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Changed line(s) 258,260 (click to see context) from:
* MagicKnight: Reigar are no slouches in close combat, and also accomplished mages/psions. Their ''AD&D'' material notes that while they have access to all schools of magic, they dismiss illusions as gauche, since they dislike making things that aren't real.
* ParodySue: They're near-immortal, inhumanly beautiful, superbly fashionable, and even sparkle. They're {{Shrouded in Myth}}s along the lines of "the reigar taught the elves everything they know about art, and the elves forgot most of it," are rumored to give orders to the mercanes or even mind flayers, and are variously credited with creating races from the zodar to humanity, as well as the first ''spelljammer helm''. They have access to special organic spaceships and magical animal-themed armor unlike anything used by other races, made of a special material harder than steel. And so on.
* PowerUpMount[=/=]PoweredArmor: ''Shakti'' are palm-sized animal statuettes similar to a ''figurine of wonderous power'' (which the reigar are credited with inventing) normally worn or carried by a reigar. But with one command word, the statuette grows to eight feet long, becoming a flying vehicle the reigar can sit or [[SkySurfing stand on.]] Another command word transforms the ''shakti'' into a suit of armor and accompanying weapon, themed to the animal statuette it started as, with a special ability such as a fiery blast for a dragon-themed ''shakti''.
* ParodySue: They're near-immortal, inhumanly beautiful, superbly fashionable, and even sparkle. They're {{Shrouded in Myth}}s along the lines of "the reigar taught the elves everything they know about art, and the elves forgot most of it," are rumored to give orders to the mercanes or even mind flayers, and are variously credited with creating races from the zodar to humanity, as well as the first ''spelljammer helm''. They have access to special organic spaceships and magical animal-themed armor unlike anything used by other races, made of a special material harder than steel. And so on.
* PowerUpMount[=/=]PoweredArmor: ''Shakti'' are palm-sized animal statuettes similar to a ''figurine of wonderous power'' (which the reigar are credited with inventing) normally worn or carried by a reigar. But with one command word, the statuette grows to eight feet long, becoming a flying vehicle the reigar can sit or [[SkySurfing stand on.]] Another command word transforms the ''shakti'' into a suit of armor and accompanying weapon, themed to the animal statuette it started as, with a special ability such as a fiery blast for a dragon-themed ''shakti''.
to:
* MagicKnight: Reigar are no slouches in close combat, and also accomplished mages/psions.mages (or psions, in 5th Edition). Their ''AD&D'' material notes that while they have access to all schools of magic, they dismiss illusions as gauche, since they dislike making things that aren't real.
* ThePawnsGoFirst: If attacked, reigar will let their helots and any lakshu warriors do the fighting while the reigar continues their artistic pursuits, but should those underlings fail, the reigar will enter the fray.
* ParodySue: They're near-immortal, inhumanly beautiful, superbly fashionable, and even sparkle. They're {{Shrouded in Myth}}s along the lines of "the reigar taught the elves everything they know about art, and the elves forgot most of it," are rumored to give orders to the mercanes or even mind flayers, and arevariously credited with creating races from the zodar to humanity, as well as the first ''spelljammer helm''. helm'', or even entire races like the zodar and humans. They have access to special organic spaceships spaceships, and magical animal-themed armor unlike anything used by other races, made of a special material harder than steel. And so on.
* PowerUpMount[=/=]PoweredArmor: ''Shakti'' are palm-sized animal statuettes similar to a ''figurine of wonderous power'' (which the reigar are credited with inventing) normally worn or carried by a reigar. But with one command word, the statuette grows to eight feet long, becoming a flying vehicle the reigar can sit or [[SkySurfing stand on.]] Another command word transforms the ''shakti'' into a suit of armor and accompanying weapon, themed to the animal statuette it started as, with a special ability such as a fiery blast for a dragon-themed ''shakti''. The reigar's lakshu warriors are outfitted with their own ''shakti'', and in rare circumstances, a reigar might reward someone with a lesser ''shakti'' that can only change function once per day.
* ThePawnsGoFirst: If attacked, reigar will let their helots and any lakshu warriors do the fighting while the reigar continues their artistic pursuits, but should those underlings fail, the reigar will enter the fray.
* ParodySue: They're near-immortal, inhumanly beautiful, superbly fashionable, and even sparkle. They're {{Shrouded in Myth}}s along the lines of "the reigar taught the elves everything they know about art, and the elves forgot most of it," are rumored to give orders to the mercanes or even mind flayers, and are
* PowerUpMount[=/=]PoweredArmor: ''Shakti'' are palm-sized animal statuettes similar to a ''figurine of wonderous power'' (which the reigar are credited with inventing) normally worn or carried by a reigar. But with one command word, the statuette grows to eight feet long, becoming a flying vehicle the reigar can sit or [[SkySurfing stand on.]] Another command word transforms the ''shakti'' into a suit of armor and accompanying weapon, themed to the animal statuette it started as, with a special ability such as a fiery blast for a dragon-themed ''shakti''. The reigar's lakshu warriors are outfitted with their own ''shakti'', and in rare circumstances, a reigar might reward someone with a lesser ''shakti'' that can only change function once per day.
[[folder:Rogue Eidolon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
----
* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
[[/folder]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
----
* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
[[/folder]]
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[[folder:Rogue Eidolon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
----
* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
[[/folder]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
----
* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
[[/folder]]
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[[folder:Remorhaz]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 21 (4E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' Unaligned
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 21 (4E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' Unaligned
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts
Androgynous humanoids who wander Wildspace in search of
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* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
[[/folder]]
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
[[/folder]]
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
to:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes:AgentPeacock: They resemble monstrous centipedes, are big enough to prey upon polar bears are, in a word, fabulous... and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, whichif they use to burst out ever enter combat, "several hells break loose."
* AmazingTechnicolorPopulation: As ofthe ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd5th Edition, a remorhaz's superheated body could melt reigar can change the coloration of their skin at will, or char weapons into uselessness.
even give themselves vivid patterns of bioluminescent spots or stripes -- the explanation is that they're humanoids evolved from cephalopods with similar abilities.
*OrganDrops: The secretions AmbiguousGender: Their 2nd Edition entry notes that reigar females are very handsome, and their males are very beautiful. 5th Edition just avoids using gendered pronouns when discussing reigar.
* BishieSparkle: They're surrounded by aremorhaz uses to superheat its body, halo of twinkling motes known as ''thrym'', a glory, which helps repel attacks. Some say the colors of a reigar's glory reflects their mood, but this hasn't been confirmed.
* BlueAndOrangeMorality: Their code of conduct can besold to alchemists, who may pay summed up to 1400 gp as "Anything for what art, nothing without style, and everyone for himself."
* CombatAestheticist: The reigar consider war the highest form of artistic expression, and carefully consider the aesthetics behind every act of violence -- a ''fireball'' spell is considered boring because it blasts victims in an instant, but ''cloudkill'' gives the caster more time to enjoy their victims' last choking, writhing moments of life. "To a reigar, this is art at its best."
* {{Golem}}: Using a piece of jewelry known as a ''talarith'', a reigar canbe harvested from summon a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat"helot" that merely touching it will inflict severe burns, is essentially a construct duplicate of its summoner.
* MadArtist: The reigar's "Master Stroke," the grand finale of their effort to "create the most beautiful display of carnage the multiverse had ever seen," ended up [[WhereIWasBornAndRazed destroying their homeworld.]]
* MagicKnight: Reigar are no slouches in close combat, and also accomplished mages/psions. Their ''AD&D'' material notes that while they have access to all schools of magic, they dismiss illusions as gauche, since they dislike making things that aren't real.
* ParodySue: They're near-immortal, inhumanly beautiful, superbly fashionable, and even sparkle. They're {{Shrouded in5th edition, Myth}}s along the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatureslines of ogre-sized or smaller after hitting them with a bite attack. In 1st "the reigar taught the elves everything they know about art, and 2nd editions this was a OneHitKill due the elves forgot most of it," are rumored to give orders to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage mercanes or even mind flayers, and are variously credited with creating races from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
[[/folder]]
[[folder:Retriever]]
zodar to humanity, as well as the first ''spelljammer helm''. They have access to special organic spaceships and magical animal-themed armor unlike anything used by other races, made of a special material harder than steel. And so on.
* PowerUpMount[=/=]PoweredArmor: ''Shakti'' are palm-sized animal statuettes similar to a ''figurine of wonderous power'' (which the reigar are credited with inventing) normally worn or carried by a reigar. But with one command word, the statuette grows to eight feet long, becoming a flying vehicle the reigar can sit or [[SkySurfing stand on.]] Another command word transforms the ''shakti'' into a suit of armor and accompanying weapon, themed to the animal statuette it started as, with a special ability such as a fiery blast for a dragon-themed ''shakti''.
* UnusableEnemyEquipment: A reigar's ''talarith'' or ''shakti'' won't function in the hands of anyone else.
!!Esthetic
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]] org/pmwiki/pub/images/d&d_esthetic_5e.jpeg]]
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes:
* DigAttack: Remorhazes have a respectable burrowing speed, which
* AmazingTechnicolorPopulation: As of
* MooksAteMyEquipment: Up through 3rd
*
* BishieSparkle: They're surrounded by a
* BlueAndOrangeMorality: Their code of conduct can be
* CombatAestheticist: The reigar consider war the highest form of artistic expression, and carefully consider the aesthetics behind every act of violence -- a ''fireball'' spell is considered boring because it blasts victims in an instant, but ''cloudkill'' gives the caster more time to enjoy their victims' last choking, writhing moments of life. "To a reigar, this is art at its best."
* {{Golem}}: Using a piece of jewelry known as a ''talarith'', a reigar can
* PlayingWithFire: An enraged remorhaz generates so much heat
* MadArtist: The reigar's "Master Stroke," the grand finale of their effort to "create the most beautiful display of carnage the multiverse had ever seen," ended up [[WhereIWasBornAndRazed destroying their homeworld.]]
* MagicKnight: Reigar are no slouches in close combat, and also accomplished mages/psions. Their ''AD&D'' material notes that while they have access to all schools of magic, they dismiss illusions as gauche, since they dislike making things that aren't real.
* ParodySue: They're near-immortal, inhumanly beautiful, superbly fashionable, and even sparkle. They're {{Shrouded in
* SwallowedWhole: Fully-grown remorhazes can swallow creatures
[[/folder]]
[[folder:Retriever]]
* PowerUpMount[=/=]PoweredArmor: ''Shakti'' are palm-sized animal statuettes similar to a ''figurine of wonderous power'' (which the reigar are credited with inventing) normally worn or carried by a reigar. But with one command word, the statuette grows to eight feet long, becoming a flying vehicle the reigar can sit or [[SkySurfing stand on.]] Another command word transforms the ''shakti'' into a suit of armor and accompanying weapon, themed to the animal statuette it started as, with a special ability such as a fiery blast for a dragon-themed ''shakti''.
* UnusableEnemyEquipment: A reigar's ''talarith'' or ''shakti'' won't function in the hands of anyone else.
!!Esthetic
[[quoteright:350:https://static.tvtropes.
Changed line(s) 263,267 (click to see context) from:
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 27 (4E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
'''Challenge Rating:''' 11 (3E), 27 (4E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
to:
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
Aberration (5E)\\
'''Challenge Rating:'''11 (3E), 27 (4E), 14 12 (5E)\\
'''Alignment:'''ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.Unaligned
The reigar's living spaceships, resembling starfish, jellyfish, or less-definable shapes.
'''Challenge Rating:'''
'''Alignment:'''
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
The reigar's living spaceships, resembling starfish, jellyfish, or less-definable shapes.
Changed line(s) 269,272 (click to see context) from:
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
to:
* EyeBeams: Retrievers BoardingParty: Esthetics have multiple eyes a hollow spike they can jab into other vessels to deploy a boarding party -- though against organic targets, the spike instead injects its victim with a digestive enzyme.
* CantLiveWithoutYou: An esthetic whose reigar creator dies will sicken and expire in a matter of days.
* CombatTentacles: Their tentacles can grab both opposing vessels and their crew, the latter of which are [[TentacleRope grappled]] and subjected to {{acid|attack}} damage.
* LivingShip: They're fully {{organic|technology}} starships, though without their reigar around to guide them, esthetics are near-mindless creatures that will wander aimlessly until they die. They have enough space inside them for their reigar host and up to six other passengers, and can sustain them indefinitely, though only their reigar can open an esthetic's entry hatch. Esthetics are as fast or faster than any known spacefaring vessel, and are rumored to be able to teleport between crystal spheres, carried by bizarre reigar starbases.
* NoWarpingZone: Esthetics can makedifferent magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such "Jammerscream" attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes to keep enemy ships from fleeing. Either the target]].
* GiantSpider: The retriever is an elephant-sized construct made inattack will suppress a ship's ''spelljammer helm'' for two to twenty days, or the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bindspellcaster attuned to the dark elves' will. In their old lore, retrievers were built in thing can attempt to resist the image "Jammerscream" -- a failed save means the caster takes a heavy hit of bebiliths, psychic damage and the ''helm'' is disabled for a matter of hours, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings,success means the caster takes less psychic damage and unerringly know the distance and direction to their current target.''helm'' is only inoperable for a few minutes.
* CantLiveWithoutYou: An esthetic whose reigar creator dies will sicken and expire in a matter of days.
* CombatTentacles: Their tentacles can grab both opposing vessels and their crew, the latter of which are [[TentacleRope grappled]] and subjected to {{acid|attack}} damage.
* LivingShip: They're fully {{organic|technology}} starships, though without their reigar around to guide them, esthetics are near-mindless creatures that will wander aimlessly until they die. They have enough space inside them for their reigar host and up to six other passengers, and can sustain them indefinitely, though only their reigar can open an esthetic's entry hatch. Esthetics are as fast or faster than any known spacefaring vessel, and are rumored to be able to teleport between crystal spheres, carried by bizarre reigar starbases.
* NoWarpingZone: Esthetics can make
* GiantSpider: The retriever is an elephant-sized construct made in
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings,
Changed line(s) 275,282 (click to see context) from:
[[folder:Rhek]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rhek_3e.png]]
[[caption-width-right:350:Rhek chaosgrinder (3e)]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' LawfulGood
A Material Plane race of rhino-like humanoids who immigrated to the Peaceable Kingdoms of Arcadia shortly after it lost its third layer to Mechanus, and helped restore order in that time of crisis. Now they strive to crush evil and impose order upon an unruly cosmos.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rhek_3e.png]]
[[caption-width-right:350:Rhek chaosgrinder (3e)]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' LawfulGood
A Material Plane race of rhino-like humanoids who immigrated to the Peaceable Kingdoms of Arcadia shortly after it lost its third layer to Mechanus, and helped restore order in that time of crisis. Now they strive to crush evil and impose order upon an unruly cosmos.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:Rhek chaosgrinder (3e)]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
A Material Plane race
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of
Changed line(s) 284,291 (click to see context) from:
* {{Acrofatic}}: Rheks are seven feet tall and weigh 350 pounds, but can still employ the monk class' acrobatics and increased movement.
* BareFistedMonk: Rhek chaosgrinders are skilled martial artists who don't require weapons to destroy their enemies.
* HealingFactor: Downplayed; they don't have fast healing or regeneration, but their redundant internal organs and rapidly-congealing blood mean that rheks automatically stabilize themselves when brought below 0 hit points.
* HolyHandGrenade: All rheks can make a ''Smite Chaos'' attack three times per day, dealing extra damage to Chaotic foes.
* HornAttack: They can make gore attacks with their horns, which does double damage during a charge.
* RhinoRampage: They're anthropomorphic rhinos, and while not bloodthirsty, are perfectly willing to enforce their vision of order through violence.
* SuperOCD: Fittingly for the more-Lawful-than-Good plane of Arcadia, rheks lean into this, striving for harmony and perfection by making sure everything is in its proper place, and having little tolerance for unpredictability.
* SupernaturalSensitivity: Rheks can ''detect chaos'' at will.
* BareFistedMonk: Rhek chaosgrinders are skilled martial artists who don't require weapons to destroy their enemies.
* HealingFactor: Downplayed; they don't have fast healing or regeneration, but their redundant internal organs and rapidly-congealing blood mean that rheks automatically stabilize themselves when brought below 0 hit points.
* HolyHandGrenade: All rheks can make a ''Smite Chaos'' attack three times per day, dealing extra damage to Chaotic foes.
* HornAttack: They can make gore attacks with their horns, which does double damage during a charge.
* RhinoRampage: They're anthropomorphic rhinos, and while not bloodthirsty, are perfectly willing to enforce their vision of order through violence.
* SuperOCD: Fittingly for the more-Lawful-than-Good plane of Arcadia, rheks lean into this, striving for harmony and perfection by making sure everything is in its proper place, and having little tolerance for unpredictability.
* SupernaturalSensitivity: Rheks can ''detect chaos'' at will.
to:
* {{Acrofatic}}: Rheks ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are seven feet tall vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands andweigh 350 pounds, but guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and canstill employ the monk class' acrobatics and increased movement.swallow a human whole. They can give an adventuring party a serious fight as a result.
*BareFistedMonk: Rhek chaosgrinders are skilled martial artists who don't require DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses todestroy their enemies.
superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
*HealingFactor: Downplayed; they don't have fast healing or regeneration, but their redundant internal organs and rapidly-congealing blood mean PlayingWithFire: An enraged remorhaz generates so much heat that rheks automatically stabilize themselves when brought below 0 hit points.
* HolyHandGrenade: All rheks can make a ''Smite Chaos'' attack three times per day, dealing extra damage to Chaotic foes.
* HornAttack: They can make goremerely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them withtheir horns, which does double a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage during a charge.
* RhinoRampage: They're anthropomorphic rhinos, and while not bloodthirsty, are perfectly willingin addition to enforce their vision of order through violence.
* SuperOCD: Fittingly forthe more-Lawful-than-Good plane of Arcadia, rheks lean into this, striving for harmony and perfection by making sure everything is in its proper place, and having little tolerance for unpredictability.
* SupernaturalSensitivity: Rheks can ''detect chaos'' at will.bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can
*
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to
*
* HolyHandGrenade: All rheks can make a ''Smite Chaos'' attack three times per day, dealing extra damage to Chaotic foes.
* HornAttack: They can make gore
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with
* RhinoRampage: They're anthropomorphic rhinos, and while not bloodthirsty, are perfectly willing
* SuperOCD: Fittingly for
* SupernaturalSensitivity: Rheks can ''detect chaos'' at will.
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[[folder:Rilmani]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rilmani_3e.jpg]]
[[caption-width-right:350:An aurumach and cuprilach (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (ferrumach), 12 (cuprilach), 17 (aurumach) (3E)\\
'''Alignment:''' TrueNeutral
Natives of the Concordant Domain of the Outlands, the rilmani embody pure neutrality. Rather than staying out of the great conflicts of the multiverse, they are committed to upholding the balance between the powers of good, evil, law and chaos, and subtly act whenever one side threatens to dominate the Great Wheel.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rilmani_3e.jpg]]
[[caption-width-right:350:An aurumach and cuprilach (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (ferrumach), 12 (cuprilach), 17 (aurumach) (3E)\\
'''Alignment:''' TrueNeutral
Natives of the Concordant Domain of the Outlands, the rilmani embody pure neutrality. Rather than staying out of the great conflicts of the multiverse, they are committed to upholding the balance between the powers of good, evil, law and chaos, and subtly act whenever one side threatens to dominate the Great Wheel.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:An aurumach and cuprilach (3e)]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Natives of the Concordant Domain of the Outlands, the rilmani embody pure neutrality. Rather than staying out of the great conflicts of the multiverse, they
Sinister spider-shaped constructs that are
Added DiffLines:
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
[[folder:Rhek]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rhek_3e.png]]
[[caption-width-right:350:Rhek chaosgrinder (3e)]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' LawfulGood
A Material Plane race of rhino-like humanoids who immigrated to the Peaceable Kingdoms of Arcadia shortly after it lost its third layer to Mechanus, and helped restore order in that time of crisis. Now they strive to crush evil and impose order upon an unruly cosmos.
----
* {{Acrofatic}}: Rheks are seven feet tall and weigh 350 pounds, but can still employ the monk class' acrobatics and increased movement.
* BareFistedMonk: Rhek chaosgrinders are skilled martial artists who don't require weapons to destroy their enemies.
* HealingFactor: Downplayed; they don't have fast healing or regeneration, but their redundant internal organs and rapidly-congealing blood mean that rheks automatically stabilize themselves when brought below 0 hit points.
* HolyHandGrenade: All rheks can make a ''Smite Chaos'' attack three times per day, dealing extra damage to Chaotic foes.
* HornAttack: They can make gore attacks with their horns, which does double damage during a charge.
* RhinoRampage: They're anthropomorphic rhinos, and while not bloodthirsty, are perfectly willing to enforce their vision of order through violence.
* SuperOCD: Fittingly for the more-Lawful-than-Good plane of Arcadia, rheks lean into this, striving for harmony and perfection by making sure everything is in its proper place, and having little tolerance for unpredictability.
* SupernaturalSensitivity: Rheks can ''detect chaos'' at will.
[[/folder]]
[[folder:Rilmani]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rilmani_3e.jpg]]
[[caption-width-right:350:An aurumach and cuprilach (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (ferrumach), 12 (cuprilach), 17 (aurumach) (3E)\\
'''Alignment:''' TrueNeutral
Natives of the Concordant Domain of the Outlands, the rilmani embody pure neutrality. Rather than staying out of the great conflicts of the multiverse, they are committed to upholding the balance between the powers of good, evil, law and chaos, and subtly act whenever one side threatens to dominate the Great Wheel.
----
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
[[folder:Rhek]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rhek_3e.png]]
[[caption-width-right:350:Rhek chaosgrinder (3e)]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' LawfulGood
A Material Plane race of rhino-like humanoids who immigrated to the Peaceable Kingdoms of Arcadia shortly after it lost its third layer to Mechanus, and helped restore order in that time of crisis. Now they strive to crush evil and impose order upon an unruly cosmos.
----
* {{Acrofatic}}: Rheks are seven feet tall and weigh 350 pounds, but can still employ the monk class' acrobatics and increased movement.
* BareFistedMonk: Rhek chaosgrinders are skilled martial artists who don't require weapons to destroy their enemies.
* HealingFactor: Downplayed; they don't have fast healing or regeneration, but their redundant internal organs and rapidly-congealing blood mean that rheks automatically stabilize themselves when brought below 0 hit points.
* HolyHandGrenade: All rheks can make a ''Smite Chaos'' attack three times per day, dealing extra damage to Chaotic foes.
* HornAttack: They can make gore attacks with their horns, which does double damage during a charge.
* RhinoRampage: They're anthropomorphic rhinos, and while not bloodthirsty, are perfectly willing to enforce their vision of order through violence.
* SuperOCD: Fittingly for the more-Lawful-than-Good plane of Arcadia, rheks lean into this, striving for harmony and perfection by making sure everything is in its proper place, and having little tolerance for unpredictability.
* SupernaturalSensitivity: Rheks can ''detect chaos'' at will.
[[/folder]]
[[folder:Rilmani]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rilmani_3e.jpg]]
[[caption-width-right:350:An aurumach and cuprilach (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (ferrumach), 12 (cuprilach), 17 (aurumach) (3E)\\
'''Alignment:''' TrueNeutral
Natives of the Concordant Domain of the Outlands, the rilmani embody pure neutrality. Rather than staying out of the great conflicts of the multiverse, they are committed to upholding the balance between the powers of good, evil, law and chaos, and subtly act whenever one side threatens to dominate the Great Wheel.
----
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Renamed per TRS
Changed line(s) 186 (click to see context) from:
* MainliningTheMonster: A pair of elven brothers in the Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
to:
* MainliningTheMonster: MonsterOrganTrafficking: A pair of elven brothers in the Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
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A creature entry's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of party balance. A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
Changed line(s) 68,69 (click to see context) from:
'''Alignment:''' TrueNeutral
to:
'''Alignment:''' TrueNeutral
Unaligned
Changed line(s) 82,85 (click to see context) from:
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
to:
->'''Classification:''' Magical Beast (3E)\\
(3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 12(3E)\\
(3E), 21 (4E)\\
'''Alignment:'''ChaoticEvil
ChaoticEvil, Unaligned (4E)
'''Challenge Rating:''' 12
'''Alignment:'''
Changed line(s) 128 (click to see context) from:
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
to:
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but Ash, though packs of them can be found across the planes.
Changed line(s) 164 (click to see context) from:
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
to:
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
Changed line(s) 167 (click to see context) from:
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
to:
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. They consider the rest of the cosmos a desolate place compared to their home plane, and thus will use their abilities to animate everything around them. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
Changed line(s) 193,194 (click to see context) from:
'''Alignment:''' TrueNeutral
to:
'''Alignment:''' TrueNeutral
Unaligned
Changed line(s) 243,245 (click to see context) from:
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
to:
'''Challenge Rating:''' 7 (3E); 21 (4E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:'''TrueNeutral (1E-3E), Unaligned (4E-5E)
Unaligned
'''Alignment:'''
Changed line(s) 262 (click to see context) from:
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
to:
'''Challenge Rating:''' 11 (3E), 27 (4E), 14 (5E)\\
Changed line(s) 397,399 (click to see context) from:
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 11 (5E)\\
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
to:
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 14 (4E); 11 (5E)\\
'''Alignment:'''True Neutral (1E-3E), Unaligned, ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
3E)
'''Alignment:'''
Changed line(s) 408 (click to see context) from:
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
to:
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) [[{{Thunderbird}} Thunderhawk]] are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
Changed line(s) 429 (click to see context) from:
'''Challenge Rating:''' 12 (3E), 5 (5E)\\
to:
'''Challenge Rating:''' 12 (3E), 14 (4E), 5 (5E)\\
Changed line(s) 444,445 (click to see context) from:
'''Alignment:''' TrueNeutral (1E-2E), Unaligned (5E)
to:
'''Alignment:''' TrueNeutral (1E-2E), Unaligned (5E)
Unaligned
Changed line(s) 574,575 (click to see context) from:
'''Alignment:''' Usually ChaoticNeutral
to:
'''Alignment:''' Usually ChaoticNeutral
Changed line(s) 590,592 (click to see context) from:
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
to:
'''Challenge Rating:''' 3 (3E), 6 (4E), 1/2 (5E)\\
'''Alignment:'''TrueNeutral (1E-3E), Unaligned (4E-5E)
Unaligned
'''Alignment:'''
Changed line(s) 595 (click to see context) from:
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
to:
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line beasts capable of defense that disarms disarming intruders for other guards defenders to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
Added DiffLines:
* MagicEater: 4th Edition states that some rust monsters develop a taste for enchanted weapons and armor, becoming "dweomer eaters" that can drain magic items in combat.
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Changed line(s) 111,113 (click to see context) from:
* BlowYouAway: Raptorans gained their power of flight from an ancient pact with the lords of the Elemental Plane of Air, which also lets raptoran mages cast spells with the air descriptor at a higher level than normal.
* DeathFromAbove: An airborn raptoran can make a dive attack to deal double damage with a piercing weapon.
* DivorceIsTemporary: Along with marriages; raptorans marry in the spring, and each marriage lasts for a matter of months, long enough for a couple to produce eggs (if both partners are fertile) and raise their hatchlings to fledglings. The next year, a raptoran couple may renew their previous marriage to one another, or wed different partners for the season.
* DeathFromAbove: An airborn raptoran can make a dive attack to deal double damage with a piercing weapon.
* DivorceIsTemporary: Along with marriages; raptorans marry in the spring, and each marriage lasts for a matter of months, long enough for a couple to produce eggs (if both partners are fertile) and raise their hatchlings to fledglings. The next year, a raptoran couple may renew their previous marriage to one another, or wed different partners for the season.
to:
* BlowYouAway: Raptorans gained their power of flight from an ancient pact with the lords of the Elemental Plane of Air, which also lets raptoran mages cast spells spellcasters boost the power of magic with the air descriptor at a higher level than normal.
descriptor.
* DeathFromAbove: Anairborn airborne raptoran can make a dive attack to deal double damage with a piercing weapon.
* DivorceIsTemporary: Along with marriages; raptorans marry in the spring,weapon, and each marriage lasts for a matter of months, long enough for a couple they much prefer to produce eggs (if both partners are fertile) and raise their hatchlings to fledglings. The next year, a raptoran couple may renew their previous marriage to one another, or wed different partners for the season.rain arrows upon landbound foes rather than engage on equal footing.
* DeathFromAbove: An
* DivorceIsTemporary: Along with marriages; raptorans marry in the spring,
Changed line(s) 115,116 (click to see context) from:
* ImmortalProcreationClause: Raptorans live longer than humans but shorter than elves or dwarves, and have cyclical periods of fertility between the ages of 20 and 150, during which time a given raptoran (male or female) will only be fertile for one year out of three.
* TheNightOwl: They wake at "moonrise" and go to sleep at "moonset," and enjoy low-light vision to see at night.
* TheNightOwl: They wake at "moonrise" and go to sleep at "moonset," and enjoy low-light vision to see at night.
to:
* ImmortalProcreationClause: Raptorans live longer than humans but shorter than elves or dwarves, and have cyclical periods of fertility between the ages of 20 and 150, during which time a given raptoran (male or female) will only be fertile for one year out of three. \n This leads to the raptorans' odd marriage customs -- couples marry in the spring (often in mass ceremonies among age-mates), and each marriage lasts for a matter of months, just long enough for a couple to potentially produce eggs and raise their hatchlings to fledglings. The next year, a raptoran couple may renew their previous marriage to one another, or split up and wed different partners for the season.
* TheNightOwl:They wake at "moonrise" Raptorans are nocturnal ([[UnreliableIllustrator their character art notwithstanding]]), rising with the moon and go going to sleep at "moonset," dawn. Their communities thus have a dedicated "Sunspeaker" to handle diplomacy with other races during daylight hours.
* OurElvesAreDifferent: Though they're taller than ''D&D''[='s=] elves, raptorans have elven builds, use a language (Tuilvilanuue) derived from Elven, andenjoy low-light vision their CreationMyth involves their lead goddess Tuilviel Glithien clashing with the fallen elven goddess Lolth, giving raptorans a hatred for the drow equal to see at night.elves'. Raptorans also tend to be aloof and coolly cordial towards strangers until they've worked out their intentions, and have a reputation as being snobbish towards races that can't fly.
* TheNightOwl:
* OurElvesAreDifferent: Though they're taller than ''D&D''[='s=] elves, raptorans have elven builds, use a language (Tuilvilanuue) derived from Elven, and
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Changed line(s) 100,101 (click to see context) from:
[[folder:Rast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rast_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rast_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 103,107 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
to:
->'''Classification:''' Outsider Humanoid (3E)\\
'''Challenge Rating:'''5 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:'''TrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native toChaoticGood
Winged humanoids who dwell in cliffside settlements on theElemental Plane edge of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.civilization.
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to
Winged humanoids who dwell in cliffside settlements on the
Changed line(s) 109,115 (click to see context) from:
* BigEater: Rasts are insatiable creatures that eat almost continuously.
* {{Flight}}: They have the supernatural ability to fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat their own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the rast doesn't recover any health from the attack.
* {{Flight}}: They have the supernatural ability to fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat their own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the rast doesn't recover any health from the attack.
to:
* BigEater: Rasts are insatiable creatures that eat almost continuously.
* {{Flight}}:BirdPeople: They look mostly humanoid, but beyond their wings, raptorans have the supernatural ability to fly, though if this downy feathers in place of hair, keen yellow eyes, taloned feet, and hatch from clutches of three or four eggs (but still nurse their young).
* BlowYouAway: Raptorans gained their poweris suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creaturesof flight from an ancient pact with the Fire subtype, rasts are immune lords of the Elemental Plane of Air, which also lets raptoran mages cast spells with the air descriptor at a higher level than normal.
* DeathFromAbove: An airborn raptoran can make a dive attack tosuch damage, [[AchillesHeel but take extra deal double damage from cold.]]
with a piercing weapon.
*MonstrousCannibalism: Packs DivorceIsTemporary: Along with marriages; raptorans marry in the spring, and each marriage lasts for a matter of rasts will never eat months, long enough for a couple to produce eggs (if both partners are fertile) and raise their own, hatchlings to fledglings. The next year, a raptoran couple may renew their previous marriage to one another, or wed different partners for the season.
* HandyFeet: Raptorans' taloned feet have a strong grip, assisting with climbing and allowing them to wield a specialized composite longbow dubbed the footbow.
* ImmortalProcreationClause: Raptorans live longer than humans but shorter than elves or dwarves, and have cyclical periods of fertility between the ages of 20 and 150, during which time a given raptoran (male or female) willhappily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but canonly use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponentsbe fertile for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
one year out of three.
*VampiricDraining: TheNightOwl: They can bite into grappled opponents wake at "moonrise" and drain blood go to sleep at "moonset," and enjoy low-light vision to see at night.
* RiteOfPassage: Raptorans are not born able to fly, instead they use their wings to glide or assist with jumping. When a young adult raptoran is deemed ready by their flock chief, they are given leave to undertake the Walk of the Four Winds, a voluntary exile that tests the raptoran's mettle until they gain the strength and prowess to fly under their own power. Or in gameplay terms, a raptoran adventurer cannot fly until they reach 5 Hit Dice, and even then for only a few rounds eachround, dealing [[NonHealthDamage Constitution damage]], day, until at 10 Hit Dice they grow strong enough that flying requires no more exertion than walking.
* WingedHumanoid: Raptorans' most striking feature are their feathered wings, which are predominantly white, thoughthe rast doesn't recover any health from the attack.black-tipped feathers increasingly appear as a raptoran ages.
* {{Flight}}:
* BlowYouAway: Raptorans gained their power
* ImmuneToFire: As creatures
* DeathFromAbove: An airborn raptoran can make a dive attack to
*
* HandyFeet: Raptorans' taloned feet have a strong grip, assisting with climbing and allowing them to wield a specialized composite longbow dubbed the footbow.
* ImmortalProcreationClause: Raptorans live longer than humans but shorter than elves or dwarves, and have cyclical periods of fertility between the ages of 20 and 150, during which time a given raptoran (male or female) will
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can
* TheParalyzer: A rast's mere stare can paralyze opponents
*
* RiteOfPassage: Raptorans are not born able to fly, instead they use their wings to glide or assist with jumping. When a young adult raptoran is deemed ready by their flock chief, they are given leave to undertake the Walk of the Four Winds, a voluntary exile that tests the raptoran's mettle until they gain the strength and prowess to fly under their own power. Or in gameplay terms, a raptoran adventurer cannot fly until they reach 5 Hit Dice, and even then for only a few rounds each
* WingedHumanoid: Raptorans' most striking feature are their feathered wings, which are predominantly white, though
Changed line(s) 118,119 (click to see context) from:
[[folder:Ratatosk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ratatosk_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ratatosk_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 121,125 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' ChaoticGood
Humanoids resembling flying squirrels, who live upon, worship and protect the plane-spanning world tree Yggdrasil.
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' ChaoticGood
Humanoids resembling flying squirrels, who live upon, worship and protect the plane-spanning world tree Yggdrasil.
to:
->'''Classification:''' Monstrous Humanoid Outsider (3E)\\
'''Challenge Rating:'''1 5 (3E)\\
'''Alignment:'''ChaoticGood
Humanoids resembling flying squirrels, who live upon, worship and protectTrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to theplane-spanning world tree Yggdrasil.Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
'''Challenge Rating:'''
'''Alignment:'''
Humanoids resembling flying squirrels, who live upon, worship and protect
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the
Changed line(s) 127,133 (click to see context) from:
* BeastMan: They're Medium-sized squirrel-folk, specifically flying squirrels, and as such can glide with their flaps of skin and have larged, flattened tails they use to steer while in the air.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the death to defend her. Similarly, don't question their CreationMyth that insists that the ratatosk were hatched from a nut on the top of the tree, making them the favored creations of Yggdrasil. Finally, they take a dim view of interlopers starting fires while traversing the world tree, who might wake to find their mounts loose, their food scattered, and their tents collapsing around them.
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they try to chase down and attack the offending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be willing to carry messages to anywhere the great tree reaches.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the death to defend her. Similarly, don't question their CreationMyth that insists that the ratatosk were hatched from a nut on the top of the tree, making them the favored creations of Yggdrasil. Finally, they take a dim view of interlopers starting fires while traversing the world tree, who might wake to find their mounts loose, their food scattered, and their tents collapsing around them.
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they try to chase down and attack the offending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be willing to carry messages to anywhere the great tree reaches.
to:
* BeastMan: They're Medium-sized squirrel-folk, specifically flying squirrels, and as such can glide with their flaps of skin and have larged, flattened tails they use to steer while in the air.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the death to defend her. Similarly, don't question their CreationMythBigEater: Rasts are insatiable creatures that insists that the ratatosk were hatched from a nut on the top of the tree, making them the favored creations of Yggdrasil. Finally, they take a dim view of interlopers starting fires while traversing the world tree, who might wake to find their mounts loose, their food scattered, and their tents collapsing around them.
eat almost continuously.
*DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou:{{Flight}}: They have a the supernatural ability to infuriate sentient fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat theirwords and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they try to chase down and own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though theoffending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and tauntrast doesn't recover any creatures they deem intruders within Yggdrasil's boughs, steal metal goods health from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be willing to carry messages to anywhere the great tree reaches.attack.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the death to defend her. Similarly, don't question their CreationMyth
*
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou:
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat their
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt
Changed line(s) 136,137 (click to see context) from:
[[folder:Ravid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ravid_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ravid_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 139,143 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
to:
->'''Classification:''' Outsider Monstrous Humanoid (3E)\\
'''Challenge Rating:'''5 1 (3E)\\
'''Alignment:'''TrueNeutral
StrangeChaoticGood
Humanoids resembling flyingserpents native to squirrels, who live upon, worship and protect the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.plane-spanning world tree Yggdrasil.
'''Challenge Rating:'''
'''Alignment:'''
Strange
Humanoids resembling flying
Changed line(s) 145,148 (click to see context) from:
* AchillesHeel: According to their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch of a life-draining undead like a wraith or spectre, though in the latter case the result is also a MutualKill. For this reason, ravids are terrified of the undead.
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
to:
* AchillesHeel: According to BeastMan: They're Medium-sized squirrel-folk, specifically flying squirrels, and as such can glide with their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch flaps of a life-draining undead like a wraith or spectre, though skin and have larged, flattened tails they use to steer while in the latter case air.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to theresult is also death to defend her. Similarly, don't question their CreationMyth that insists that the ratatosk were hatched from a MutualKill. For this reason, ravids are terrified nut on the top of the undead.
* AnimateInanimateObject: Ravids can usetree, making them the ''animate objects'' spell as favored creations of Yggdrasil. Finally, they take a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend dim view of interlopers starting fires while traversing the ravid world tree, who might wake to the best of find their mounts loose, their food scattered, and their tents collapsing around them.
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability(though to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they try to chase down and attack the ravid isn't smart enough to use tactics offending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even whendirecting its minions), and a ravid's progress through an area defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be tracked by willing to carry messages to anywhere the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]great tree reaches.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the
* AnimateInanimateObject: Ravids can use
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
Changed line(s) 151,156 (click to see context) from:
[[folder:Razorvine]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_razorvine_2e.gif]]
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even within the planar metropolis of Sigil.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_razorvine_2e.gif]]
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even within the planar metropolis of Sigil.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the
Changed line(s) 158,164 (click to see context) from:
* AlienKudzu: The stuff can grow just about ''anywhere'', at a rate of several feet per day, so that a single plant can expand to cover a building or untended wall in just a week, and just a single cutting can quickly grow into a full-fledged tangle. It probably originated somewhere in the Abyss, but can now be found on multiple planes. Razorvine is such a pain to get rid of that it's rumored that the planar border town of Ribcage had someone drawn and quartered after re-introducing the plant right after their latest clearing effort. Still, some people cultivate it as a passive defense against thieves and other intruders.
* AlienLunch: Only two animals are known to be able to eat razorvine, the boar-like fhorges, and quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* MainliningTheMonster: A pair of elven brothers in the Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
* AlienLunch: Only two animals are known to be able to eat razorvine, the boar-like fhorges, and quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* MainliningTheMonster: A pair of elven brothers in the Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
to:
* AlienKudzu: The stuff can grow just about ''anywhere'', at a rate AchillesHeel: According to their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch of several feet per day, so that a single plant can expand to cover life-draining undead like a building wraith or untended wall in just a week, and just a single cutting can quickly grow into a full-fledged tangle. It probably originated somewhere spectre, though in the Abyss, but latter case the result is also a MutualKill. For this reason, ravids are terrified of the undead.
* AnimateInanimateObject: Ravids cannow be found on multiple planes. Razorvine is such a pain to get rid of that it's rumored that use the planar border town of Ribcage had someone drawn and quartered after re-introducing the plant right after their latest clearing effort. Still, some people cultivate it ''animate objects'' spell as a passive defense against thieves and other intruders.
* AlienLunch: Only two animals are known to be able to eat razorvine, the boar-like fhorges, and quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut20th-level caster, at it, will. As a result, they're lashed usually surrounded by a strand springing free of animated objects that will defend the main mass.
* CraftedFromAnimals: Well, plants, but it's possibleravid to treat razorvine cuttings to preserve the best of their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* MainliningTheMonster: A pair of elven brothers inability (though the Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* RazorFloss: Anyone unfortunateravid isn't smart enough to fall into use tactics when directing its minions), and a patch ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences ofrazorvine takes a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from theinitial drop, and then additional damage each round they try to extricate themself. positive energy.]]
* AnimateInanimateObject: Ravids can
* AlienLunch: Only two animals are known to be able to eat razorvine, the boar-like fhorges, and quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut
* CraftedFromAnimals: Well, plants, but it's possible
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* MainliningTheMonster: A pair of elven brothers in
* RazorFloss: Anyone unfortunate
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the
Changed line(s) 167,174 (click to see context) from:
[[folder:Reason Stealer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even within the planar metropolis of Sigil.
Changed line(s) 176,179 (click to see context) from:
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
to:
* BlobMonster: In its nonsentient, default form, AlienKudzu: The stuff can grow just about ''anywhere'', at a reason stealer is a 4-foot-wide puddle rate of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blowseveral feet per day, so that a single plant can expand to cover a creature, building or untended wall in just a reason stealer transfers its victim's Intelligence score to itself, which both heals it week, and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body just a single cutting can quickly grow into a grotesque parody full-fledged tangle. It probably originated somewhere in the Abyss, but can now be found on multiple planes. Razorvine is such a pain to get rid of its that it's rumored that the planar border town of Ribcage had someone drawn and quartered after re-introducing the plant right after their latest victim, allowing clearing effort. Still, some people cultivate it to use weapons as a passive defense against thieves and items. If the reason stealer kills another creature after that, the mental benefits other intruders.
* AlienLunch: Only two animals arecumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organsknown to be able to track prey by vibration eat razorvine, the boar-like fhorges, and scent, giving them blindsight quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to60 feet.
conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
*TalkativeLoon: After stealing a creature's mind, MainliningTheMonster: A pair of elven brothers in the monster mumbles random words in its victim's language.Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
* CannibalismSuperpower: After dealing the killing blow
* AlienLunch: Only two animals are
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to
*
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
Changed line(s) 182,183 (click to see context) from:
[[folder:Red Sundew]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_red_sundew_3e.png]]
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to:
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Changed line(s) 185,189 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 13 (3E)\\
'''Alignment:''' Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their prey with sticky acid before pulling their corpses into the plant's body mass.
'''Challenge Rating:''' 13 (3E)\\
'''Alignment:''' Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their prey with sticky acid before pulling their corpses into the plant's body mass.
to:
->'''Classification:''' Plant Ooze (3E)\\
'''Challenge Rating:'''13 5 (3E)\\
'''Alignment:'''Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digestTrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain theirprey with sticky acid before pulling their corpses into the plant's body mass.sentience.
'''Challenge Rating:'''
'''Alignment:'''
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their
Changed line(s) 191,196 (click to see context) from:
* AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds after exposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their bodies does its work.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their bodies does its work.
to:
* AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature afterexposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, butthat, the mental benefits are described as "a wide mound cumulative in the case of tangled, ropy rags spells or feats, or it uses the better of the two attributes in red, green the case of ability scores, skill ranks, and rust colors," so forth. But in any case, these benefits only last for 24 hours, at which is pretty different from what real-world plants from point the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
reason stealer collapses back into a mindless blob.
*ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: LikeSuperSenses: Reason stealers are blind, but their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating theirentire bodies does are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in itswork.victim's language.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after
* InformedSpecies: They're called sundews, but
*
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its
Changed line(s) 199,206 (click to see context) from:
[[folder:Redcap]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Murderous fae who must soak
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their
Changed line(s) 208,215 (click to see context) from:
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their lifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
to:
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds after exposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like theirlifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size greenvise cousins, red sundews can detect anything within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed60 feet that's in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work contact with a murderous creator as kindred spirits.
some form of vegetation.
*OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficultyTentacleRope: They lash and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings ofprey with their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and havesticky tentacles, holding them helpless while the ability to imbue acid coating their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.bodies does its work.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed
*
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
Changed line(s) 218,225 (click to see context) from:
[[folder:Remorhaz]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:''' 2 (young), 7 (elder) (3E);
'''Alignment:'''
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts
Murderous fae who must soak their signature caps in the fresh blood of
Changed line(s) 227,234 (click to see context) from:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
to:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their bites lifetimes, carrying around a hump for six months before it falls off and bodies inflict fire damage, which [[WeakToFire frost worms rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps arevulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trainedborn from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out ofblood shed in the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could meltFeywild, or char weapons places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into uselessness.
fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops:The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from Redcaps vanish when they die, leaving behind a single monster.
tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
*PlayingWithFire: An enraged remorhaz generates so much heat PintSizedPowerhouse: Though Small creatures that merely touching it will inflict severe burns, look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and in 5th edition, grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have thecreature's bite attacks deal aditional fire ability to imbue their stones with eldritch energy for additional damage.
*SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage every step. Accordingly, they have disadvantage on Stealth checks in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.edition.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are
* BeastOfBattle: Remorhazes can be trained
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt
* OrganDrops:
*
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the
*
Changed line(s) 237,244 (click to see context) from:
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11
'''Alignment:'''
Sinister spider-shaped constructs that are faultless trackers and capable
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of
Changed line(s) 246,249 (click to see context) from:
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
to:
* EyeBeams: Retrievers have multiple eyes ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can make different magical attacks. In devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition,they a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', canshoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they be sold to alchemists, who may pay up to 1400 gp for what can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat thatretrievers can either merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire a beam that deals [[NonElemental force damage]] damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized oranother that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition castssmaller after hitting them as creations of the drow, designed to capture demons to bind with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition,
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can
* PlayingWithFire: An enraged remorhaz generates so much heat that
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
Added DiffLines:
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
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Changed line(s) 355,362 (click to see context) from:
[[folder:Roc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_roc_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Animal, Magical Beast (chaos roc) (3E); Natural Beast (4E); Monstrosity (5E)\\
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 11 (5E)\\
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
Vast, predatory birds that make even giants look tiny in comparison.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_roc_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Animal, Magical Beast (chaos roc) (3E); Natural Beast (4E); Monstrosity (5E)\\
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 11 (5E)\\
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
Vast, predatory birds that make even giants look tiny in comparison.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Vast, predatory birds that make even giants look tiny
Monsters who lurk in
Changed line(s) 364,370 (click to see context) from:
* EyeBeams: A chaos roc can emit a spray of prismatic light from its eyes.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like giants, elephants, and even ''whales''. Even at rest, these birds of prey rival dragons in size.
* HorseOfADifferentColor: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like giants, elephants, and even ''whales''. Even at rest, these birds of prey rival dragons in size.
* HorseOfADifferentColor: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
to:
* EyeBeams: A chaos roc BizarreAlienPsychology: Rippers are fully sentient and intelligent, and can emit understand Common but are unable to speak it -- they communicate with one another using scent and high-pitched clicks. What passes for ripper society comes when a spray clutch cooperates during a hunt, and they view all other creatures as either prey or rival predators. Rippers have little in the way of prismatic light from its eyes.
self-awareness, and not only have no names for themselves, they have difficulty with the very concept of names.
*GiantFlyer: ChameleonCamouflage: They have a wingspan of 200 feet in 5th edition chameleon-like ability to blend into their surroundings, and prey on otherwise massive animals like giants, elephants, are good at acting more human that they are.
* EmotionControl: A ripper can replicate ''fear'' andeven ''whales''. Even at rest, these birds ''deep slumber'' spells, or the [[SetAMookToKillAMook "attack nearest creature"]] result of prey rival dragons in size.
a ''confusion'' effect. The catch is that this is all done by bursts of pheromones usable every few rounds, meaning that Spell Resistance or AntiMagic offers no protection, while creatures immune to poison or inhaled gas won't be affected.
*HorseOfADifferentColor: HumanoidAbomination: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephantsonly vaguely humanoid -- a ripper's limbs are abnormally long and unnaturally-jointed, bending in alien ways, their claws. They "head" is just a bulge at the top of their carapace, and their mouths are often associated with [[OurGiantsAreBigger giants]], vertical slits where a human's sternum would be.
* StupidityInducingAttack: A ripper is constantly surrounded by a 60-foot aura of disorienting pheromones, causing creatures whotame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'',succumb to take a penalty to their Wisdom scores, [[LieToTheBeholder and making it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in harder for other settings, there are also creatures to get a clear look at the ripper.]]
* ToServeMan: Rippers can survive on animals, but crave the flesh of intelligentgreat rocs beings -- they'll follow along behind muggers and the evil-aligned two-headed rocs (based finish off injured victims, target newcomers to a city who won't be missed, or incite riots with their pheromones and feed on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.resulting carcasses.
*
* EmotionControl: A ripper can replicate ''fear'' and
*
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants
* StupidityInducingAttack: A ripper is constantly surrounded by a 60-foot aura of disorienting pheromones, causing creatures who
** In ''TabletopGame/AlQadim'',
* ToServeMan: Rippers can survive on animals, but crave the flesh of intelligent
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
Changed line(s) 373,380 (click to see context) from:
[[folder:Rokuro-Kubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rokuro_kubi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
Monsters normally indistinguishable from humans, until they attack with their fanged mouths and elongated, serpentine necks.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rokuro_kubi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
Monsters normally indistinguishable from humans, until they attack with their fanged mouths and elongated, serpentine necks.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Monsters normally indistinguishable from humans, until they attack with their fanged mouths and elongated, serpentine necks.
Vast, predatory birds that make even giants look tiny in comparison.
Changed line(s) 382,384 (click to see context) from:
* DwindlingParty: Rokuro-kubi like to set this up, disguising themselves and joining a group of travelers or peasant family, then murdering them one by one.
* LongNeck: 20 feet long, to be precise, enough that a rokuro-kubi can use it to [[TentacleRope wrap around and constrict opponents]] -- though they'll obviously reserve that attack for isolated victims.
* SnakePeople: They're compared to hannya and hebi-no-onna as another monstrous humanoid with serpentine features, and speak both Common and Yuan-Ti.
* LongNeck: 20 feet long, to be precise, enough that a rokuro-kubi can use it to [[TentacleRope wrap around and constrict opponents]] -- though they'll obviously reserve that attack for isolated victims.
* SnakePeople: They're compared to hannya and hebi-no-onna as another monstrous humanoid with serpentine features, and speak both Common and Yuan-Ti.
to:
* DwindlingParty: Rokuro-kubi EyeBeams: A chaos roc can emit a spray of prismatic light from its eyes.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals liketo set this up, disguising themselves giants, elephants, and joining a group even ''whales''. Even at rest, these birds of travelers or peasant family, then murdering them one by one.
prey rival dragons in size.
*LongNeck: 20 feet long, to be precise, enough that a rokuro-kubi can use it to [[TentacleRope wrap around and constrict opponents]] -- though they'll obviously reserve that attack for isolated victims.
* SnakePeople:HorseOfADifferentColor: They're compared often tamed by giants to hannya and hebi-no-onna serve as another monstrous humanoid flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated withserpentine features, [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs andspeak both Common the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix andYuan-Ti.{{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like
*
* SnakePeople:
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and
** In 4th Edition, ThePhoenix and
Added DiffLines:
[[folder:Rokuro-Kubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rokuro_kubi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
Monsters normally indistinguishable from humans, until they attack with their fanged mouths and elongated, serpentine necks.
----
* DwindlingParty: Rokuro-kubi like to set this up, disguising themselves and joining a group of travelers or peasant family, then murdering them one by one.
* LongNeck: 20 feet long, to be precise, enough that a rokuro-kubi can use it to [[TentacleRope wrap around and constrict opponents]] -- though they'll obviously reserve that attack for isolated victims.
* SnakePeople: They're compared to hannya and hebi-no-onna as another monstrous humanoid with serpentine features, and speak both Common and Yuan-Ti.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rokuro_kubi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
Monsters normally indistinguishable from humans, until they attack with their fanged mouths and elongated, serpentine necks.
----
* DwindlingParty: Rokuro-kubi like to set this up, disguising themselves and joining a group of travelers or peasant family, then murdering them one by one.
* LongNeck: 20 feet long, to be precise, enough that a rokuro-kubi can use it to [[TentacleRope wrap around and constrict opponents]] -- though they'll obviously reserve that attack for isolated victims.
* SnakePeople: They're compared to hannya and hebi-no-onna as another monstrous humanoid with serpentine features, and speak both Common and Yuan-Ti.
[[/folder]]
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None
Changed line(s) 11 (click to see context) from:
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
to:
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\Edition]]''\\
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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
to:
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\Deities]]''\\
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
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[[folder:Roving Mauler]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_roving_mauler_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' Unaligned
Bizarre-looking predators that share the same habitats as normal lions, though these beasts have a unique hunting method.
----
* BizarreAlienLocomotion: Roving maulers constantly cartwheel about, and can even scale sheer cliffs this way, albeit more slowly than they move across open ground.
* MoralityPet: They never hunt natural lions, and in fact roving maulers have been known to surrender kills to their cousins.
* OurMonstersAreWeird: They look something like leonine starfish with heads on both sides of their bodies, giving roving maulers a strong resemblance to the vestige Buer, though the relationship between the two is unknown.
* TrampledUnderfoot: Their trademark attack is to simply run over other creatures, even larger ones, and rake with their claws as they pass.
[[/folder]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_roving_mauler_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' Unaligned
Bizarre-looking predators that share the same habitats as normal lions, though these beasts have a unique hunting method.
----
* BizarreAlienLocomotion: Roving maulers constantly cartwheel about, and can even scale sheer cliffs this way, albeit more slowly than they move across open ground.
* MoralityPet: They never hunt natural lions, and in fact roving maulers have been known to surrender kills to their cousins.
* OurMonstersAreWeird: They look something like leonine starfish with heads on both sides of their bodies, giving roving maulers a strong resemblance to the vestige Buer, though the relationship between the two is unknown.
* TrampledUnderfoot: Their trademark attack is to simply run over other creatures, even larger ones, and rake with their claws as they pass.
[[/folder]]
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[[folder:Rylkar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rylkar_3e_2.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 3 (madclaw), 4 (rylkspawn swarm), 6 (tormentor), 9 (harridan) (3E)\\
'''Alignment:''' NeutralEvil
Ratlike monsters from the Underdark, who are born in fire and spread filth and death wherever they go.
----
* BodyHorror: Their bodies are covered in bulges and tumors that occasionally burst during activity, splattering their surroundings with pale green fluid. This doesn't harm the rylkars, who enjoy the resulting patterns of filth.
* EvilDetectingDog: Normal wildlife can detect the corruption inside rylkars, and flee from them or immediately attack on sight.
* EyeScream: Rylkar harridans are all blind, since the tormentors put out young harridans' eyes as soon as they're detected, in a futile bid to avoid being eaten -- [[SuperSenses the harridans simply use their scent and blindsight to find prey.]]
* FeedItWithFire: Rylkars, apart from the harridans, are healed whenever they're subjected to fire damage, and in fact fire plays an important part in their reproduction.
* HiveCasteSystem: Rylkars provide a mammalian example.
** Madclaws are Workers, who despite being the harridan's consorts also serve as drone laborers, cannon fodder, and frequently snacks for their queen.
** Tormentors are proper Warriors, guarding the harridan's breeding chamber, carrying in sources of fire to assist in reproduction, and occasionally murdering other rylkars to pass the time.
** Harridans are the Hive Queens directing the entire colony, who spend their days wallowing in filth, eating and breeding.
* HiveMind: All rylkars within 10 miles of their colony's harridan are in constant telepathic communication.
* HorrorHunger: Rylkars are perpetually, ravenously hungry, and will strip the ecosystem around their colonies bare until they're forced to move on or die.
* ItCanThink: Grown rylkars are as smart as ogres, and capable of speaking Undercommon.
* LargeAndInCharge: A rylkar's size denotes its place in the colony's pecking order -- rylkspawn are Tiny, madclaws are Small, tormentors are Medium, and harridans are Huge, bloated monstrosities.
* MakeMeWannaShout: Rylkar madclaws can loose a "mad shriek" once per day that can cause other creatures to become ''confused'' for a round, while their tormentors can give a "hate sthriek" to give madclaws a morale bonus on attacks and damage for a minute.
* MonstrousCannibalism: Rylkars feed upon each other almost as much as they prey upon other creatures. Rylkar swarms cannibalize one another until only a few young madclaws, tormentors or nascent harridans remain from a starting swarm of hundreds, but harridans have been known to devour their rylkspawn immediately after birthing them.
* PoisonousPerson: Normal rylkars carry filth fever, while the harridans have a variant called rylkar fever. More than that, a rylkar harridan contaminates the area around it, so that any food or water, or potentially even magical potions, becomes foul and poisonous enough to deal [[NonHealthDamage Constitution damage]] to non-rylkars. After a harridan has settled in a suitable lair for at least a week, this contaminated area spreads at a rate of 20 feet per day, until the harridan is slain and ''remove curse'' cast in its nest.
* SupernaturalFearInducer: Rylkar harridans have a frightful presence out to 30 feet. Rylkspawn swarms, in contrast, have a "terror musk" that can cause nearby creatures to become shaken, but it's an extraordinary effect, not magic.
* SwarmOfRats: Rylkspawn are only encountered in swarms of at least three hundred creatures. [[RatKing Sometimes their tails seem to be caught together in one big knot.]]
* WeaponizedOffspring: If a rylkar harridan takes fire damage, three times per day it can respond by releasing a rylkspawn warm.
* YouDirtyRat: They are ratlike monsters that delight in filth and decay, and spread disease and poison wherever they go.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rylkar_3e_2.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 3 (madclaw), 4 (rylkspawn swarm), 6 (tormentor), 9 (harridan) (3E)\\
'''Alignment:''' NeutralEvil
Ratlike monsters from the Underdark, who are born in fire and spread filth and death wherever they go.
----
* BodyHorror: Their bodies are covered in bulges and tumors that occasionally burst during activity, splattering their surroundings with pale green fluid. This doesn't harm the rylkars, who enjoy the resulting patterns of filth.
* EvilDetectingDog: Normal wildlife can detect the corruption inside rylkars, and flee from them or immediately attack on sight.
* EyeScream: Rylkar harridans are all blind, since the tormentors put out young harridans' eyes as soon as they're detected, in a futile bid to avoid being eaten -- [[SuperSenses the harridans simply use their scent and blindsight to find prey.]]
* FeedItWithFire: Rylkars, apart from the harridans, are healed whenever they're subjected to fire damage, and in fact fire plays an important part in their reproduction.
* HiveCasteSystem: Rylkars provide a mammalian example.
** Madclaws are Workers, who despite being the harridan's consorts also serve as drone laborers, cannon fodder, and frequently snacks for their queen.
** Tormentors are proper Warriors, guarding the harridan's breeding chamber, carrying in sources of fire to assist in reproduction, and occasionally murdering other rylkars to pass the time.
** Harridans are the Hive Queens directing the entire colony, who spend their days wallowing in filth, eating and breeding.
* HiveMind: All rylkars within 10 miles of their colony's harridan are in constant telepathic communication.
* HorrorHunger: Rylkars are perpetually, ravenously hungry, and will strip the ecosystem around their colonies bare until they're forced to move on or die.
* ItCanThink: Grown rylkars are as smart as ogres, and capable of speaking Undercommon.
* LargeAndInCharge: A rylkar's size denotes its place in the colony's pecking order -- rylkspawn are Tiny, madclaws are Small, tormentors are Medium, and harridans are Huge, bloated monstrosities.
* MakeMeWannaShout: Rylkar madclaws can loose a "mad shriek" once per day that can cause other creatures to become ''confused'' for a round, while their tormentors can give a "hate sthriek" to give madclaws a morale bonus on attacks and damage for a minute.
* MonstrousCannibalism: Rylkars feed upon each other almost as much as they prey upon other creatures. Rylkar swarms cannibalize one another until only a few young madclaws, tormentors or nascent harridans remain from a starting swarm of hundreds, but harridans have been known to devour their rylkspawn immediately after birthing them.
* PoisonousPerson: Normal rylkars carry filth fever, while the harridans have a variant called rylkar fever. More than that, a rylkar harridan contaminates the area around it, so that any food or water, or potentially even magical potions, becomes foul and poisonous enough to deal [[NonHealthDamage Constitution damage]] to non-rylkars. After a harridan has settled in a suitable lair for at least a week, this contaminated area spreads at a rate of 20 feet per day, until the harridan is slain and ''remove curse'' cast in its nest.
* SupernaturalFearInducer: Rylkar harridans have a frightful presence out to 30 feet. Rylkspawn swarms, in contrast, have a "terror musk" that can cause nearby creatures to become shaken, but it's an extraordinary effect, not magic.
* SwarmOfRats: Rylkspawn are only encountered in swarms of at least three hundred creatures. [[RatKing Sometimes their tails seem to be caught together in one big knot.]]
* WeaponizedOffspring: If a rylkar harridan takes fire damage, three times per day it can respond by releasing a rylkspawn warm.
* YouDirtyRat: They are ratlike monsters that delight in filth and decay, and spread disease and poison wherever they go.
[[/folder]]
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[[folder:Rukarazyll]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rukarazyll_3e.jpg]]
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[[quoteright:350:https://static.tvtropes.
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->'''Classification:''' Outsider (3E)\\
to:
->'''Classification:''' Outsider Fey (3E)\\
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'''Alignment:''' ChaoticEvil
Loathsome beings from the Elemental Plane of Earth who delight in deceiving and ruining the lives of mortals.
Loathsome beings from the Elemental Plane of Earth who delight in deceiving and ruining the lives of mortals.
to:
'''Alignment:''' ChaoticEvil
Loathsome beings from the Elemental Plane of EarthChaoticNeutral
Morose and solitary fey whodelight in deceiving embody worldly decay, claiming crumbling ruins as their demenses and ruining the lives of mortals.driving off intruders.
Loathsome beings from the Elemental Plane of Earth
Morose and solitary fey who
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* AcidAttack: Their bite attacks are physically weak, but also hit victims with more serious acid damage.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that can serve as legs or hands as needed, as well as a horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Any creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out of the victim's body, actively interfering with their movements to impose a penalty on attack rolls and Dexterity-based checks. Worse, the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. Thankfully, a ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes the infestation.
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can use ''polymorph self'' three times per day to aid in their infiltration of Material Plane society.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that can serve as legs or hands as needed, as well as a horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Any creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out of the victim's body, actively interfering with their movements to impose a penalty on attack rolls and Dexterity-based checks. Worse, the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. Thankfully, a ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes the infestation.
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can use ''polymorph self'' three times per day to aid in their infiltration of Material Plane society.
to:
* AcidAttack: Their bite attacks BlueAndOrangeMorality: These fey are physically weak, but also hit victims with more serious acid damage.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicateddevoted to a benevolent, but wholly fictitious, minor deity. Over time, they pervert protecting their cult's worship ruins, and will attack intruders until they perish or flee, but ruin chanters will tolerate animals native to the region, constructs or undead who also lair in the ruin, and even intelligent creatures who share the fey's melancholy worldview. Anyone who tries to tear down a ruin chanter's home will face its wrath, but someone who seeks to restore the ruins to a usable state will be welcomed. And some evil ruin chanters decide to make new ruins out of thriving settlements.
* EmotionBomb: Ruin chanters can channel their sorrow over the state of their homes into the ''crushing despair'' spell.
* EnemySummoner: Once per week, they can undertake an hour-long ritual to summon a [[ElementalEmbodiment ruin elemental]] from the rubble of their surroundings, [[EmpathicEnvironment accompanied by a storm appropriate to the area.]]
* {{Flight}}: Ruin chanters have a perfect flight speed, but they're deceptive about using it, preferring to appear to "leap" great distances or lightly "run" across difficult terrain. Sometimes they'll try to lure opponents onto unstable structures that collapse beneath the landbound foes.
* MagicMusic: They have the supernatural musical abilities ofan existant, evil deity.
12th-level bards.
*EldritchAbomination: Rukarazylls' central bodies are masses RapidAging: With a pointed finger or wave of fungoid matter studded with eyes, with six barbed tendrils that their hand, a ruin chanter can serve as legs or hands as needed, as well as curse a horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Anycreature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out an infrmity of body or wind, causing the victim's body, actively interfering with victim to appear stooped and aged, and inflicting penalties on their movements to impose a penalty on attack rolls and Dexterity-based checks. Worse, physical stats or rendering them senile as per the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. ''[[StupidityInducingAttack confusion]]'' spell, respectively. Thankfully, a given creature cannot be under both curses simultaneously, the effects only last for an hour, and ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes curse'' instantly ends the infestation.
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can use ''polymorph self'' three times per day to aid in their infiltration of Material Plane society.effect.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated
* EmotionBomb: Ruin chanters can channel their sorrow over the state of their homes into the ''crushing despair'' spell.
* EnemySummoner: Once per week, they can undertake an hour-long ritual to summon a [[ElementalEmbodiment ruin elemental]] from the rubble of their surroundings, [[EmpathicEnvironment accompanied by a storm appropriate to the area.]]
* {{Flight}}: Ruin chanters have a perfect flight speed, but they're deceptive about using it, preferring to appear to "leap" great distances or lightly "run" across difficult terrain. Sometimes they'll try to lure opponents onto unstable structures that collapse beneath the landbound foes.
* MagicMusic: They have the supernatural musical abilities of
*
* FesteringFungus: Any
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can use ''polymorph self'' three times per day to aid in their infiltration of Material Plane society.
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[[folder:Runehound]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_runehound_3e_2.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_runehound_3e_2.png]]
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[[quoteright:350:https://static.tvtropes.
Changed line(s) 486,490 (click to see context) from:
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Lupine horrors whose oversized maws drip with vile fluids.
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Lupine horrors whose oversized maws drip with vile fluids.
to:
->'''Classification:''' Aberration Outsider (3E)\\
'''Challenge Rating:'''3 14 (3E)\\
'''Alignment:'''NeutralEvil
Lupine horrors whose oversized maws drip with vile fluids.ChaoticEvil
Loathsome beings from the Elemental Plane of Earth who delight in deceiving and ruining the lives of mortals.
'''Challenge Rating:'''
'''Alignment:'''
Lupine horrors whose oversized maws drip with vile fluids.
Loathsome beings from the Elemental Plane of Earth who delight in deceiving and ruining the lives of mortals.
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* AcidAttack: A runehound can spray a stream of acid against a single target, out to 100 feet.
* AnimalisticAbomination: They're aberrant canids, with a freakishly large, eyeless head on a long neck attached at the middle of their spine rather than the front of their bodies, and strange glyphs and tattoos inscribed upon their hairless flesh.
* LongNeck: Runehounds' are long enough to give them a 10-foot reach with their bite attacks despite being Medium-sized monsters, but said necks are also flexible enough to let them attack adjacent foes without penalty.
* StickySituation: Instead of acid, runehounds can spit a glob of sticky goo that acts a single-target ''web'' spell.
* SupernaturalSensitivity: Runehounds are eyeless, but can track non-mindless creatures by their "psychic scent," though this can be foiled by magic or psionics that grant [[PsychicBlockDefense shields against mental effects.]] The creatures also use their psychic abilities to perceive their surroundings, and have blindsight out to an uncanny 500 feet.
* AnimalisticAbomination: They're aberrant canids, with a freakishly large, eyeless head on a long neck attached at the middle of their spine rather than the front of their bodies, and strange glyphs and tattoos inscribed upon their hairless flesh.
* LongNeck: Runehounds' are long enough to give them a 10-foot reach with their bite attacks despite being Medium-sized monsters, but said necks are also flexible enough to let them attack adjacent foes without penalty.
* StickySituation: Instead of acid, runehounds can spit a glob of sticky goo that acts a single-target ''web'' spell.
* SupernaturalSensitivity: Runehounds are eyeless, but can track non-mindless creatures by their "psychic scent," though this can be foiled by magic or psionics that grant [[PsychicBlockDefense shields against mental effects.]] The creatures also use their psychic abilities to perceive their surroundings, and have blindsight out to an uncanny 500 feet.
to:
* AcidAttack: A runehound can spray a stream of acid against a single target, out to 100 feet.
* AnimalisticAbomination: They're aberrant canids, with a freakishly large, eyeless head on a long neck attached at the middle of their spine rather than the front of their bodies, and strange glyphs and tattoos inscribed upon their hairless flesh.
* LongNeck: Runehounds' are long enough to give them a 10-foot reach with theirTheir bite attacks despite being Medium-sized monsters, are physically weak, but said necks are also flexible enough hit victims with more serious acid damage.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated tolet them a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that can serve as legs or hands as needed, as well as a horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Any creature hit by a rukarazyll's melee attackadjacent foes without penalty.
* StickySituation: Insteadhas to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out of acid, runehounds the victim's body, actively interfering with their movements to impose a penalty on attack rolls and Dexterity-based checks. Worse, the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. Thankfully, a ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes the infestation.
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up aglob of sticky goo gray ooze that acts a single-target ''web'' spell.
fights alongside it for up to eight rounds before dissolving into goo.
*SupernaturalSensitivity: Runehounds {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are eyeless, but known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls cantrack non-mindless creatures by use ''polymorph self'' three times per day to aid in their "psychic scent," though this can be foiled by magic or psionics that grant [[PsychicBlockDefense shields against mental effects.]] The creatures also use their psychic abilities to perceive their surroundings, and have blindsight out to an uncanny 500 feet.infiltration of Material Plane society.
* AnimalisticAbomination: They're aberrant canids, with a freakishly large, eyeless head on a long neck attached at the middle of their spine rather than the front of their bodies, and strange glyphs and tattoos inscribed upon their hairless flesh.
* LongNeck: Runehounds' are long enough to give them a 10-foot reach with their
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that can serve as legs or hands as needed, as well as a horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Any creature hit by a rukarazyll's melee attack
* StickySituation: Instead
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a
*
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can
Changed line(s) 499,500 (click to see context) from:
[[folder:Rusalka]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rusalka_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rusalka_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 502,506 (click to see context) from:
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually ChaoticNeutral
Beautiful female spirits bound to cold rivers, lakes and streams, known to use their beguiling songs to lure in men for companionship, or to simply drown them.
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually ChaoticNeutral
Beautiful female spirits bound to cold rivers, lakes and streams, known to use their beguiling songs to lure in men for companionship, or to simply drown them.
to:
->'''Classification:''' Fey Aberration (3E)\\
'''Challenge Rating:'''1 3 (3E)\\
'''Alignment:'''Usually ChaoticNeutral
Beautiful female spirits bound to cold rivers, lakes and streams, known to use their beguiling songs to lure in men for companionship, or to simply drown them.NeutralEvil
Lupine horrors whose oversized maws drip with vile fluids.
'''Challenge Rating:'''
'''Alignment:'''
Beautiful female spirits bound to cold rivers, lakes and streams, known to use their beguiling songs to lure in men for companionship, or to simply drown them.
Lupine horrors whose oversized maws drip with vile fluids.
Changed line(s) 508,513 (click to see context) from:
* CantLiveWithoutYou: Like similar fey, a rusalka will perish if taken too far from her home waters, beginning to drown until she's immersed in them.
* CompellingVoice: A rusalka's song forces a single creature within 300 feet to save or become compelled to move toward her, taking the most direct route possible. Those who follow her into deep enough water are in danger of drowning, but any who come within 5 feet of the rusalka become ''[[CharmPerson charmed]]'' by her.
* OurNymphsAreDifferent: They're bound to a body of freshwater much like dryads are bound to trees.
* StarCrossedLovers: Some lonely rusalkas will entice men to join them in their streams or ponds, using their magic to let their paramours stay with them safely beneath the surface. Such relationships always end sadly, as the rusalka realizes her lover is not truly content in her world, and eventually frees him from her enchantments and stops casting ''water breathing'' on him, to force him back onto land.
* SuperNotDrowningSkills: They can cast ''water breathing'' four times per day, if a rusalka desires a companion rather than a drowning victim.
* UglyGuyHotWife: Rusalkas are sometimes depicted as the wives of the filthy, pot-bellied vodyanoi, their fellow water fey.
* CompellingVoice: A rusalka's song forces a single creature within 300 feet to save or become compelled to move toward her, taking the most direct route possible. Those who follow her into deep enough water are in danger of drowning, but any who come within 5 feet of the rusalka become ''[[CharmPerson charmed]]'' by her.
* OurNymphsAreDifferent: They're bound to a body of freshwater much like dryads are bound to trees.
* StarCrossedLovers: Some lonely rusalkas will entice men to join them in their streams or ponds, using their magic to let their paramours stay with them safely beneath the surface. Such relationships always end sadly, as the rusalka realizes her lover is not truly content in her world, and eventually frees him from her enchantments and stops casting ''water breathing'' on him, to force him back onto land.
* SuperNotDrowningSkills: They can cast ''water breathing'' four times per day, if a rusalka desires a companion rather than a drowning victim.
* UglyGuyHotWife: Rusalkas are sometimes depicted as the wives of the filthy, pot-bellied vodyanoi, their fellow water fey.
to:
* CantLiveWithoutYou: Like similar fey, AcidAttack: A runehound can spray a rusalka will perish if taken too far from her home waters, beginning to drown until she's immersed in them.
* CompellingVoice: A rusalka's song forcesstream of acid against a single creature within 300 feet target, out to save or become compelled to move toward her, taking the most direct route possible. Those who follow her into deep enough water are in danger of drowning, but any who come within 5 feet of the rusalka become ''[[CharmPerson charmed]]'' by her.
100 feet.
*OurNymphsAreDifferent: AnimalisticAbomination: They're bound to aberrant canids, with a body freakishly large, eyeless head on a long neck attached at the middle of freshwater much like dryads are bound to trees.
* StarCrossedLovers: Some lonely rusalkas will entice men to join them intheir streams or ponds, using their magic to let their paramours stay with them safely beneath the surface. Such relationships always end sadly, as the rusalka realizes her lover is not truly content in her world, and eventually frees him from her enchantments and stops casting ''water breathing'' on him, to force him back onto land.
* SuperNotDrowningSkills: They can cast ''water breathing'' four times per day, if a rusalka desires a companionspine rather than a drowning victim.
* UglyGuyHotWife: Rusalkas are sometimes depicted asthe wives front of the filthy, pot-bellied vodyanoi, their fellow water fey.bodies, and strange glyphs and tattoos inscribed upon their hairless flesh.
* LongNeck: Runehounds' are long enough to give them a 10-foot reach with their bite attacks despite being Medium-sized monsters, but said necks are also flexible enough to let them attack adjacent foes without penalty.
* StickySituation: Instead of acid, runehounds can spit a glob of sticky goo that acts a single-target ''web'' spell.
* SupernaturalSensitivity: Runehounds are eyeless, but can track non-mindless creatures by their "psychic scent," though this can be foiled by magic or psionics that grant [[PsychicBlockDefense shields against mental effects.]] The creatures also use their psychic abilities to perceive their surroundings, and have blindsight out to an uncanny 500 feet.
* CompellingVoice: A rusalka's song forces
*
* StarCrossedLovers: Some lonely rusalkas will entice men to join them in
* SuperNotDrowningSkills: They can cast ''water breathing'' four times per day, if a rusalka desires a companion
* UglyGuyHotWife: Rusalkas are sometimes depicted as
* LongNeck: Runehounds' are long enough to give them a 10-foot reach with their bite attacks despite being Medium-sized monsters, but said necks are also flexible enough to let them attack adjacent foes without penalty.
* StickySituation: Instead of acid, runehounds can spit a glob of sticky goo that acts a single-target ''web'' spell.
* SupernaturalSensitivity: Runehounds are eyeless, but can track non-mindless creatures by their "psychic scent," though this can be foiled by magic or psionics that grant [[PsychicBlockDefense shields against mental effects.]] The creatures also use their psychic abilities to perceive their surroundings, and have blindsight out to an uncanny 500 feet.
Changed line(s) 516,523 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Odd bug-like creatures
Beautiful female spirits bound to cold rivers, lakes and streams, known
Changed line(s) 525,531 (click to see context) from:
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
to:
* AttackAnimal: Rust monsters can be domesticated, CantLiveWithoutYou: Like similar fey, a rusalka will perish if taken too far from her home waters, beginning to drown until she's immersed in them.
* CompellingVoice: A rusalka's song forces a single creature within 300 feet to save or become compelled to move toward her, taking the mostcommonly by gnomes, to serve as guard beasts, making up a first line direct route possible. Those who follow her into deep enough water are in danger of defense that disarms intruders for other guards to mop up. But drowning, but any who come within 5 feet of the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
rusalka become ''[[CharmPerson charmed]]'' by her.
*FoodAsBribe: OurNymphsAreDifferent: They're actually easily tameable and friendly creatures if given scrap metal snacks.
bound to a body of freshwater much like dryads are bound to trees.
*HorseOfADifferentColor: StarCrossedLovers: Some dwarves are known lonely rusalkas will entice men to breed Large rust monsters join them in their streams or ponds, using their magic to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. let their paramours stay with them safely beneath the surface. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons,relationships always end sadly, as the touch of a rust monster's antennae corrodes metal rusalka realizes her lover is not truly content in her world, and eventually frees him from her enchantments and stops casting ''water breathing'' on him, to force him back onto land.
* SuperNotDrowningSkills: They can cast ''water breathing'' four times per day, if a rusalka desires a companion rather than a drowning victim.
* UglyGuyHotWife: Rusalkas are sometimes depicted as theblink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval formswives of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.filthy, pot-bellied vodyanoi, their fellow water fey.
* CompellingVoice: A rusalka's song forces a single creature within 300 feet to save or become compelled to move toward her, taking the most
*
*
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons,
* SuperNotDrowningSkills: They can cast ''water breathing'' four times per day, if a rusalka desires a companion rather than a drowning victim.
* UglyGuyHotWife: Rusalkas are sometimes depicted as the
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms
Added DiffLines:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
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Changed line(s) 13 (click to see context) from:
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
to:
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
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Changed line(s) 15,16 (click to see context) from:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
to:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
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Changed line(s) 88 (click to see context) from:
* AcidAttack: A rampager's claws are coated are coated with acid that adds extra damage to their melee attacks.
to:
* AcidAttack: A rampager's claws are coated are coated with acid that adds extra damage to their melee attacks.
Is there an issue? Send a MessageReason:
None
Changed line(s) 15,16 (click to see context) from:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
to:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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Changed line(s) 499,506 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Odd bug-like creatures
Beautiful female spirits bound to cold rivers, lakes and streams, known
Changed line(s) 508,514 (click to see context) from:
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
to:
* AttackAnimal: Rust monsters can be domesticated, CantLiveWithoutYou: Like similar fey, a rusalka will perish if taken too far from her home waters, beginning to drown until she's immersed in them.
* CompellingVoice: A rusalka's song forces a single creature within 300 feet to save or become compelled to move toward her, taking the mostcommonly by gnomes, to serve as guard beasts, making up a first line direct route possible. Those who follow her into deep enough water are in danger of defense that disarms intruders for other guards to mop up. But drowning, but any who come within 5 feet of the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
rusalka become ''[[CharmPerson charmed]]'' by her.
*FoodAsBribe: OurNymphsAreDifferent: They're actually easily tameable and friendly creatures if given scrap metal snacks.
bound to a body of freshwater much like dryads are bound to trees.
*HorseOfADifferentColor: StarCrossedLovers: Some dwarves are known lonely rusalkas will entice men to breed Large rust monsters join them in their streams or ponds, using their magic to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. let their paramours stay with them safely beneath the surface. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons,relationships always end sadly, as the touch of a rust monster's antennae corrodes metal rusalka realizes her lover is not truly content in her world, and eventually frees him from her enchantments and stops casting ''water breathing'' on him, to force him back onto land.
* SuperNotDrowningSkills: They can cast ''water breathing'' four times per day, if a rusalka desires a companion rather than a drowning victim.
* UglyGuyHotWife: Rusalkas are sometimes depicted as theblink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval formswives of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.filthy, pot-bellied vodyanoi, their fellow water fey.
* CompellingVoice: A rusalka's song forces a single creature within 300 feet to save or become compelled to move toward her, taking the most
*
*
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons,
* SuperNotDrowningSkills: They can cast ''water breathing'' four times per day, if a rusalka desires a companion rather than a drowning victim.
* UglyGuyHotWife: Rusalkas are sometimes depicted as the
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms
Added DiffLines:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
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Changed line(s) 453 (click to see context) from:
Ape-like humanoids with a pair of freakishly long tongues and a taste for the undead, particularly those it animates from the remains of its murder victims.
to:
Ape-like humanoids with a pair of freakishly long tongues and a taste for the undead, particularly those it animates they animate from the remains of its their murder victims.
Added DiffLines:
[[folder:Runehound]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_runehound_3e_2.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Lupine horrors whose oversized maws drip with vile fluids.
----
* AcidAttack: A runehound can spray a stream of acid against a single target, out to 100 feet.
* AnimalisticAbomination: They're aberrant canids, with a freakishly large, eyeless head on a long neck attached at the middle of their spine rather than the front of their bodies, and strange glyphs and tattoos inscribed upon their hairless flesh.
* LongNeck: Runehounds' are long enough to give them a 10-foot reach with their bite attacks despite being Medium-sized monsters, but said necks are also flexible enough to let them attack adjacent foes without penalty.
* StickySituation: Instead of acid, runehounds can spit a glob of sticky goo that acts a single-target ''web'' spell.
* SupernaturalSensitivity: Runehounds are eyeless, but can track non-mindless creatures by their "psychic scent," though this can be foiled by magic or psionics that grant [[PsychicBlockDefense shields against mental effects.]] The creatures also use their psychic abilities to perceive their surroundings, and have blindsight out to an uncanny 500 feet.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_runehound_3e_2.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' NeutralEvil
Lupine horrors whose oversized maws drip with vile fluids.
----
* AcidAttack: A runehound can spray a stream of acid against a single target, out to 100 feet.
* AnimalisticAbomination: They're aberrant canids, with a freakishly large, eyeless head on a long neck attached at the middle of their spine rather than the front of their bodies, and strange glyphs and tattoos inscribed upon their hairless flesh.
* LongNeck: Runehounds' are long enough to give them a 10-foot reach with their bite attacks despite being Medium-sized monsters, but said necks are also flexible enough to let them attack adjacent foes without penalty.
* StickySituation: Instead of acid, runehounds can spit a glob of sticky goo that acts a single-target ''web'' spell.
* SupernaturalSensitivity: Runehounds are eyeless, but can track non-mindless creatures by their "psychic scent," though this can be foiled by magic or psionics that grant [[PsychicBlockDefense shields against mental effects.]] The creatures also use their psychic abilities to perceive their surroundings, and have blindsight out to an uncanny 500 feet.
[[/folder]]
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Changed line(s) 446,447 (click to see context) from:
[[folder:Rukarazyll]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rukarazyll_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rukarazyll_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 449,453 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' ChaoticEvil
Loathsome beings from the Elemental Plane of Earth who delight in deceiving and ruining the lives of mortals.
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' ChaoticEvil
Loathsome beings from the Elemental Plane of Earth who delight in deceiving and ruining the lives of mortals.
to:
->'''Classification:''' Outsider Aberration (3E)\\
'''Challenge Rating:'''14 6 (standard), 12 (necrothane) (3E)\\
'''Alignment:'''ChaoticEvil
Loathsome beingsNeutralEvil
Ape-like humanoids with a pair of freakishly long tongues and a taste for the undead, particularly those it animates from theElemental Plane remains of Earth who delight in deceiving and ruining the lives of mortals.its murder victims.
'''Challenge Rating:'''
'''Alignment:'''
Loathsome beings
Ape-like humanoids with a pair of freakishly long tongues and a taste for the undead, particularly those it animates from the
Changed line(s) 455,462 (click to see context) from:
* AcidAttack: Their bite attacks are physically weak, but also hit victims with more serious acid damage.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that can serve as legs or hands as needed, as well as a horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Any creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out of the victim's body, actively interfering with their movements to impose a penalty on attack rolls and Dexterity-based checks. Worse, the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. Thankfully, a ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes the infestation.
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can use ''polymorph self'' three times per day to aid in their infiltration of Material Plane society.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that can serve as legs or hands as needed, as well as a horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Any creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out of the victim's body, actively interfering with their movements to impose a penalty on attack rolls and Dexterity-based checks. Worse, the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. Thankfully, a ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes the infestation.
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can use ''polymorph self'' three times per day to aid in their infiltration of Material Plane society.
to:
* AcidAttack: Their bite attacks AnAxeToGrind: Rot reavers are physically weak, masters of the cleaver, which are effectively handaxes when wielded by them.
* AnimateDead: They can use the spell at will, butalso hit victims with more serious acid damage.
* {{Cult}}: Rukarazylls usually operateonly on corpses of creatures afflicted by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies"wound rot" attack within the last 24 hours. Rot reavers are masses smart enough to keep some undead minions around rather than consuming all of fungoid matter studded with eyes, with six barbed tendrils that can serve as legs or hands as needed, as well as them right away, but won't hesitate to feed off them to heal damage in a horned, skull-like head on battle.
* LifeDrain: Every time astalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Anyrot reaver deals damage to an undead creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out cleaver, it heals itself by an equal amount.
* MakeThemRot: After wounding a creature with a cleaver attack, a rot reaver can try and lick the wound with one of its tongues, dealing [[NonHealthDamage Constitution damage]] and allowing the creature to potentially animate the victim'sbody, actively interfering remains later.
* OverlyLongTongue: They have two of them, dripping with black ichor and coiling all the way down theirmovements arms to impose a penalty on attack rolls and Dexterity-based checks. Worse, the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. Thankfully, a ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes the infestation.
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can use ''polymorph self'' three times per day to aid intheir infiltration weapons.
* PickyPeopleEater: Rot reavers feed upon the negative energy that animates undead, which would make them sound like a boon in a setting with necromancers, except they derive the most fulfillment from killing living creatures, animating them themselves, and ''then'' consuming their undead essence. This incidentally gives rot reavers an odd place in a world's religions, with some death-related faiths like that ofMaterial Plane society.Wee Jas viewing them as scourges created to punish evil undead, while others see rot reavers as abominations that are nonetheless very useful at keeping undead minions in line.
* TinTyrant: Necrothanes are the "vicious, malevolent champions of the rot reaver species," able to wield negative energy like evil clerics, and readily distinguished by their jet-black, enchanted, full plate armor.
* AnimateDead: They can use the spell at will, but
* {{Cult}}: Rukarazylls usually operate
* EldritchAbomination: Rukarazylls' central bodies
* LifeDrain: Every time a
* FesteringFungus: Any
* MakeThemRot: After wounding a creature with a cleaver attack, a rot reaver can try and lick the wound with one of its tongues, dealing [[NonHealthDamage Constitution damage]] and allowing the creature to potentially animate the victim's
* OverlyLongTongue: They have two of them, dripping with black ichor and coiling all the way down their
* HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to try to pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can use ''polymorph self'' three times per day to aid in
* PickyPeopleEater: Rot reavers feed upon the negative energy that animates undead, which would make them sound like a boon in a setting with necromancers, except they derive the most fulfillment from killing living creatures, animating them themselves, and ''then'' consuming their undead essence. This incidentally gives rot reavers an odd place in a world's religions, with some death-related faiths like that of
* TinTyrant: Necrothanes are the "vicious, malevolent champions of the rot reaver species," able to wield negative energy like evil clerics, and readily distinguished by their jet-black, enchanted, full plate armor.
Changed line(s) 465,472 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Odd bug-like creatures known
Loathsome beings from the Elemental Plane of Earth who delight in deceiving and
Changed line(s) 474,480 (click to see context) from:
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
to:
* AttackAnimal: Rust monsters AcidAttack: Their bite attacks are physically weak, but also hit victims with more serious acid damage.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that canbe domesticated, most commonly by gnomes, to serve as guard beasts, making up legs or hands as needed, as well as a first line horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Any creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out ofdefense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to victim's body, actively interfering with their masters, so their handlers shouldn't keep any metal movements to impose a penalty on them during interactions.
* FoodAsBribe: They're actually easily tameableattack rolls and friendly creatures if given scrap metal snacks.
Dexterity-based checks. Worse, the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. Thankfully, a ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes the infestation.
*HorseOfADifferentColor: Some dwarves HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known tobreed Large rust monsters try to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls canrout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kinduse ''polymorph self'' three times per day to aid in their infiltration of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.Material Plane society.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that can
* FesteringFungus: Any creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out of
* FoodAsBribe: They're actually easily tameable
*
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
Added DiffLines:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
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Changed line(s) 414,419 (click to see context) from:
[[/folder]]
[[folder:Rogue Eidolon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
[[folder:Rogue Eidolon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
to:
[[folder:Rogue Eidolon]]
[[quoteright:349:https://static.
!!Prismatic Roper
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
Changed line(s) 421,423 (click to see context) from:
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
to:
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.Unaligned
These roper offshoots only have an animalistic intelligence, and rather than disguise themselves to launch ambushes, use their control over their coloration to hypnotize and lure in prey.
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
These roper offshoots only have an animalistic intelligence, and rather than disguise themselves to launch ambushes, use their control over their coloration to hypnotize and lure in prey.
Changed line(s) 425,429 (click to see context) from:
* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
to:
* TheBlank: The faces of rogue eidolons are blank, except for ChameleonCamouflage: Prismatic ropers can change the bleeding symbols color of whatever dark god created them.
their skin to blend in with their surroundings, giving them a hefty bonus on Hide checks when they aren't putting on a hypnotic display.
*BloodyMurder: EverythingsBetterWithRainbows: They can spray thick gouts also use ''color spray'' three times per day.
* HypnoticCreature: Much like some species ofblood from squid, prismatic ropers can spend an action rapidly changing the symbols carved into coloration of their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deityskin, putting on a dazzling, colorful display that was especially pleased with a particular cult cell sometimes sent may hypnotize other creatures, compelling them to do nothing but approach the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Overprismatic roper at a walking pace. When the years, most of these constructs went insane from the dark energies fascinated victims are within them, becoming rogue eidolons reach, the prismatic roper drops the display and strikes with its poisonous tentacles.
* TheParalyzer: Their tentacles carry a poison thatin many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for deals Dexterity damage with paralysis as a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.secondary effect.
*
* HypnoticCreature: Much like some species of
* LivingStatue: A dark deity
* MurderousMalfunctioningMachine: A fantastic example. Over
* TheParalyzer: Their tentacles carry a poison that
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
Added DiffLines:
[[folder:Rogue Eidolon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
----
* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
[[/folder]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
----
* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
[[/folder]]
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Added DiffLines:
[[folder:Rokuro-Kubi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rokuro_kubi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
Monsters normally indistinguishable from humans, until they attack with their fanged mouths and elongated, serpentine necks.
----
* DwindlingParty: Rokuro-kubi like to set this up, disguising themselves and joining a group of travelers or peasant family, then murdering them one by one.
* LongNeck: 20 feet long, to be precise, enough that a rokuro-kubi can use it to [[TentacleRope wrap around and constrict opponents]] -- though they'll obviously reserve that attack for isolated victims.
* SnakePeople: They're compared to hannya and hebi-no-onna as another monstrous humanoid with serpentine features, and speak both Common and Yuan-Ti.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rokuro_kubi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
Monsters normally indistinguishable from humans, until they attack with their fanged mouths and elongated, serpentine necks.
----
* DwindlingParty: Rokuro-kubi like to set this up, disguising themselves and joining a group of travelers or peasant family, then murdering them one by one.
* LongNeck: 20 feet long, to be precise, enough that a rokuro-kubi can use it to [[TentacleRope wrap around and constrict opponents]] -- though they'll obviously reserve that attack for isolated victims.
* SnakePeople: They're compared to hannya and hebi-no-onna as another monstrous humanoid with serpentine features, and speak both Common and Yuan-Ti.
[[/folder]]
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Changed line(s) 44,45 (click to see context) from:
[[folder:Ramfish]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ramfish_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ramfish_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 47,51 (click to see context) from:
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral
10-foot-long fish that use their armored hides and fearsome horns to dominate stretches of ocean.
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral
10-foot-long fish that use their armored hides and fearsome horns to dominate stretches of ocean.
to:
->'''Classification:''' Magical Beast Fey (3E)\\
'''Challenge Rating:'''7 14 (3E)\\
'''Alignment:'''TrueNeutral
10-foot-long fish that use their armored hidesNeutralEvil
Also known as "war-torn fey," these 15-foot-tall beings embody battle the same way dryads or nymphs embody the natural world, andfearsome horns exist to dominate stretches of ocean.spread strife and bloodshed.
'''Challenge Rating:'''
'''Alignment:'''
10-foot-long fish that use their armored hides
Also known as "war-torn fey," these 15-foot-tall beings embody battle the same way dryads or nymphs embody the natural world, and
Changed line(s) 53,57 (click to see context) from:
* FoodChainOfEvil: Ramfish schools prey upon anything smaller than them, but larger sea predators like dragon turtles and krakens have no problem hunting ramfish.
* HornAttack: A ramfish's bone deposits grow into wickedly spiraling horns, which it uses with its Powerful Charge feat to deal hefty damage.
* {{Imprinting}}: As dangerous as they are, ramfish take well to domestication by sea elves and locathah -- the creatures are very protective of their schools, so trainers just imprint themselves on a ramfish so it views them as part of that school.
* MoreTeethThanTheOsmondFamily: A ramfish has a mouth full of needlelike teeth that can be used as a weapon if it is cornered.
* OrphanedEtymology: Averted; to undersea races that have never seen a ram, these creatures are known as "hornfish" or "spiralfish."
* HornAttack: A ramfish's bone deposits grow into wickedly spiraling horns, which it uses with its Powerful Charge feat to deal hefty damage.
* {{Imprinting}}: As dangerous as they are, ramfish take well to domestication by sea elves and locathah -- the creatures are very protective of their schools, so trainers just imprint themselves on a ramfish so it views them as part of that school.
* MoreTeethThanTheOsmondFamily: A ramfish has a mouth full of needlelike teeth that can be used as a weapon if it is cornered.
* OrphanedEtymology: Averted; to undersea races that have never seen a ram, these creatures are known as "hornfish" or "spiralfish."
to:
* FoodChainOfEvil: Ramfish schools prey upon AttackReflector: Any thrown weapon or missile attack attempted against a ragewalker will turn and attempt to strike the attacker.
* BlueAndOrangeMorality: Ragewalkers are spawned from terrible conflict, but exist to ''end'' war, by way of killing anyone capable of waging it, a position that would seem "insane by the standards of any but the uncaring forces of nature."
* ChainPain: When they battle directly, ragewalkers wield enchanted spiked chains sized to their stature, letting them strike foes 20 feet away.
* FlyingWeapon: They're surrounded by a cloud of whirling, slashing weapons that never interfere with the ragewalker's movements or attacks, but will deal damage to anythingsmaller adjacent to the fey.
* HatePlague: As much as these fey lust for bloodshed, they prefer to turn others against each other rather thanthem, but larger sea predators like dragon turtles and krakens have no problem hunting ramfish.
* HornAttack: A ramfish's bone deposits growfight them directly. Any creature within 10 feet of a ragewalker has to save or fly into wickedly spiraling horns, which it uses with its Powerful Charge feat to deal hefty damage.
* {{Imprinting}}: As dangerous as they are, ramfish take well to domestication by sea elvesa murderous rage, attacking the nearest target within reach, gaining attack bonuses at the cost of defense penalties, and locathah -- becoming so furious that speech and spellcasting are impossible.
* MagicKnight: Ragewalkers use spells such as ''blade barrier'' and ''wall of fire'' to control thecreatures are very protective of battlefield and divide their schools, so trainers just imprint themselves on a ramfish so it views them as part of that school.
* MoreTeethThanTheOsmondFamily: A ramfish has a mouth full of needlelike teeth that can be used as a weapon if it is cornered.
* OrphanedEtymology: Averted;foes, and ''bull's strength'' and ''greater magic weapon'' to undersea races that buff themselves.
* TheMinionMaster: They havenever seen a ram, these creatures the odd ability to command living spells the same way evil clerics can rebuke and command undead, and ragewalkers are known as "hornfish" or "spiralfish."typically accompanied by one to three of the magical anomalies.
* UnusableEnemyEquipment: A ragewalker's form-fitting armor is scavenged from countless battlefields and made to fit the fey perfectly, imposing no penalties to it, but not even another ragewalker can wear one's armor.
* BlueAndOrangeMorality: Ragewalkers are spawned from terrible conflict, but exist to ''end'' war, by way of killing anyone capable of waging it, a position that would seem "insane by the standards of any but the uncaring forces of nature."
* ChainPain: When they battle directly, ragewalkers wield enchanted spiked chains sized to their stature, letting them strike foes 20 feet away.
* FlyingWeapon: They're surrounded by a cloud of whirling, slashing weapons that never interfere with the ragewalker's movements or attacks, but will deal damage to anything
* HatePlague: As much as these fey lust for bloodshed, they prefer to turn others against each other rather than
* HornAttack: A ramfish's bone deposits grow
* {{Imprinting}}: As dangerous as they are, ramfish take well to domestication by sea elves
* MagicKnight: Ragewalkers use spells such as ''blade barrier'' and ''wall of fire'' to control the
* MoreTeethThanTheOsmondFamily: A ramfish has a mouth full of needlelike teeth that can be used as a weapon if it is cornered.
* OrphanedEtymology: Averted;
* TheMinionMaster: They have
* UnusableEnemyEquipment: A ragewalker's form-fitting armor is scavenged from countless battlefields and made to fit the fey perfectly, imposing no penalties to it, but not even another ragewalker can wear one's armor.
Changed line(s) 60,61 (click to see context) from:
[[folder:Rampager]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rampager_3e.jpg]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 64,67 (click to see context) from:
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
Also known as ''so-ut'', these large, vicious, centaur-like creatures kill for pleasure and destroy any metal they come across.
'''Alignment:''' ChaoticEvil
Also known as ''so-ut'', these large, vicious, centaur-like creatures kill for pleasure and destroy any metal they come across.
to:
'''Challenge Rating:''' 12 7 (3E)\\
'''Alignment:'''ChaoticEvil
Also known as ''so-ut'', these large, vicious, centaur-like creatures kill for pleasureTrueNeutral
10-foot-long fish that use their armored hides anddestroy any metal they come across.fearsome horns to dominate stretches of ocean.
'''Alignment:'''
Also known as ''so-ut'', these large, vicious, centaur-like creatures kill for pleasure
10-foot-long fish that use their armored hides and
Changed line(s) 69,78 (click to see context) from:
* AcidAttack: A rampager's claws are coated are coated with acid that adds extra damage to their melee attacks.
* BerserkButton: For some unexplained reason, manufactured items, especially those made of metal, drive rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, followed by structures, and will ignore other foes attacking with non-metal weapons while doing so, at least until the rampager loses half its hit points.
* BloodKnight: Rampagers enjoy killing, and usually kill far more than they can eat. As long as prey is available, a rampager doesn't even stop killing long enough to feed.
* {{Cephalothorax}}: Their upper torsos don't have heads, just eyes and a mouth in the middle of their "chest."
* HeavySleeper: Rampagers tend to sleep through the heat of the day, and some bold adventurers have been known to walk right over the creatures without waking them.
* MooksAteMyEquipment: Their acidic claws can also dissolve armor and clothing in as little as one round, while their bite attacks can tear apart and ruin suits of armor and shields. Fortunately, anything that doesn't crumble immediately from their acid can be saved by washing it with water for a minute.
* TheNoseKnows: A rampager can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
* OurCentaursAreDifferent: They have a somewhat elephantine lower body supporting a headless upper body, 10 feet high in total.
* PoisonousPerson: Their saliva is simultaneously acidic and a weak poison that deals a bit of [[NonHealthDamage Strength damage.]]
* SupernaturalFearInducer: Rampagers emanate an aura of fear that can frighten anything within 30 feet.
* BerserkButton: For some unexplained reason, manufactured items, especially those made of metal, drive rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, followed by structures, and will ignore other foes attacking with non-metal weapons while doing so, at least until the rampager loses half its hit points.
* BloodKnight: Rampagers enjoy killing, and usually kill far more than they can eat. As long as prey is available, a rampager doesn't even stop killing long enough to feed.
* {{Cephalothorax}}: Their upper torsos don't have heads, just eyes and a mouth in the middle of their "chest."
* HeavySleeper: Rampagers tend to sleep through the heat of the day, and some bold adventurers have been known to walk right over the creatures without waking them.
* MooksAteMyEquipment: Their acidic claws can also dissolve armor and clothing in as little as one round, while their bite attacks can tear apart and ruin suits of armor and shields. Fortunately, anything that doesn't crumble immediately from their acid can be saved by washing it with water for a minute.
* TheNoseKnows: A rampager can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
* OurCentaursAreDifferent: They have a somewhat elephantine lower body supporting a headless upper body, 10 feet high in total.
* PoisonousPerson: Their saliva is simultaneously acidic and a weak poison that deals a bit of [[NonHealthDamage Strength damage.]]
* SupernaturalFearInducer: Rampagers emanate an aura of fear that can frighten anything within 30 feet.
to:
* AcidAttack: FoodChainOfEvil: Ramfish schools prey upon anything smaller than them, but larger sea predators like dragon turtles and krakens have no problem hunting ramfish.
* HornAttack: Arampager's claws are coated are coated ramfish's bone deposits grow into wickedly spiraling horns, which it uses with acid that adds extra damage to their melee attacks.
* BerserkButton: For some unexplained reason, manufactured items, especially those made of metal, drive rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, followed by structures, and will ignore other foes attacking with non-metal weapons while doing so, at least until the rampager loses halfits hit points.
Powerful Charge feat to deal hefty damage.
*BloodKnight: Rampagers enjoy killing, and usually kill far more than {{Imprinting}}: As dangerous as they can eat. As long as prey is available, a rampager doesn't even stop killing long enough are, ramfish take well to feed.
* {{Cephalothorax}}: Their upper torsos don't have heads, just eyesdomestication by sea elves and a mouth in the middle of their "chest."
* HeavySleeper: Rampagers tend to sleep through the heat of the day, and some bold adventurers have been known to walk right overlocathah -- the creatures without waking them.
* MooksAteMyEquipment: Their acidic claws can also dissolve armor and clothing in as little as one round, whileare very protective of their bite attacks can tear apart and ruin suits schools, so trainers just imprint themselves on a ramfish so it views them as part of armor and shields. Fortunately, anything that doesn't crumble immediately from their acid can be saved by washing it with water for school.
* MoreTeethThanTheOsmondFamily: A ramfish has aminute.
* TheNoseKnows: A rampager can detect approaching enemies, sniff out hidden foes, and track by sensemouth full of smell.
* OurCentaursAreDifferent: They have a somewhat elephantine lower body supporting a headless upper body, 10 feet high in total.
* PoisonousPerson: Their saliva is simultaneously acidic and a weak poison that deals a bit of [[NonHealthDamage Strength damage.]]
* SupernaturalFearInducer: Rampagers emanate an aura of fearneedlelike teeth that can frighten anything within 30 feet.be used as a weapon if it is cornered.
* OrphanedEtymology: Averted; to undersea races that have never seen a ram, these creatures are known as "hornfish" or "spiralfish."
* HornAttack: A
* BerserkButton: For some unexplained reason, manufactured items, especially those made of metal, drive rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, followed by structures, and will ignore other foes attacking with non-metal weapons while doing so, at least until the rampager loses half
*
* {{Cephalothorax}}: Their upper torsos don't have heads, just eyes
* HeavySleeper: Rampagers tend to sleep through the heat of the day, and some bold adventurers have been known to walk right over
* MooksAteMyEquipment: Their acidic claws can also dissolve armor and clothing in as little as one round, while
* MoreTeethThanTheOsmondFamily: A ramfish has a
* TheNoseKnows: A rampager can detect approaching enemies, sniff out hidden foes, and track by sense
* OurCentaursAreDifferent: They have a somewhat elephantine lower body supporting a headless upper body, 10 feet high in total.
* PoisonousPerson: Their saliva is simultaneously acidic and a weak poison that deals a bit of [[NonHealthDamage Strength damage.]]
* SupernaturalFearInducer: Rampagers emanate an aura of fear
* OrphanedEtymology: Averted; to undersea races that have never seen a ram, these creatures are known as "hornfish" or "spiralfish."
Changed line(s) 81,82 (click to see context) from:
[[folder:Rast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rast_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rast_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 84,88 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
to:
->'''Classification:''' Outsider Magical Beast (3E)\\
'''Challenge Rating:'''5 12 (3E)\\
'''Alignment:'''TrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.ChaoticEvil
Also known as ''so-ut'', these large, vicious, centaur-like creatures kill for pleasure and destroy any metal they come across.
'''Challenge Rating:'''
'''Alignment:'''
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
Also known as ''so-ut'', these large, vicious, centaur-like creatures kill for pleasure and destroy any metal they come across.
Changed line(s) 90,96 (click to see context) from:
* BigEater: Rasts are insatiable creatures that eat almost continuously.
* {{Flight}}: They have the supernatural ability to fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat their own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the rast doesn't recover any health from the attack.
* {{Flight}}: They have the supernatural ability to fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat their own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the rast doesn't recover any health from the attack.
to:
* BigEater: Rasts AcidAttack: A rampager's claws are insatiable creatures coated are coated with acid that eat almost continuously.
* {{Flight}}: They have the supernatural ability to fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but takeadds extra damage to their melee attacks.
* BerserkButton: For some unexplained reason, manufactured items, especially those made of metal, drive rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, followed by structures, and will ignore other foes attacking with non-metal weapons while doing so, at least until the rampager loses half its hit points.
* BloodKnight: Rampagers enjoy killing, and usually kill far more than they can eat. As long as prey is available, a rampager doesn't even stop killing long enough to feed.
* {{Cephalothorax}}: Their upper torsos don't have heads, just eyes and a mouth in the middle of their "chest."
* HeavySleeper: Rampagers tend to sleep through the heat of the day, and some bold adventurers have been known to walk right over the creatures without waking them.
* MooksAteMyEquipment: Their acidic claws can also dissolve armor and clothing in as little as one round, while their bite attacks can tear apart and ruin suits of armor and shields. Fortunately, anything that doesn't crumble immediately fromcold.their acid can be saved by washing it with water for a minute.
* TheNoseKnows: A rampager can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
* OurCentaursAreDifferent: They have a somewhat elephantine lower body supporting a headless upper body, 10 feet high in total.
* PoisonousPerson: Their saliva is simultaneously acidic and a weak poison that deals a bit of [[NonHealthDamage Strength damage.]]
*MonstrousCannibalism: Packs SupernaturalFearInducer: Rampagers emanate an aura of rasts will never eat their own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rastsfear that can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the rast doesn't recover any health from the attack.frighten anything within 30 feet.
* {{Flight}}: They have the supernatural ability to fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take
* BerserkButton: For some unexplained reason, manufactured items, especially those made of metal, drive rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, followed by structures, and will ignore other foes attacking with non-metal weapons while doing so, at least until the rampager loses half its hit points.
* BloodKnight: Rampagers enjoy killing, and usually kill far more than they can eat. As long as prey is available, a rampager doesn't even stop killing long enough to feed.
* {{Cephalothorax}}: Their upper torsos don't have heads, just eyes and a mouth in the middle of their "chest."
* HeavySleeper: Rampagers tend to sleep through the heat of the day, and some bold adventurers have been known to walk right over the creatures without waking them.
* MooksAteMyEquipment: Their acidic claws can also dissolve armor and clothing in as little as one round, while their bite attacks can tear apart and ruin suits of armor and shields. Fortunately, anything that doesn't crumble immediately from
* TheNoseKnows: A rampager can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
* OurCentaursAreDifferent: They have a somewhat elephantine lower body supporting a headless upper body, 10 feet high in total.
* PoisonousPerson: Their saliva is simultaneously acidic and a weak poison that deals a bit of [[NonHealthDamage Strength damage.]]
*
* MultiArmedAndDangerous: Rasts
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the rast doesn't recover any health from the attack.
Changed line(s) 99,100 (click to see context) from:
[[folder:Ratatosk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ratatosk_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ratatosk_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 102,106 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' ChaoticGood
Humanoids resembling flying squirrels, who live upon, worship and protect the plane-spanning world tree Yggdrasil.
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' ChaoticGood
Humanoids resembling flying squirrels, who live upon, worship and protect the plane-spanning world tree Yggdrasil.
to:
->'''Classification:''' Monstrous Humanoid Outsider (3E)\\
'''Challenge Rating:'''1 5 (3E)\\
'''Alignment:'''ChaoticGood
Humanoids resembling flying squirrels, who live upon, worship and protectTrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to theplane-spanning world tree Yggdrasil.Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
'''Challenge Rating:'''
'''Alignment:'''
Humanoids resembling flying squirrels, who live upon, worship and protect
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the
Changed line(s) 108,114 (click to see context) from:
* BeastMan: They're Medium-sized squirrel-folk, specifically flying squirrels, and as such can glide with their flaps of skin and have larged, flattened tails they use to steer while in the air.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the death to defend her. Similarly, don't question their CreationMyth that insists that the ratatosk were hatched from a nut on the top of the tree, making them the favored creations of Yggdrasil. Finally, they take a dim view of interlopers starting fires while traversing the world tree, who might wake to find their mounts loose, their food scattered, and their tents collapsing around them.
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they try to chase down and attack the offending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be willing to carry messages to anywhere the great tree reaches.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the death to defend her. Similarly, don't question their CreationMyth that insists that the ratatosk were hatched from a nut on the top of the tree, making them the favored creations of Yggdrasil. Finally, they take a dim view of interlopers starting fires while traversing the world tree, who might wake to find their mounts loose, their food scattered, and their tents collapsing around them.
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they try to chase down and attack the offending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be willing to carry messages to anywhere the great tree reaches.
to:
* BeastMan: They're Medium-sized squirrel-folk, specifically flying squirrels, and as such can glide with their flaps of skin and have larged, flattened tails they use to steer while in the air.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the death to defend her. Similarly, don't question their CreationMythBigEater: Rasts are insatiable creatures that insists that the ratatosk were hatched from a nut on the top of the tree, making them the favored creations of Yggdrasil. Finally, they take a dim view of interlopers starting fires while traversing the world tree, who might wake to find their mounts loose, their food scattered, and their tents collapsing around them.
eat almost continuously.
*DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou:{{Flight}}: They have a the supernatural ability to infuriate sentient fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat theirwords and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they try to chase down and own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though theoffending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and tauntrast doesn't recover any creatures they deem intruders within Yggdrasil's boughs, steal metal goods health from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be willing to carry messages to anywhere the great tree reaches.attack.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the death to defend her. Similarly, don't question their CreationMyth
*
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou:
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat their
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt
Changed line(s) 117,118 (click to see context) from:
[[folder:Ravid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ravid_3e.png]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 120,124 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
to:
->'''Classification:''' Outsider Monstrous Humanoid (3E)\\
'''Challenge Rating:'''5 1 (3E)\\
'''Alignment:'''TrueNeutral
StrangeChaoticGood
Humanoids resembling flyingserpents native to squirrels, who live upon, worship and protect the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.plane-spanning world tree Yggdrasil.
'''Challenge Rating:'''
'''Alignment:'''
Strange
Humanoids resembling flying
Changed line(s) 126,129 (click to see context) from:
* AchillesHeel: According to their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch of a life-draining undead like a wraith or spectre, though in the latter case the result is also a MutualKill. For this reason, ravids are terrified of the undead.
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
to:
* AchillesHeel: According to BeastMan: They're Medium-sized squirrel-folk, specifically flying squirrels, and as such can glide with their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch flaps of a life-draining undead like a wraith or spectre, though skin and have larged, flattened tails they use to steer while in the latter case air.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to theresult is also death to defend her. Similarly, don't question their CreationMyth that insists that the ratatosk were hatched from a MutualKill. For this reason, ravids are terrified nut on the top of the undead.
* AnimateInanimateObject: Ravids can usetree, making them the ''animate objects'' spell as favored creations of Yggdrasil. Finally, they take a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend dim view of interlopers starting fires while traversing the ravid world tree, who might wake to the best of find their mounts loose, their food scattered, and their tents collapsing around them.
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability(though to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they try to chase down and attack the ravid isn't smart enough to use tactics offending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even whendirecting its minions), and a ravid's progress through an area defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be tracked by willing to carry messages to anywhere the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]great tree reaches.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the
* AnimateInanimateObject: Ravids can use
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
Changed line(s) 132,137 (click to see context) from:
[[folder:Razorvine]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_razorvine_2e.gif]]
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even within the planar metropolis of Sigil.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_razorvine_2e.gif]]
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even within the planar metropolis of Sigil.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the
Changed line(s) 139,145 (click to see context) from:
* AlienKudzu: The stuff can grow just about ''anywhere'', at a rate of several feet per day, so that a single plant can expand to cover a building or untended wall in just a week, and just a single cutting can quickly grow into a full-fledged tangle. It probably originated somewhere in the Abyss, but can now be found on multiple planes. Razorvine is such a pain to get rid of that it's rumored that the planar border town of Ribcage had someone drawn and quartered after re-introducing the plant right after their latest clearing effort. Still, some people cultivate it as a passive defense against thieves and other intruders.
* AlienLunch: Only two animals are known to be able to eat razorvine, the boar-like fhorges, and quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* MainliningTheMonster: A pair of elven brothers in the Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
* AlienLunch: Only two animals are known to be able to eat razorvine, the boar-like fhorges, and quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* MainliningTheMonster: A pair of elven brothers in the Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
to:
* AlienKudzu: The stuff can grow just about ''anywhere'', at a rate AchillesHeel: According to their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch of several feet per day, so that a single plant can expand to cover life-draining undead like a building wraith or untended wall in just a week, and just a single cutting can quickly grow into a full-fledged tangle. It probably originated somewhere spectre, though in the Abyss, but latter case the result is also a MutualKill. For this reason, ravids are terrified of the undead.
* AnimateInanimateObject: Ravids cannow be found on multiple planes. Razorvine is such a pain to get rid of that it's rumored that use the planar border town of Ribcage had someone drawn and quartered after re-introducing the plant right after their latest clearing effort. Still, some people cultivate it ''animate objects'' spell as a passive defense against thieves and other intruders.
* AlienLunch: Only two animals are known to be able to eat razorvine, the boar-like fhorges, and quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut20th-level caster, at it, will. As a result, they're lashed usually surrounded by a strand springing free of animated objects that will defend the main mass.
* CraftedFromAnimals: Well, plants, but it's possibleravid to treat razorvine cuttings to preserve the best of their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* MainliningTheMonster: A pair of elven brothers inability (though the Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* RazorFloss: Anyone unfortunateravid isn't smart enough to fall into use tactics when directing its minions), and a patch ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences ofrazorvine takes a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from theinitial drop, and then additional damage each round they try to extricate themself. positive energy.]]
* AnimateInanimateObject: Ravids can
* AlienLunch: Only two animals are known to be able to eat razorvine, the boar-like fhorges, and quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut
* CraftedFromAnimals: Well, plants, but it's possible
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* MainliningTheMonster: A pair of elven brothers in
* RazorFloss: Anyone unfortunate
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the
Changed line(s) 148,155 (click to see context) from:
[[folder:Reason Stealer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even within the planar metropolis of Sigil.
Changed line(s) 157,160 (click to see context) from:
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
to:
* BlobMonster: In its nonsentient, default form, AlienKudzu: The stuff can grow just about ''anywhere'', at a reason stealer is a 4-foot-wide puddle rate of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blowseveral feet per day, so that a single plant can expand to cover a creature, building or untended wall in just a reason stealer transfers its victim's Intelligence score to itself, which both heals it week, and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body just a single cutting can quickly grow into a grotesque parody full-fledged tangle. It probably originated somewhere in the Abyss, but can now be found on multiple planes. Razorvine is such a pain to get rid of its that it's rumored that the planar border town of Ribcage had someone drawn and quartered after re-introducing the plant right after their latest victim, allowing clearing effort. Still, some people cultivate it to use weapons as a passive defense against thieves and items. If the reason stealer kills another creature after that, the mental benefits other intruders.
* AlienLunch: Only two animals arecumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organsknown to be able to track prey by vibration eat razorvine, the boar-like fhorges, and scent, giving them blindsight quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to60 feet.
conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
*TalkativeLoon: After stealing a creature's mind, MainliningTheMonster: A pair of elven brothers in the monster mumbles random words in its victim's language.Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
* CannibalismSuperpower: After dealing the killing blow
* AlienLunch: Only two animals are
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out of them, or cruel garrotes.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to
*
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
Changed line(s) 163,164 (click to see context) from:
[[folder:Red Sundew]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_red_sundew_3e.png]]
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to:
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Changed line(s) 166,170 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 13 (3E)\\
'''Alignment:''' Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their prey with sticky acid before pulling their corpses into the plant's body mass.
'''Challenge Rating:''' 13 (3E)\\
'''Alignment:''' Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their prey with sticky acid before pulling their corpses into the plant's body mass.
to:
->'''Classification:''' Plant Ooze (3E)\\
'''Challenge Rating:'''13 5 (3E)\\
'''Alignment:'''Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digestTrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain theirprey with sticky acid before pulling their corpses into the plant's body mass.sentience.
'''Challenge Rating:'''
'''Alignment:'''
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their
Changed line(s) 172,177 (click to see context) from:
* AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds after exposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their bodies does its work.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their bodies does its work.
to:
* AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature afterexposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, butthat, the mental benefits are described as "a wide mound cumulative in the case of tangled, ropy rags spells or feats, or it uses the better of the two attributes in red, green the case of ability scores, skill ranks, and rust colors," so forth. But in any case, these benefits only last for 24 hours, at which is pretty different from what real-world plants from point the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
reason stealer collapses back into a mindless blob.
*ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: LikeSuperSenses: Reason stealers are blind, but their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating theirentire bodies does are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in itswork.victim's language.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after
* InformedSpecies: They're called sundews, but
*
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its
Changed line(s) 180,187 (click to see context) from:
[[folder:Redcap]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Murderous fae who must soak
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their
Changed line(s) 189,196 (click to see context) from:
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their lifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
to:
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds after exposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like theirlifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size greenvise cousins, red sundews can detect anything within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed60 feet that's in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work contact with a murderous creator as kindred spirits.
some form of vegetation.
*OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficultyTentacleRope: They lash and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings ofprey with their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and havesticky tentacles, holding them helpless while the ability to imbue acid coating their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.bodies does its work.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed
*
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
Changed line(s) 199,206 (click to see context) from:
[[folder:Remorhaz]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:''' 2 (young), 7 (elder) (3E);
'''Alignment:'''
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts
Murderous fae who must soak their signature caps in the fresh blood of
Changed line(s) 208,215 (click to see context) from:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
to:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their bites lifetimes, carrying around a hump for six months before it falls off and bodies inflict fire damage, which [[WeakToFire frost worms rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps arevulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trainedborn from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out ofblood shed in the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could meltFeywild, or char weapons places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into uselessness.
fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops:The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from Redcaps vanish when they die, leaving behind a single monster.
tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
*PlayingWithFire: An enraged remorhaz generates so much heat PintSizedPowerhouse: Though Small creatures that merely touching it will inflict severe burns, look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and in 5th edition, grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have thecreature's bite attacks deal aditional fire ability to imbue their stones with eldritch energy for additional damage.
*SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage every step. Accordingly, they have disadvantage on Stealth checks in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.edition.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are
* BeastOfBattle: Remorhazes can be trained
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt
* OrganDrops:
*
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the
*
Changed line(s) 218,225 (click to see context) from:
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11
'''Alignment:'''
Sinister spider-shaped constructs that are faultless trackers and capable
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of
Changed line(s) 227,230 (click to see context) from:
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
to:
* EyeBeams: Retrievers have multiple eyes ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can make different magical attacks. In devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition,they a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', canshoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they be sold to alchemists, who may pay up to 1400 gp for what can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat thatretrievers can either merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire a beam that deals [[NonElemental force damage]] damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized oranother that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition castssmaller after hitting them as creations of the drow, designed to capture demons to bind with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition,
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can
* PlayingWithFire: An enraged remorhaz generates so much heat that
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
Added DiffLines:
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
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** Aurumachs are the golden leader caste of the rilmani, and in rare cases may intervene directly in a combat as diplomats, or as devastating warriors.
to:
** Aurumachs are the golden leader caste of the rilmani, and in rare cases may intervene directly in a combat conflict as diplomats, or as devastating warriors.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | '''R''' | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
to:
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[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]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | '''R''' | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
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A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even the planar metropolis of Sigil.
to:
A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even within the planar metropolis of Sigil.
* ImmuneToFire: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
Deleted line(s) 144 (click to see context) :
* NoSell: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
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Changed line(s) 132,139 (click to see context) from:
[[folder:Reason Stealer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
A plant resembling organic razorwire, found all across the Lower Planes, parts of the Outlands, and even the planar metropolis of Sigil.
Changed line(s) 141,144 (click to see context) from:
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
to:
* BlobMonster: In its nonsentient, default form, AlienKudzu: The stuff can grow just about ''anywhere'', at a reason stealer is a 4-foot-wide puddle rate of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blowseveral feet per day, so that a single plant can expand to cover a creature, building or untended wall in just a reason stealer transfers its victim's Intelligence score to itself, which both heals it week, and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body just a single cutting can quickly grow into a grotesque parody full-fledged tangle. It probably originated somewhere in the Abyss, but can now be found on multiple planes. Razorvine is such a pain to get rid of its that it's rumored that the planar border town of Ribcage had someone drawn and quartered after re-introducing the plant right after their latest victim, allowing clearing effort. Still, some people cultivate it to use weapons as a passive defense against thieves and items. If the reason stealer kills another creature after that, the mental benefits other intruders.
* AlienLunch: Only two animals arecumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organsknown to be able to track prey by vibration eat razorvine, the boar-like fhorges, and scent, giving them blindsight quills, armored porcupines.
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle outto 60 feet.
of them, or cruel garrotes.
*TalkativeLoon: After stealing a creature's mind, MainliningTheMonster: A pair of elven brothers in the monster mumbles random words in its victim's language.Outlands border town of Curst knows the trick of turning razorvine leaves into heartwine.
* NoSell: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
* CannibalismSuperpower: After dealing the killing blow
* AlienLunch: Only two animals are
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs
* CounterAttack: The plant's twisting vines are under tension, so each time someone trys to cut at it, they're lashed by a strand springing free of the main mass.
* CraftedFromAnimals: Well, plants, but it's possible to treat razorvine cuttings to preserve their sharpness and flexibility, for use as [[WhipSword bladed whips]], bindings that cut any prisoner that tries to wriggle out
*
* NoSell: Downplayed; living razorvine only hardens when exposed to conventional fire, but magical flames deal full damage, and once cut and dried it makes for decent kindling.
* RazorFloss: Anyone unfortunate enough to fall into a patch of razorvine takes damage from the initial drop, and then additional damage each round they try to extricate themself.
Changed line(s) 147,148 (click to see context) from:
[[folder:Red Sundew]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_red_sundew_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_red_sundew_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 150,154 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 13 (3E)\\
'''Alignment:''' Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their prey with sticky acid before pulling their corpses into the plant's body mass.
'''Challenge Rating:''' 13 (3E)\\
'''Alignment:''' Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their prey with sticky acid before pulling their corpses into the plant's body mass.
to:
->'''Classification:''' Plant Ooze (3E)\\
'''Challenge Rating:'''13 5 (3E)\\
'''Alignment:'''Unaligned
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digestTrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain theirprey with sticky acid before pulling their corpses into the plant's body mass.sentience.
'''Challenge Rating:'''
'''Alignment:'''
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their
Changed line(s) 156,161 (click to see context) from:
* AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds after exposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their bodies does its work.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their bodies does its work.
to:
* AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature afterexposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, butthat, the mental benefits are described as "a wide mound cumulative in the case of tangled, ropy rags spells or feats, or it uses the better of the two attributes in red, green the case of ability scores, skill ranks, and rust colors," so forth. But in any case, these benefits only last for 24 hours, at which is pretty different from what real-world plants from point the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
reason stealer collapses back into a mindless blob.
*ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: LikeSuperSenses: Reason stealers are blind, but their greenvise cousins, red sundews can detect anything within 60 feet that's in contact with some form of vegetation.
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating theirentire bodies does are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in itswork.victim's language.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after
* InformedSpecies: They're called sundews, but
*
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like
* TentacleRope: They lash and grapple prey with their sticky tentacles, holding them helpless while the acid coating their
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its
Changed line(s) 164,171 (click to see context) from:
[[folder:Redcap]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Murderous fae who must soak
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their
Changed line(s) 173,180 (click to see context) from:
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their lifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
to:
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds after exposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like theirlifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size greenvise cousins, red sundews can detect anything within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed60 feet that's in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work contact with a murderous creator as kindred spirits.
some form of vegetation.
*OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficultyTentacleRope: They lash and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings ofprey with their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and havesticky tentacles, holding them helpless while the ability to imbue acid coating their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.bodies does its work.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed
*
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
Changed line(s) 183,190 (click to see context) from:
[[folder:Remorhaz]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:''' 2 (young), 7 (elder) (3E);
'''Alignment:'''
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts
Murderous fae who must soak their signature caps in the fresh blood of
Changed line(s) 192,199 (click to see context) from:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
to:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their bites lifetimes, carrying around a hump for six months before it falls off and bodies inflict fire damage, which [[WeakToFire frost worms rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps arevulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trainedborn from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out ofblood shed in the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could meltFeywild, or char weapons places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into uselessness.
fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops:The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from Redcaps vanish when they die, leaving behind a single monster.
tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
*PlayingWithFire: An enraged remorhaz generates so much heat PintSizedPowerhouse: Though Small creatures that merely touching it will inflict severe burns, look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and in 5th edition, grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have thecreature's bite attacks deal aditional fire ability to imbue their stones with eldritch energy for additional damage.
*SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage every step. Accordingly, they have disadvantage on Stealth checks in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.edition.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are
* BeastOfBattle: Remorhazes can be trained
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt
* OrganDrops:
*
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the
*
Changed line(s) 202,209 (click to see context) from:
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11
'''Alignment:'''
Sinister spider-shaped constructs that are faultless trackers and capable
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of
Changed line(s) 211,214 (click to see context) from:
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
to:
* EyeBeams: Retrievers have multiple eyes ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can make different magical attacks. In devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition,they a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', canshoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they be sold to alchemists, who may pay up to 1400 gp for what can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat thatretrievers can either merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire a beam that deals [[NonElemental force damage]] damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized oranother that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition castssmaller after hitting them as creations of the drow, designed to capture demons to bind with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition,
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can
* PlayingWithFire: An enraged remorhaz generates so much heat that
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
Added DiffLines:
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
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None
Changed line(s) 70 (click to see context) from:
* BerserkButton: For some unexplained reason, manufactured items, especially those made of metal, drives rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, followed by structures, and will ignore other foes attacking with non-metal weapons while doing so, at least until the rampager loses half its hit points.
to:
* BerserkButton: For some unexplained reason, manufactured items, especially those made of metal, drives drive rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, followed by structures, and will ignore other foes attacking with non-metal weapons while doing so, at least until the rampager loses half its hit points.
Changed line(s) 112 (click to see context) from:
* IShallTauntYou: They have a supernatural ability to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they tried to chase down and attack the offending ratatosk in melee combat.
to:
* IShallTauntYou: They have a supernatural ability to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they tried try to chase down and attack the offending ratatosk in melee combat.
Changed line(s) 147,154 (click to see context) from:
[[folder:Redcap]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Murderous fae who must soak
Carnivorous plants some 20 feet high and 10 feet wide, which pre-digest their
Changed line(s) 156,163 (click to see context) from:
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their lifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
to:
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over AcidAttack: Red sundews are coated in acidic gunk that [[DamageOverTime damage for several rounds after exposure]], unless washed off with a gallon of water as a full-round action.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like theirlifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size greenvise cousins, red sundews can detect anything within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed60 feet that's in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work contact with a murderous creator as kindred spirits.
some form of vegetation.
*OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficultyTentacleRope: They lash and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings ofprey with their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and havesticky tentacles, holding them helpless while the ability to imbue acid coating their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.bodies does its work.
* InformedSpecies: They're called sundews, but are described as "a wide mound of tangled, ropy rags in red, green and rust colors," which is pretty different from what real-world plants from the ''[[https://en.wikipedia.org/wiki/Drosera Drosera]]'' genus look like.
* ManEatingPlant: They're aggressive hunters capable of moving 20 feet each round, and they're much more nomadic than other plant monsters, wandering from hot jungles and coastal forests to cooler woodlands in search of prey.
* NoSell: They're immune to both fire and acid.
* SupernaturalSensitivity: Like their
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed
*
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
Changed line(s) 166,173 (click to see context) from:
[[folder:Remorhaz]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:''' 2 (young), 7 (elder) (3E);
'''Alignment:'''
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts
Murderous fae who must soak their signature caps in the fresh blood of
Changed line(s) 175,182 (click to see context) from:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire ice worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the ice worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
to:
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their bites lifetimes, carrying around a hump for six months before it falls off and bodies inflict fire damage, which [[WeakToFire ice worms rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps arevulnerable to]], but remorhazes don't actually have the fire subtype, meaning the ice worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trainedborn from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out ofblood shed in the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could meltFeywild, or char weapons places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into uselessness.
fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops:The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from Redcaps vanish when they die, leaving behind a single monster.
tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
*PlayingWithFire: An enraged remorhaz generates so much heat PintSizedPowerhouse: Though Small creatures that merely touching it will inflict severe burns, look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and in 5th edition, grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have thecreature's bite attacks deal aditional fire ability to imbue their stones with eldritch energy for additional damage.
*SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage every step. Accordingly, they have disadvantage on Stealth checks in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.edition.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are
* BeastOfBattle: Remorhazes can be trained
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt
* OrganDrops:
*
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the
*
Changed line(s) 185,192 (click to see context) from:
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11
'''Alignment:'''
Sinister spider-shaped constructs that are faultless trackers and capable
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of
Changed line(s) 194,197 (click to see context) from:
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
to:
* EyeBeams: Retrievers have multiple eyes ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can make different magical attacks. In devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire frost worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the frost worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition,they a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', canshoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they be sold to alchemists, who may pay up to 1400 gp for what can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat thatretrievers can either merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire a beam that deals [[NonElemental force damage]] damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized oranother that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition castssmaller after hitting them as creations of the drow, designed to capture demons to bind with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.edition, swallowed creatures instead take acid damage.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition,
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can
* PlayingWithFire: An enraged remorhaz generates so much heat that
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
Added DiffLines:
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
Is there an issue? Send a MessageReason:
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Changed line(s) 99,100 (click to see context) from:
[[folder:Ravid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ravid_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ravid_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 102,106 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
to:
->'''Classification:''' Outsider Monstrous Humanoid (3E)\\
'''Challenge Rating:'''5 1 (3E)\\
'''Alignment:'''TrueNeutral
StrangeChaoticGood
Humanoids resembling flyingserpents native to squirrels, who live upon, worship and protect the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.plane-spanning world tree Yggdrasil.
'''Challenge Rating:'''
'''Alignment:'''
Strange
Humanoids resembling flying
Changed line(s) 108,111 (click to see context) from:
* AchillesHeel: According to their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch of a life-draining undead like a wraith or spectre, though in the latter case the result is also a MutualKill. For this reason, ravids are terrified of the undead.
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
to:
* AchillesHeel: According to BeastMan: They're Medium-sized squirrel-folk, specifically flying squirrels, and as such can glide with their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch flaps of a life-draining undead like a wraith or spectre, though skin and have larged, flattened tails they use to steer while in the latter case air.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to theresult is also death to defend her. Similarly, don't question their CreationMyth that insists that the ratatosk were hatched from a MutualKill. For this reason, ravids are terrified nut on the top of the undead.
* AnimateInanimateObject: Ravids can usetree, making them the ''animate objects'' spell as favored creations of Yggdrasil. Finally, they take a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend dim view of interlopers starting fires while traversing the ravid world tree, who might wake to the best of find their mounts loose, their food scattered, and their tents collapsing around them.
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability(though to infuriate sentient creatures with their words and mocking tone, which can cause those affected to throw aside ranged weapons or spell components as they tried to chase down and attack the ravid isn't smart enough to use tactics offending ratatosk in melee combat.
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even whendirecting its minions), and a ravid's progress through an area defending their young. But if sufficiently bribed (usually with one of Yggdrasil's huge, sterile seed pods), they can be tracked by willing to carry messages to anywhere the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]great tree reaches.
* BerserkButton: They take their self-appointed role as Yggdrasil's guardians very seriously, and will fight to the
* AnimateInanimateObject: Ravids can use
* DodgeTheBullet: The ratatosk are skilled at dodging missile attacks on the wing, and in 2nd Edition can roll to negate even magical attacks like ''Melf's acid arrow''.
* HitAndRunTactics: When forced to fight, ratatosk prefer to [[DeathFromAbove dive down on foes from above]], then disengage and scamper up a branch to repeat the process.
* IShallTauntYou: They have a supernatural ability
* AKindOfOne: Ratatoskr was an individual squirrel in Myth/NorseMythology, who runs up and down Yggdrasil's trunk, bearing messages between the serpent Níðhöggr at its roots and the eagle atop its crown. Here the ratatosk are an entire race that serves a similar role.
* ScrewballSquirrel: Ratatosk packs might harass and taunt any creatures they deem intruders within Yggdrasil's boughs, steal metal goods from passersby, and if pressed into combat do so out of panic rather than bloodlust, even when
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
Changed line(s) 114,115 (click to see context) from:
[[folder:Reason Stealer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 117 (click to see context) from:
->'''Classification:''' Ooze (3E)\\
to:
->'''Classification:''' Ooze Outsider (3E)\\
Changed line(s) 121 (click to see context) from:
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
to:
Changed line(s) 123,126 (click to see context) from:
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
to:
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealingAchillesHeel: According to their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the killing blow to touch of a creature, life-draining undead like a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows wraith or spectre, though in the ooze to latter case the result is also a MutualKill. For this reason, ravids are terrified of the undead.
* AnimateInanimateObject: Ravids can useits victim's the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it (though the ravid isn't smart enough to use weapons tactics when directing its minions), and items. If a ravid's progress through an area can be tracked by the reason stealer kills another creature after that, unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about themental consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits are cumulative in of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case ofspells or feats, or it uses living creatures, this can heal whatever physical damage the better of ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.positive energy.]]
* CannibalismSuperpower: After dealing
* AnimateInanimateObject: Ravids can use
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
Added DiffLines:
[[folder:Reason Stealer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
----
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
----
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
[[/folder]]
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Changed line(s) 67 (click to see context) from:
Also known as ''so-ut'', these large, vicious, centaur-like creatures are known to kill for pleasure and destroy any metal they come across.
to:
Also known as ''so-ut'', these large, vicious, centaur-like creatures are known to kill for pleasure and destroy any metal they come across.
* HeavySleeper: Rampagers tend to sleep through the heat of the day, and some bold adventurers have been known to walk right over the creatures without waking them.
Changed line(s) 269,276 (click to see context) from:
[[folder:Roc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_roc_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Animal, Magical Beast (chaos roc) (3E); Natural Beast (4E); Monstrosity (5E)\\
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 11 (5E)\\
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
Vast, predatory birds that make even giants look tiny in comparison.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_roc_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Animal, Magical Beast (chaos roc) (3E); Natural Beast (4E); Monstrosity (5E)\\
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 11 (5E)\\
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
Vast, predatory birds that make even giants look tiny in comparison.
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:''' Animal, Magical Beast (chaos roc) (3E); Natural Beast (4E); Monstrosity (5E)\\
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 11 (5E)\\
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
Vast, predatory birds
[[caption-width-right:300:2e]]
->'''Alignment:''' Unaligned
Creatures that
Changed line(s) 278,284 (click to see context) from:
* EyeBeams: A chaos roc can emit a spray of prismatic light from its eyes.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like giants, elephants, and even ''whales''. Even at rest, these birds of prey rival dragons in size.
* HorseOfADifferentColor: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like giants, elephants, and even ''whales''. Even at rest, these birds of prey rival dragons in size.
* HorseOfADifferentColor: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
to:
* EyeBeams: A chaos roc can emit a spray of prismatic light from its eyes.
* GiantFlyer: They have a wingspan of 200 feet in 5th editionHeWasRightThereAllAlong: When curled up and prey on otherwise massive animals like giants, elephants, motionless, ring-worms appear as golden rings, and even ''whales''. Even at rest, these birds more insidiously, register as a ''ring of prey rival dragons in size.protection +1'' to the ''identify'' spell.
*HorseOfADifferentColor: They're often tamed KillItWithFire: If a ring-worm is attacked by giants fire, it immediately detaches itself and tries to serve as flying steeds.
flee.
*RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enoughMagicEater: Ring-worms drain magic to carry off elephants in survive, and their claws. magical aura will grow stronger as they leech magic from their hosts. Though this also makes them fairly easy to trap, and rumor has it that some people capture the creatures for use against magical foes.
* ManaDrain: Once worn by a host, a ring-worm begins feeding on their magic. Spellcasters will lose one spell level per day they wear a ring-worm, forgetting the magic as soon as they try to prepare it, an effect that is cumulative. Once a spellcaster has lost all their spells, or if the ring-worm is worn by a non-mage, it drains power from magical items, imposing a cumulative 10% chance per day worn that the items fail to function. Thankfully, once the ring-worm is removed the magic items begin working again in a matter of rounds, though a spellcaster will have to wait until the next day to prepare more spells.
* PunBasedCreature: They areoften associated worms that disguise themselves as rings.
* TheSymbiote: A purely parasitic example. What's worse is that once put on, a ring-worm bonds with[[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'',its host's skin, and spells like ''remove curse'' or healing magic won't remove it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs -- instead it takes ''dispel magic'', and the evil-aligned two-headed rocs (based on longer the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk inring-worm has fed on magic, the default setting) are considered species of rocs native to [[ElementalPlane easier it can resist the Elemental Chaos]] and possessing the elemental powers that come with such an origin.spell.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition
*
*
** Rocs have appeared since the game's first edition as birds of prey large enough
* ManaDrain: Once worn by a host, a ring-worm begins feeding on their magic. Spellcasters will lose one spell level per day they wear a ring-worm, forgetting the magic as soon as they try to prepare it, an effect that is cumulative. Once a spellcaster has lost all their spells, or if the ring-worm is worn by a non-mage, it drains power from magical items, imposing a cumulative 10% chance per day worn that the items fail to function. Thankfully, once the ring-worm is removed the magic items begin working again in a matter of rounds, though a spellcaster will have to wait until the next day to prepare more spells.
* PunBasedCreature: They are
* TheSymbiote: A purely parasitic example. What's worse is that once put on, a ring-worm bonds with
** In ''TabletopGame/AlQadim'',
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in
Changed line(s) 287,294 (click to see context) from:
[[folder:Roper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/roper_d&d.png]]
[[caption-width-right:350:"You see, stalac-''tites'' grow down from the ceiling, while stalg-''mites'' reach -- AAHHHHHHHHH-"]]
->'''Classification:''' Magical Beast (3E), Elemental Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 5 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Evil (4E), NeutralEvil (5E)
A monster that looks like a stalagmite.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/roper_d&d.png]]
[[caption-width-right:350:"You see, stalac-''tites'' grow down from the ceiling, while stalg-''mites'' reach -- AAHHHHHHHHH-"]]
->'''Classification:''' Magical Beast (3E), Elemental Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 5 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Evil (4E), NeutralEvil (5E)
A monster that looks like a stalagmite.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:"You see, stalac-''tites'' grow down from the ceiling, while stalg-''mites'' reach -- AAHHHHHHHHH-"]]
[[caption-width-right:350:5e]]
->'''Classification:''' Animal, Magical Beast
'''Challenge Rating:'''
'''Alignment:'''
A monster
Vast, predatory birds that
Added DiffLines:
* EyeBeams: A chaos roc can emit a spray of prismatic light from its eyes.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like giants, elephants, and even ''whales''. Even at rest, these birds of prey rival dragons in size.
* HorseOfADifferentColor: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
[[/folder]]
[[folder:Roper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/roper_d&d.png]]
[[caption-width-right:350:"You see, stalac-''tites'' grow down from the ceiling, while stalg-''mites'' reach -- AAHHHHHHHHH-"]]
->'''Classification:''' Magical Beast (3E), Elemental Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 5 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Evil (4E), NeutralEvil (5E)
A monster that looks like a stalagmite.
----
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like giants, elephants, and even ''whales''. Even at rest, these birds of prey rival dragons in size.
* HorseOfADifferentColor: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
[[/folder]]
[[folder:Roper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/roper_d&d.png]]
[[caption-width-right:350:"You see, stalac-''tites'' grow down from the ceiling, while stalg-''mites'' reach -- AAHHHHHHHHH-"]]
->'''Classification:''' Magical Beast (3E), Elemental Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 5 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Evil (4E), NeutralEvil (5E)
A monster that looks like a stalagmite.
----
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Large, vicious, centaur-like creatures, called ''so-ut'' by goblinoids. They're known to kill for pleasure and destroy any metal they come across.
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* BerserkButton: For some unexplained reason, metal drives rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, and then rampagers will attack metal structures, even ignoring foes actively attacking them with non-metal weapons, at least until the rampager loses half its hit points.
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* BerserkButton: For some unexplained reason, metal manufactured items, especially those made of metal, drives rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, and then rampagers will attack metal followed by structures, even ignoring and will ignore other foes actively attacking them with non-metal weapons, weapons while doing so, at least until the rampager loses half its hit points.
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[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
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[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Odd bug-like creatures known
Loathsome beings from the Elemental Plane of Earth who delight in deceiving and
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* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
to:
* AttackAnimal: Rust monsters AcidAttack: Their bite attacks are physically weak, but also hit victims with more serious acid damage.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that canbe domesticated, most commonly by gnomes, to serve as guard beasts, making up legs or hands as needed, as well as a first line horned, skull-like head on a stalk, with fungal filaments growing from its empty eye sockets and acidic black goo bubbling from its fanged mouth.
* FesteringFungus: Any creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out ofdefense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to victim's body, actively interfering with their masters, so their handlers shouldn't keep any metal movements to impose a penalty on them during interactions.
* FoodAsBribe: They're actually easily tameableattack rolls and friendly creatures if given scrap metal snacks.
Dexterity-based checks. Worse, the fungus' secondary effect deals [[NonHealthDamage Charisma drain]] each day, and when a victim's Charisma reaches zero, they fall unconscious and soon transform into a heap of fungoid matter that can infect new victims. Thankfully, a ''remove disease'' spell -- or taking 10 points of fire or cold damage -- removes the infestation.
*HorseOfADifferentColor: Some dwarves HonestJohnsDealership: When they aren't running cults, rukarazylls amuse themselves by selling cursed magic items they pass off as beneficial.
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known tobreed Large rust monsters try to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry pass themselves off as healers, only to inflict diseases upon those seeking aid.
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls canrout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kinduse ''polymorph self'' three times per day to aid in their infiltration of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.Material Plane society.
* {{Cult}}: Rukarazylls usually operate by assuming charismatic humanoid guises and setting up cults supposedly dedicated to a benevolent, but wholly fictitious, minor deity. Over time, they pervert their cult's worship to that of an existant, evil deity.
* EldritchAbomination: Rukarazylls' central bodies are masses of fungoid matter studded with eyes, with six barbed tendrils that can
* FesteringFungus: Any creature hit by a rukarazyll's melee attack has to save or become infested with a fungus. A few rounds later, fibrous white filaments grow out of
* FoodAsBribe: They're actually easily tameable
*
* MookMaker: Once every ten minutes, a rukarazyll can spit up a gray ooze that fights alongside it for up to eight rounds before dissolving into goo.
* {{Plaguemaster}}: They can cast magic like ''unholy blight'' and ''contagion'', and rukarazylls are known to
* VoluntaryShapeshifting: Beyond using ''alter self'' at will, rukarazylls can
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
Added DiffLines:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
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%%
%% Not every folder needs an image for every edition in the game.
%% Unless a creature was given a significant redesign between editions, one image is plenty.
%%
%% We're not a D&D wiki, and it's not the end of the world if we don't have a folder for every creature to appear in a D&D supplement.
%% Before creating new folders, ask yourself if there's enough material to make the folder interesting to read.
%%
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[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\\
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | '''R''' | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
This page covers general ''TabletopGame/DungeonsAndDragons'' monsters such as can be found in the ''Monster Manual'' or in setting-agnostic books such as ''Volo's Guide to Monsters'' or ''Mordenkainen's Tome of Foes''. The creatures on this page can be found in any world of the ''D&D'' multiverse and can be encountered in just about any campaign.
For the game's iconic dragons, see ''Characters/DungeonsAndDragonsDragons''. For demons and devils, see ''Characters/DungeonsAndDragonsFiends''. For the various undead creatures, see ''Characters/DungeonsAndDragonsUndead''. For creatures found only in specific settings, see ''Characters/DungeonsAndDragonsSettingSpecificCreatures''.
[[foldercontrol]]
!!R
[[folder:Raggamoffyn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_raggamoffyn_3e.jpg]]
[[caption-width-right:350:From left to right, a common raggamoffyn, shrapnyl, guttersnipe and tatterdemanimal (3e)]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 1 (tatterdemanimal), 3 (raggamoffyn), 5 (guttersnipe), 7 (shrapnyl) (3E)\\
'''Alignment:''' TrueNeutral
Strange constructs comprised of animate scraps of cloth and metal, which can entrap and puppet an unlucky host creature.
----
* AchillesHeel: Shrapnyl are distinctly vulnerable to the ''shatter'' spell, taking damage from it.
* ActionBomb: The shrapnyl variant can live up to its name by exploding into a deadly cloud of flying steel once per day, damaging everything in a 10-foot radius centered on its host. This doesn't deal any damage to the shrapnyl or its host, but it does relinquish control over the latter, so a shrapnyl only uses this ability in emergencies.
* AnimateInanimateObject: A raggamoffyn forms when leftover magical energy interacts with inanimate objects, and appears as a crawling or clumsily-flying ragtag assortment of odds and ends. Common raggamoffyns look like a bunch of discarded hats, gloves, and robes, shrapnyls are made up of loose metal like jewelry, cookware or wargear, guttersnipes are frayed rope and belts with a core of glittering glass shards, and tatterdemanimals are just dirty rags and cloth scraps.
* BizarreAlienReproduction: Raggamoffyns reproduce by taking over a host, using it to gather and destroy enchanted clothing, then performing a rite that somehow makes the scraps into a new raggamoffyn.
* BlindedByTheLight: Guttersnipes can use the glass powder in their forms to replicate a ''glitterdust'' effect once per day, usually to make an escape.
* OneToMillionToOne: Raggamoffyns can get through tight squeezes by dispersing into their component bits, flowing under a door or through a portcullis gate, and reforming on the other side.
* PuppeteerParasite: A raggamoffyn can attempt to take control of any creature it has grappled, replicating a ''dominate monster'' effect, then uses its host to defend itself and other raggamoffyns. This means that any damage dealt to the raggamoffyn is split between the construct and its "captured one."
* SinisterSuffocation: Common raggamoffyns can shift to cover their host's nose and mouth, asphixiating them if they try to resist the construct's control.
[[/folder]]
[[folder:Ramfish]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ramfish_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral
10-foot-long fish that use their armored hides and fearsome horns to dominate stretches of ocean.
----
* FoodChainOfEvil: Ramfish schools prey upon anything smaller than them, but larger sea predators like dragon turtles and krakens have no problem hunting ramfish.
* HornAttack: A ramfish's bone deposits grow into wickedly spiraling horns, which it uses with its Powerful Charge feat to deal hefty damage.
* {{Imprinting}}: As dangerous as they are, ramfish take well to domestication by sea elves and locathah -- the creatures are very protective of their schools, so trainers just imprint themselves on a ramfish so it views them as part of that school.
* MoreTeethThanTheOsmondFamily: A ramfish has a mouth full of needlelike teeth that can be used as a weapon if it is cornered.
* OrphanedEtymology: Averted; to undersea races that have never seen a ram, these creatures are known as "hornfish" or "spiralfish."
[[/folder]]
[[folder:Rampager]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rampager_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
Large, vicious, centaur-like creatures, called ''so-ut'' by goblinoids. They're known to kill for pleasure and destroy any metal they come across.
----
* AcidAttack: A rampager's claws are coated are coated with acid that adds extra damage to their melee attacks.
* BerserkButton: For some unexplained reason, metal drives rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, and then rampagers will attack metal structures, even ignoring foes actively attacking them with non-metal weapons, at least until the rampager loses half its hit points.
* BloodKnight: Rampagers enjoy killing, and usually kill far more than they can eat. As long as prey is available, a rampager doesn't even stop killing long enough to feed.
* {{Cephalothorax}}: Their upper torsos don't have heads, just eyes and a mouth in the middle of their "chest."
* MooksAteMyEquipment: Their acidic claws can also dissolve armor and clothing in as little as one round, while their bite attacks can tear apart and ruin suits of armor and shields. Fortunately, anything that doesn't crumble immediately from their acid can be saved by washing it with water for a minute.
* TheNoseKnows: A rampager can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
* OurCentaursAreDifferent: They have a somewhat elephantine lower body supporting a headless upper body, 10 feet high in total.
* PoisonousPerson: Their saliva is simultaneously acidic and a weak poison that deals a bit of [[NonHealthDamage Strength damage.]]
* SupernaturalFearInducer: Rampagers emanate an aura of fear that can frighten anything within 30 feet.
[[/folder]]
[[folder:Rast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rast_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
----
* BigEater: Rasts are insatiable creatures that eat almost continuously.
* {{Flight}}: They have the supernatural ability to fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat their own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the rast doesn't recover any health from the attack.
[[/folder]]
[[folder:Ravid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ravid_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
----
* AchillesHeel: According to their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch of a life-draining undead like a wraith or spectre, though in the latter case the result is also a MutualKill. For this reason, ravids are terrified of the undead.
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
[[/folder]]
[[folder:Reason Stealer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
----
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
[[/folder]]
[[folder:Redcap]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
----
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their lifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
[[/folder]]
[[folder:Remorhaz]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
----
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire ice worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the ice worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
[[/folder]]
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
[[folder:Rhek]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rhek_3e.png]]
[[caption-width-right:350:Rhek chaosgrinder (3e)]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' LawfulGood
A Material Plane race of rhino-like humanoids who immigrated to the Peaceable Kingdoms of Arcadia shortly after it lost its third layer to Mechanus, and helped restore order in that time of crisis. Now they strive to crush evil and impose order upon an unruly cosmos.
----
* {{Acrofatic}}: Rheks are seven feet tall and weigh 350 pounds, but can still employ the monk class' acrobatics and increased movement.
* BareFistedMonk: Rhek chaosgrinders are skilled martial artists who don't require weapons to destroy their enemies.
* HealingFactor: Downplayed; they don't have fast healing or regeneration, but their redundant internal organs and rapidly-congealing blood mean that rheks automatically stabilize themselves when brought below 0 hit points.
* HolyHandGrenade: All rheks can make a ''Smite Chaos'' attack three times per day, dealing extra damage to Chaotic foes.
* HornAttack: They can make gore attacks with their horns, which does double damage during a charge.
* RhinoRampage: They're anthropomorphic rhinos, and while not bloodthirsty, are perfectly willing to enforce their vision of order through violence.
* SuperOCD: Fittingly for the more-Lawful-than-Good plane of Arcadia, rheks lean into this, striving for harmony and perfection by making sure everything is in its proper place, and having little tolerance for unpredictability.
* SupernaturalSensitivity: Rheks can ''detect chaos'' at will.
[[/folder]]
[[folder:Rilmani]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rilmani_3e.jpg]]
[[caption-width-right:350:An aurumach and cuprilach (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (ferrumach), 12 (cuprilach), 17 (aurumach) (3E)\\
'''Alignment:''' TrueNeutral
Natives of the Concordant Domain of the Outlands, the rilmani embody pure neutrality. Rather than staying out of the great conflicts of the multiverse, they are committed to upholding the balance between the powers of good, evil, law and chaos, and subtly act whenever one side threatens to dominate the Great Wheel.
----
* AggressiveNegotiations: Aurumachs only intervene if the rilmani's covert attempts to influence a situation have failed, and will first attempt diplomacy, appearing unarmed and unarmored as they encourage a conflict's participants to seek a middle ground. If their words fail, they summon their weapons and armor in an instant and use force.
* BackStab: As assassins, cuprilachs can deal Sneak Attack damage like a rogue.
* BalanceBetweenGoodAndEvil: Their primary goal is to uphold Balance across the multiverse, whether on an interplanar scale or on an individual Material Plane world.
* BladeSpam[=/=]RainOfArrows: Cuprilachs can make a full attack with a standard action, allowing them to move and unleash a flurry of sword strikes, or loose three arrows before the first has hit its target. What makes this even more dangerous is that in ideal circumstances, they'll apply Sneak Attack damage with each hit.
* ChromeChampion: Each rilmani is a humanoid whose flesh is the color of their subspecies' namesake, so ferrumachs have iron skin, aurumachs gleam golden, and so on.
* ColorCodedCastes: Like other outsiders that embody an alignment, rilmani are divided into several specialized subtypes, in their case defined by their metallic skins.
** Plumachs are lead-colored workers and traders who maintain rilmani society, and rarely venture from the Spire at the center of the Outlands.
** Ferrumachs are iron-skinned soldiers who often fight as cavalry, whether on a kuldurath or ''phantom steed''.
** Abiorachs have slight bodies with a liquid, silvery sheen and crystalline, multicolored eyes, and usually monitor the Balance on the Inner Planes.
** Cuprilachs have coppery hides and are the rilmani's primary infiltrators and assassins.
** Argenachs are silver-skinned sages who play puppetmaster on the Material Plane.
** Aurumachs are the golden leader caste of the rilmani, and in rare cases may intervene directly in a combat as diplomats, or as devastating warriors.
* EnemySummoner: Like many "embody an alignment" outsiders, rilmani can summon more of their kind as reinforcements, with a small chance of success for the low-ranking rilmani to automatic success for the aurumachs.
* InstantArmor: Aurumachs' enchanted golden armor is never truly worn, it simply appears on their bodies in time to deflect an attack and vanishes the next instant. The upside is that this lets aurumachs move without being impaired by a suit of full plate, the bad news is that in an AntiMagic field, they're effectively naked.
* NoSell:
** Rilmani as a race are immune to electricity and poison, and resistant to acid and sonic energy.
** The abiorachs can attune themselves to whatever Inner Plane they're on, becoming immune to the fires of the Elemental Plane of Fire, for example, and being treated as a native elemental creature by the plane's inhabitants.
* GoldColoredSuperiority: Aurumachs are the rilmani's leaders, the strongest of their race, and [[LargeAndInCharge the largest as well.]]
* SituationalDamageAttack: Specifically, Situational Damage ''Type'' Attack:
** Argenachs can fire rays of what look like silver light from their hands, but which deal a damage type that their target is vulnerable to. So a ray that hits a fire-immune baatezu might deal electricity damage, while a ray that hits an electricity-immune archon might deal cold damage.
** Aurumachs' "Antithesis" ability makes their touch or melee attacks deal extra damage to a target based on how far from True Neutral it is, so a Lawful Neutral target would take some chaotic damage, while a Chaotic Good target would take even more lawful and unholy damage.
* SummonToHand: Similarly to their armor, aurumachs' golden halberds can be summoned or dismissed instantly as a free action
* SupernaturalFearInducer: Ferrumachs can surround themselves with an aura replicating the ''fear'' spell.
* TreacherousAdvisor: Argenachs like to work by providing information and advice to Material Plane factions, but are just as likely to be aiding the cause of evil as they are good, and are in any case only following the rilmani's greater agenda.
* VoluntaryShapeshifting: All rilmani can use ''polymorph self'' several times a day to aid in their infiltrations.
!!Kuldurath
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_khuldurath_3e.jpg]]
[[caption-width-right:350:A kuldurath with ferrumach (3e)]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral
Hulking but swift warbeasts often ridden into battle by ferrumach rilmani.
----
* BeastOfBattle: They're bred for combat and often outfitted with enchanted full plate barding.
* BondCreatures: Downplayed; kulduraths have the supernatural ability to share their riders' damage reduction or energy resistances, as well as the effects of any beneficial spells.
* HornAttack: A variant; kulduraths deal double goring damage with their tusks on a charge.
* ItCanThink: Kulduraths are as smart as ogres, enough to understand Sylvan, though they cannot themselves speak.
* MixAndMatchCritters: They have a rhino's tough hide and powerful musculature, but the way their bodies are set up makes them run and leap like Large, predatory rabbits, while their heads have tusks rather than horns or long ears.
* ShockAndAwe: Three times per day, a kuldurath can surround itself with an aura of electricity that damages all within 30 feet (their riders, being rilmani, are immune).
* TrampledUnderfoot: Kulduraths are large and heavy enough to trample smaller foes.
[[/folder]]
[[folder:Rimefire Eidolon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rimefire_eidolon_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticGood
The shattered, scattered remnants of the ancient goddess Hleid, a deity of winter and ice, rimefire eidolons spend their lives hiding from the dark forces that would see Hleid's demise completed.
----
* BondCreatures: Rimefire eidolons can forge magical bonds with rimefire witches, the remaining worshippers of Hleid. The eidolon will transform into an icy copy of their partner, and the eidolon becomes permanently aware of their partner's location and condition while gaining resistance to mind-affecting magic. This bond breaks only on death of one of its members, and instantly reforms if one is returned to life within a year of their death.
* ColdFlames: Rimefire eidolons burn with icy blue fire, which deals equal parts ice and fire damage and can be thrown at a distance.
* AnIcePerson: Rimefire eidolons have fairly extensive powers insofar as ice magic goes. Besides being able to thrown their ColdFlames as projectiles, they can shape and manipulate ice at will and further have access to a number of icy spell-like abilities, such as ''ice storm'', ''wall of ice'', ''cone of cold'' and ''polar ray''.
* PiecesOfGod: When the murdered goddess Hleid fell to earth, her shattered remnants took on living form as the rimefire eidolons.
* TechnicolorFire: The ColdFlames that burn around an eidolon's form are a bright blue-white in color.
[[/folder]]
[[folder:Roc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_roc_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Animal, Magical Beast (chaos roc) (3E); Natural Beast (4E); Monstrosity (5E)\\
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 11 (5E)\\
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
Vast, predatory birds that make even giants look tiny in comparison.
----
* EyeBeams: A chaos roc can emit a spray of prismatic light from its eyes.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like giants, elephants, and even ''whales''. Even at rest, these birds of prey rival dragons in size.
* HorseOfADifferentColor: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
[[/folder]]
[[folder:Roper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/roper_d&d.png]]
[[caption-width-right:350:"You see, stalac-''tites'' grow down from the ceiling, while stalg-''mites'' reach -- AAHHHHHHHHH-"]]
->'''Classification:''' Magical Beast (3E), Elemental Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 5 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Evil (4E), NeutralEvil (5E)
A monster that looks like a stalagmite.
----
* AmbushingEnemy: Ropers hunt by closing their eyes and mouths, retracting their tentacles, and disguising themselves near-perfectly as formations of inert stone. They can stay like this nearly indefinitely, only opening their eyes and maws and lashing out with their tentacles when prey stumbles across them.
* CombatTentacles: Every roper has half a dozen tentacles which it uses to ensnare potential meals and drag them toward its mouth.
* ExtremeOmnivore: A roper eats any creature, from Underdark beasts to adventurers and their gear.
* HeWasRightThereAllAlong: Ropers are consummate ambush predators which sit perfectly still while waiting for something edible to appear. Once they are within grabbing distance, it reveals itself by lashing out with its tentacles.
* YouWillNotEvadeMe: A roper’s tentacles can snag people from up to fifty feet away and reel them into biting distance in short order. Their touch also saps the victim’s strength, making it harder for the victim to break free and escape.
!!Piercer
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/piercer_d&d.png]]
->'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), Unaligned (5E)
The immature form of the roper, piercers disguise themselves as stalactites and employ similar hunting tactics.
----
* DeathFromAbove: A piercer clings to a cave ceiling and waits for some unwitting creature to pass underneath it. When that happens, it lets go and drops onto the unfortunate victim, skewering and crushing them to death.
* DeathOrGloryAttack: The piercer is screwed if its initial drop fails to kill its would-be victim. It has no other way to attack and moves too slowly to escape reprisals.
* HeWasRightThereAllAlong: Clinging to the ceilings of caverns, piercers blend in perfectly with stalactites, silently dropping to impale unsuspecting foes on the ground.
* RelatedInTheAdaptation: For most of the game's history, ropers and piercers were entirely unrelated monsters that simply had thematically similar gimmicks. In 5E, piercers are recast as larval ropers.
[[/folder]]
[[folder:Rogue Eidolon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
----
* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
[[/folder]]
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
----
* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
----
%%
%% Not every folder needs an image for every edition in the game.
%% Unless a creature was given a significant redesign between editions, one image is plenty.
%%
%% We're not a D&D wiki, and it's not the end of the world if we don't have a folder for every creature to appear in a D&D supplement.
%% Before creating new folders, ask yourself if there's enough material to make the folder interesting to read.
%%
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[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\\
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | '''R''' | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
This page covers general ''TabletopGame/DungeonsAndDragons'' monsters such as can be found in the ''Monster Manual'' or in setting-agnostic books such as ''Volo's Guide to Monsters'' or ''Mordenkainen's Tome of Foes''. The creatures on this page can be found in any world of the ''D&D'' multiverse and can be encountered in just about any campaign.
For the game's iconic dragons, see ''Characters/DungeonsAndDragonsDragons''. For demons and devils, see ''Characters/DungeonsAndDragonsFiends''. For the various undead creatures, see ''Characters/DungeonsAndDragonsUndead''. For creatures found only in specific settings, see ''Characters/DungeonsAndDragonsSettingSpecificCreatures''.
[[foldercontrol]]
!!R
[[folder:Raggamoffyn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_raggamoffyn_3e.jpg]]
[[caption-width-right:350:From left to right, a common raggamoffyn, shrapnyl, guttersnipe and tatterdemanimal (3e)]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 1 (tatterdemanimal), 3 (raggamoffyn), 5 (guttersnipe), 7 (shrapnyl) (3E)\\
'''Alignment:''' TrueNeutral
Strange constructs comprised of animate scraps of cloth and metal, which can entrap and puppet an unlucky host creature.
----
* AchillesHeel: Shrapnyl are distinctly vulnerable to the ''shatter'' spell, taking damage from it.
* ActionBomb: The shrapnyl variant can live up to its name by exploding into a deadly cloud of flying steel once per day, damaging everything in a 10-foot radius centered on its host. This doesn't deal any damage to the shrapnyl or its host, but it does relinquish control over the latter, so a shrapnyl only uses this ability in emergencies.
* AnimateInanimateObject: A raggamoffyn forms when leftover magical energy interacts with inanimate objects, and appears as a crawling or clumsily-flying ragtag assortment of odds and ends. Common raggamoffyns look like a bunch of discarded hats, gloves, and robes, shrapnyls are made up of loose metal like jewelry, cookware or wargear, guttersnipes are frayed rope and belts with a core of glittering glass shards, and tatterdemanimals are just dirty rags and cloth scraps.
* BizarreAlienReproduction: Raggamoffyns reproduce by taking over a host, using it to gather and destroy enchanted clothing, then performing a rite that somehow makes the scraps into a new raggamoffyn.
* BlindedByTheLight: Guttersnipes can use the glass powder in their forms to replicate a ''glitterdust'' effect once per day, usually to make an escape.
* OneToMillionToOne: Raggamoffyns can get through tight squeezes by dispersing into their component bits, flowing under a door or through a portcullis gate, and reforming on the other side.
* PuppeteerParasite: A raggamoffyn can attempt to take control of any creature it has grappled, replicating a ''dominate monster'' effect, then uses its host to defend itself and other raggamoffyns. This means that any damage dealt to the raggamoffyn is split between the construct and its "captured one."
* SinisterSuffocation: Common raggamoffyns can shift to cover their host's nose and mouth, asphixiating them if they try to resist the construct's control.
[[/folder]]
[[folder:Ramfish]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ramfish_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral
10-foot-long fish that use their armored hides and fearsome horns to dominate stretches of ocean.
----
* FoodChainOfEvil: Ramfish schools prey upon anything smaller than them, but larger sea predators like dragon turtles and krakens have no problem hunting ramfish.
* HornAttack: A ramfish's bone deposits grow into wickedly spiraling horns, which it uses with its Powerful Charge feat to deal hefty damage.
* {{Imprinting}}: As dangerous as they are, ramfish take well to domestication by sea elves and locathah -- the creatures are very protective of their schools, so trainers just imprint themselves on a ramfish so it views them as part of that school.
* MoreTeethThanTheOsmondFamily: A ramfish has a mouth full of needlelike teeth that can be used as a weapon if it is cornered.
* OrphanedEtymology: Averted; to undersea races that have never seen a ram, these creatures are known as "hornfish" or "spiralfish."
[[/folder]]
[[folder:Rampager]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rampager_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' ChaoticEvil
Large, vicious, centaur-like creatures, called ''so-ut'' by goblinoids. They're known to kill for pleasure and destroy any metal they come across.
----
* AcidAttack: A rampager's claws are coated are coated with acid that adds extra damage to their melee attacks.
* BerserkButton: For some unexplained reason, metal drives rampagers completely mad. They'll prioritize attacking armored foes over any other, then those wielding metal weapons, and then rampagers will attack metal structures, even ignoring foes actively attacking them with non-metal weapons, at least until the rampager loses half its hit points.
* BloodKnight: Rampagers enjoy killing, and usually kill far more than they can eat. As long as prey is available, a rampager doesn't even stop killing long enough to feed.
* {{Cephalothorax}}: Their upper torsos don't have heads, just eyes and a mouth in the middle of their "chest."
* MooksAteMyEquipment: Their acidic claws can also dissolve armor and clothing in as little as one round, while their bite attacks can tear apart and ruin suits of armor and shields. Fortunately, anything that doesn't crumble immediately from their acid can be saved by washing it with water for a minute.
* TheNoseKnows: A rampager can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
* OurCentaursAreDifferent: They have a somewhat elephantine lower body supporting a headless upper body, 10 feet high in total.
* PoisonousPerson: Their saliva is simultaneously acidic and a weak poison that deals a bit of [[NonHealthDamage Strength damage.]]
* SupernaturalFearInducer: Rampagers emanate an aura of fear that can frighten anything within 30 feet.
[[/folder]]
[[folder:Rast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rast_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Ravenous hovering monsters whose bodies are mostly claws, capped by heads that are mostly teeth. They're native to the Elemental Plane of Fire (specifically the Quasi-Elemental Plane of Ash), but packs of them can be found across the planes.
----
* BigEater: Rasts are insatiable creatures that eat almost continuously.
* {{Flight}}: They have the supernatural ability to fly, though if this power is suppressed, rasts are nearly helpless on the ground despite their many legs. In such cases they can only make a single move or attack action each round, and move at most five feet.
* ImmuneToFire: As creatures with the Fire subtype, rasts are immune to such damage, [[AchillesHeel but take extra damage from cold.]]
* MonstrousCannibalism: Packs of rasts will never eat their own, but will happily attack and feast on rival packs.
* MultiArmedAndDangerous: Rasts can have up to 15 claws, but can only use up to four at once.
* TheParalyzer: A rast's mere stare can paralyze opponents for several rounds, leaving it free to focus its attacks on those who resisted its gaze.
* VampiricDraining: They can bite into grappled opponents and drain blood each round, dealing [[NonHealthDamage Constitution damage]], though the rast doesn't recover any health from the attack.
[[/folder]]
[[folder:Ravid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ravid_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Strange flying serpents native to the Positive Energy Plane, and as such brim with life energy. They consider the rest of the cosmos a comparatively desolate place, and on other planes will use their abilities to animate everything around them.
----
* AchillesHeel: According to their ''Planescape'' stats, ravids are instantly slain by an ''energy drain'' spell or the touch of a life-draining undead like a wraith or spectre, though in the latter case the result is also a MutualKill. For this reason, ravids are terrified of the undead.
* AnimateInanimateObject: Ravids can use the ''animate objects'' spell as a 20th-level caster, at will. As a result, they're usually surrounded by animated objects that will defend the ravid to the best of their ability (though the ravid isn't smart enough to use tactics when directing its minions), and a ravid's progress through an area can be tracked by the unnaturally lively environment.
* ExplosiveOverclocking: Their ''AD&D'' rules are a bit more involved about the consequences of a character getting dosed with a ravid's positive energy, ranging from having the character's hit point total ''decrease'' if the touch "overhealed" them, to a ''haste'' effect that also [[RapidAging ages the subject one or two years from the burnout]], to granting the benefits of a ''strength'' spell at the cost of permanently reducing the subject's Strength afterward, again from the physical burnout.
* HealingShiv: Ravids' tail slaps and singular claw attacks lash a target with positive energy. In the case of living creatures, this can heal whatever physical damage the ravid's attack dealt, while [[ReviveKillsZombie undead will instead take extra damage from the positive energy.]]
[[/folder]]
[[folder:Reason Stealer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_reason_stealer_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' TrueNeutral
Amorphous subterranean horrors that must murder other creatures in a desperate attempt to maintain their sentience.
----
* BlobMonster: In its nonsentient, default form, a reason stealer is a 4-foot-wide puddle of grainy, brown-yellow slime.
* CannibalismSuperpower: After dealing the killing blow to a creature, a reason stealer transfers its victim's Intelligence score to itself, which both heals it and allows the ooze to use its victim's ability scores, skills, feats, prepared arcane spells, saving throws, and attack bonuses. The ooze also changes form, reshaping its body into a grotesque parody of its latest victim, allowing it to use weapons and items. If the reason stealer kills another creature after that, the mental benefits are cumulative in the case of spells or feats, or it uses the better of the two attributes in the case of ability scores, skill ranks, and so forth. But in any case, these benefits only last for 24 hours, at which point the reason stealer collapses back into a mindless blob.
* SuperSenses: Reason stealers are blind, but their entire bodies are primitive sensory organs able to track prey by vibration and scent, giving them blindsight out to 60 feet.
* TalkativeLoon: After stealing a creature's mind, the monster mumbles random words in its victim's language.
[[/folder]]
[[folder:Redcap]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_redcap_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 2 (young), 7 (elder) (3E); 3 (5E)\\
'''Alignment:''' ChaoticEvil
Murderous fae who must soak their signature caps in the fresh blood of their victims to survive.
----
* BizarreAlienReproduction: 3rd Edition redcaps reproduce by budding once or twice over their lifetimes, carrying around a hump for six months before it falls off and rapidly grows to full size within another year.
* BloodKnight: From the moment it awakens, a redcap desires only murder and carnage.
* FertileBlood: 5th Edition redcaps are born from blood shed in the Feywild, or places under that plane's influence. This results in the growth of tiny, blood-red mushrooms that sprout into fully-formed redcaps under the moonlight. Some redcaps seek out and kill whoever shed blood to create them, others work with a murderous creator as kindred spirits.
* OrganDrops: Redcaps vanish when they die, leaving behind a single tooth that, when worn, grants the wearer a minor bonus on Charisma checks when dealing with fey, particularly other redcaps.
* PintSizedPowerhouse: Though Small creatures that look like hunched, wizened old humanoids, redcaps are quite strong for their size, able to wield Medium-sized weapons without difficulty and grapple larger opponents on equal terms.
* SinisterScythe: Redcaps wield scythes or sickles, always larger than what beings of their stature ought to be capable of handling.
* SufferTheSlings: 3rd Edition redcaps carry slings for ranged attacks, and have the ability to imbue their stones with eldritch energy for additional damage.
* WithCatlikeTread: Redcaps wear heavy iron boots that clank noisily with every step. Accordingly, they have disadvantage on Stealth checks in 5th edition.
[[/folder]]
[[folder:Remorhaz]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_remorhaz_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 7 (3E); 5 (young remorhaz), 11 (remorhaz) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Gigantic, arctic-dwelling centipedes whose bodies give off tremendous amounts of heat.
----
* ArchEnemy: Remorhazes and frost worms attack each other on sight, resulting in terrible battles that can devastate entire areas. The remorhazes usually win such brawls due to [[ElementalRockPaperScissors damage typing]] -- their bites and bodies inflict fire damage, which [[WeakToFire ice worms are vulnerable to]], but remorhazes don't actually have the fire subtype, meaning the ice worms don't get any damage multipliers against them.
* BeastOfBattle: Remorhazes can be trained from hatchings to obey commands and guard frost giants' citadels.
* CreepyCentipedes: They resemble monstrous centipedes, are big enough to prey upon polar bears and mammoths, and can swallow a human whole. They can give an adventuring party a serious fight as a result.
* DigAttack: Remorhazes have a respectable burrowing speed, which they use to burst out of the ice and snow and ambush prey.
* MooksAteMyEquipment: Up through 3rd Edition, a remorhaz's superheated body could melt or char weapons into uselessness.
* OrganDrops: The secretions a remorhaz uses to superheat its body, known as ''thrym'', can be sold to alchemists, who may pay up to 1400 gp for what can be harvested from a single monster.
* PlayingWithFire: An enraged remorhaz generates so much heat that merely touching it will inflict severe burns, and in 5th edition, the creature's bite attacks deal aditional fire damage.
* SwallowedWhole: Fully-grown remorhazes can swallow creatures of ogre-sized or smaller after hitting them with a bite attack. In 1st and 2nd editions this was a OneHitKill due to the intense heat within a remorhaz's body, while 3rd edition merely had swallowed creatures suffer a ton of fire damage in addition to the bludgeoning damage from the thing's gizzard. In 5th edition, swallowed creatures instead take acid damage.
[[/folder]]
[[folder:Retriever]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_retriever_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Construct (3E, 5E), Elemental Animate (4E)\\
'''Challenge Rating:''' 11 (3E), 14 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Unaligned (4E), LawfulEvil (5E)
Sinister spider-shaped constructs that are faultless trackers and capable of subduing even mighty demons.
----
* EyeBeams: Retrievers have multiple eyes that can make different magical attacks. In 3rd Edition, they can shoot beams of fire, cold or electricity, or a ray of [[TakenForGranite petrification]], but they can only make one such attack per round, and each ray can only be used once every four rounds. 5th Edition streamlines things so that retrievers can either fire a beam that deals [[NonElemental force damage]] or another that [[TheParalyzer paralyzes the target]].
* GiantSpider: The retriever is an elephant-sized construct made in the shape of a spider.
* {{Retcon}}: Originally retrievers were constructed by demon lords to capture priority targets like runaway slaves, stolen items, or mortal enemies, but 5th Edition casts them as creations of the drow, designed to capture demons to bind to the dark elves' will. In their old lore, retrievers were built in the image of bebiliths, while in 5th Edition they are actually powered by bound bebiliths.
* ScarilyCompetentTracker: They are appropriately very good at retrieving things, including living beings, and unerringly know the distance and direction to their current target.
[[/folder]]
[[folder:Rhek]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rhek_3e.png]]
[[caption-width-right:350:Rhek chaosgrinder (3e)]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' LawfulGood
A Material Plane race of rhino-like humanoids who immigrated to the Peaceable Kingdoms of Arcadia shortly after it lost its third layer to Mechanus, and helped restore order in that time of crisis. Now they strive to crush evil and impose order upon an unruly cosmos.
----
* {{Acrofatic}}: Rheks are seven feet tall and weigh 350 pounds, but can still employ the monk class' acrobatics and increased movement.
* BareFistedMonk: Rhek chaosgrinders are skilled martial artists who don't require weapons to destroy their enemies.
* HealingFactor: Downplayed; they don't have fast healing or regeneration, but their redundant internal organs and rapidly-congealing blood mean that rheks automatically stabilize themselves when brought below 0 hit points.
* HolyHandGrenade: All rheks can make a ''Smite Chaos'' attack three times per day, dealing extra damage to Chaotic foes.
* HornAttack: They can make gore attacks with their horns, which does double damage during a charge.
* RhinoRampage: They're anthropomorphic rhinos, and while not bloodthirsty, are perfectly willing to enforce their vision of order through violence.
* SuperOCD: Fittingly for the more-Lawful-than-Good plane of Arcadia, rheks lean into this, striving for harmony and perfection by making sure everything is in its proper place, and having little tolerance for unpredictability.
* SupernaturalSensitivity: Rheks can ''detect chaos'' at will.
[[/folder]]
[[folder:Rilmani]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rilmani_3e.jpg]]
[[caption-width-right:350:An aurumach and cuprilach (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 9 (ferrumach), 12 (cuprilach), 17 (aurumach) (3E)\\
'''Alignment:''' TrueNeutral
Natives of the Concordant Domain of the Outlands, the rilmani embody pure neutrality. Rather than staying out of the great conflicts of the multiverse, they are committed to upholding the balance between the powers of good, evil, law and chaos, and subtly act whenever one side threatens to dominate the Great Wheel.
----
* AggressiveNegotiations: Aurumachs only intervene if the rilmani's covert attempts to influence a situation have failed, and will first attempt diplomacy, appearing unarmed and unarmored as they encourage a conflict's participants to seek a middle ground. If their words fail, they summon their weapons and armor in an instant and use force.
* BackStab: As assassins, cuprilachs can deal Sneak Attack damage like a rogue.
* BalanceBetweenGoodAndEvil: Their primary goal is to uphold Balance across the multiverse, whether on an interplanar scale or on an individual Material Plane world.
* BladeSpam[=/=]RainOfArrows: Cuprilachs can make a full attack with a standard action, allowing them to move and unleash a flurry of sword strikes, or loose three arrows before the first has hit its target. What makes this even more dangerous is that in ideal circumstances, they'll apply Sneak Attack damage with each hit.
* ChromeChampion: Each rilmani is a humanoid whose flesh is the color of their subspecies' namesake, so ferrumachs have iron skin, aurumachs gleam golden, and so on.
* ColorCodedCastes: Like other outsiders that embody an alignment, rilmani are divided into several specialized subtypes, in their case defined by their metallic skins.
** Plumachs are lead-colored workers and traders who maintain rilmani society, and rarely venture from the Spire at the center of the Outlands.
** Ferrumachs are iron-skinned soldiers who often fight as cavalry, whether on a kuldurath or ''phantom steed''.
** Abiorachs have slight bodies with a liquid, silvery sheen and crystalline, multicolored eyes, and usually monitor the Balance on the Inner Planes.
** Cuprilachs have coppery hides and are the rilmani's primary infiltrators and assassins.
** Argenachs are silver-skinned sages who play puppetmaster on the Material Plane.
** Aurumachs are the golden leader caste of the rilmani, and in rare cases may intervene directly in a combat as diplomats, or as devastating warriors.
* EnemySummoner: Like many "embody an alignment" outsiders, rilmani can summon more of their kind as reinforcements, with a small chance of success for the low-ranking rilmani to automatic success for the aurumachs.
* InstantArmor: Aurumachs' enchanted golden armor is never truly worn, it simply appears on their bodies in time to deflect an attack and vanishes the next instant. The upside is that this lets aurumachs move without being impaired by a suit of full plate, the bad news is that in an AntiMagic field, they're effectively naked.
* NoSell:
** Rilmani as a race are immune to electricity and poison, and resistant to acid and sonic energy.
** The abiorachs can attune themselves to whatever Inner Plane they're on, becoming immune to the fires of the Elemental Plane of Fire, for example, and being treated as a native elemental creature by the plane's inhabitants.
* GoldColoredSuperiority: Aurumachs are the rilmani's leaders, the strongest of their race, and [[LargeAndInCharge the largest as well.]]
* SituationalDamageAttack: Specifically, Situational Damage ''Type'' Attack:
** Argenachs can fire rays of what look like silver light from their hands, but which deal a damage type that their target is vulnerable to. So a ray that hits a fire-immune baatezu might deal electricity damage, while a ray that hits an electricity-immune archon might deal cold damage.
** Aurumachs' "Antithesis" ability makes their touch or melee attacks deal extra damage to a target based on how far from True Neutral it is, so a Lawful Neutral target would take some chaotic damage, while a Chaotic Good target would take even more lawful and unholy damage.
* SummonToHand: Similarly to their armor, aurumachs' golden halberds can be summoned or dismissed instantly as a free action
* SupernaturalFearInducer: Ferrumachs can surround themselves with an aura replicating the ''fear'' spell.
* TreacherousAdvisor: Argenachs like to work by providing information and advice to Material Plane factions, but are just as likely to be aiding the cause of evil as they are good, and are in any case only following the rilmani's greater agenda.
* VoluntaryShapeshifting: All rilmani can use ''polymorph self'' several times a day to aid in their infiltrations.
!!Kuldurath
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_khuldurath_3e.jpg]]
[[caption-width-right:350:A kuldurath with ferrumach (3e)]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral
Hulking but swift warbeasts often ridden into battle by ferrumach rilmani.
----
* BeastOfBattle: They're bred for combat and often outfitted with enchanted full plate barding.
* BondCreatures: Downplayed; kulduraths have the supernatural ability to share their riders' damage reduction or energy resistances, as well as the effects of any beneficial spells.
* HornAttack: A variant; kulduraths deal double goring damage with their tusks on a charge.
* ItCanThink: Kulduraths are as smart as ogres, enough to understand Sylvan, though they cannot themselves speak.
* MixAndMatchCritters: They have a rhino's tough hide and powerful musculature, but the way their bodies are set up makes them run and leap like Large, predatory rabbits, while their heads have tusks rather than horns or long ears.
* ShockAndAwe: Three times per day, a kuldurath can surround itself with an aura of electricity that damages all within 30 feet (their riders, being rilmani, are immune).
* TrampledUnderfoot: Kulduraths are large and heavy enough to trample smaller foes.
[[/folder]]
[[folder:Rimefire Eidolon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rimefire_eidolon_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticGood
The shattered, scattered remnants of the ancient goddess Hleid, a deity of winter and ice, rimefire eidolons spend their lives hiding from the dark forces that would see Hleid's demise completed.
----
* BondCreatures: Rimefire eidolons can forge magical bonds with rimefire witches, the remaining worshippers of Hleid. The eidolon will transform into an icy copy of their partner, and the eidolon becomes permanently aware of their partner's location and condition while gaining resistance to mind-affecting magic. This bond breaks only on death of one of its members, and instantly reforms if one is returned to life within a year of their death.
* ColdFlames: Rimefire eidolons burn with icy blue fire, which deals equal parts ice and fire damage and can be thrown at a distance.
* AnIcePerson: Rimefire eidolons have fairly extensive powers insofar as ice magic goes. Besides being able to thrown their ColdFlames as projectiles, they can shape and manipulate ice at will and further have access to a number of icy spell-like abilities, such as ''ice storm'', ''wall of ice'', ''cone of cold'' and ''polar ray''.
* PiecesOfGod: When the murdered goddess Hleid fell to earth, her shattered remnants took on living form as the rimefire eidolons.
* TechnicolorFire: The ColdFlames that burn around an eidolon's form are a bright blue-white in color.
[[/folder]]
[[folder:Roc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_roc_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Animal, Magical Beast (chaos roc) (3E); Natural Beast (4E); Monstrosity (5E)\\
'''Challenge Rating:''' 9, 22 (chaos roc) (3E); 11 (5E)\\
'''Alignment:''' True Neutral (1E-3E), ChaoticNeutral (chaos roc, 3E); Unaligned (4E-5E)
Vast, predatory birds that make even giants look tiny in comparison.
----
* EyeBeams: A chaos roc can emit a spray of prismatic light from its eyes.
* GiantFlyer: They have a wingspan of 200 feet in 5th edition and prey on otherwise massive animals like giants, elephants, and even ''whales''. Even at rest, these birds of prey rival dragons in size.
* HorseOfADifferentColor: They're often tamed by giants to serve as flying steeds.
* RocBirds:
** Rocs have appeared since the game's first edition as birds of prey large enough to carry off elephants in their claws. They are often associated with [[OurGiantsAreBigger giants]], who tame them as aerial mounts, although wild rocs will hunt giants. In fact, 5th edition lore says the giants' chief god Annam created rocs as air support in the giants' ancient war against the dragons.
** In ''TabletopGame/AlQadim'', it should come as no surprise that they are a prominent part of the setting, given the ArabianNightsDays theme. In fact, the setting has ''three'' variations. Asides from the common roc found in other settings, there are also the intelligent great rocs and the evil-aligned two-headed rocs (based on the Creator/RayHarryhausen one from ''Film/The7thVoyageOfSinbad'').
** In 4th Edition, ThePhoenix and {{Thunderbird}} (or Thunderhawk in the default setting) are considered species of rocs native to [[ElementalPlane the Elemental Chaos]] and possessing the elemental powers that come with such an origin.
[[/folder]]
[[folder:Roper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/roper_d&d.png]]
[[caption-width-right:350:"You see, stalac-''tites'' grow down from the ceiling, while stalg-''mites'' reach -- AAHHHHHHHHH-"]]
->'''Classification:''' Magical Beast (3E), Elemental Magical Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 5 (5E)\\
'''Alignment:''' ChaoticEvil (1E-3E), Evil (4E), NeutralEvil (5E)
A monster that looks like a stalagmite.
----
* AmbushingEnemy: Ropers hunt by closing their eyes and mouths, retracting their tentacles, and disguising themselves near-perfectly as formations of inert stone. They can stay like this nearly indefinitely, only opening their eyes and maws and lashing out with their tentacles when prey stumbles across them.
* CombatTentacles: Every roper has half a dozen tentacles which it uses to ensnare potential meals and drag them toward its mouth.
* ExtremeOmnivore: A roper eats any creature, from Underdark beasts to adventurers and their gear.
* HeWasRightThereAllAlong: Ropers are consummate ambush predators which sit perfectly still while waiting for something edible to appear. Once they are within grabbing distance, it reveals itself by lashing out with its tentacles.
* YouWillNotEvadeMe: A roper’s tentacles can snag people from up to fifty feet away and reel them into biting distance in short order. Their touch also saps the victim’s strength, making it harder for the victim to break free and escape.
!!Piercer
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/piercer_d&d.png]]
->'''Classification:''' Monstrosity (5E)\\
'''Challenge Rating:''' 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), Unaligned (5E)
The immature form of the roper, piercers disguise themselves as stalactites and employ similar hunting tactics.
----
* DeathFromAbove: A piercer clings to a cave ceiling and waits for some unwitting creature to pass underneath it. When that happens, it lets go and drops onto the unfortunate victim, skewering and crushing them to death.
* DeathOrGloryAttack: The piercer is screwed if its initial drop fails to kill its would-be victim. It has no other way to attack and moves too slowly to escape reprisals.
* HeWasRightThereAllAlong: Clinging to the ceilings of caverns, piercers blend in perfectly with stalactites, silently dropping to impale unsuspecting foes on the ground.
* RelatedInTheAdaptation: For most of the game's history, ropers and piercers were entirely unrelated monsters that simply had thematically similar gimmicks. In 5E, piercers are recast as larval ropers.
[[/folder]]
[[folder:Rogue Eidolon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_rogue_eidolon_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' ChaoticNeutral
Statues animated by dark deities, granting them dangerous power that has also driven the constructs mad.
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* TheBlank: The faces of rogue eidolons are blank, except for the bleeding symbols of whatever dark god created them.
* BloodyMurder: They can spray thick gouts of blood from the symbols carved into their faces, which can cause all those hit with the stuff to [[SetAMookToKillAMook perceive their allies as enemies and spend several rounds trying to murder them.]]
* LivingStatue: A dark deity that was especially pleased with a particular cult cell sometimes sent the tiniest shred of its power infuse that cult's statue, granting it minimal sentience.
* MurderousMalfunctioningMachine: A fantastic example. Over the years, most of these constructs went insane from the dark energies within them, becoming rogue eidolons that in many cases murdered the very cults they were created to protect. Now they act at random, sometimes ignoring an adventuring party entirely, perhaps mistaking it for a group of cultists, and other times attacking the same adventurers they ignored previously.
* StupidityInducingAttack: Those hit by a rogue eidolon's slam attacks have to save or become permanently ''confused'', acting randomly until healed by magic like ''greater restoration'' or ''limited wish''.
[[/folder]]
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rust_monster.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)
Odd bug-like creatures known and feared for their ability to turn metal arms and armor into piles of rust.
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* AttackAnimal: Rust monsters can be domesticated, most commonly by gnomes, to serve as guard beasts, making up a first line of defense that disarms intruders for other guards to mop up. But the creatures' lust for rust overrides any training or loyalty to their masters, so their handlers shouldn't keep any metal on them during interactions.
* FoodAsBribe: They're actually easily tameable and friendly creatures if given scrap metal snacks.
* HorseOfADifferentColor: Some dwarves are known to breed Large rust monsters to be ridden into battle by soldiers wielding stone weapons and wearing hide or stone armor. Such cavalry can rout an enemy army all on its own.
* MetalMuncher: Rust monsters subsist on rust, which they can create by touching any kind of metal. Their cousins, the folugubs, can liquefy crystals at a touch and feed on the result. They corrode metal extremely quickly, enough so that corroding and consuming enemy weapons mid-combat is a very viable combat tactic for them.
* MooksAteMyEquipment: Rust monsters are the bane of any player who wears metal armor or carries metal weapons, as the touch of a rust monster's antennae corrodes metal in the blink of an eye.
* PaintingTheMedium: The rust monster's illustration in the first edition's ''Monster Manual'' shows its corrosive antennae eating a hole in the picture's frame.
* {{Retcon}}: ''TabletopGame/{{Planescape}}'' posits that rust monsters are the larval forms of the much more dangerous rust ''[[Characters/DungeonsAndDragonsDragons dragons]]'' of Acheron. This has been ignored by later entries for rust dragons.
[[/folder]]
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