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1[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\
2''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]''\
3''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[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]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Fiends''' ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\
4''[[Characters/DungeonsAndDragonsDeities Deities]]''\
5''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\
6''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms | Characters/{{Greyhawk}} | Characters/{{Planescape}} | Characters/{{Ravenloft}} | Characters/{{Spelljammer}} ]] -]]]
7
8[[foldercontrol]]
9!! All Fiends
10
11Natives to the Lower Planes of the multiverse: Acheron, Baator, Gehenna, Hades, Carceri, and Pandemonium. They're an extremely diverse bunch, with the only thing different fiends have in common is that they are ''always'' bad news.
12------
13* AlwaysChaoticEvil: Demons literally personify Chaos and Evil, while devils embody the tyrannical combination of Evil and Law, and the self-serving yugoloths are undiluted Evil. In very rare cases, [[AscendedDemon a fiend may change their alignment]], but that won't change their inherent Evil nature, leaving them vulnerable to ''[[HolyHandGrenade smite evil]]'' and similar effects.
14* BalkingSummonedSpirit: The ''planar ally'' spell line requests aid from an extradimensional entity but doesn't [[SummonBinding compel its obedience]], so the entity is free to demand extra payment or outright refuse if the task would conflict with its nature.
15* DemonDevilDistinction: The TropeCodifier and probably one of the biggest influences on this trope's prevalence in media. Both fall under the "fiend" category and come from an infernal lower plane. However, demons come from The Abyss and are ChaoticEvil, while devils are from an adjacent plain named The Nine Hells, also called Baator, and are LawfulEvil. While demons are native to the Abyss, devils are fallen celestials who became corrupted after years of fighting the demons and took up residence in Baator. The two hate each other and are constantly in an eternal conflict called The Blood War. While demons naturally spawn from The Abyss and have seemingly endless numbers, while devils have a finite number of troops and need to corrupt mortal souls in order to replenish their numbers (though souls trapped in The Abyss will become demons too). Even their societal structures are different, with Baator being run by a very strict caste system resembling feudalism or a corporate ladder, with centralized government headed by Asmodeus. Meanwhile, The Abyss has no centralized structure and is a loose conglomerate of kingdoms and territories run by the strongest demons called Demon Lords (if they control part of a layer) or Demon Prince (if they control one or more layers).
16* DemonLordsAndArchdevils: The lower planes are ruled by various fiends who managed to bully or manipulate their way into positions of power over their fellows. Demon Lords rule various layers of the Abyss by right of conquest, while Archdevils are appointed to positions of oversight over large sections of the devilish heirarchy by Asmodeus, the ultimate ruler of the Nine Hells. The Yugoloths' equivalents are the General of Gehenna and, prior to 5e, the Oinoloth.
17* EnemySummoner: Though the trait is downplayed into an optional feature in 5th Edition, fiends have long had the ability to summon more of their kind (who thankfully [[ObviousRulePatch cannot in turn summon even more fiends]]), with varying chances of success. Most aren't keen to become indebted to another fiend, but will do so when pressed. Yugoloths are noteworthy because if they summon reinforcements, those other yugoloths are ''not'' automatically considered allies of the caster, as fitting for a race of self-interested mercenaries.
18* EvilVsEvil: All fiends are in some way involved in the Blood War; though it's fought between demons and devils, the war's all-consuming nature means that everyone has done ''something'' in it, even if that something is running away and hiding. Yugoloths often serve as mercenaries, and Night Hags take advantage of the war to provide customers for their soul trade.
19* FightingAShadow: On any plane but their home plane, "killing" a fiend merely banishes it for a time, they can only be permanently destroyed on their home turf. Powerful demon lords and archdevils can go a step further and create "aspects," basically not-quite-divine versions of godly avatars.
20* ForeverWar: The Blood War has raged for as long as any but the oldest gods can remember, and it will continue to rage until the end of the Multiverse. It technically ended in a sort of cold war in 4th edition, when newly ascended Asmodeus exploited the unravelling of the World Tree to shove the Abyss into Chaos while taking the Hells up into the Astral Sea, but it's back to open hostilities in 5th edition.
21* MadeOfEvil: As Outsiders native to planes exemplifying the various evil alignments, they all embody their plane's alignment. The Big Three types are Demons (Chaotic Evil, from the Abyss), Devils (Lawful Evil, from Baator), and the Yugoloth (Neutral Evil, from either Hades or Gehenna), but there are a lot of fiends running around who don't belong to any faction, such as the Night Hags and, as of 5e, the Succubi.
22* {{Omniglot}}: The demon lords and archdevils are fluent in all languages in 5th edition.
23* {{Telepathy}}: Many fiends have the ability to speak telepathically with other creatures.
24
25!Demons
26
27->'''Classification:''' Outsider (3E), various Elemental (4E), Fiend (5E)\
28'''Alignment:''' ChaoticEvil
29
30Outsiders native to the Abyss, the plane exemplifying the ChaoticEvil alignment, and ''exactly'' as nasty as that seems. Demons are a blanket term for all creatures native to the Abyss, and there are three notable subspecies; Tanar'ri, Obyriths and Loumara.
31----
32For information on Demons and Demon Princes, [[Characters/DungeonsAndDragonsFiendsDemons see here]].
33
34
35!Devils
36->'''Classification:''' Outsider (3E), Immortal Humanoid (4E), Fiend (5E)\
37'''Alignment:''' LawfulEvil
38
39Also known as baatezu, the outsiders residing in the Lawful Evil plane of Baator. These are the guys who usually [[DealWithTheDevil make deals with mortals]]. Devils are part of a strict hierarchy, each individual subservient to the ones above it, but also constantly scheming to ascend the ranks themselves. At the top of the hierarchy are the Archdukes of the nine hells, and at their head is Asmodeus, god of vice.
40----
41For information on Devils and Archdevils, [[Characters/DungeonsAndDragonsFiendsDevils see here]].
42
43
44
45!Yugoloths
46->'''Classification:''' Fiend (5E)\
47'''Alignment:''' NeutralEvil
48
49Neutral Evil fiends who work as mercenaries for whoever pays the best... at the moment.
50----
51For information on Yugoloths, [[Characters/DungeonsAndDragonsFiendsYugoloths see here]].
52
53
54
55! Other Fiends
56Demons, devils and yugoloths are the most numerous and well-known of the fiends, but they are not the only creatures to call the lower planes their home. Other manifestations of evil dwell in these twisted hellscapes, ready to torment those who stumble upon them.
57
58[[folder:Abyssal Drake]]
59[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_abyssal_drake_3e.jpg]]
60[[caption-width-right:350:3e]]
61->'''Classification:''' Outsider (3E)\
62'''Challenge Rating:''' 9 (3E)\
63'''Alignment:''' ChaoticEvil
64
65These creatures were bred to be mounts for demon princes, but proved too unruly to be tamed, and now roam the Abyss to prey upon anything they come across. They are considered more fiend than dragon, and thus classified as outsiders.
66----
67* DragonsAreDemonic: They have a very draconic appearance, but are native to the Abyss and are more fiend than dragon.
68* DragonRider: Their intended purpose was to serve as steeds for the Demon Lords.
69* HellFire: The abyssal drake's breath weapon deals half fire damage and half NonElemental unholy damage.
70* HybridMonster: The abyssal drake is the result of an ancient breeding program that combines the worst elements of demons, wyverns and red dragons.
71* OurWyvernsAreDifferent: Abyssal drakes resemble wyverns with dark red scaled hides, powerful batlike wings, a serpentine neck and razor-sharp claws.
72* SupernaturalFearInducer: When an abyssal drake charges, attacks or flies overhead, it inspires terror in all creatures within 120 feet.
73[[/folder]]
74
75[[folder:Achaierai]]
76[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_achaierai_3e.jpg]]
77[[caption-width-right:350:3e]]
78->'''Classification:''' Outsider (3E)\
79'''Challenge Rating:''' 5 (3E)\
80'''Alignment:''' LawfulEvil
81
82Quadrupedal flightless birds from the plane of Acheron.
83----
84* FeatheredFiend: Achaierais are evil, clever predators with a penchant for torture.
85* OurMonstersAreWeird: They are giant, roughly spherical birds with four legs, useless little wings, and the ability to spew toxic gases.
86* PoisonousPerson: Achaierais can release clouds of toxic smoke which ravage both body and mind.
87* VertebrateWithExtraLimbs: Unlike normal birds, achaierais have four instead of two legs in addition to their (vestigial) wings.
88[[/folder]]
89
90[[folder:Barghest]]
91[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_barghest_3e.png]]
92[[caption-width-right:350:3e]]
93->'''Classification:''' Outsider (3E), Natural Humanoid (4E), Fiend (5E)\
94'''Challenge Rating:''' 4 (3E-5E)\
95'''Alignment:''' NeutralEvil, Evil (4E)
96
97Lupine fiends that can assume the forms of ordinary goblins, and are feared for consuming the very souls of their victims.
98----
99* AsskickingLeadsToLeadership: They often use the power of their fiendish forms to conquer goblin tribes. For their part, the goblins suck up to them in hopes of convincing the barghest they're of better use as slaves, or at least too pathetic to make a good meal.
100* RevengeByProxy: According to ''Volo's Guide to Monsters'', barghests were created by the General of Gehenna to get revenge on the goblin god Maglubiyet for stiffing him on payment for services rendered. They do this by devouring the souls of goblinoids, preventing them from joining Maglubiyet's armies in the afterlife.
101* {{Retcon}}: In past editions, barghests were fiends native to Gehenna that sent their whelps to hunt on the Material Plane, consuming souls and growing in power until they were able to ''plane shift'' home. 5th Edition instead has barghests be spontaneously grown to goblin parents as part of a yugoloth revenge plot.
102* SoulEating: Barghests devour their victims whole, body and soul. It takes a barghest an entire day to digest a devoured soul, and killing it before then will free the soul, but once it's fully consumed, there's even odds that the soul is gone forever, beyond the reach of mortal magic.
103* VoluntaryShapeshifting: They can change between their natural form, some sort of horrible goblin-wolf hybrid, into one indistinguishable from an ordinary goblin, and in previous editions could take the form of normal wolves as well.
104* YouHaveFailedMe: Barghests inherently fear being banished to their home plane of Gehenna before they fulfil their purpose, as a stronger yugoloth is likely to slay or enslave them for their failure.
105[[/folder]]
106
107[[folder:Cambion]]
108[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cambion_5e.png]]
109[[caption-width-right:350:5e]]
110->'''Classification:''' Outsider (3E), Immortal Humanoid (4E), Fiend (5E)\
111'''Challenge Rating:''' As base creature +4 (3E), 5 (5E)\
112'''Alignment:''' Any Evil
113
114The direct offspring of mortals and fiends, cambions are evil to the core.
115----
116* BigRedDevil: Regardless of what fiend spawned it, a cambion always has horns, batlike wings and a tail, and they're often drawn with red skin in the 5th edition sourcebooks.
117* CharmPerson: In 5th edition, a cambion can magically charm another creature into obeying its spoken commands for an entire day. A charmed creature can break free of the cambion's control if the cambion attacks it or gives it a suicidal command. ''Mordenkainen's Tome of Foes'' states that this power is specific to cambions born of incubi and succubi, and offers alternative powers for cambions born of other fiends.
118* HumanDemonHybrid: One of a cambion's parents was a mortal humanoid, while the other was a fiend such as a demon, a devil, or a succubus or incubus.
119* PlayingWithFire: 5th edition cambions can pelt their enemies with fiery rays.
120* VillainousLineage: A cambion inherits the evil nature of its fiendish parent. Even if its mortal parent was a nurturing soul who raised the cambion with love and kindness, the cambion would still grow up to be evil.
121[[/folder]]
122
123[[folder:Demodand]]
124[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demodands_3e.jpg]]
125[[caption-width-right:350:From left to right, a farastu, kelubar and shator (3e)]]
126->'''Classification:''' Outsider (3E)\
127'''Challenge Rating:''' 11 (Farastu), 13 (Kelubar), 16 (Shator)\
128'''Alignment:''' ChaoticEvil (2E), "often" NeutralEvil (3E)
129
130Also known as gehreleths, these cruel fiends are native to the Tarterian Depths of Carceri, and are simultaneously inmates and the self-appointed wardens of that prison plane.
131----
132* AcidAttack: Kelubar skin is coated in a pale green acidic slime.
133* BackStab: Kelubars can deal Sneak Attack damage like a mid-level rogue, which makes their ability to cast ''invisibility'' at will all the more dangerous.
134* TheBerserker: Farastus can fly into a berserk rage during combat, which gives them a chance to vent their frustrations from being at the bottom of the demodand pecking order.
135* EnemySummoner:
136** Like other races of outsider, demodands have a chance to summon others of their kind, to various degrees of success.
137** Their ''AD&D'' rules put an interesting spin on the notion by making gehreleths the "summoning stock" of the Lower Planes, so that a mortal summoner might accidentally call up one of them rather than a baatezu or tanar'ri. This is a bad thing, since gehreleths hate servitude, hold grudges, and are capable of disobeying their summoner. It also mentions that the shator like to write magical texts explaining how to summon denizens of the Lower Planes, particularly fiends that the author dislikes.
138* FatBastard: Kelubars and shators are obese, partly because they live fairly sedentary lives.
139* TheFriendNobodyLikes: Farastus are barely tolerated by other demodands, who blame them for landing the race in Carceri.
140* LargeAndInCharge: The Large (and horribly obese) shators are at the top of the demodands' pecking order.
141* NoodleIncident: What exactly led to the demodands' exile to Carceri has been lost in the mists of time, but the kelubars and shators agree that it was the farastus' fault.
142* TheParalyzer: A shator's slime acts as a paralytic neurotoxin.
143* {{Sadist}}: Demodands have no interest in corrupting mortals, ruling the world, or imposing their particular notion of evil upon the cosmos. Their only real desire is to make others suffer in various ways.
144* StickySituation: Farastus ooze a tarlike slime that can aid in grapples, or cause attackers' weapons to get stuck fast.
145* WardensAreEvil: Shators are unusually cruel wardens of Carceri, and secretly hope those that are bound to the plane will attempt to escape, just so they can hunt the escapees down.
146* WeaponizedStench: Kelubars' slime is so foul that it can nauseate other creatures within 30 feet.
147[[/folder]]
148
149[[folder:Demonhive]]
150[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_demonhive_3e.jpg]]
151[[caption-width-right:350:3e]]
152->'''Classification:''' Outsider (3E)\
153'''Challenge Rating:''' 2 (demonet swarm, attendant), 6 (queen) (3E)\
154'''Alignment:''' NeutralEvil
155
156Insectoid fiends that originated in the Abyss, but have since spread across the Lower Planes.
157----
158* AttackAttackAttack: While foraging, demonhive attendants attack anything larger than a non-demonic insect.
159* BeePeople: The demonhive is a species of eusocial, insectile fiends, with a reproductive queen giving birth to thousands of demonets, most of which grow up to be male attendants. Females remain immature as long as the queen lives; after this, they grow up and establish their own hive.
160* BigCreepyCrawlies: Individual demonets are the size of rats, attendants the size of dogs, while the bloated demonhive queens are 10 feet wide.
161* HiveCasteSystem: Demonhive members are divided into three castes: demonets that gather in swarms, male attendants that hunt for the hive, and the hive's queen.
162* HiveMind: All demonhive members within two miles of a queen are in constant communication.
163* MamaBear: A demonhive queen lets out a [[SuperScream "maternal scream"]] as her demonet swarms are killed, dealing sonic damage to anything within 60 feet (which won't affect other demonhive creatures, since they're immune to sonic damage).
164* MonstrousCannibalism: When food runs out, a demonhive queen begins to starve, and starts to kill an attendant each day. The queen does not eat the corpse but instead [[PetTheDog leaves it for demonets and other attendants to feed on]].
165* TheSwarm: Demonets operate as such, allowing them to swarm around and distract enemies with the [[DroneOfDread mind-numbing droning]] of their wings.
166* TurnsRed: Should a demonhive queen enter negative hit points, her attendants fly into a frenzy similar to a ''haste'' effect.
167* WolfpackBoss: A demonhive is intended to be encountered as a unit, and part of the challenge comes from how the hive's components support each other with their abilities. Optimally, the adventurers will defeat the attendants first, then the queen, and finally mop up the swarms.
168[[/folder]]
169
170[[folder:Hell Hound]]
171[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hell_hound_5e.png]]
172[[caption-width-right:350:5e]]
173->'''Classification:''' Outsider (3E), Elemental Beast (4E), Fiend (5E)\
174'''Challenge Rating:''' 3 (3E, 5E), 9 (Nessian warhound) (3E)\
175'''Alignment:''' LawfulEvil (1E-3E, 5E), Unaligned (4E)
176
177Fiendish dogs that serve the devils of Baator.
178----
179* BreathWeapon: They breathe fire.
180* EliteMook: Nessian warhounds, a particularly nasty breed of Hell hounds the size of draft horses, which were bred in the depths of Nessus at Asmodeus' command.
181* {{Hellhound}}: Hell hounds are huge, fire-breathing dogs literally from [[{{Hell}} the Nine Hells of Baator]], used by devils to hunt mortals or summoned by evil spellcasters as minions.
182[[/folder]]
183
184[[folder:Hellwasp]]
185[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_hellwasp_5e.jpeg]]
186[[caption-width-right:350:5e]]
187->'''Classification:''' Magical Beast (3E), Fiend (5E)\
188'''Challenge Rating:''' 8 (hellwasp swarm) (3E), 5 (5E)\
189'''Alignment:''' LawfulEvil
190
191Intelligent and malevolent fiendish insects from the Lower Planes.
192----
193* TheParalyzer: The hellwasp's venom carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.
194* GrandTheftMe[=/=]PossessingADeadBody: Gehennan hellwasp swarms are capable of entering a dead or helpless creature [[OrificeInvasion via its mouth and other orifices]] and taking it over, animating it similarly to a zombie. An unfortunate creature inhabited this way is easy to spot due to how their skin crawls from the insects beneath it, leading the swarm to adopt loose clothing or cloaks to disguise itself. A living creature with a hellwasp swarm inside it will take Constitution damage each hour as they're EatenAlive.
195* {{Retcon}}: 3rd Edition hellwasps are Diminutive insects native to Gehenna, and only gain a basic intelligence when forming a HiveMind with each other in a swarm. Later hellwasps are Large-sized, full-on devils native to Baator, and are intelligent as individuals.
196* TheSwarm: Their 3rd Edition incarnation.
197* WickedWasps: They're literally wasps from Hell, so yes.
198* YouKillItYouBoughtIt: Their revised lore paints hellwasps as former demons who joined the Archduchess Glasya after she killed their demon lord. After being reforged into devils, they were accepted as part of the Nine Hells.
199[[/folder]]
200
201[[folder:Howler]]
202[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_5e.png]]
203[[caption-width-right:350:5e]]
204[[caption-width-right:350:[[labelnote:3e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_howler_3e.jpg[[/labelnote]] ]]
205->'''Origin:''' ''TabletopGame/{{Planescape}}''\
206'''Classification:''' Outsider (3E), Elemental Magical Beast (4E), Fiend (5E)\
207'''Challenge Rating:''' 3 (3E), 9 (4E), 8 (5E)\
208'''Alignment:''' ChaoticEvil, Evil (4E)
209
210Wailing pack hunters from the Windswept Depths of Pandemonium, whose howls can drive prey mad with fear.
211----
212* BeastOfBattle: Howlers are often employed as hunting dogs by demons and Abyssal orcs.
213* HorseOfADifferentColor: Alternatively, howlers are large enough to serve as steeds for Medium-sized riders, though an exotic saddle is needed due to the spines on a howler's back.
214* SpikesOfVillainy: Howlers sport quills on their backs, particularly in 3rd Edition, in which howlers could even attack with them, dealing damage and imposing penalties on victims after the quills got lodged in their flesh.
215* SuperScream: Their signature howl floods the minds of their victims, making complex thought impossible. In 3rd Edition, anyone without hearing range of the creatures' howling has to save or take [[NonHealthDamage Wisdom damage]], while in 5th Edition, a howler's keening howl is a SupernaturalFearInducer that reduces victims' speed and incapacitates them.
216[[/folder]]
217
218[[folder:Imp of Ill-Humor]]
219[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_sanguine_imp_3e.png]]
220[[caption-width-right:350:Sanguine imp (3e)]]
221->'''Classification:''' Outsider (3E)\
222'''Challenge Rating:''' 3 (3E)\
223'''Alignment:''' NeutralEvil
224
225Small, winged fiends representing imbalanced emotions. They can be found across the Lower Planes, usually in the service of stronger beings, or as evil mages' familiars.
226----
227* AffablyEvil: Sanguine imps are jovial, genial and happy to engage in conversation with interesting company, and show equal glee when attacking those who fail to entertain them.
228* TheBerserker: Choleric imps are angry at the world and relentlessly pick fights, with little regard for their own safety.
229* BewareMyStingerTail: Each has a scorpion-like stinger to attack with.
230* TheEeyore: Melancholic imps are fatalistic pessimists who don't see the point in fighting, and try to talk their way out of conflicts by expressing their bleak viewpoint. Though they'll also try to stab someone in the back, given the opportunity.
231* EmotionBomb: Anyone stung by an imp of ill-humor has to save or become afflicted with a humor imbalance, a condition that is permanent unless cured by magic such as ''remove disease'' or ''heal''. Those afflicted by a choleric imp fly into a ''rage'' and [[SetAMookToKillAMook attack the nearest creature, friend or foe,]] until everything around them is dead. Melancholic imps cause creatures to fall into a deep depression, imposing a penalty on rolls. Phlegmatic imps make their victims ''slow'' and unresponsive, while the poison of a sanguine imp makes someone unnaturally cheerful as per ''[[HelplessWithLaughter Tasha's hideous laughter]]''.
232* FourTemperamentEnsemble: Each kind of imp of ill-humor possesses the negative qualities of one of the four humors, and fights differently depending on their temperament.
233* FrozenFace: These imps' faces are set in the emotion they embody, so sanguine imps are {{Perpetual Smiler}}s, melancholic imps are {{Perpetual Frowner}}s, etc.
234* LazyBum: Phlegmatic imps are more forward-thinking than their kin, but focused only on getting other creatures to work on their behalf. In combat, they'll hang back and only engage when there's minimal risk to themselves.
235* {{Plaguemaster}}: Imps of ill-humor can cast ''contagion'' once per day, spreading a disease that varies by the type of imp in question.
236[[/folder]]
237
238[[folder:Maelephant]]
239[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_maelephant_3e.jpg]]
240[[caption-width-right:350:3e]]
241->'''Classification:''' Outsider (3E)\
242'''Challenge Rating:''' 10 (3E)\
243'''Alignment:''' LawfulEvil
244
245Bipedal, fiendish pachyderms with an instinctive need to guard something.
246----
247* CruelElephant: It doesn't get more cruel than a literal elephant from Hell. In combat, maelephants prefer to fight defensively using spells like ''blade barrier'' and ''entangle'', but on offense they can jab grappled foes with their spiked trunks, and can make a "frenzied charge" attack for bonuses to their movement and attack rolls.
248* HappinessInSlavery: Zig-zagged. The first maelephants were created by the Dark Eight of Baator as servants, but they've since escaped their servitude and proliferated across the Lower Planes. Maelephants still have an overwhelming urge to guard and protect something, and so long as a mighty patron is able to supply them with a great quantity of living flesh for consumption, the maelephants will readily serve as guardians, typically for a hundred-year term.
249* LaserGuidedAmnesia: A maelephant's fearsome BreathWeapon is a cloud of noxious vapor that causes complete memory loss to those who fail their saves. Those afflicted can't access their prepared spells, skills, feats and class abilities, no longer know who their friends and foes are, and can't remember their pasts or their own names. The victims can create new memories, but forget them as soon as they sleep or rest. The condition is permanent until cured with spells like ''heal'' or ''neutralize poison''.
250* StanceSystem: Once per encounter, a maelephant can adopt a defensive stance for bonuses to its Strength, Constitution, Armor Class and saving throws, so long as it doesn't move.
251* UndyingLoyalty: Maelephants fight to the death to protect their charges, and will never let them leave the maelephants' sight.
252[[/folder]]
253
254[[folder:Marrashi]]
255[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_marrashi_3e.jpg]]
256[[caption-width-right:350:3e]]
257->'''Origin:''' ''TabletopGame/AlQadim''\
258'''Classification:''' Outsider (3E)\
259'''Challenge Rating:''' 5 (3E)\
260'''Alignment:''' LawfulEvil
261
262Plague-spreading fiends that blend the features of humanoids, avians and jackals.
263----
264* ArtEvolution: In earlier editions, marrash are described as jackel-headed creatures, while 3rd Edition likens them to winged gnolls.
265* {{Multishot}}: Marrash are capable of firing two arrows at once, thanks to grasping their bows with their taloned feet and nocking an arrow with both hands.
266* {{Plaguemaster}}: They can fire arrows that spread a variant of filth fever, except the [[NonHealthDamage Constitution and Dexterity damage]] dealt can become fatal ability drain.
267* SpawnBroodling: Marrash can also shoot special taklif arrows that seem to spread disease like their other arrows, but those who fail their saves soon perish -- then a few days later, their corpse transforms into a newborn marrashi. Since the new fiend consumes the spirit of the slain victim, normal resurrection magic such as ''raise dead'' or ''resurrection'' can't bring them back.
268* TheStarscream: Like most fiends, marrash are not willing servants, and will typically use their taklif arrows to spawn more of their kind behind their summoner's back, in hope of creating a force strong enough to avenge the original marrashi's servitude. Other times they'll be more direct and shoot their "master" with a taklif arrow so that the newborn marrashi will free their parent.
269[[/folder]]
270
271[[folder:Nightmare]]
272[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
273[[caption-width-right:350:5e]]
274->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\
275'''Challenge Rating:''' 5 (3E), 3 (5E)\
276'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
277
278Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
279----
280* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
281* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
282* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
283* HellishHorse: A horse-like monster with a black coat and a burning mane and fetlocks, often found serving evil beings as steeds.
284* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
285* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner and serve them as a steed.
286[[/folder]]
287
288[[folder:Rakshasa]]
289[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_rakshasa_5e.png]]
290[[caption-width-right:350:5e]]
291->'''Classification:''' Outsider (3E), Fiend (5E)\
292'''Challenge Rating:''' 7 (naityan), 10 (standard rakshasa), 11 (naztharune), 15 (ak'chazar) (3E); 13 (5E)\
293'''Alignment:''' LawfulEvil
294
295Tiger-headed fiends with reversed hands, a flair for illusions, and a hunger for humanoid flesh.
296----
297* AnimalThemedFightingStyle: Naityan rakshasas take this up a notch by using their shapeshifting to adopt hybrid humanoid forms evoking various animals -- a serpent, hellhound, eel or displacer beast -- that grant access to associated martial maneuvers as well as changes to the naityan's combat stats.
298* BackStab: Nztharune rakshasas are a black-furred variant that excel as assassins, and can deal Sneak Attack damage against surprised foes like a high-level rogue.
299* CatFolk: Official art usually gives them the heads of tigers. They can have any kind of animal head, however, the tiger was simply the one that stuck.
300* {{Curse}}: In 5th edition, a rakshasa's claws inflict a curse which prevents the victim from resting, meaning they [[AntiRegeneration don't regain any hit points]] or uses of their class features when they take a short or long rest.
301* GreatWhiteFeline: The ak'chazar is a subspecies of rakshasa with white fur. They are more powerful than the typical rakshasa and are often master {{necromancer}}s.
302* HumanDisguise: Rakshasas can freely assume the form of any humanoid, typically that of a wealthy merchant, priest or noble.
303* NighInvulnerability: In 5th edition, rakshasas cannot be harmed by nonmagical weapons and are not affected by spells of 6th level or lower unless they wish to be. Good luck fighting one if you don't have a magic weapon or aren't able to cast 7th-level spells.
304* {{Retcon}}: In previous editions, rakshasas were a race of malevolent spirits encased in flesh, with uncertain origins (though 4E did paint them as corrupted Devas), but 5th Edition portrays them as devils who cast their essence from the Nine Hells to feed their appetite for Material Plane humanoid flesh.
305* ShadowWalker: Naztharune rakshasas can do a short-ranged teleport from shadow to shadow.
306* {{Telepathy}}: They can ''detect thoughts'' at will.
307* ToServeMan: Rakshasas love the flesh of humanoids, treating it like a delicacy and often preparing grand meals with lots of spices using human flesh as the primary ingredient.
308[[/folder]]
309
310[[folder:Rejkar]]
311[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_rejkar_3e.jpg]]
312[[caption-width-right:300:3e]]
313->'''Classification:''' Outsider (3E)\
314'''Challenge Rating:''' 5 (3E)\
315'''Alignment:''' LawfulEvil
316
317Intelligent, caribou-like fiends native to Cania, though many have been driven out to frozen lands on other planes. They are not baatezu, and in fact despise Hell's current rulers.
318----
319* EmotionControl: They can use ''crushing despair'' at will to demoralize enemies, or ''rage'' to rile up their minions.
320* FightingForAHomeland: The rejkar's ultimate goal is to build up an extraplanar power base that will allow them to drive the devils out of Cania.
321* HarmlessFreezing: A rejkar's gaze attack causes a creature to freeze in place, completely covered by a layer of ice until they make their saving throw or the frozen creature takes some fire damage. No matter how long a victim is frozen, they don't take any damage or suffer ill effects from it.
322* TheManBehindTheMan: Rejkars like to appear to the leader of an arctic-dwelling tribe of humanoids as a "mystic caribou," using their abilities to aid the tribe -- ''[[ThePowerOfCreation fabricate]]'' to make weapons and armor, ''[[{{Seers}} augury]]'' to divine the future, and three rejkars working together can even cast ''[[MiracleFood heroes' feast]]'' to reward their pawns. With the fiend's help, the sponsored tribe is able to grow more powerful and conquer its rivals, bringing even more humanoids under the rejkar's indirect control.
323[[/folder]]
324
325[[folder:Scyllan]]
326[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scyllan_3e.jpg]]
327[[caption-width-right:350:3e]]
328->'''Classification:''' Outsider (3E)\
329'''Challenge Rating:''' 13 (3E)\
330'''Alignment:''' LawfulEvil
331
332These tentacled scions of the infamous Scylla can be found in the frozen oceans of Stygia, as well as more hospitable waters on the Material Plane.
333----
334* CombatTentacles: Scyllans have four tentacle attacks, which can also [[TentacleRope grapple and constrict]] victims.
335* MakingASplash: They can cast ''control water'' once per hour, lowering or raising the water level around them.
336* OurMermaidsAreDifferent: Though their monster entry art is ambiguous, a sketch of a scyllan's full body at the start of the chapter reveals that they fit the "squidfolk" variant, with a humanoid head and torso over a tentacled lower body.
337* SeaMonster: They exist as such, lurking around rocks and reefs to snatch sailors from passing ships, stuffing their maws with as many victims as possible.
338* SupernaturalFearInducer: Scyllans can produce a terrible wailing by blowing air through the comb-like growths on their heads, a sound that can cause creatures that fail their saving throws to become panicked or shaken.
339* SwallowedWhole: These Huge monsters are capable of swallowing anything smaller than them, dealing constant crushing and acid damage until the victim cuts their way out.
340[[/folder]]
341
342[[folder:Space Clown]]
343[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_space_clowns_5e.jpeg]]
344[[caption-width-right:349:5e]]
345->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\
346'''Classification:''' Fiend (5E)\
347'''Challenge Rating:''' 2 (5E)\
348'''Alignment:''' ChaoticEvil
349
350Fiend-tainted clowns who prowl Wildspace in garish starships, or set up carnival tents on worlds to lure in victims.
351----
352* DefeatEqualsExplosion: When slain, space clowns pop like balloons, splashing adjacent creatures with acid.
353* ElectricJoybuzzer: Not explicit, but they do have a "Shock" melee attack that deals a good bit of lightning damage.
354* HelplessWithLaughter: Their colorful ray guns deal psychic damage, and can also cause victims to be incapacitated with laughter as they find everything they see or hear to be hilariously funny.
355* ImAHumanitarian: They feed upon humanoid flesh.
356* LieToTheBeholder: Three times per day they can take on a phantasmal form, cloaking themselves in an illusion to appear to be something like a child or floating balloon, though one that won't hold up to close physical inspection.
357* MonsterClown: [[RecycledInSpace In SPACE!]] Once mortal worshippers of a god of revelry, they were transformed into fiends after becoming addicted to the elixir "Thrill Joy," distilled from demon ichor and the nectar of the bozo flower. An encounter with the dohwar led to the space clowns acquiring ''spelljammer helms'' and spreading across the multiverse, bringing the "love and fear of clowns" with them.
358* WithCatlikeTread: Subverted; their squeaky shoes can be heard up to 30 feet away, and interfere with any attempts at stealth, except this squeaking is silenced when a space clown dons an illusory disguise.
359[[/folder]]
360
361[[folder:Succubus/Incubus]]
362[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_succubi_incubi_5e.png]]
363[[caption-width-right:350:5e]]
364->'''Classification:''' Outsider (3E), Fiend (5E)\
365'''Challenge Rating:''' 7 (3E), 9 (4E), 4 (5E)\
366'''Alignment:''' ChaoticEvil (1E-3E), Evil (4E), NeutralEvil (5E)
367
368Fiends specializing in seduction and sexual temptation, able to assume whatever form and gender they believe appeals to their victims.
369----
370* CharmPerson: Succubi and incubi can charm other creatures at will, but normally do so only in emergencies, such as confrontations with adventurers. Evil acts committed under mind-control don't properly corrupt the victim's soul, after all.
371* TheCorrupter: These fiends first take ethereal form to visit their sleeping targets and whisper in their ears, encouraging them to give in to their darkest desires and filling their mind with debauchery. Then they will assume a physical form that appeals to their target to befriend or seduce them, encouraging further depravity and evil acts. Once their victim has fully embraced evil, the fiend kills them and claims their soul.
372* {{Humanshifting}}: Succubi and incubi can take the form of any Small or Medium humanoid to aid in their seductions.
373* {{Intangibility}}: Succubi and incubi can shift to or from the Ethereal Plane with an action.
374* KissOfDeath: A literal example; a succubus or incubus can [[VampiricDraining drain the life force]] of a charmed or willing recipient with a mere kiss, or other "act of passion." In most editions this resulted in LevelDrain, while 5th Edition makes the effect some heavy psychic damage that can't be recovered until the victim has a long rest.
375* {{Retcon}}: Succubi have consistently been fiends, but which type varies by edition. Through 3rd Edition they were considered demons, but 4th edition reclassified them as devils, until 5th Edition declared they were fiendish free agents found across the Lower Planes. Succubi and incubi were also considered separate creatures until 5th Edition clarified that these fiendish seducers can change sex as easily as they change shape.
376* SexShifter: They can change from male incubi to female succubi as they please, though most of them prefer one form or the other.
377* SuccubiAndIncubi: They're evil outsiders who use sex and seduction to damn mortal souls. Sometimes this results in the birth of a cambion.
378[[/folder]]
379
380[[folder:Tlacatecolo]]
381[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_tlacatecolo_5e.png]]
382[[caption-width-right:349:5e]]
383->'''Classification:''' Fiend (5E)\
384'''Challenge Rating:''' 5 (5E)\
385'''Alignment:''' NeutralEvil
386
387Shapeshifting avian fiends who spread sickness and suffering wherever they go.
388----
389* OminousOwl: They look like [[BirdPeople bipedal owls]] stricken by disease, and are wholly malevolent, being patterned on the owl-headed ''tlacatecolotl'' of Myth/AztecMythology who bring illness and misfortune.
390* PlagueMaster: These fiends spread a supernatural affliction, a "chilling, disease-ridden wind" that deals cold damage and poisons victims. Worse, victims [[AntiRegeneration can't recover hit points while afflicted]], and have to make another saving throw each hour to avoid taking a level of exhaustion. Attempts to magically cure this disease, such as ''lesser restoration'', only function if the plague victim is [[ThePowerOfTheSun in direct sunlight]] -- similarly, being in sunlight allows a victim to automatically succeed their saving throw to avoid the exhaustion effect.
391* VoluntaryShapeshifting: They can shift between their natural form and that of an ordinary, Medium-sized owl.
392[[/folder]]
393
394[[folder:Unholy Scion]]
395->'''Classification:''' Outsider (3E)\
396'''Challenge Rating:''' As base creature +1 to +3, depending on Hit Dice (3E)\
397'''Alignment:''' Any evil
398
399Humanoids or animals who were corrupted in their mother's womb, leaving them fiends in mortal flesh.
400----
401* AbsurdlySharpClaws: An unholy scion gains a claw attack if their base creature didn't already possess one.
402* BlackMagic: They learn a variety of nasty spells as they age, from ''[[UnholyGround desecrate]]'' and ''protection from good'' to ''[[ForcedTransformation baleful polymorph]]'' and ''{{animate dead}}''.
403* CharmPerson: An unholy scion's mother is under a "familial charm," a ''charm person'' effect that has NoSavingThrow. Worse, the scion's mother is fully aware that the actions she is forced to commit are wrong, and that her child is evil, but [[AndIMustScream she cannot break her devotion to the fiend.]] The unholy scion also learns ''charm animal'' or ''charm person'' as they age, before moving on to full ''[[MindControl dominate person]]''.
404* DemonicPossession: Some unholy scions are formed when a fiend possess an unborn child, merging completely with the developing mind and soul so that the two are hopelessly intermingled -- it is thus impossible to exorcise an unholy scion, or for the fiend to revert to its original form until its mortal shell is slain. However, other unholy scions avert this trope and form spontaneously when a woman is impregnated by a fiend in an area of high [[EvilTaintedThePlace taint.]]
405* FetusTerrible: An unholy scion is fully intelligent and irredeemably evil even while inside its mother's womb, and already capable of seeing through its mother's senses and compelling her to commit evil acts. After being born, they graduate to EnfantTerrible.
406* UnholyNuke: An unholy scion's melee attacks are considered evil-aligned for the purpose of overcoming DamageReduction, and deal extra damage to good opponents.
407[[/folder]]
408
409[[folder:Vaath]]
410[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_vaath_3e.jpg]]
411[[caption-width-right:320:3e]]
412->'''Origin:''' ''TabletopGame/{{Planescape}}''\
413'''Classification:''' Outsider (3E)\
414'''Challenge Rating:''' 4 (3E)\
415'''Alignment:''' NeutralEvil
416
417Sadistic horrors from the jungles of Carceri, these cruel and cunning predators are feared across the planes for their feeding habits.
418----
419* CreepySouvenir: Vaaths like to collect trophies from victims, either bits of equipment, or leftover body parts like hands, eyeballs or heads.
420* EatenAlive: Once a victim has been paralyzed, a vaath burrows its feeder tendril into its victim to consume a vital organ. As the vaath's prey expires over the next few minutes, the creature delights in tearing out and eating its helpless victim's innards right in front of it.
421* ForcedToWatch: As if the above wasn't bad enough, vaaths are also telepathic, and will "broadcast" what they feel as they feed to every creature within 20 feet (with a save to resist). Not only do witnesses experience the taste and texture of the vaath's meal, they also feel the pleasure it derives from feeding. This experience is enough to deal a bit of Wisdom drain to most witnesses, unless they regularly feed on what the vaath is devouring... but the vaath's current victim is ''also'' subjected to the same telepathic sensory conduit, and takes even more Wisdom drain from it, because "no creature, not even another vaath, is immune to the horror of [[{{Autocannibalism}} experiencing what its own entrails taste like."]]
422* HappinessInSlavery: Their ''AD&D'' entry points out that vaaths are one of the few fiends that enjoy being summoned, as they get to sample a greater selection of victims. They'll also happily work as guards and torturers for more powerful fiends, so long as the vaaths are given regular victims.
423* MixAndMatchCritters: They're some unholy blend of insect and reptile, with both scales and a thorny carapace.
424* MonsterMouth: Vaaths have a normal set of teeth and jaws on their faces, but also a second mouth on a tendril coming out of their heads.
425* TheParalyzer: A vaath's bite attack carries a paralytic poison, leaving its prey helpless.
426* {{Sadist}}: Vaaths were once assumed to [[EmotionEater need to feed upon the pain and suffering of others,]] but this was overly optimistic -- they simply relish causing mental anguish.
427[[/folder]]
428
429[[folder:Vaporighu]]
430[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_vaporighu_3e.jpg]]
431[[caption-width-right:350:3e]]
432->'''Classification:''' Outsider (3E)\
433'''Challenge Rating:''' 9 (3E)\
434'''Alignment:''' NeutralEvil
435
436Foul humanoids from the Bleak Eternity of Gehenna who ambush anything they come across, and often lurk around planar portals or rare watering holes.
437----
438* BreathWeapon: Every few rounds, a vaporighu can exhale a 15-foot cone of corrosive green vapor, which can linger for more than a minute. Anything inside the cloud takes [[AcidAttack acid damage]] every round they remain, and has to save against [[PoisonousPerson poison]] -- the initial effect is [[TheParalyzer paralysis]], with a secondary effect of [[NonHealthDamage heavy Constitution damage]].
439* EnemySummoner: Vaporighu can summon a night hag once per day, but hate to do so, since they're entitled to reward the hag for her service.
440* EvilSmellsBad: A vaporighu "reeks of all the decay and sulphurous stench of Gehenna."
441* HorrorHunger: It's said that the only thing motivating them is their insatiable hunger, "a gnawing pain that tortures vaporighu throughout eternity."
442* MooksAteMyEquipment: The corrosive slime that covers vaporighu's bodies can dissolve weapons used to strike them, or ruin the armor and clothing of anyone they hit with their slam attacks. In their ''AD&D'' rules it took hours for this slime to eat through chainmail, but in 3rd Edition, destruction is complete in only one round. Thankfully, spending a full-round action to wash the slime off with a pint of water or wine will save an item.
443* ThePigPen: Vaporighu's flesh is likened to "living gore," with pulsing veins of bile visible beneath their mottled skin, all covered in long hair matted with filth.
444* SupernaturalFearInducer: Anything that comes within 30 feet of a vaporighu has to save or become frightened.
445[[/folder]]
446
447[[folder:Vargouille]]
448[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_vargouille_3e.png]]
449[[caption-width-right:350:3e]]
450->'''Classification:''' Outsider (3E), Fiend (5E)\
451'''Challenge Rating:''' 2 (3E), 1 (5E)\
452'''Alignment:''' NeutralEvil (1E-3E), ChaoticEvil (5E)
453
454Fiends resembling disembodied human heads with wings.
455----
456* BioweaponBeast: The prevailing story about the vargouilles' creation has them as the minions of Rozvankee the Strategist, a wizard and later lich who released them behind enemy lines before sending her soldiers to overrun her panicked, demoralized foes. Rozvankee took a population of vargouilles with her when she retired to the Abyss, and the monsters can now be found across the Lower Planes, or in dismal places on the Material Plane.
457* FlyingFace: A vargouille's body consists of a severed head and bat-like wings in place of ears.
458* KissOfDeath: The kiss of a vargouille transmits a deadly magical disease.
459* TheParalyzer: A vargouille's stunning shriek can paralyze other creatures with fear.
460* ViralTransformation: Vargouilles reproduce by infecting people with a magical disease through a kiss. This disease makes the victim's head gradually take on a fiendish appearance and, if not cured, will ultimately make the head sprout wings and tear itself free of the body to become a new vargouille.
461-->'''Elminster:''' Until ye've seen a king's head tear off his shoulders and flap aloft amid fountaining blood, only to turn and lap his own dying gore as his body totters and falls, ye haven't lived. And if ye want to go on living, ye might want to stop watching in favor of fleeing.
462[[/folder]]
463
464[[folder:Vorr]]
465[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_vorr_3e.jpg]]
466[[caption-width-right:350:3e]]
467->'''Origin:''' ''TabletopGame/{{Planescape}}''\
468'''Classification:''' Outsider (3E)\
469'''Challenge Rating:''' 4 (3E)\
470'''Alignment:''' ChaoticEvil
471
472Intelligent hunting animals native to the Abyss, adept at stalking prey from shadow to shadow.
473----
474* BackStab: They can deal sneak attack damage like a rogue.
475* HellHound: Vorrs are usually encountered in packs, and some powerful denizens of the Abyss like to use them as hunting hounds.
476* LivingShadow: Once per day, a vorr can assume a shadowy form for up to 10 minutes, allowing it to avoid most damage, blend in with dark surroundings, and move effortlessly up walls, on the underside of ceilings, or across the surface of liquids.
477* MixAndMatchCritters: They're described as canines, but have hyena-like features, a feline build, and a rat-like tail.
478* ShadowWalker: They can jump between shadowy areas as per the ''dimension door'' spell.
479[[/folder]]
480
481[[folder:Windblade]]
482[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_windscythe_3e.jpg]]
483[[caption-width-right:350: Windscythe (3e)]]
484->'''Classification:''' Outsider (3E)\
485'''Challenge Rating:''' 1 (windrazor), 4 (windscythe) (3E)\
486'''Alignment:''' ChaoticEvil
487
488Winged fiends who claim the Windswept Depths of Pandemonium as their own, and relentlessly attack anything that intrudes upon their domain.
489----
490* HitAndRunTactics: They make extensive use of their Flyby Attack feat, swooping in, slicing foes with their claws, and retreating out of reach all in the same turn.
491* LargeAndInCharge: Standard windrazors are Small creatures and treated as second-class citizens in what society the windblades have, while the ruling windscythes are Large. Even though the windrazors outnumber the windscythes, the former's fear of the latter keeps them in line.
492* RazorWings: Windblades have razor-sharp bone claws on the ends of their wings, which they can use to slash foes they fly past, or latch onto and rend their flesh.
493* TheTheocracy: Windblades believe that they were created by Erythnul (or a similar god of slaughter, depending on campaign setting), and many windscythes become clerics, using their spells to spill blood in their lord's name and keep the lesser windrazors in line.
494[[/folder]]
495

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