect ends.
* {{Intangibility}}: Their description can't decide whether their sepctral forms are draped in ghostly robes, or if their "flesh" is naturally loose and flowing.
* KillTheGod: Quells would dearly ''like'' to, but settle for severing the connection between gods and their clerics and paladins.
* WeakenedByTheLight: These creatures are utterly powerless in natural sunlight, and can only flee in it.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralGood
Radiant, free-willed humanoid constructs native to the marshes of Belierin, third layer of the Blessed Fields of Elysium.
----
* BlindedByTheLight: At will, quesars can intensify their glows sixfold, potentially blinding nearby creatures.
* HealingFactor: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the only way to permanently destroy one is to keep its remains in an area of darkness, forever, or to use magic like ''disintegrate'' to dispose of their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked." This lack of support can result in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've had their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.
[[/folder]]
[[folder:Quickling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking, or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
[[/folder]]
[[folder:Quill]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_quill_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' Unaligned
Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species that can eat razorvine, and are even willing to nibble on predatory plant monsters like bloodthorns and ironmaws.
----
* BewareMyStingerTail: Their spine-studded tails are capable of killing an armored human.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyone who ends up with a quill's spine in them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupines with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can fire their spines at aggressors within 20 feet, though the creatures aren't very accurate with this attack.
* TheSpiny: Those foolish enough to attack a quill bare-handed or with a natural weapon run the risk of getting stuck with one to three spines.
* WeirdWorldWeirdFood: Most people dislike the flavor of quill meat, but sometimes a planewalker can't afford to be picky, and some denizens of the Lower Planes consider quill a delicacy.
[[/folder]]
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
----
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
----
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
----
* AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
----
* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
----
* TheBlank: They have no heads, only a "void of inky darkness" that emanates malevolence.
* MindHive: Usvapnas habitually use their ''schism'' psi-like ability to split their minds in two before combat, allowing one mind to fight using their claws while the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groups of humanoids are closely associated with the quori, though their aims are very different.
!!Inspired
[[quoteright:351:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.png]]
[[caption-width-right:351:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' LawfulEvil
A human subrace bred by the evil quori of Dal Quor as perfect hosts.
----
* TheBeautifulElite: By human standards, most Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
* TheEmpire: In their home setting, the Inspired are the leaders of the Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubspecies: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
* PsychicPowers: Between being selectively bred for psionic ability and being possessed by the naturally psionic quori, the Inspired have many psychic powers at their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bred to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humans with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Humans with a hereditary bond to a benign quori spirit, whom they commune with rather than dream. For more information, see the [[Characters/DungeonsAndDragonsRaces Playable Races subpage.]]
[[/folder]]
[[folder:Quth-Maren]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quth_maren_3e.png]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Created by the clergy of the drow goddess Kiaransalee, these flayed undead constantly ooze caustic blood from their skinless flesh.
----
* BloodyMurder: Their blood deals acid damage, which applies to both enemies who strike them in melee and victims hit by their slam attacks.
* FlayingAlive: Quth-marens are created from enemies of Kiaransalee who are flayed and reanimated.
* MookLieutenant: They can command undead as a 5th-level cleric.
* SuperSpit: They can also spit globs of their caustic blood as a ranged attack.
* SupernaturalFearInducer: Any creature that meets a quth-maren's gaze has to save or cower in fear.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_purple_worm_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
----
* BewareMyStingerTail: They have a poisonous stinger at the end of their tails.
* ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and can even bore through solid rock at half that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]
!!Q
[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil
Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with their foul fruit and sap, then beat them to death for use as fertilizer.
----
* PoisonousPerson: Qlippoths' fruit carries a potent [[NonHealthDamage Wisdom-damaging]] poison, which can easily render victims unconscious and helpless. The plant can cause a fruit to burst and splash an adjacent attacker, or hurl its fruit at distant foes.
* WeaponizedStench: The boils and pustules that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long as they're close to it.
* WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the Underdark.
----
* GoodOldWays: The great divide in the free quaggoths' society is between those who "follow magic" by using weapons and dyeing their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" by fighting with their claws and eschewing camouflage.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the psychic energies which permeate the Underdark.
* TurnsRed: When a quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and more accurate.
[[/folder]]
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' Unaligned
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures, and for their gruesome reproductive method.
----
* BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
[[/folder]]
[[folder:Quaraphon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
----
* AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
[[/folder]]
[[folder:Quell]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quell_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' LawfulEvil
These ghostly undead have fiery green eyes and a ring of unholy symbols orbiting their heads, declaring their hatred of all things divine.
----
* DePower: The quells' signature "Intercession" ability allows them to cut off divine spellcasters from their deities, preventing them from using spells or TurnUndead attempts from one minute to potentially 24 hours. Multiple quells can work together to shut down higher-leveled clerics, but if the quell who initiated the intercession attacks the cleric, the effect ends.
* {{Intangibility}}: Their description can't decide whether their sepctral forms are draped in ghostly robes, or if their "flesh" is naturally loose and flowing.
* KillTheGod: Quells would dearly ''like'' to, but settle for severing the connection between gods and their clerics and paladins.
* WeakenedByTheLight: These creatures are utterly powerless in natural sunlight, and can only flee in it.
[[/folder]]
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralGood
Radiant, free-willed humanoid constructs native to the marshes of Belierin, third layer of the Blessed Fields of Elysium.
----
* BlindedByTheLight: At will, quesars can intensify their glows sixfold, potentially blinding nearby creatures.
* HealingFactor: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the only way to permanently destroy one is to keep its remains in an area of darkness, forever, or to use magic like ''disintegrate'' to dispose of their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked." This lack of support can result in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've had their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.
[[/folder]]
[[folder:Quickling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
----
* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking, or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
[[/folder]]
[[folder:Quill]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_quill_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' Unaligned
Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species that can eat razorvine, and are even willing to nibble on predatory plant monsters like bloodthorns and ironmaws.
----
* BewareMyStingerTail: Their spine-studded tails are capable of killing an armored human.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyone who ends up with a quill's spine in them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupines with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can fire their spines at aggressors within 20 feet, though the creatures aren't very accurate with this attack.
* TheSpiny: Those foolish enough to attack a quill bare-handed or with a natural weapon run the risk of getting stuck with one to three spines.
* WeirdWorldWeirdFood: Most people dislike the flavor of quill meat, but sometimes a planewalker can't afford to be picky, and some denizens of the Lower Planes consider quill a delicacy.
[[/folder]]
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
----
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
----
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
----
* AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
----
* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
----
* TheBlank: They have no heads, only a "void of inky darkness" that emanates malevolence.
* MindHive: Usvapnas habitually use their ''schism'' psi-like ability to split their minds in two before combat, allowing one mind to fight using their claws while the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
!Quori Hosts
Two groups of humanoids are closely associated with the quori, though their aims are very different.
!!Inspired
[[quoteright:351:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.png]]
[[caption-width-right:351:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' LawfulEvil
A human subrace bred by the evil quori of Dal Quor as perfect hosts.
----
* TheBeautifulElite: By human standards, most Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
* TheEmpire: In their home setting, the Inspired are the leaders of the Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubspecies: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
* PsychicPowers: Between being selectively bred for psionic ability and being possessed by the naturally psionic quori, the Inspired have many psychic powers at their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bred to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humans with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Humans with a hereditary bond to a benign quori spirit, whom they commune with rather than dream. For more information, see the [[Characters/DungeonsAndDragonsRaces Playable Races subpage.]]
[[/folder]]
[[folder:Quth-Maren]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quth_maren_3e.png]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticEvil
Created by the clergy of the drow goddess Kiaransalee, these flayed undead constantly ooze caustic blood from their skinless flesh.
----
* BloodyMurder: Their blood deals acid damage, which applies to both enemies who strike them in melee and victims hit by their slam attacks.
* FlayingAlive: Quth-marens are created from enemies of Kiaransalee who are flayed and reanimated.
* MookLieutenant: They can command undead as a 5th-level cleric.
* SuperSpit: They can also spit globs of their caustic blood as a ranged attack.
* SupernaturalFearInducer: Any creature that meets a quth-maren's gaze has to save or cower in fear.
[[/folder]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\