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Monsters from the myriad worlds of Dungeons & Dragons.

    Notes on the Entries 
  • A creature's Origin denotes the specific campaign setting it debuted in, if any. This is not to say that setting is the only place that creature can be found — D&D has a long history of repackaging creatures from sub-settings for general use, and ultimately the DM decides what appears in a game.
  • A creature's listed Challenge Rating may be for "baseline" examples of the monster, rather than listing every advanced variant presented in Monster Manuals. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30.
  • Not all Playable creatures are created equal, especially in 3rd Edition, in which Monster Adventurers 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 (in which Good encompasses Neutral Good and Chaotic Good, Unaligned encompasses the morally neutral alignments, and Evil encompasses Neutral Evil and Lawful Evil from other game editions), assume that the other alignment holds true for all other editions. Finally, the "Always Neutral" alignment listed in the first three editions for nonsapient creatures has been equated with the "Unaligned" alignment of 5th Edition.

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T

    Tabaxi 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tabaxi_5e.png
5e
Classification: Humanoid (5E)
Challenge Rating: 1/4 (5E)
Playable: 5E
Alignment: Chaotic Neutral (1E-2E), Any (5E)

Most of these feline humanoids are content to remain in their jungle homeland, but some tabaxi are driven by curiosity to explore the wider world. See the Playable Races subpage for more information about them.

    Taer 
https://static.tvtropes.org/pmwiki/pub/images/d&d_taer_3e.jpg
3e
Origin: Greyhawk
Classification: Giant (3E)
Challenge Rating: 1 (3E)
Playable: 3E
Alignment: True Neutral (2E), Neutral Evil (3E)

Apelike beings who dwell in cold mountains.


  • Absurd Phobia: Their 2E entry explains that taer have a superstitious distrust of iron and other metal, enough so that any magic item they loot will be wrapped in leather so they feel comfortable wielding it. What's more absurd is that taer attach some sort of supernatural significance to outer clothing, and will avoid other creatures who wear cloth to keep warm. This is absent in 3rd Edition, in which a taer might murder a woodcutter out of curiosity regarding his rusty axe.
  • Adaptational Villainy: 2nd Edition taer are Neutral beings who are noted to never hunt humanoids for food, prefer to drive off intruders, and are more likely to leave a downed opponent be than finish them off. But in 3rd Edition, taers are Neutral Evil creatures who raid and pillage the lowlands during winter months, and while they won't solve internal disputes with violence, "any non-taer, though, is fair game for robbery, murder and the cook pot."
  • Bigfoot, Sasquatch, and Yeti: They're white-furred, apelike beings who live in snow-covered mountains, but are smart enough to use crude weapons and armor, as well as cunning ambush tactics like triggering avalanches, burying themselves in the snow next to trails, or covering crevasses with snow to make pit traps.
  • Blue-and-Orange Morality: 3rd Edition asserts that "Taers are never far from flying into a blind rage," so to keep from killing each other, they've developed a sophisticated system of conflict resolution using "analogy and metaphor rather than physical violence." They in fact view their lives as a "living myth," and consider stories and dreams just as real as their waking existence. But while fighting one another would cause a taer to lose status in the eyes of their peers, other creatures are fair game.
  • Dumb Muscle: They enjoy racial bonuses to Strength and Constitution, but take penalties to Intelligence and Charisma.
  • The Exile: Taers deemed weak, or who fail in a bid to oust their current chief, are driven out of their tribe. Most die in the wilderness, but some wander into the lowlands and fall in with the "soft ones," joining adventuring bands "in need of muscle unconstrained by civilized morals."
  • Frazetta Man: Their 2nd Edition entry describes taer as a "cross between cave men and apes," who speak "a crude language that consists of guttural grunts and body slapping."
  • No-Sell: They are immune to cold damage, but correspondingly Weak to Fire.
  • Papa Wolf: According to their 2E entry, while a taer tribe's hunter-gatherers go out to forage for the day, their young and nursing females are hidden in a cave and guarded by the oldest male. Should anyone threaten this nursery, the male gains bonuses to attack rolls and damage.
  • Weaponized Stench: Taers' bodies produce a fatty grease that helps them keep warm, but smells absolutely vile, so that other creatures who come within 10 feet of it have to save or take penalties on attack rolls and checks. Still, the glands that secrete the grease can fetch up to 500 gold pieces on the market, as components in protection from cold potions.

    Tako 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tako_3e.jpg
3e
Origin: Kara-tur
Classification: Aberration (3E)
Challenge Rating: 2 (3E)
Alignment: Lawful Neutral

Intelligent, amphibious, one-eyed octopi about six feet wide, who live in underwater caves but launch occasional raids on the surface for resources.


  • It Can Think: They're not only sapient and a little smarter than the average human, tako even have a strong sense of honor, leading them to avenge attacks against them and ally with other races who assist them. There are even rare instances of tako communities cooperating with nearby humans against sea monsters or to harvest fish.
  • More Deadly Than the Male: Their AD&D entry notes that tako war parties are almost exclusively male (distinguished by their light green coloration, compared to the orange-red females), but their females are slightly larger and notably more capable in combat, and make all the decisions for their tribes.
  • Multi-Armed and Dangerous: Tako usually wield weapons in seven of their tentacles, using the eighth to anchor themselves.
  • Smoke Out: Subverted; tako can produce clouds of ink when underwater, but not enough to actually obscure them or grant any defensive benefit. Humans prize it as calligraphy ink, however.
  • Starfish Language: Tako communicate with tentacle movements and coloration changes, which most other races can't reproduce.
  • Stealthy Cephalopod: They can change the coloration of their skin, granting a racial bonus on Hide checks in 3rd Edition, or making them 90% undetectable in 2nd Edition.
  • Tentacle Rope: They can grapple opponents with their tentacles and deal constriction damage.

    Tall Mouther 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tall_mouther_3e.jpg
3e
Origin: Forgotten Realms
Classification: Aberration (3E)
Challenge Rating: 5 (3E)
Alignment: True Neutral

Many-armed menaces that can buffet opponents with a flurry of strikes.


  • Dodge the Bullet: Between their whirring limbs and bobbing heads, missile attacks against tall mouthers have a 1-in-5 chance of missing.
  • Hulk Speak: They're smart enough to speak Common and "broken" Halfling, "both in accents that can only be described as obscene."
  • Multi-Armed and Dangerous: They have six arms, four of which they can use in combat. Tall mouthers particularly like to remain out of reach of foes, then use their Combat Reflexes feat to make multiple attacks of opportunity when opponents try to advance.
  • Our Monsters Are Weird: Tall mouthers look something like blue-furred gorillas with a four-foot-wide head-body and multiple 15-foot-long arms.
  • Trademark Favorite Food: They are "the closest things the halflings of the Realms have to a natural enemy," to the extent that "he got mouthed" has become a common way to describe a halfling's end.

    Talon Beast 
https://static.tvtropes.org/pmwiki/pub/images/d&d_talon_beast_5e.png
5e
Classification: Monstrosity (5E)
Challenge Rating: 7 (5E)
Alignment: Unaligned

Large quadrupeds that look like bald vultures and hunger for magic.


  • Chicken-and-Egg Paradox: In-universe, there's speculation over the talon beasts' connection to the Talon card in the Deck of Many Things, and whether the magic item-wrecking card was named after the monster, or vice versa.
  • Dispel Magic: Talon beasts' beak attacks can end active spell effects on their victims, suppress the enchantment of magic items for up to a minute, or destroy potions or spell scrolls.
  • Feathered Fiend: Well, they're missing the feathers, but talon beasts are nasty monsters that resemble wingless, four-legged Vile Vultures.
  • Magic Eater: They feed upon magic and seek out enchanted items, but can't survive on it alone and also prey on other creatures.
  • Supernatural Sensitivity: A talon beast can detect and pinpoint the location of magic within 120 feet of itself.

    Tarek 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tarek_4e.png
4e
Origin: Dark Sun
Classification: Natural Humanoid (4E)
Challenge Rating: 3 (4E)
Alignment: Lawful Neutral

Brawny and barbarous humanoids who live in hills and mountains, surviving by raiding their neighbors.


  • Art Evolution: A minor one; tareks were originally depicted with ochre-colored skin, though 4th Edition emphasized their association with the earth by giving their flesh the color and texture of stone.
  • Dishing Out Dirt: Their shamans are elemental earth clerics and cast spells accordingly, and prefer to fight with stone or obsidian weapons. The tarek in general consider themselves to be born from the earth, and have great affinity for it: a popular chant is thus "Solid is the tarek, strong like the earth, and numerous as the soil."
  • Does Not Like Magic: They hate arcane magic to the extent that they'll go out of their way to kill a defiler, and even chase away preservers. Divine magic they'll respect, but the only faith the tareks will follow is the veneration of elemental earth.
  • Fantastic Racism: Tareks hate elves for their association with magic, and the gith as "abominations to the earth elemental forces," befouling the tareks' sacred mountains with their presence.
  • Made of Iron: Tareks are remarkably sturdy, able to fight on past the point where another creature would have succumbed to their injuries. In gameplay terms, they can keep fighting after reaching 0 hit points, only dying at -10 hit points (in 2nd Edition) or at the end of their next turn (in 4th Edition).
  • Our Orcs Are Different: Athas' orcs were wiped out in the Cleansing Wars, but the tareks fit the thematic niche, being a bunch of brutish raiders — 4th Edition half-orcs are considered an appropriate "stand-in" race for those who want to play as tareks. That said, tareks do differ from orcs by their Lawful nature, making them exceptionally good at cooperating in battle.
  • Primal Stance: Tareks' arms are so long that their knuckles drag along the ground, and they generally move with "jerky, awkward strides"... until they enter combat, at which point "they exhibit a style and grace usually uncommon in creatures of their size and build."
  • Proud Warrior Race Guy: Theirs is a martial society that honors physical prowess, and tareks shun armor in favor of their natural toughness. This unsurprisingly makes them popular slaves in Athasian Gladiator Games, where tareks are deployed as mated pairs, or in special events in which six tareks must team up against some huge monster. Note that tareks aren't too hung-up on "honorable" tactics — they're known to send "traders" out to distract a passing caravan while the rest of the tribe gets into position for an ambush.
  • Signature Scent: They have a "distinct musky odor" that even creatures without the Scent ability can detect up to 15 feet away.

    Tari 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tari_2e.jpg
2e
Origin: Dark Sun
Alignment: True Neutral

Commonly known as "ratmen," these humanoid rodents survive by scavenging, either in the wasteland or from lairs beneath humanoid settlements.


  • Asskicking Leads to Leadership: Tari chieftains tend to have some sort of psionic wild talent, which if combat-applicable, will inform the tribe's battle tactics.
  • Fantastic Racism: Though sentient and intelligent, tari are "hunted freely as pests" by Athasians, so that some warriors earn a good living exterminating them, earning eight ceramic pieces per tari head.
  • Poisonous Person: A tari's bite has a 1-in-20 chance of infecting the victim with a disease that causes an incapacitating fever, then daily Maximum HP Reduction until the victim succumbs. While many peddlers try to sell cures for the disease, only a cure disease spell is known to remove it, but won't restore the lost hit points. This isn't the result of the tari living in filth or anything, instead their jaws contain venom glands that release the "disease," glands that alchemists will pay good money for, but are hazardous to extract.
  • Rat Men: Tari look like bipedal rats (though they sometimes walk on their knuckles), about five feet tall and weighing in at 100 pounds. Their bodies are covered in brown, grey, gold or silver fur, and their tails are long and strong enough to let them hang from a branch or other support.
  • Starfish Language: Downplayed; Tari is a "high-pitched, squeaky" language that includes some sounds too high-frequency for humans to hear. This goes both ways, and tari have difficulty speaking humanoid tongues like Common or Elven — in the rare event a tari knows such a language, they only have 50-50 odds of being understood when they try to speak it.
  • Vestigial Empire: Once upon a time, the tari had a thriving civilization far to the south of the Tyr region, and were advanced enough to build structures of stone and concrete. But now their capital of Ythri is a lost ruin, and they've forgotten most of their past knowledge and history, leaving the tari a Barbarian Tribe that only retains "a collection of exaggerated myths and legends describing wondrous works."
  • Wainscot Society: "Urban" tari live in the sewers and garbage heaps of human cities, surviving on food and water too foul for humans to consume. At night, they sneak into homes (noisily and clumsily) to steal creature comforts, making urban tari lairs "a hodgepodge of stolen finery and trash."
  • Wandering Culture: "Wasteland" tari are nomads who drag their few possessions on travoises as they scavenge for food, and might use a crodlu or inix as a pack animal, though corralling and taming the beast can cost the tribe many lives. They'll attack humans and similarly-sized opponents only if the tari outnumber them three-to-one, launching a pre-dawn assault. Larger threats they'll leave alone unless the creature is weak or injured, in which case the tari will trail it in the hope that it succumbs to the desert.

    Tarrasque 
https://static.tvtropes.org/pmwiki/pub/images/tarrasque_5e.png
5e
Classification: Magical Beast (3E), Elemental Magical Beast (4E), Monstrosity (5E)
Challenge Rating: 20 (3E), 30 (4E, 5E)
Alignment: Unaligned

An ancient and practically immortal monster, the tarrasque spends centuries at a time in hibernation before rousing itself to lay waste to everything in its path.


  • Adaptational Badass: The folkloric tarasque was a fairly standard medieval dragon who was easily defeated, cowed and tamed by Saint Martha. The D&D tarrasque is an unkillable, almost unstoppable juggernaut capable of leveling cities and often the most powerful and dangerous thing a party of adventurers can expect to meet.
  • Anti-Structure: The 5th edition tarrasque's Siege Monster trait makes its attacks inflict double damage to objects and structures.
  • Armor-Piercing Attack: The 4th edition tarrasque has a passive trait which lets its attacks ignore damage resistance and thus always inflict full damage.
  • Attack Reflector: The tarrasque's carapace can reflect magic spells back at their casters.
  • The Dreaded: Ordinary people are terrified of the tarrasque, and for good reason, as it can destroy entire towns and cities singlehandedly. When people hear that the beast has awakened and is headed their way, they get the hell out of dodge.
  • Expy: It's basically the D&D version of Godzilla.
  • Healing Factor: The tarrasque has freakishly strong regeneration, which will heal it of any and all damage it takes and which outright prevents it from taking lethal damage or incurable wounds from any source. It can instantly recover a severed limb by holding it to its stump, and even if it can't access the lost appendage a new one will grow back in six minutes at the longest anyway.
  • Last of His Kind: The 2nd edition manual of AD&D mentions that, fortunately, there is only one Tarrasque.
  • Nigh-Invulnerability: While the specifics vary by edition, the tarrasque is usually highly resistant if not outright immune to multiple damage types, highly resistant to magic, and immune to multiple status effects. Its tough hide is extremely difficult to injure, translating to a sky-high AC, and it usually has a very powerful Healing Factor which quickly undoes any damage it does take. In older editions, the only way to kill it was to bring it down to negative hit points and then use a wish spell to make it stay dead. In 4th edition, it simply cannot be killed: bring it down to 0 hit points and it just buggers off to the Earth's core to recuperate for a few decades.
  • Non-Malicious Monster: As destructive and ravenous as the Tarrasque is, it's simply an animalistic predator driven only by natural instincts. To it, devouring a populous city or an uninhabited mountain is just the same. Of course, this is of scant comfort to the people who fall victim to its hunger.
  • No-Sell: The Tarrasque's armored carapace is impervious to most forms of magic, and has a 1-in-6 chance of reflecting any spell cast on it back at the caster.
  • Single Specimen Species: The tarrasque is generally treated as a unique creature in most settings. The one exception is Spelljammer, which has a planet inhabited by hundreds of the creatures.
  • Villain: Exit, Stage Left: In 4th edition, the tarrasque will escape from combat by burrowing into the ground the instant it falls to 0 hit points. It then returns to the planet's core to rest and recuperate.
  • You Will Not Evade Me: In 4th edition the tarrasque projects a magical aura which prevents other creatures from flying higher than 20 feet, keeping them well within reach of its teeth and claws. Said aura also neuters the speed of flying creatures so that they cannot outrun the tarrasque.

    Tasloi 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tasloi_3e.png
3e
Classification: Humanoid (3E)
Challenge Rating: 1/2 (3E)
Alignment: Chaotic Evil

Small, green humanoids who are most dangerous in numbers, and can also launch clever ambushes against those passing through their jungles.


  • Combat Pragmatist: They're small and individually weak, but not stupid. Tasloi commonly clear obvious escape routes from the lairs of more dangerous jungle denizens, then wait for a third party to go after said monsters. When the attackers retreat after biting off more than they can chew, they find themselves fleeing headlong into tasloi traps and ambushes.
  • Frazetta Man: Tasloi are essentially three-foot-tall examples, being flat-headed, hairy, long-limbed humanoids more comfortable in the trees than walking half-upright, occasionally touching their knuckles to the ground.
  • Our Goblins Are Different: They can also be viewed as arboreal, jungle-dwelling goblin stand-ins.
  • Speaks Fluent Animal: In addition to their own tongue and a pidgin of Common they use while trading, 2nd Edition tasloi can speak "the language of monkeys and apes."
  • To Serve Man: Though they're omnivores, tasloi enjoy flesh, particularly that of humans and elves. When they attack larger humanoids, tasloi will always try to make off with their dead.
  • Weakened by the Light: Tasloi are nocturnal, and take a minor penalty to attack rolls while within natural or magical sunlight.

    Tayellah 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tayellah_3e.jpg
3e
Classification: Magical Beast (3E)
Challenge Rating: 24 (3E)
Alignment: True Neutral

Gargantuan, three-headed feline predators that prowl the most savage wilds of the Material Plane and beyond.


  • Beware My Stinger Tail: Their tentacle-like tails have stingers that carry a poison that deals serious Constitution damage.
  • Deadly Lunge: Like smaller big cats, they can make a full attack even after leaping upon a foe, allowing them to rake with their claws for additional damage.
  • Food Chain of Evil: Fittingly, their favored prey includes giant avians and lizards.
  • Mega Neko: They look like three-headed lynxes that stand 30 feet tall at the shoulder, putting them in the same size category as elder dragons.
  • Multiple Head Case: These felines have three heads.

    Tayfolk 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tayfolk_3e.png
3e
Origin: Dragonlance
Classification: Humanoid (tayling), Monstrous Humanoid (taylang) (3E)
Challenge Rating: 1 (tayling), 2 (taylang) (3E)
Alignment: Neutral Good (tayling), Chaotic Neutral (taylang)

A race comprised entirely of twins, one delicate and humanoid, the other hulking and bestial.


  • Angsty Surviving Twin: Should one tayfolk twin die, the other usually follows quickly. A tayling will fly into a "spell rage," converting spell slots into damaging bolts of magic, and fighting without any regard for their own safety to avenge their sibling; afterward, the tayling will refuse to eat, quickly wasting away. A taylang will go berserk, and ultimately kill themself by attacking a powerful monster.
  • Appease the Volcano God: Greatly downplayed; tayfolk worship Pillar-That-Upholds-The-Sky, the great volcano at the heart of their home island, which still sends up enough smoke that explorers might mistake a distant view of the Land for a cloud bank. But rather than sacrifice citizens to the volcano, the tayfolk instead keep a monastery at the mountain's icy summit, where priests "constantly express the gratitude of the tayling people," supported by food and clothes sent up from the rest of the population.
  • Beast Man: Taylangs are husky and bestial, though the nature of that beastliness can vary greatly — some taylangs are scaly and reptilian, others are shaggy and resemble bipedal bears or apes.
  • The Berserker: Taylangs can fly into a bestial rage once per day, usually when their twin is threatened. 3rd Edition notes that the twins' empathic link means that that the pair's tayling takes a minor penalty to attack roll and saving throws, due to the distraction from the emotional feedback.
  • Hereditary Twinhood: All tayfolk are born as tayling-taylang twin pairs, which makes their reproduction quite tricky. First, one set of tayfolk has to find another pair of twins of compatible sexes, next the taylang has to ensure that they're physically compatible with their counterpart, then the tayling investigates their counterpart to see if they're a desirable match, and then finally the twins pair up with each other. They don't form permanent relationships with their mates, since "no attachment could possibly be as great as that between the twins themselves," and the resulting sets of twins are left with their mothers.
  • Hidden Elf Village: For most of their existence, the tayfolk have lived on an idyllic tropical island they call "Land," blissfully unconcerned with the affairs of the rest of Krynn. This lasted until the Age of Despair, when Ariakan Ariakas and the Knights of Takhisis landed on the tayfolk's island looking for conscripts to use in his invasion of Ansalon, and Ariakan had has his mages decimate the tayfolks' homes when they refused to take part. Afterward, hundreds of surviving tayfolk chose to embark on boats and follow the Knights in search of vengeance, and since the War of Souls, most tayfolk are now a Wandering Culture spread across Krynn in search of answers for their tragedies, with only a handful remaining on their original island.
  • Mage Species: Taylings are both Resistant to Magic and natural spellcasters, and can innately cast cure light wounds and mage hand a few times per day, learning cat's grace, haste and polymorph as they gain character levels.
  • Multiple-Choice Past: The tayfolk have inconsistent accounts of how their race came to be. One story is that they were once elves and ogres who made a bargain with Zivilyn the World Tree, forming a community that developed into a single race exhibiting the traits of their ancestors. Another story is that their ancestors were a single people who constantly warred with themselves, but were transformed by the passing Graygem into their current forms.
  • Polar Opposite Twins: Quite. Taylings are elflike and graceful, with minor penalties to Strength and Constitution but bonuses to Dexterity, Wisdom and Charisma, and are natural sorcerers. Taylangs are Large monstrous humanoids with bonuses to Strength and Constitution, but penalties to Intelligence and Wisdom, and favor the fighter class. They're Alleged Lookalikes to anyone else, but other tayfolk are able to spot the familial resemblance between a tayling-taylang pair.
  • Superior Twin Teamwork: Their bond makes a tayfolk twin pair exceptionally good at working together, granting a bonus to Initiative checks, and in 3rd Edition doubling the benefits of the "aid another" action. In 2nd Edition, a tayfolk with access to a healing item or magic can even cheat death by using their next action to revive a twin who has fallen past 0 hit points, bringing them back to positive hit points without a need for a system shock check.
  • Twin Telepathy: Tayfolk twins have a mile-ranged telepathic connection (in 2E) or empathic bond (in 3E) that lets them know the general status of their twin. This means tayfolk can't bear to be apart from their twin — a tayling will grow irrationally paranoid for their twin's safety, while a taylang becomes unpredictable and violent, and even if reunited, the twins are rarely the same.

    Telthor 
https://static.tvtropes.org/pmwiki/pub/images/d&d_telthor_3e.jpg
3e
Origin: Forgotten Realms
Classification: Fey (3E)
Challenge Rating: As base creature +1 (3E)
Alignment: True Neutral

Guardian spirits of beasts or humanoids, bound to defend the land.


  • Departure Means Death: Telthors are bound to specific sites, and if they travel more than a mile beyond them, they'll take damage every minute until they return or expire.
  • The Empath: Bestial telthors can empathize and communicate with mundane animals of their kind, while humanoid telthors can choose a type of animal for this ability to apply to.
  • Guardian Entity: In their home setting, telthors serve as such to Rashemen, a land "rich in untapped spirit magic." Many places, or individual trees, rocks or rivers, have a terrain-appropriate telthor spirit animal defending them, while Rashemi barbarians' berserker lodges each have a spirit totem and associated telthor beast. Humanoid telthors tend to look after the battlefields where they fell, defending them from defilers or foreign invaders.
  • Intangibility: They're incorporeal entities.
  • Our Ghosts Are Different: Humanoid telthors are formed where people died defending a land full of spiritual energy, creating an "echo" of the deceased. While they're classified as Fey rather than Undead, they're still considered spirits, so that if the dead humanoid is resurrected, their associated telthor vanishes. The revived person has no memory of their time as a spirit, however.
  • Telepathy: Telthors of any kind, beast or humanoid, can communicate telepathically with each other at a range of 100 feet.

    Tembo 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tembo_4e.png
4e
Origin: Dark Sun
Classification: Aberrant Magical Beast (4E)
Challenge Rating: 6 (4E)
Alignment: Chaotic Evil

Vile predators who prey on the most vulnerable of victims, delighting in the misery they cause.


  • Bioweapon Beast: 4th Edition explains that tembo were created during the Cleansing Wars, specifically "to sniff out and snatch those most loved by their masters' opponents." Unfortunately they outlived that vicious conflict and continue their depredations to this day.
  • Deadly Lunge: In direct combat, tembo leap upon their victims, biting and clawing with all four legs at once, using their hindlegs to tear through soft flesh, tendons and organs.
  • Eats Babies: To put it simply, "The favorite food of the tembo is the young of any other race." The creatures have been known to sneak into nomadic elven camps, dwarven villages, or even infiltrate a human city just to steal infants from their cradles.
  • Hated by All: Everyone on Athas despises tembo, to the extent that "Nothing ends a disagreement in a Tyrian settlement as quickly as the rumor of a tembo approaching," and even feuding elf tribes will call a truce to team up and hunt down a tembo pack. Only the most vile of individuals are willing to work with the creatures.
  • Heinous Hyena: They look something like scaly hyenas with stegosaurian plates on their backs, and they emphasize the worst traits of those scavengers, including their "chilling laughter."
  • It Can Think: Tembo have human-level intelligence, are fully sapient, and even capable of speech. Unfortunately, they're thoroughly evil, and use that intelligence to aid their hunts.
  • Level Drain: 2nd Edition tembo cause permanent "life level" drain with their bite attacks.
  • Life Drain: 2E tembo also know the life drain power, and are known to play with their food by batting it from paw to paw, draining the victim's life away with each blow.
  • Sadist: They delight in causing misery, and pick their targets specifically to cause suffering — helpless children, new brides, even animal companions.
  • Stealth Expert: Tembo use psionics like shadow form, chameleon power and ectoplasmic form to aid in their hunts in 2nd Edition, while 4th Edition gives them a hefty Stealth bonus, an invisibility power, and a "shadow evasion" reaction. All of this makes tembo almost impossible to catch, so that "townsfolk swear the creature fades away as soon as fighters attack."
  • Walking Wasteland: 2nd Edition tembo can psionically generate a death field, while 4th Edition gives them a short-ranged aura that deals necrotic damage to those around them, and interferes with healing when the creature is bloodied. It's noted that tembo will sometimes sneak through a settlement, letting their necrotic aura kill weak creatures.

    Tempest 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tempest_3e.jpg
3e
Origin: Forgotten Realms
Classification: Elemental (3E)
Challenge Rating: 16 (3E)
Alignment: Chaotic Neutral

These composite elementals are more or less living storms, and generally attack any creatures they encounter.


  • Bizarre Alien Reproduction: Their AD&D entry assures us that yes, tempests do have sexes, and if a male and female living storm meet, the result is about a week's worth of calamitous weather, followed by the two going their separate ways, leaving behind one to four infant tempests sometimes called "tantrums."
  • Blow You Away: Beyond being able to use gust of wind and wind wall at will, a tempest can take the form of a whirlwind (or vortex if underwater) that can mow over enemies, dealing heavy damage and potentially sucking them up in the cyclone.
  • Cumulonemesis: A tempest is an elemental spirit in the form of a living storm cloud about fifty feet wide. A surly and aggressive being, it attacks with lightning, pouring rain and whirlwinds, and feeds by killing living creatures and consuming their moisture.
  • Elemental Powers: A tempest is an elemental where all four elements coexist: air in the wind, earth in the whirling sand and dirt, fire in the heat of the lightning, and water in the rain. In 3rd Edition, it simultaneously has the air, earth, fire and water subtypes.
  • An Ice Person: Tempests can use chill touch as an at-will spell-like ability.
  • Organ Drops: According to their AD&D entry, the element of earth is represented in both the dust that swirls around a tempest, and in their "circulatory system" of silver. When a tempest is slain, a silvery residue rains from its form, which can be collected as the equivalent of a handful of silver pieces, but is most valuable as a crafting component for a wand of lightning or similar lightning- or weather-related magic items.
  • Shock and Awe: They can cast lightning bolt at will.
  • Underground Monkey: Tempests have both arctic and desert equivalents. The latter are skriaxits, also known as blackstorms or living sandstorms, and are just as aggressive but much more sadistic than ordinary tempests, making them Neutral Evil rather than Chaotic Neutral.

    Temporal Filcher 
https://static.tvtropes.org/pmwiki/pub/images/d&d_temporal_filcher_3e.jpg
3e
Classification: Aberration (3E)
Challenge Rating: 3 (3E)
Alignment: Any Evil

These larger relatives of the ethereal filcher do not steal trinkets across dimensions, but instead snatch prey through time.


  • Multi-Armed and Dangerous: Unlike ethereal filchers, temporal filchers make full use of their multiple limbs in combat, and have a full attack action with all four clawed hands.
  • Our Monsters Are Weird: Like their cousins, they have a head-body and single leg.
  • Psychic Powers: They're innately psionic, and can use powers such as chameleon, psionic dimension door and distract at will.
  • Time Travel: Temporal filchers have a one-way version of it, a variant of time hop that affects themselves and any victims they've grappled, sending them seven minutes forward in time. From an outside viewpoint, the monster and its grappled victim appear to vanish, which means when the rest of the group moves on in confusion, the temporal filcher's victim will have no nearby allies when they and the monster reappear seven minutes later.

    Tendriculos 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tendriculos_3e.jpg
3e
Classification: Plant (3E)
Challenge Rating: 6 (3E)
Alignment: Unaligned

Huge, carnivorous plants known for their rapid regenerative ability.


  • Big Eater: Tendriculoses consume large amounts of meat to fuel their regeneration ability.
  • Healing Factor: The tendriculos can regrow its vegetable body extremely rapidly, unless hurt by acid or bludgeoning weapons.
  • Horse of a Different Color: The process is quite involved, but it's possible to ride a tendriculos, in a way. First, one of their seeds has to be grown in a special alchemical mixture that negates its paralytic, acidic digestive juices. This makes the tendriculos wholly dependent on its master to feed it pulped meat, or else it will starve. Once the monster is fully-grown, a device resembling a bear trap is used to hold its jaws open, at which point its owner can crawl inside its stomach cavity, steering the creature by reins attached to the steel contraption in its mouth. For this to work, the tendriculos needs special training to suppress its urge to swallow enemies, but this isn't foolproof, which can result in an enemy being dropped into the creature's stomach right next to its "rider."
  • Man-Eating Plant: They look like a 15-foot-tall mound of vegetation supported by vines and branches, and have a mouth full of thorny teeth.
  • Swallowed Whole: Anything Large or smaller hit by a tendriculos' bite attack is in danger of being swallowed, at which point it will take regular acid damage and have to save against paralysis from the same digestive juices.

    Tengu 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tengu_3e.jpg
3e
Classification: Monstrous Humanoid (3E)
Challenge Rating: 1 (crow-headed), 6 (human-headed) (3E)
Alignment: True Neutral

Winged bird-folk who live in the mountains on the fringe of civilization, and have little tolerance for humans.


  • Combat Hand Fan: Human-headed tengu always carry fans of brightly-colored feathers, which can be wielded with all the effect of a katana in close combat, or fanned to generate intense gusts of wind, replicate a quickgrowth spell, or... cause the abnormal growth or shrinkage of a target's facial features, usually the nose or ears.
  • Confusion Fu: Tengu swordsmanship is highly unorthodox, since it incorporates their wings to buffet, disorient and generally baffle opponents. Mechanically, this lets tengu attempt a Bluff check each round to gain a minor bonus on attack rolls.
  • Gag Nose: As per their mythological source, human-headed tengu have incredibly long, pointed noses.
  • Master of Illusion: All tengu can cast change self, ghost sound, or minor image at will, while human-headed tengu can additionally use major image, invisibility and mirror image.
  • Master Swordsman: In 3rd Edition, tengu have mastered the katana to the extent that they can apply the Weapon Finesse feat to it, utilizing their superior Dexterity to aid in attack rolls with their swords. The tengu also appreciate swordsmanship, and in rare cases a human-headed tengu might overcome their animosity towards humans to spend a few months tutoring a skilled human swordsman in tengu techniques.
  • Tengu: They're Bird People, some human-sized with the heads of crows, while their ruling caste is shorter, with humanoid heads. Tengu are inherently magical and have mastered unique combat techniques, but are obsessed with privacy and are antagonistic toward humans (particularly in Kara-tur, where the tengu are thought to be the land's original inhabitants, pushed out by the rise of human civilization). The form of this antagonism varies by tengu type, with the more brutish crow-headed tengu usually attacking any humans who enter their territory, while human-headed tengu prefer using their magic to play cruel tricks instead.
  • Voice Changeling: Tengu can perfectly mimic any voice or sound they've heard.

    Teratomorph 
https://static.tvtropes.org/pmwiki/pub/images/d&d_teratomorph_3e.jpg
3e
Classification: Ooze (3E)
Challenge Rating: 16 (3E)
Alignment: Unaligned

Gargantuan piles of iridescent slime, flashing with energy and constantly in flux, that normally lurk in the depths of the ocean or underground, but occasionally drift or wander to the surface in search of food.


  • Blob Monster: Teratomorphs are cottage-sized masses of seething matter, flickering in and out of existence. It's speculated that the reason they're so large, and why it's impossible to take a smaller sample from a teratomorph, is because it takes a large concentration of such otherworldly matter to counteract its inherent instability.
  • Intangibility: There's a one-in-five chance that any physical attack against a teratomorph will fail, simply because the targeted part of its body doesn't fully exist at the moment. Spells like true strike or true seeing don't help with this, though dimensional anchor will suppress this effect for its duration.
  • Random Effect Spell: Their "warp reality" ability normally imposes penalties on attack rolls and Dexterity checks to everything within 120 feet, but it has a 10% chance to duplicate the effects of two high-level spells at a time, such as fire storm and reverse gravity, or earthquake and prismatic spray.
  • Reality Warper: Teratomorphs are creatures of raw chaos that warp other beings they touch, and cause reality to rip apart from their very presence.
  • Transformation Horror: Anything hit by a teratomorph's entropic touch has to save or have their body tranformed from contact with the creature. Results range from Strength and Dexterity damage as the victim is mutated, Constituion drain as parts of their body simply vanish, a Forced Transformation into literally anything, the ooze physically bonding with the victim, or the victim being absorbed and consumed by the teratomorph, leaving no body behind and thus requiring magic like true resurrection or miracle to restore them.
  • Weaponized Teleportation: These monsters cause "portalquakes" that can force one nearby creature each round to save or be plane shifted to a random destination.

    Terlen 
https://static.tvtropes.org/pmwiki/pub/images/d&d_terlen_3e.jpg
3e
Origin: Planescape
Classification: Magical Beast (3E)
Challenge Rating: 2 (3E)
Alignment: Neutral Evil

Sharklike predators that have proliferated across the Lower Planes, where they hunt prey by land, sea or air.


  • Back Stab: 3E terlens deal extra damage against flat-footed foes.
  • Chameleon Camouflage: Their AD&D entry mentions that terlens' natural coloration is a dull, sandy grey, but they can change it to blend in with their surroundings.
  • Flying Seafood Special: Terlens' pectoral fins have enlarged and strengthened to the point where they can also serve as wings, and the creatures can now breathe both water and air. The same fin-wings can also help terlens wriggle across dry land, at a slow rate in 2E, or matching their flying and swimming speeds in 3E.
  • Threatening Shark: Planescape notes that terlens' shark ancestors were hardy enough to survive the seas of the Lower Planes before they were warped by some spellcaster or the planes themselves into even more effective killers. They are now voracious and tenacious predators that can pursue prey across any terrain short of burrowing into the earth, and are feared for latching onto prey with their jaws and worrying them for regular damage until either they or the terlen is dead.

    Thanoi 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thanoi_5e.png
5e
Origin: Dragonlance
Classification: Monstrous Humanoid (3E), Monstrosity (5E)
Challenge Rating: 2 (3E), 1 (5E)
Playable: 3E
Alignment: Lawful Evil (2E), Neutral Evil (3E)

Walrus-folk who dwell on ice floes and glaciers as nomadic societies, hunting, fishing and attacking intruders.


  • The Beastmaster: They tame polar bears to pull sleds, or to ride into battle.
  • Horn Attack: Thanoi's tusks (which both males and females possess, though males' are longer) are natural weapons that can deal as much damage as a longsword.
  • Kick the Dog: Their 2nd Edition lore states that thanoi enjoy recreational killing of animals, "the more helpless the better," such as seals.
  • Magic Is Feminine: As a society, the thanoi do not like magic, though they do have "medicine women" known as kagog who learn healing spells and useful magic like predict weather. Typically a tribe's oldest female is its medicine woman, who passes on her skills to a successor.
  • No-Sell: They're immune to normal or magical cold, though Weak to Fire, and in their older rules, lose hit points each week they spend in non-freezing climates.
  • Starfish Language: The thanoi's language sounds like "a cacophany of grunts, snarls and coughs," but is actually quite sophisticated, incorporating non-verbal facial twitches and chest slaps. As a result, their 2E rules state that only 5% of those with an Intelligence of 16 or higher can learn Thanoi... though for some reason evil races such as minotaurs have a better chance of understanding it.
  • Wily Walrus: They're walrus-like beastfolk who are generally aggressive and hostile towards everyone else, and strict carnivores who attack anything considered a food source.

    Thomil 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thomil_3e.png
3e
Origin: Forgotten Realms
Classification: Elemental (3E)
Challenge Rating: As base creature +2 (3E)
Alignment: Chaotic Neutral

Spirits that inhabit rocks and stone, and can animate them to defend against despoilers.


  • Defend Command: Thomil can shift into a boulder-like form, rendering them immobile and unable to attack, but granting them a massive boost to their Armor Class (in 2E) or a hefty Damage Reduction 15/— and even higher Spell Resistance (in 3E).
  • Guardian Entity: In their home setting, thomil are native to the land of Rashemen. As with the orglash, the Rashemi appreciate that thomil defend their home from the likes of the Red Wizards of Thay, but also fear the spirits, since they'll also attack natives who fail to show them proper homage. This can interfere with locals' efforts to mine and build in areas guarded by thomil, even after workers petition a witch to appease the spirits.
  • Resistant to Magic: They have Spell Resistance, particularly against the magic of the Red Wizards of Thay.
  • Rock Monster: They look like humanoid torsos composed of stone, merged with the ground from the waist down. In 3rd Edition, "thomil" is a template that can be applied to any elemental creature with the earth subtype.
  • Swallowed Whole: In 3E they can engulf smaller creatures, trapping them in the thomil's body and crushing them.

    Thoqqua 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thoqqua_3e.jpg
3e
Classification: Elemental (3E)
Challenge Rating: 2 (3E)
Alignment: True Neutral

Also known as rockworms or fireworms, these creatures use their superheated bodies to burrow through solid rock in search of minerals. They're often found on the Elemental Planes of Fire and Earth, but are native to the Paraelemental Plane of Magma.


  • Dig Attack: Their first instinct when disturbed is to attack, often by bursting out of a rocky surface at interlopers.
  • Dungeon Bypass: 3rd Edition druids can summon thoqquas with summon nature's ally at 5th level, and can then direct the creatures to tunnel their way through dungeon walls and other obstacles well before a party normally gets access to spells like teleport.
  • Fast Tunnelling: They have a 20 foot burrow speed, and can bore through solid rock without difficulty. This leaves behind a narrow but usable tunnel, though it takes a couple of minutes for its walls to cool enough to be safe to use.
  • Feed It with Fire: Their 2nd Edition rules let thoqquas heal from fire damage, and notes that when two or more thoqquas are encountered together, they'll abuse this trait to give each other additional hit points.
  • Magma Man: They're hybrid creatures of elemental earth and fire, which unfortunately contributes to thoqquas' foul tempers, and makes them vulnerable to cold attacks. On the upside, they deal extra fire damage with every attack, or to anyone stupid enough to touch them.
  • Metal Muncher: They feed on rocks and minerals, which can cause problems if thoqquas end up on the Material Plane next to a dwarf or kobold settlement.

    Thorciasid 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thorciasid_3e.jpg
3e
Classification: Aberration (3E)
Challenge Rating: 22 (3E)
Alignment: True Neutral

Intelligent insectoids who lurk in the shadowy corners of civilization, feeding upon the life essence of other creatures,


  • All Webbed Up: Thorciasids can fire a stream of goo that hardens on impact, immobilizing victims in a few rounds. Such cocooned victims are typically stashed in nests built in the depths of buildings, sewer systems, the sides of cliffs, or even large naval or planar craft.
  • Insectoid Aliens: They look something like Large cockroaches with upright thoraxes and forelimbs.
  • Vampiric Draining: Melee touch attacks with a thorciasid's forelimbs permanently drain points of Strength, Dexterity and Constitution from a victim, which causes the monster to regain health, while touches from its antennae bestow negative levels, which gives a temporary buff to the thorciasid's Constituion.

    Thorn 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thorn_3e.jpg
3e
Classification: Fey (3E)
Challenge Rating: 4 (3E)
Alignment: Neutral Good

Short but stalwart fey warriors, tasked by their lieges with protecting important sites or their weaker kin.


  • Back Stab: They deal sneak attack damage like a rogue.
  • Forced Sleep: Thorns carry the same sort of sleep-causing arrows commonly used by pixies.
  • Good Is Not Nice: They're solidly good, and never pick fights, but they won't allow anyone to threaten that which they're protecting. When it's time for combat, thorns fight dirty, launching vicious sneak attacks from hiding.
  • Pint-Sized Powerhouse: Thorns are three feet tall and weigh only 25 pounds, but have Strength and Constitution scores comparable to an orc's.
  • Serrated Blade of Pain: These fey get their name from their thorn longswords, harvested from enormous rose bushes in the faerie courts. While they look intimidating, they're functionally the same as an ordinary longsword.

    Thought Eater 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thought_eater_3e.jpg
3e
2e
1e
Classification: Aberration (3E)
Challenge Rating: 2 (thought eater), 13 (thought slayer) (3E)
Alignment: True Neutral (thought eater), Chaotic Neutral (thought slayer) (3E)

Predators from the Ethereal Plane whose skeletal forms are wrapped in protomatter, and which feed upon the mental energy of Material Plane creatures.


  • Art Evolution: Early thought eaters were explicitly skeletal platypi, but their 3rd Edition art made them much more intimidating, something like hawk-headed skeletal lions draped in ectoplasm.
  • Deadly Gaze: A thought slayer's mind-consuming gaze can instantly kill creatures that fail their saves, or daze those who saw it through something like a mirror or reflection in water. The good news is that it has to manifest on the Material Plane to affect Material creatures with it, so prey at least has a chance to fight back.
  • Evolutionary Levels: The Expanded Pisonics Handbook describes thought slayers, a larger and stronger variant of the thought eater, as having "fared far better on the evolutionary ladder" than their common kin.
  • Giant Mook: Thought slayers are a far more dangerous breed of thought eater, being Huge rather than Medium-sized, wielding much more dangerous psionic powers, and capable of bringing down prey with a mere stare.
  • Hit-and-Run Tactics: If they face resistance, a thought eater will make an attack or two, then return to the Ethereal Plane to digest their meal. Though if they sense weak prey, they'll stop to gorge themselves.
  • Intangibility: As Ethereal Plane predators, they can shift to the Material Plane as part of a move action, and return to the Ethereal as a free action. The catch is that if they spend more than 10 continuous rounds on the Material Plane, their wispy bodies will fall apart, killing them.
  • Mana Drain: A thought eater's only attack is a touch that drains six power points from a psionic opponent, or deals Intelligence damage to non-psions; either way, these attacks provide nourishment to a thought eater. Thought slayers work similarly, but have an actual bite attack, and need only look at their victims to consume their minds.
  • Psychic Powers: Basic thought eaters can use powers like psionic daze or precognition to assist in hunts, while thought slayers can break out bigger guns like brain lock or mind trap.

    Thri-Kreen 
https://static.tvtropes.org/pmwiki/pub/images/88268_620_121.jpg
3e
Classification: Monstrous Humanoid (3E), Natural Humanoid (4E), Humanoid (5E)
Challenge Rating: 1 (3E, 5E), 6 (4E)
Playable: 2E-5E
Alignment: Chaotic Neutral, Unaligned (4E)

Mantis-like humanoids with multiple limbs and a penchant for psionic powers. See the Playable Races subpage for more information about them.

    Thrum Worm 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thrum_worm_fix_3e.jpg
3e
Classification: Magical Beast (3E)
Challenge Rating: 2 (3E)
Alignment: Unaligned

10-foot-long worms that can fire sonic rays at threats.


  • Fast Tunnelling: Downplayed, they only have a 20-foot burrow speed, but can at least take a rider with them.
  • Horse of a Different Color: Thrum worms are easier to tame than other magical beasts, and gnomes in particular have grown adept at training the worms for use as specialized cavalry. In peacetime, the creatures are used to seek out mineral deposits, while at war, gnomes will ride the worms behind enemy lines.
  • Super-Scream: Each round, a thrum worm can unleash a ray of sonic energy from its mouth, dealing a longsword's worth of damage.

    Thrym Hound 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thrym_hound_3e.jpg
3e
Classification: Magical Beast (3E)
Challenge Rating: 10 (3E)
Alignment: Neutral Evil

Huge wolves whose bodies are covered in frozen spines, created by Thrym for his frost giant worshipers.


  • Canis Major: They're 12 feet tall at the shoulder and 30 feet long, making them large enough to serve as mounts for 3E frost giants (which are Large rather than Huge).
  • Food Chain of Evil: In their cold homelands, Thrym hounds are at the top of the food chain, only fearing white dragons — but even so, a pack of Thrym hounds can bring down younger white dragons if necessary.
  • An Ice Person: Thrym hounds are covered in frozen spines, have a Deadly Gaze attack that deals heavy cold damage in a 60-foot line, and can cast ice storm three times per day. That said, they're resistant, not immune, to cold damage, so they have to be careful using their abilities when hunting as a pack.
  • Savage Wolves: Thrym hounds are just smart enough to speak and have an alignment, and engage in cruelty for its own sake, torturing victims before eating them. Their packs also routinely venture into temperate lands to wreak havoc.
  • The Spiny: Anyone who attacks a Thrym hound in melee but misses is in danger of being hit by one of its icy spikes.

    Thunder Worm 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thunder_worm_3e.png
3e
Classification: Magical Beast (3E)
Challenge Rating: 21 (3E)
Alignment: True Neutral

Colossal creatures resembling worm-like clouds that constantly crackle with lightning and rumble with thunder, leading to their nickname of "living storms."


  • Cumulonemesis: They're misty creatures charged with sonic and electrical energy, and can be quite lethal if they enter combat.
  • Make Some Noise: They can release thunderclaps to deal a devastating amount of sonic damage to all creatures within 30 feet.
  • The Spiny: Anyone who strikes a thunder worm with a natural attack or a metal weapon has to save or be zapped by electricity.
  • Swallowed Whole: Thunder worms can simply fly down and engulf opponents in their incorporeal forms, dealing constant electricity and sonic damage so long as they're overlapping the smaller creatures.

    Thunderbird 
https://static.tvtropes.org/pmwiki/pub/images/d&d_thunderbird_3e.jpg
3e
Classification: Magical Beast (3E), Elemental Beast (4E)
Challenge Rating: 12 (3E), 22 (4E)
Alignment: Chaotic Good (3E), Unaligned (4E)

Immense birds of prey with great power over the sky's fury, thunderbirds are often seen as objects of worship by humanoids who share their ranges.


  • Giant Animal Worship: Thunderbirds are often worshipped as nature spirits and embodiments of the elements by desert-dwelling peoples.
  • Giant Flyer: Thunderbirds are immense, capable of reaching thirty feet from head to tail and to have fifty-foot wingspans, and can easily carry animals as large as an orca away into the sky.
  • Shock and Awe: Thunderbirds have innate control over electricity, and can magically call down thunderbolts and create lightning storms.
  • Thunderbird: Thunderbirds are immense raptors with power over storms and lightning, which tribal communities ofter worship as avatar of nature's fury and abundance.
  • Weather Manipulation: Thunderbirds can create fog banks, lightning storms and sandstorms as innate magical powers.

    Tibbit 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tibbit_3e.jpg
3e
Classification: Monstrous Humanoid (3E)
Challenge Rating: 1/2 (3E)
Playable: 3E
Alignment: Chaotic Neutral

Also known as "catweres," these beings can shift between the forms of Small humanoids and ordinary-looking felines.


  • Cat Folk: In their humanoid forms, tibbits are a downplayed example, with catlike eyes, pointed ears, and long, thick hair colored and patterned like their housecat form.
  • Cats Are Mean: They're not usually outright Evil, but tibbits are moody, capricious and self-absorbed, with "a slightly distant, arrogant attitude toward others, as if as a race they share a colossal, secret joke over other intelligent creatures."
  • Familiar: While tibbits share many properties with were-beasts, they're actually descended from felines taken as mages' familiars, who passed down their enhanced intelligence and magic over the generations until either evolution or some triggering event led to the birth of a new (relatively rare) race.
  • Killer Rabbit: Their artwork plays them up as such, seemingly harmless felines with a humanoid intelligence, and potentially enough levels in rogue that their Sneak Attack damage more than makes up for their bite and claw attacks' paltry base damage.
  • Sneaky Spy Species: Downplayed; tibbits' feline forms let them sneak about unnoticed, and they're naturally curious and prone to spying on others, viewing other intelligent beings as "a bundle of secrets just waiting to unfurl before them." However, tibbits are for the most part too impulsive and carefree to become "professional" spies (or assassins) — though the (typically Evil) tibbits who do embrace this lifestyle tend to be dangerously good at it.
  • Voluntary Shapeshifting: They can switch between their Small humanoid and Tiny housecat form at will, and commonly remain in their cat form when among other creatures, though they'll revert to humanoid form if slain. Tibbits can't speak in their cat form or do much in combat beyond scratching and biting foes for minor damage, and their armor vanishes and becomes useless, though magic items like rings and necklaces will remain useable, changing their appearance into cat-appropriate anklets or collars.

    Tirbana 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tirban_3e.jpg
From left to right, a tirbana spawner, drowser and slayer (3e)
Classification: Magical Beast (3E)
Challenge Rating: 1/2 (eyewing), 2 (drowser), 4 (slayer), spawner (5) (3E)
Alignment: Lawful Neutral

Intelligent insectoids who overwhelm other races' settlements, put their inhabitants to sleep, and implant eggs into living hosts.


  • Arch-Enemy: Tirbanas are indifferent to the fate of their victims, with the exception of elves, who they both fear and hate for the elves' natural immunity to the tirbanas' sleep magic. Elves in turn will sometimes send out hunting parties to wipe out tirbana colonies before they can threaten other peoples.
  • Cute Is Evil: Tirbana eyewings look something like foot-long dragonflies with big green eyes, and act friendly around nonhostile creatures, following them around, begging for scraps of food, accepting headpats, and generally acting cute and playful. But as soon as those creatures they're following reach a settlement, the eyewing flies back to its colony to report the location of a new batch of incubators.
  • Face Full of Alien Wing-Wong: Tirbana implant four eggs into the throats of their sleeping victims, which hatch a week later in the host's stomach. The larval tirbanas then eat their way out of their host, dealing Constitution damage each day until the host dies and the newborn tirbanas emerge. A cure disease or heal spell will halt this process, so long as it's cast before the victim's Constitution reaches 0.
  • Forced Sleep: Tirbana drowsers, true to their name, can cast sleep at will, while a tirbana spawner can emit a supernatural droning that can put all other creatures in a 60-foot radius to sleep.
  • Hive Caste System: Tirbanas come in four known forms.
    • Eyewings are primarily scouts and sentries, but will also help care for sleeping incubators.
    • Drowsers specialize in subduing potential incubators through sleep spells, though some are also modified to impregnate the colony's spawner.
    • Slayers are clawed warriors that deal with threats that resist other tirbanas' sleep magic.
    • Each colony is led by a single spawner, which directs the other tirbana and produces the next generation of eggs.
  • Non-Malicious Monster: As their entry explains, tirbanas aren't evil or malicious, and do their best to care for the slumbering victims they've converted into incubators. But the tirbana don't recognize the immorality of using sentient creatures as unwilling larvae hosts, and are only unshakeably committed to their colony's survival.
  • Poisonous Person: Each tirbana breed has a poisonous bite, which causes victims to take a penalty on saving throws to resist sleep effects.
  • We Are as Mayflies: Tirbanas only live long enough to subdue a population of incubators, and produce and implant eggs into them. Once the next generation of tirbanas begins to hatch, the previous population weakens and dies over the next two weeks.

    Tlacatecolo 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tlacatecolo_5e.png
5e
Classification: Fiend (5E)
Challenge Rating: 5 (5E)
Alignment: Neutral Evil

Shapeshifting avian fiends who spread sickness and suffering wherever they go.


  • Ominous Owl: They look like bipedal owls stricken by disease, and are wholly malevolent, being patterned on the owl-headed tlacatecolotl of Aztec Mythology who bring illness and misfortune.
  • Plague Master: These fiends spread a supernatural affliction, a "chilling, disease-ridden wind" that deals cold damage and poisons victims. Worse, victims 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 in direct sunlight — similarly, being in sunlight allows a victim to automatically succeed their saving throw to avoid the exhaustion effect.
  • Voluntary Shapeshifting: They can shift between their natural form and that of an ordinary, Medium-sized owl.

    Tlalusk 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tlalusk_3e.jpg
3e
Classification: Magical Beast (3E)
Challenge Rating: 11 (3E)
Alignment: True Neutral

Huge, ill-tempered, shaggy beasts that have little to fear from carnivores of the frostfell.


  • Horse of a Different Color: It's possible to train tlalusks to bear riders, though between their intelligence and temperament, the task isn't easy, and most humanoid cities with knowledge of the beasts ban their sale within city walls, due to the damage they can cause. Frost giants, on the other hand, are fond of capturing and training tlalusks as mounts, sometimes even fielding entire battalions of lance-bearing tlalusk-riders.
  • It Can Think: Downplayed; tlalusks aren't brilliant, and can't speak, but they can at least understand some Giant.
  • No-Sell: As they have the cold subtype, tlalusks are immune to cold damage (but Weak to Fire).
  • Super-Scream: Once per minute, tlalusks can bellow loud enough to stun and deafen all within a 30-foot radius, a sound that can be heard for miles.
  • Trampled Underfoot: They can crush smaller creatures they move over.
  • Vertebrate with Extra Limbs: They look something like six-legged horses with the body proportions and shaggy fur of a mammoth, unusually wide faces, and both horns and tusks.

    Tlexolotl 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tlexolotl_5e.jpeg
5e
Classification: Elemental (5E)
Challenge Rating: 10 (5E)
Alignment: True Neutral

Huge salamander-shaped creatures of living magma, who lurk in the hearts of volcanoes.


  • Fiery Salamander: Tlexolotls are salamanders made of magma, and arguably a straighter example than the fiery Snake People normally known as salamanders.
  • Giant Animal Worship: Much like their home volcanoes, tlexolotls can be incredibly destructive, but the ash they generate rejuvenates the soil and makes it exceptionally fertile. As a result, the elementals are sometimes honored as protectors of the land by locals.
  • Heavy Sleeper: They sleep within dormant volcanoes for centuries at a time, then wake up, gorge themselves on surrounding plant and animal life, and go back to sleep when sated.
  • Living Lava: They're enormous axolotls made from molten rock, which means they shed light like a torch and are so hot that they damage everything that gets too close to them, especially enemies who make the mistake of attacking the tlexolotl in melee.
  • Playing with Fire: Unsurprisingly, these creatures can make a "Pyroclasm" attack that subjects everything in 30 feet to heavy fire and bludgeoning damage as lava erupts from the tlexolotl's body.

    Tlincalli 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tlincalli_5e.png
5e
Origin: Forgotten Realms
Classification: Monstrous Humanoid (3E), Monstrosity (5E)
Challenge Rating: 4 (3E), 5 (5E)
Alignment: Neutral Evil

Nomadic scorpion people who live in the desert.


  • Art Evolution: The tlincalli have had a consistent design over the years, a human upper body attached at the front of a giant scorpion. Through 3rd edition said body was red-skinned, hairless, but otherwise pretty human, even handsomely so. 5th edition tweaked this design to make them look more monstrous: the upper body is humanoid but clearly inhuman, with a chitinous exoskeleton and an insectoid head.
  • Because Destiny Says So: The tlincalli of Faerûn have an odd practice of divination, in which they spread out among tunnels just beneath the surface, tracking the movements of other creatures through their tremorsense as they move through some mystical grid. After days of this, the tlincalli reach some conclusion, and will either erupt from their tunnels to attack surface settlements, or adopt completely random attitudes towards strangers they may have encountered before, all the while convinced that they are doing what destiny demands of them.
  • Beware My Stinger Tail: At the end of a tlincalli's long scorpion tail is a stinger.
  • Desert Bandits: They scavenge most of the things they want or need from other creatures. If you're passing through their territory and have something they want, they're liable to attack you and take it.
  • Eaten Alive: They take prisoners with the use of their paralytic poison, but only to bring back to their nests so their newly-hatched young have a fresh meal.
  • Poisonous Person: A tlincalli's stinger carries a powerful paralytic poison. Their eggshells are coated in a similar poison, ensuring that any would-be predator who tries to consume the eggs ends up as a helpless meal for the hatchlings. Elminster notes that even tlincalli shells have a poisonous coating, which alchemists can boil out while preserving its paralytic power.
  • Scorpion People: Tlincallis, also called scorpion folk or stingers, have the upper body of a human and the lower body of an enormous scorpion.
  • Teleportation: In 3rd Edition, stingers can use an ability called bolthole magic, allowing them to instantly move up to 20 feet straight up or down in a flash of red light, so long as they pass through at least a foot of earth during the move. Though the ability deals a bit of damage to the stinger, it's a useful way to move between tunnels overlapping one another, or launch surprise attacks against surface enemies.

    Tojanida 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tojanida_3e.png
3e
Classification: Outsider (3E)
Challenge Rating: 3 (juvenile), 5 (adult), 9 (elder) (3E)
Alignment: True Neutral

Turtle-like omnivores from the Elemental Plane of Water, who can reconfigure how their limbs emerge from their shells.


  • It Can Think: They look like bizarre animals, but tojanidas have human-level intelligence, speak Aquan, and can be pretty loquacious on the subject of food.
  • Our Monsters Are Weird: They're turtles with shells of hexagonal plates, which completely surround their bodies save for eight openings, four on each end. They have four flippers, two claws and a toothy mouth all on stalks, which they can stick out of their shell's openings however they see fit.
  • Removable Shell: Played with; a tojanida cannot take its shell off, but they are certainly less attached to it than normal turtles, as they can move around within it and rearrange how their limbs protrude from it.
  • Smoke Out: They can emit an ink cloud that replicates the effect of fog cloud underwater.

    Tomb Mote 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tomb_mote_3e.png
3e
Classification: Undead (3E)
Challenge Rating: 2 (3E)
Alignment: Chaotic Evil

Animate clumps of graveyard detritus that may spontaneously arise in areas rich in both corpses and magic.


  • Body of Bodies: A tiny, downplayed example. Rather than being made of whole corpses, tomb motes are made up of clumps of hair, shards of bone, grave dust, and teeth from multiple bodies.
  • Deceased and Diseased: Their bite attacks can cause corpse bloat, a disease that damages victims' Strength stat as their skin turns bloated and green.
  • Fragile Speedster: They're small and individually weak, but tomb motes are unnaturally quick, and can make an additional move or attack action during their turns.

    Tomb Tapper 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tomb_tapper_5e.png
5e
Origin: Forgotten Realms
Classification: Construct (3E, 5E)
Challenge Rating: 14 (3E), 10 (5E)
Alignment: Lawful Neutral

Strange giant-sized constructs, properly named thaalud, that covet magic items and have an obsession with shaping stone.


  • Absurdly Dedicated Worker: The original thaalud were created during a war between human wizards and the phaerimm, but in the centuries since that conflict, the tomb tappers have continued to obsessively hoard any magic items they come across. Rumors abound that all of their loot is taken to a single vault deep underground, which would be one of the richest treasure hoards in the multiverse.
  • Belly Mouth: Perhaps their distinguishing feature, which they can use to make bite attacks, or chew on an enemy spellcaster.
  • The Blank: Their heads are just featureless lumps, which incidentally makes them immune to illusions or gaze attacks.
  • Dishing Out Dirt: They can use spike stones during combat, or stone shape simply to amuse themselves by creating random doorways, walls or twisty corridors.
  • Eat Dirt, Cheap: Tomb tappers crush rock with their jaws to extract mineral sustenance.
  • Starfish Language: They can communicate with other creatures through Telepathy (usually to demand that they hand over all their magic items and run away), but tomb tappers speak among themselves by generating humming vibrations with their skin.
  • Super-Senses: They navigate through something like sonar, giving them blindsight out to 120 feet but making them effectively blinded if under a silence effect. Tomb tappers also have tremorsense out to half that distance.
  • Supernatural Sensitivity: They can detect magic at will.

    Tooth Beast 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tooth_beast_3e.jpg
3e
Classification: Aberration (3E)
Challenge Rating: 7 (3E)
Alignment: Unaligned

Ursine monsters whose moist, pink flesh is covered in teeth.


  • Bears Are Bad News: They're even more effective in combat than a mundane polar bear, thanks to being able to rake foes with both their claws and the teeth covering their bodies.
  • More Teeth than the Osmond Family: They have teeth instead of hair, teeth instead of claws, and teeth instead of eyes. This suggests a connection to the vestige Dahlver-Nar, who has a similar appearance, but whether tooth beasts are his degenerate descendents or former binders who too often conjured up that vestige remains unanswered.
  • Stealth Pun: You could say that they're gum-my bears.
  • Super-Senses: They use their keen hearing to hunt, and enjoy blindsight out to 120 feet.
  • Supernatural Fear Inducer: Tooth beasts can emit terrifying moans that force other creatures to save against fear, which combos with the ability below.
  • Turns Red: Tooth beasts are ordinarily slow as molasses, with a paltry 10-foot movement speed. However, they have a "sprint after fear" ability, allowing them to make a 60-foot move (or 120-foot dash) to go after any creature under a supernatural fear effect, such as their own frightful moan.

    Topi 
https://static.tvtropes.org/pmwiki/pub/images/d&d_topi_2e.jpg
2e
Origin: Mystara
Classification: Undead (5E)
Challenge Rating: 1/2 (5E)
Alignment: Chaotic Evil

Corpses shrunken until they're two feet tall, then animated by a necromancer into a quick, tenacious and murderous minion.


  • In a Single Bound: 2E notes that topis are amazing jumpers for their size, able to leap six feet vertically or horizontally in combat.
  • Perpetual Smiler: Most topis' mouths are set in permanent grimaces due to the shrinking process, but others have their Mouth Stitched Shut instead.
  • Poisonous Person: In 2nd Edition, a topi's claws are venomous, slowing a victim's metabolism as per the slow spell. In 5E, topis' melee attacks instead deal additional poison damage and can cause the poisoned status effect.
  • Shrunken Head: Taken up a notch, since a topi's entire body is subjected to the process, involving days of boiling in a pot filled with herbs and monster body parts before being dried in the sun, after which the corpse is given unlife by a variant of the animate dead spell.

    Tortle 
https://static.tvtropes.org/pmwiki/pub/images/tortle.png
5e
Origin: Mystara
Classification: Humanoid (5E)
Challenge Rating: 1/4 (5E)
Playable: 3E, 5E
Alignment: Lawful Good

Turtle-like humanoids that wander the world to partake in its wonders, well-protected by their sturdy natural armor. See the Playable Races subpage for more information about them.

    Trapper 
https://static.tvtropes.org/pmwiki/pub/images/d&d_trapper_5e.jpg
Trapper (5e)
Lurker (3e)
Lurker (2e)
Classification: Aberration (3E), Monstrosity (5E)
Challenge Rating: 3 (3E, 5E)
Alignment: Unaligned

Manta-like creatures that cling to ceilings or walls, or spread out over floors, and try to blend in with their surroundings. Once prey comes near, the trapper peels away and wraps around their victim, smothering and crushing them before digestion.


  • Acid Attack: Beyond the bludgeoning damage of their crush attack, a trapper's victims take acid damage each round they're being smothered by the thing.
  • Art Evolution: Lurkers/trappers looked like manta-shaped Rock Monsters in early editions, but 3rd Edition's incarnation of the lurker added more detail, including a Belly Mouth. 5th Edition, in contrast, depicts its trapper as a near-featureless sheet of flesh.
  • Chameleon Camouflage: A trapper can change the appearance of its outer side to blend in with any surface made of stone, earth or wood. They can't properly mimic snow or vegetation, but know how to conceal themselves under a thin layer of the stuff.
  • Composite Character: In early editions, trappers and lurkers (aka "lurkers above) were very similar creatures, manta-like monsters that camouflaged themselves as surfaces before enwrapping and smothering prey. The only difference was that trappers disguised themselves as floors, while lurkers disguised themselves as ceilings. 5th Edition only has trappers, but mentions them clinging to any surface they please, suggesting the trappers and lurkers are the same type of monster.
  • Crafted from Animals: Their hides can be harvested and fashioned into enchanted leather armor.
  • Eye of Newt: 2nd Edition states that lurkers fly by means of internal gas bladders, which can be harvested for use making a potion of levitation.
  • He Was Right There All Along: It takes a high Intelligence check to distinguish a trapper from an ordinary section of wall, ceiling or floor.
  • It Can Think: Downplayed; trappers have animalistic intelligence, but have caught on that the leftover bones, items and treasure from their meals also draws other creatures to investigate.
    Volo: Trappers know when prey draws near, so explore ruins and dungeons with equal wariness. For dumb beasts, they know very well what treasure is, what treasure chests are, and how these lure the likes of us.
  • Sinister Suffocation: Anything grappled by a trapper is in danger of suffocation.
  • Underground Monkey: Forest trappers, also known as miners, hunt by burrowing just under the surface of paths or dirt roads and extending twig-like barbs to the surface that carry a paralytic poison. Once prey blunders onto them and is incapacitated, the miner surfaces and engulfs its victims.

    Treant 
https://static.tvtropes.org/pmwiki/pub/images/treant_5e.png
5e
Classification: Plant (3E, 5E), Fey Magical Beast (4E)
Challenge Rating: 8, 25 (elder) (3E); 16 (4E); 9 (5E)
Alignment: Neutral Good (3E), Unaligned (4E), Chaotic Good (5E)

Large humanoid trees who inhabit and guard ancient forests.


  • Forest Ranger: Most treants live as protectors of their forest homes, guarding them against the intrusions of evil creatures and of outsiders who take more natural resources than the environment can spare.
  • Non-Human Undead: Blackroot treants are undead tree-people who rule over blighted forests roamed by restless spirits and the walking dead.
  • Green Thumb: They can animate and control regular trees.
  • Stealthy Colossus: When a treant stays still, its legs join together to resemble a single trunk and its facial features become indistinguishable from normal whorls and lines of tree bark. As long as it doesn't move, even people walking right across its feet will find it impossible to tell it apart from a normal tree.
  • The Symbiote: The treats of the forest of Cormanthor live in symbiosis with other forest creatures that live in and on the treant itself, gaining food and shelter in exchange for performing some service. These are grubs that feed on a kind of mold that infests treants, toxic fungi that grow around their legs and ward off gnawing rodents, and bats that nest in their branches and eat parasitic insects.
  • Treants: Treants have been present as Good-aligned plant creatures since the early days of the game. They were openly named Ents in the first editions of the game, but the name was later changed to treants for copyright reasons. They begin life as regular trees that sometimes possess a spark of magical potential, which can be slowly nurtured by druids or other treants to cause the tree to gradually develop humanoid features and mature into an adult treant.
    • While treants are normally benevolent, those living in the Demiplane of Dread are vicious and aggressive — there's something in the Demiplane that turns all plant-creatures that grow there into homicidal killers, even if they'd otherwise be good guys, and the treants are no exception.
    • The 1986 bestiary Creature Catalogue includes the gakarak, a much more hostile relative of the treant. Gakaraks resemble regular treants draped in moss and lichens, inhabit deep, ancient forests, are incredibly hostile to humanoids and consider them all to be vicious tree-slayers, and are some of the most long-lived creatures in existence. They possess a typical set of Green Thumb powers — specially, they can animate trees, make plants grow and teleport through vegetation — and rarely speak more of the local languages than they need to to shout "get away from my trees!" before attacking intruders.

Saguaro Sentinel

https://static.tvtropes.org/pmwiki/pub/images/d&d_saguaro_sentinel_3e.jpg
3e
Classification: Plant (3E)
Challenge Rating: 9 (3E)
Alignment: True Neutral

Desert-dwelling relatives of treants, saguaro sentinels view themselves as protectors of wasteland plant life.


  • Cactus Person: Saguaro sentinels are huge, humanoid saguaros who watch over cactus forests and can use their covering of thorns to defend themselves in battle.
  • Spike Shooter: They can shoot out their thorns in painful volleys, but at the cost of losing the melee defense they gain from them until the thorns grow back.
  • The Spiny: Anyone attempting to battle a saguaro sentinel risks exposure to the long, wicked thorns that grow from their bodies. In game terms, this causes anyone who tries to fight one with natural attacks or unarmed strikes, or who is pushed into the plant, to suffer 1d6 points of piercing damage. This issue can be circumvented by using melee weapons.
  • Underground Monkey: Saguaro sentinels are a desert-themed variant of treants that resemble huge, humanoid saguaros, are True Neutral rather than Neutral Good, and guard and protect cactus forests.

Wizened Elder

https://static.tvtropes.org/pmwiki/pub/images/d&d_wizened_elder_3e.jpg
3e
Classification: Plant (3E)
Challenge Rating: 2 (3E)
Alignment: Chaotic Neutral

Stunted and surly plant creatures who dwell on steppes or mountainsides along the treeline, defending their harsh homes against the encroachment of civilization.


  • Fantastic Racism: Wizened elders think of treants as "distant and overly soft cousins who abandoned them to inhospitable lands," and their relations with other races aren't much better, ranging from indifference to hostility. The only people wizened elders like are the uldra, seeing them as kindred spirits "(though the gentle uldras might not agree)."
  • Green Thumb: They can use entangle at will to immobilize foes.
  • The Social Darwinist: Wizened elders' philosophy is a simple "Life is hard. Life is cold." This grim and even bitter outlook doesn't give them any sympathy for those who struggle to survive in the wilderness.
  • Underground Monkey: They're essentially a weaker, Medium-sized, regional variant of treant, and aren't above using the corpses of intruders or incautious creatures to fertilize their soil. Most arctic herbivores have learned to leave wizened elders alone (it's hard to graze from a bitter shrub that slaps back), though brantas have adapted to eating them.

    Tressym 
https://static.tvtropes.org/pmwiki/pub/images/tressym.png
Origin: Forgotten Realms
Classification: Magical Beast (3E), Monstrosity (5E)
Challenge Rating: 1/4 (3E), 0 (5E)
Alignment: Chaotic Neutral or Chaotic Good (2E, 3E), Chaotic Neutral (5E)

Intelligent creatures resembling winged housecats.


  • Bond Creature: Tressym are intelligent flying cats known to form strong friendships with humanoids, particularly rangers and wizards.
  • Cats Are Magic: They're the product of magical experimentation, and have several supernatural abilities beyond flight.
  • Intellectual Animal: Their AD&D stats put their Intelligence at higher than the average human's, when serving as familiars they're bright enough to understand and carry out complex orders (at least those that don't require opposable thumbs), and they can defy their instincts to concentrate on a task or leave bird eggs and hatchlings alone so they'll have something to hunt later. They just lack a natural ability to communicate with other creatures.
  • Mix-and-Match Critters: Tressym are cats with membranous wings covered in avian feathers.
  • No-Sell: Tressym are immune to any poison.
  • Super-Senses: They have good-ranged darkvision, can detect invisible entities, and even detect poisons.

    Trilloch 
https://static.tvtropes.org/pmwiki/pub/images/d&d_trilloch_3e.jpg
3e
Classification: Outsider (3E)
Challenge Rating: 8 (3E)
Alignment: Chaotic Neutral

Normally-invisible parasites from the Negative Energy Plane, which encourage bloodshed around them so they can feed upon the essence of the dying.


  • Coup de Grâce: These monsters can produce a death knell effect at will, forcing any creature within 180 feet with negative hit points to save or die.
  • Emotion Bomb: Trillochs can inspire rage as the spell, causing all within 180 feet to save or fly into a berserk fury, gaining attack bonuses at the expense of defense. Notably, a trilloch can end this effect for specific creatures at any time, usually after they've taken enough damage that their Constitution score reverting to normal would cause them to collapse with negative hit points.
  • Hate Plague: In 2nd Edition, trillochs not only cause victims to fly into a rage, said victims spend the next couple of rounds attacking any perceived enemies, or failing that, anything close.
  • Intangibility: Trillochs are incorporeal, and prone to retreating into solid objects if attacked.
  • Invisible Monsters: They're naturally invisible, and see invisibility only reveals an "amorphous pulse of energy" — it takes true seeing to behold the trilloch's bizarre form.
  • No-Sell: They're immune to most magic, though detect magic or deathwatch reveal a trilloch's location, death ward protects against their abilities, holy word or banishment sends them back to the Negative Energy Plane, and curative magic deals damage as if they were undead.
  • Non-Malicious Monster: They aren't malevolent, and take no pleasure in causing suffering, but trillochs have a predatory need to snuff out the lives of the dying, and the ability for foment mindless violence.
  • Our Monsters Are Weird: Trillochs look like some mash-up of crustacean, fungus and sea lily.

    Triton 
https://static.tvtropes.org/pmwiki/pub/images/triton_5e.jpg
5e
Classification: Outsider (3E)
Challenge Rating: 2 (3E)
Playable: 5E
Alignment: Neutral Good

Amphibious humanoids with finned legs, who generally keep to themselves, battling the evil forces of the ocean. See the Playable Races subpage for more information about them.

    Troglodyte 
https://static.tvtropes.org/pmwiki/pub/images/troglodyte_d&d.png
3e
Classification: Humanoid (3E, 5E), Natural Humanoid (4E)
Challenge Rating: 1 (3E), 6 (4E), 1/4 (5E)
Playable: 3E
Alignment: Chaotic Evil

Degenerate lizardfolk from the Underdark infamous for their stench.


  • Bizarre Sexual Dimorphism: In at least some settings and editions, only the males are humanoid, while the females are squat, non-sentient, toad-like giant lizards.
  • Chameleon Camouflage: Their pebbly-scaled hides can change color to match whatever type of stone their cavern homes are made of.
  • Evil Smells Bad: They smell revolting — their natural musk is strongly offensive to the noses of every other living thing, and non-troglodytes who fail their fortitude checks will be sickened from simply being close to them.
  • Lizard Folk: Primitive, pale-scaled humanoid reptiles found living underground.
  • The Morlocks: They're sometimes depicted as the Lizard Folk equivalent, being descendants of conventional D&D lizardfolk that got trapped in, and adapted to, the Underdark.
  • Servant Race: In Forgotten Realms, the troglodytes were created by the sarrukh to serve as guardians of their underground holdings and as subterranean explorers.
  • Weaponized Stench: In various editions of the game, troglodytes emit a nauseating stench as a special attack. The exact game effects of this stench vary from edition to edition.

Tren

https://static.tvtropes.org/pmwiki/pub/images/d&d_tren_3e.jpg
3e
Origin: Forgotten Realms
Classification: Humanoid (3E)
Challenge Rating: 3 (3E)
Alignment: Chaotic Evil

Hybrid creatures bred by the yuan-ti, adding brute strength to the troglodytes' stench and natural camouflage.


  • Dumb Muscle: Trens are much bigger and stronger than common troglodyters, but also much less intelligent.
  • Either/Or Offspring: When trens and troglodytes interbreed, the resulting eggs will hatch into either full trens or full troglodytes, with an equal chance of each.
  • Slave Mooks: They were created as such, since the yuan-ti found that troglodytes' strength left something to be desired. When the yuan-ti's civilization collapsed, some tren were traded to other races as warrior-slaves, though said tren often ended up abandoned due to their stench.
  • True-Breeding Hybrid: Trens were created through the selective cross-breeding of troglodytes and lizardfolk. In the modern day, long after the original experiments, they have established themselves as a widespread and self-sustaining species in their own right.

    Troll 
https://static.tvtropes.org/pmwiki/pub/images/troll_5e.png
5e
Classification: Giant (3E, 5E), Natural Humanoid (4E)
Challenge Rating: 5 (3E, 5E), 9 (4E)
Playable: 3E
Alignment: Chaotic Evil

Ugly green monstrous humanoids with a powerful regenerative factor, which can only be negated by certain types of damage.


  • All Trolls Are Different: The trolls in D&D are actually pretty consistent in their large size, low intelligence, savage demeanor, regenerative powers and distinctive pronounced noses. But they also come in an array of subtypes defined by habitat or unique biology, while the 5th Edition Mordenkainen's Tome of Foes also introduces a number of troll mutates based on their healing factor's response to certain types of damage.
  • Aquatic Mook: Scrags, amphibious trolls who only regenerate when immersed in water.
  • Cannibalism Superpower: Trolls who feed on their conspecifics can become powerful dire trolls. While this makes them larger and stronger, it also leads to Body Horror like additional heads and limbs, which at least can be useful in combat.
  • Elite Mook: Fell trolls, a breed that grows to be much larger and stronger than common trolls.
  • Expy: Of the regenerating trolls from Three Hearts and Three Lions.
  • Fire Keeps It Dead: Fire damage is one of the few things that most trolls can't regenerate, and thus one of the more efficient ways to kill them.
  • From a Single Cell: In 1st Edition, trollish healing is so strong that every sliver of flesh cut from a troll will eventually regrow into a new individual unless it's burned.
  • Healing Factor: Unless it is damage from fire or acid, they will heal from it, and fast. Chopped off limbs will continue to move on their own, or will instantly merge with the troll if it holds the severed member to its stump. You can hack a troll into itty bitty pieces, and it will heal back together. They are almost fearless as a result, savagely throwing themselves into combat while safe in the knowledge that nothing the enemy can do can permanently hurt them.
  • Make Them Rot: Rot trolls are so saturated with negative energy that they cause any creature within five or so feet of them to suffer necrotic damage.
  • Mutants:
    • Trolls' regeneration can interact in peculiar ways with outside stimuli, and trolls exposed to great quantities of certain substances or energies can undergo dramatic mutations as their flesh takes on the qualities of these things, leading to rot, spirit and venom trolls.
    • So-called "phaze trolls" are normal trolls that have mutated from prolonged exposure to Underdark energies, giving them the innate ability to cast dimension door and mirror image, and they can develop further psionic powers. They're too rare to form their own tribes, instead living among other trolls, often becoming leaders thanks to their powers and intelligence.
  • Non-Human Humanoid Hybrid: Most trolls prefer to breed with their own kind, but some who enter rut and can't find another troll to mate with are willing to make an attempt with whatever other creature they come across. In other cases, trolls are captured and forcibly bred with other creatures specifically to create strong but pliable minions. At any rate, the resulting half-troll inherits their troll parent's knobbly skin, elongated nose, long arms, and taste for raw flesh, but also gains fast healing (not full regeneration), the Scent ability, and a Rend attack. Trolls' ability to jump the species barrier rivals that of dragons — the "half-troll" template can be applied to any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider.
  • Poisonous Person:
    • Venom trolls literally drip with poison, which slicks their skin, coats their claws and drips from their every wound.
    • Filth-eater trolls live in the squalid refuse pits on the periphery of drow settlements, and as such their claw attacks carry filth fever. On the upside, they're immune to normal diseases themselves.
  • Smash Mook: The brutish, bestial trolls lack the technological prowess to create complex weapons or the skill and wit to use them effectively. Instead, their favored approach to battle is to simply wade into melee and begin hitting the closest enemy, relying on their potent regeneration to keep them alive. Some trolls might have a "pounce" or "rend" attack, but that's usually the most spice they bring to a combat.
  • True-Breeding Hybrid:
    • Two-headed trolls are crossbreeds of trolls and ettins.
    • The first mur-zhaguls arose from the intermingling of trolls and demons, but in the present day they're a self-sustaining species in their own right.
  • Underground Monkey: Some of the simpler troll subtypes are marked by their favored terrain — cave trolls, desert trolls, snow trolls (a distinct and rival subspecies to the ice trolls below), wasteland trolls, etc.

Bladerager Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_bladerager_troll_3e.jpg
3e
Challenge Rating: 8 (3E), 12 (4E)

Tormented creatures turned into living weapons through agonizing grafts.


  • The Berserker: They're violent and savage even for trolls, and incapable of tactics beyond charging and pouncing upon any enemy they see.
  • Clingy Costume: Bladerager trolls are characterized by having been flayed alive so that armor plating and steel claws could be riveted directly onto their bones. These grafts often ooze blood, while the trolls' skin constantly seethes around the edges of their plating due to their regenerative abilities.
  • Defeat Equals Explosion: Death undoes the magic that binds the implanted weapons to a bladerager troll's flesh, causing its body to explode in a 30-foot-radius burst of jagged shrapnel. This is a design choice on the part of the bladeragers' creators.
  • A Mind Is a Terrible Thing to Read: The constant pain from their implants has driven these trolls insane, so that anyone attempting psychic contact with them takes Wisdom damage from the experience.

Crystalline Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_crystalline_troll_3e.png
3e
Challenge Rating: 7 (3E)
Playable: 3E
Alignment: Chaotic Neutral

Trolls with glassy skin, but also more charisma than their cousins.


  • Achilles' Heel: Their crystalline hides are immune to acid damage, and they have no particular vulnerability to fire damage, but they take extra damage from sonic attacks, which also shut down their regeneration.
  • Crystalline Creature: Their glimmering hides reflect and refract light like rock crystal.
  • Token Good Teammate: Downplayed; unlike the vast majority of trolls, crystalline trolls are Chaotic Neutral rather than Chaotic Evil, though their entry notes that they're "still only slightly less feral" than their kin.

Fire Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_fire_troll_3e.png
3e
Challenge Rating: 9 (3E)

Blood-red trolls who are quite comfortable wading through lava, and are smarter than their kin.


  • Achilles' Heel: While fire trolls are immune to fire and acid damage, they are unsurprisingly vulnerable to cold.
  • Bloody Murder: Their mauve blood is acidic enough to corrode metal, which can destroy weapons used to strike them, or deal damage to unarmed attackers. This makes fire troll blood a useful component for fire and acid magic, while thieves' guilds will use it for it to eat through metal.
  • Feed It with Fire: Fire trolls' regeneration improves in areas of severe heat, and supercharges if they're subjected to fire damage.
  • Food Chain of Evil: They hunt the likes of firenewts and their giant striders, and will even go after the occasional fire giant. Fire trolls who live in the Underdark consider svirfneblin and drow to be delicacies well worth a trip into cooler tunnels.
  • Literally Shattered Lives: If a fire troll is brought to zero hit points by cold-based damage, it will stiffen and fall over to the ground. Normally it will simply "thaw" in a few rounds and start regenerating, but dealing sufficient damage to it while it's frozen stiff will cause it to shatter and kill it for good.
  • Smarter Than You Look: They look as savage as other trolls, but fire trolls are as smart as the average human, capable of devising long-term plans to dominate a region. Their spellcasters also know to use dispel magic on enemies who have magically protected themselves from heat effects and fire damage.

Forest Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_forest_troll_3e.png
3e
Challenge Rating: 4 (3E)

Arboreal trolls that compensate for their smaller size and lesser strength with greater intelligence.


  • Healing Factor: They have Fast Healing rather than full Regeneration, so while they can't reattach or regrow severed limbs, their healing can't be suppressed by fire or acid damage.
  • Oxymoronic Being: According to their size category and monster type, forest trolls are Medium-sized Giants.
  • Poisonous Person: They can create a Constitution-damaging poison from their saliva, which they apply to their claws and javelins.
  • Shorter Means Smarter: Forest trolls are six to six-and-a-half feet tall, much shorter than the average troll, but at Intelligence 11 are as smart as the average human. This leaves them clever enough to use weapons, as well as sophisticated tactics like splitting warbands into waves that take turns attacking and retreating to heal, ensuring that they rarely lose combatants.
  • Weaponized Stench: In Faerûn's Chondalwood, the local forest trolls are known as "muskwarts" due to the pustules on their skin, which release a musk that burns the eyes of nearby creatures, blinding them for several rounds.

Gray Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_gray_troll_2e.jpg
2e

Withered trolls touched by negative energy, giving them strange powers and a ravenous hunger.


  • Came Back Wrong: Most trolls subject to Level Drain simply die, but maybe 1 and 20 somehow survive thanks to their regeneration, but are changed by the experience, reviving as gray trolls. This removes any previous spellcasting ability and renders the troll sterile, and it has 25 to 75 years before it crumbles into dust.
  • Delicious Distraction: They're always hungry, and perhaps the trolls the most likely to be distracted by food dropped in their path (75% success rate).
  • Eye of Newt: The dust left behind by a dead gray troll is highly valued for its use in healing spells, or magic to resist corresponding energy types.
  • Mistaken for Undead: Their skin is pale and flaky as parchment, their hair is gray or white, and their eyes are sunken with blue pinpoints of light deep in their sockets, so gray trolls are easy to mistake for some sort of troll zombie. But despite their connection to the Negative Energy Plane, they're still living creatures not subject to Turn Undead attempts.
  • No-Sell: They're totally immune to acid, cold and electricity damage.
  • Poisonous Person: Their saliva is toxic, and though it takes 20 minutes to have an effect, it can put victims into a 36-hour-long coma until the poison is neutralized. After that point, another failed save results in death.
  • Super Smoke: They can use gaseous form for a few rounds, three times per week.
  • Weak to Fire: Fire doesn't just shut down gray trolls' regeneration, they take double damage from it. Despite this, gray trolls hate fire so much they'll attack anyone wielding it, in hopes of extinguishing it.
  • Weakened by the Light: Gray trolls are both blinded and badly burned by sunlight, which steadily chips away at their health without allowing regeneration and, if they cannot find shelter in time, burns them to ash.

Ice Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_ice_troll_5e.png
5e
Challenge Rating: 4 (3E), 10 (4E), 8 (5E)

Arctic trolls that are smarter than average, but just as prone to preying upon humanoids.


  • Bigfoot, Sasquatch, and Yeti: Their 5th Edition art gives ice trolls enough fur to make them look like yetis.
  • Eye of Newt: Their blood can be used to make frostbrand weapons or rings of cold resistance.
  • Food Chain of Evil: They hunt remorhaz and white dragons, often using their bones and scales to make armor, and will even prey upon the odd frost giant.
  • Heal It with Water: In 2nd Edition, ice trolls' regeneration is both weaker than most trolls', and only functions in contact with water. They thus make their lairs next to water sources, and prefer to fight in ankle-deep water.
  • An Ice Person: They're immune to cold damage, and their 5th Edition rules surround ice trolls with a freezing aura that deals cold damage to all within 10 feet and extinguishes nonmagical flames.
  • Smarter Than You Look: These trolls are smart enough to forge their own weapons and armor, and use cooperative tactics to overcome enemies, hoping to bring back live prey they then keep as livestock in their lairs. They'll even use treasure gathered from victims as bait in traps for adventurers.
  • Super Spit: Ice trolls in 3rd Edition can spit globs of frigid saliva that deal cold damage and nauseate victims.
  • Weak to Fire: Fire not only shuts down these trolls' regeneration, they often take extra damage from it.

Mewling Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_mewling_troll_3e.png
3e
Origin: Dragonlance
Challenge Rating: 11 (3E)
Alignment: Neutral Evil

Large but hunched humanoids known for the stupefying sounds they make.


  • All Trolls Are Different: They're pretty different from "standard" trolls: they have horns and shaggy fur, a bulbous rather than proboscis-like nose, and most importantly have no Healing Factor. Mewling trolls can be just as savage in combat as non-mewling trolls, and have "pounce" and "rend" attacks, but despite their listed alignment are "far less likely to be wholly wicked," leading to surprises like a mewling troll leading a lost child back to their village. All this to say, there's debate among Krynnish scholars over where the mewling trolls came from, with a few doubting they're related to "true" trolls at all.
  • Hypnotic Creature: Mewling trolls don't speak any languages, instead their muttering and babbling creates a hypnotism effect on other creatures within 60 feet.
  • Running on All Fours: They're naturally bipedal, and always assume this position in combat, but can also run on all fours to reduce stress on their body.
  • The Symbiote: Like mundane sloths, mewling trolls' green hair is often entangled with living vines and leaves, giving them natural camouflage.

Mountain Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_mountain_troll_3e.jpg
3e
Challenge Rating: 10 (3E)

The largest members of the troll family, who have no concept of fear or caution, and use their terrible strength to take whatever they want.


  • Giant Mook: They are certifiably Huge, towering over lesser trolls at 17 feet tall, and weighing in at two tons. Thanks to their amazing Strength, each blow they land can easily knock an enemy off their feet.
  • He Was Right There All Along: Greatly downplayed; mountain trolls' hides help them blend in with rocky surroundings, but due to their size penalty, this just means they come out with a paltry +1 bonus to Hide checks in such environments.
  • Large and in Charge: Thanks to their size and strength, mountain trolls commonly bully smaller trolls, ogres and even giants into serving them. "Although giants and ogres make reluctant minions at best, the slow-thinking mountain trolls simply eat any creatures that fail to follow their simplistic demands."
  • Primal Stance: They're described with a "hunched, apelike posture" and depicted walking on their knuckles.

Stone Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_stone_troll_2e.png
2e

Mountain- and cave-dwelling trolls whose craggy hides make them especially durable.


  • Achilles' Heel: While fire or cold damage on their own isn't a big problem for stone trolls, being subjected to both types of damage in a single round can be fatal. They'll take double damage from the second attack, which can't be regenerated, and have to save or shatter, dying instantly from the temperature shock.
  • Boulder Bludgeon: Like true giants, stone trolls are adept at hurling large rocks at foes.
  • Fantastic Racism: They're rivals with the rock trolls, which are more or less normal trolls who live on the Elemental Plane of Earth and can change their skin's color to blend in with their surroundings. Stone trolls view rock trolls as "perversions of their race," while rock trolls consider stone trolls to be "inferior, ugly versions of themselves;" thus, the two troll breeds attack each other on sight.
  • He Was Right There All Along: Since their hides take on the texture and coloration of the rocks they eat, stone trolls are adept at blending in with their surroundings.
  • Rock Monster: They're flesh-and-blood creatures with rocky skins, thanks to supplementing their diets with rocks, stones and gems.
  • Super-Toughness: Stone trolls' regeneration isn't as pronounced as others' — it takes two rounds after being wounded to kick in, and then only at a rate of 1 hit point per round — but to compensate, these trolls are tough. Thanks to their stony hides, they have an Armor Class of 0 (a good thing in 2nd Edition) and take half damage from slashing weapons, but they're also immune to any rock-affecting spells. They also take half damage from fire, cold or electricity, and can regenerate that damage normally.

Troll Amalgam

https://static.tvtropes.org/pmwiki/pub/images/d&d_troll_amalgam_5e.png
5e
Challenge Rating: 17 (5E)

Gargantuan masses of clawed limbs, fanged mouths, and rubbery green flesh.


  • Body of Bodies: A troll amalgam forms when multiple trolls fuse together during regeneration, either after someone makes the mistake of throwing a bunch of troll body parts into a mass grave after a battle, or as part of a dark ritual.
  • Detachment Combat: A troll amalgam can tear off a piece of its own body to use as a thrown weapon. These flung limbs will then crawl around, bludgeoning and grabbing enemies.
  • Mook Maker: If a detached limb is left on its own for 24 hours, it might regenerate into a full troll, while if enough detached limbs are in the same area, they can fuse into a new troll amalgam.

Troll Mutate

https://static.tvtropes.org/pmwiki/pub/images/d&d_troll_mutate_5e.png
5e
Challenge Rating: 7 (5E)

Trolls corrupted by the alien energy of the Far Realm or the magic of the deepest Underdark, which interacts strangely with the trolls' regenerative powers.


  • Attack Reflector: A troll mutate bearing the "psychic rebuke" mutation reflects all psychic damage taken to each creature within 20 feet of it.
  • Mutants: Troll mutates have developed Body Horror like extra limbs and externalized organs. Worse, they will mutate further mid-combat as they heal damage from enemies, growing extra claws or heads, or sprouting tentacles or wings. Sometimes these growths are vestigial and useless, other times they're fully-functional.
  • Power at a Price: In 2nd Edition, these trolls' mutations "are not only corrupting, but debilitating" — they have half the Hit Dice of a common troll, and their melee attacks are weaker.
  • Psi Blast: Some troll mutates can unleash a "psychic burst," dealing psychic damage to all within 30 feet.
  • Rubber Man: Some troll mutates have elastic bodies and can move through a space as narrow as an inch without squeezing.

War Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_war_troll_3e.jpg
3e
Classification: Monstrous Humanoid (3E), Natural Humanoid (4E)
Challenge Rating: 12 (3E), 14 (4E)
Alignment: Lawful Evil

Augmented trolls who were created for war, giving them the toughness and cunning to be even deadlier combatants.


  • Monster Knight: They're disciplined and skilled Soldiers to the average savage trollish Warrior, capable of wielding weapons and armor, and using sophisticated tactics.
  • Private Military Contractors: When not serving their creators, war trolls hire themselves out as mercenaries, but demand a premium price for their work — a normal war troll won't work for less than 30 gp per day, while their sergeants will want 75 gp (compare that to one of the most expensive mundane mercenaries, a 12th-level human warrior equipped as a heavy knight, who wil demand 24 silver pieces per day).
  • Removed Achilles' Heel:
    • Unlike lesser trolls, fire deals normal damage to war trolls, leaving acid the only damage type that shuts down their regeneration.
    • In 3rd edition their stats were printed in Monster Manual III only a few pages away from the Voidmind template (which grants immunity to acid), leading to many discussions in the playerbase on how mind flayers could capture a war troll and modify it into a Nigh-Invulnerable thrall. A thought experiment called The Emerald Legion takes this to an extreme, adding multiple other augmentations as the mind flayers attempt to render their voidmind war trolls immune to things like trollbane weapons and drowning.
  • Resistant to Magic: They also boast formidable Spell Resistance.
  • Super Breeding Program: The war trolls' ancestors were trolls of unusual strength and intelligence, who were then enhanced with magic and bred to produce potential soldiers. In 3E this also changed their type from Giant to Monstrous Humanoid.
  • Super-Toughness: Their skin has a dark metallic tinge, an indicator of the Damage Reduction their augmentation gives them, which can only be overcome by adamantine.

Wasteland Troll

https://static.tvtropes.org/pmwiki/pub/images/d&d_wasteland_troll.png
3e
Classification: Giant (3E)
Challenge Rating: 7 (3E)
Alignment: Chaotic Evil

Introduced in the Sandstorm supplement, this race of unusually large trolls have adapted to the barren mountains and wastes of the desert, becoming nocturnal and developing tough black hides at the cost of some agility.


  • Underground Monkey: Aside from their light vulnerability they're basically just "trolls, but 2 levels higher".
  • Weakened by the Light: Wasteland trolls exposed to sunlight are dazzled and suffer from a slow effect.

    Trosip 
https://static.tvtropes.org/pmwiki/pub/images/d&d_trosip_2e.jpg
2e
Origin: Red Steel
Alignment: Unaligned

More commonly known as "death dust" or "breath stealers," these tiny fuzzy creatures blend in with household dust during the day, but at night seek out living creatures' body heat, putting them at risk of suffocation.


  • Accidental Murder: Trosips snuggle up against sleeping creatures to take advantage of their body heat, and if at least four of them do so to a single human-sized creature, they can cut off its breathing, so that if a creature fails its saving throw, it suffocates in a matter of rounds. Creatures who succeed their save will jerk awake, short of breath, and likely assume that they had a nightmare about being smothered, as trosips can move quickly in short bursts to get out of sight. It's noted that children and invalids are especially vulnerable to trosips.
  • Attack Animal: Some assassins employ trosips to eliminate their targets.
  • He Was Right There All Along: As might be imagined, trosips are adept at passing for harmless clumps of dust and hair, and spend most of the day motionless to avoid detection. Cats can perceive them just fine, however.
  • Living Dust Bunnies: Yes, they're essentially nine-inch-long killer dust bunnies. When they aren't absorbing energy from sleepers' body heat, trosips feed on bits of dust and refuse, which would make them useful creatures apart from their habit of smothering people. In areas where trosips are common, even the poorest households tend to be spotlessly clean to rob trosips of hiding places, which has the positive side effect of reducing disease rates.

    Tsochar 
https://static.tvtropes.org/pmwiki/pub/images/tsochar.png
3e
Classification: Aberration (3E)
Challenge Rating: 1/2 (individual strand), 4 (tangle) (3E)
Alignment: Chaotic Evil

Alien masses of tendrils from a cold, distant world, feared for their ability to worm into other creatures' bodies to wear their flesh.


  • The Ageless: Tsochari are functionally immortal, since individual strands from their tangles regularly die and are replaced by new ones, without impacting the gestalt being.
  • Chest Burster: When a tsochar decides to leave a host, or is evicted by a spell like remove disease or dispel evil, it bursts out of the body, dealing damage to it.
  • Extra Parent Conception: Tsochari are hermaphrodites that reproduce every five to ten years, laying a clutch of eggs that results in hundreds of new tsochar strands. Since it takes about 40 of such strands to make a "full" tsochar, and they don't take any pains to segregate egg clutches from each other, it's not uncommon for a tsochar to have dozens of parents.
  • Fantastic Racism: Tsochari recognize the power of other aberrations like neogi and illithids, but view ordinary humanoids as little better than animals to be ridden or sacrificed to their god.
  • Fusion Dance: A fully-grown tsochar is actually a tangle of tsochari strands that have fused together to form a single organism.
  • The Paralyzer: Their strands' barbs inflict a poison that deals Dexterity damage, allowing tsochari to render a victim helpless so they can wear their flesh. However, an individual strand's poison is too weak to do this, so only combined tangles can inject dangerous amounts of venom with their constriction attacks.
  • Possession Burnout: While inside a living host, a tsochar deals daily Constitution damage as they feed on its blood and tissues, while a slain-and-replaced body will slowly be devoured, taking Constitution drain each month.
  • Puppeteer Parasite: Tsochari can worm their way wholly inside other creatures over the course of a minute, and can then choose to either simply inhabit their host, hiding their tendrils in the spaces between its organs and muscles, or they can bore out their victim's nervous system, killing them (painfully) and effectively taking control of the body. While inhabiting a host, a tsochar can damage it from the inside and inflict nauseating pain, usually to punish a defiant victim. In any case, a humanoid body inhabited by a tsochar will display signs like a slightly distended abdomen, long cords beneath their skin, and the glint of alien flesh in their throat, ear canal or navel.
  • Religion of Evil: The tsochari are faithful devotees of Mak Thuum Ngatha, the Nine-Tongued Worm, an alien god they honor through sacrifices of other intelligent beings.
  • Starfish Aliens: A tsochar in its base form is a thin blue-black strand of flesh 3 to 8 feet long, with an eye and mouth on one end and a barbed stinger on the other. Individually a tsochar strand is a mindless predator, but when they form a tangle, their nervous, digestive, circulatory, etc. systems fuse as well, creating a sentient creature.
  • Telepathy: A useful way for a tsochar to give orders to a host it's inhabiting.

    Tulgar 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tulgar_4e.jpg
4e
Classification: Natural Humanoid (4E)
Challenge Rating: 22 (4E)
Alignment: Unaligned

Incarnate primal spirits with a grudge against both deities and primordials, who work as brutal mercenaries when not pursuing their personal vendettas.


  • Battle Trophy: Tulgars prize their opponents' gear as battle trophies, with their warriors taking enemy arms and armor (lashing the items to their body if the tulgar can't use them), while tulgar spellcasters prefer to take holy tomes and primal totems as a sign of their superiority over both the gods and primordials.
  • Gaia's Vengeance: They originally intended to be such, and some still cling to that purpose, launching attacks to pillage cities.
  • Kill One, Others Get Stronger: Tulgars have the "Unbroken Spirit" ability, so that if one dies, their nearest ally gets some temporary hit dice and a bonus to attack and defense until the end of their next turn
  • Private Military Contractors: Since the Dawn War's end, the tulgars have found a purpose hiring themselves out to fight others' wars. Some maintain their grudge against the gods and prefer to work with the likes of aberrations, demons, elementals and the forsaken, others have no qualms working with devils or the followers of militant deities.
  • Rage Against the Heavens: The tulgars were once primal spirits whose sacred site was destroyed during the Dawn War between the deities and primordials, leading the tulgars to take mortal form and swear to destroy everything the gods created. Unfortunately, the deities then retreated to their astral domains, denying the tulgar their vengeance, and their decision to incarnate cost the tulgars the support of their fellow primal spirits, leading the tulgars to become bitter and barbaric beings with a grudge against both sides of the Dawn War.
  • Reincarnation: As former primal spirits estranged from others of their kind, a dead tulgar's spirit is forced to return immediately to a fleshy body, rather than rejoining the natural world. Tulgars' minds and memories remain intact during this process, which has helped keep their ancient emnity against the gods and primordials alive.
  • Unhappy Medium: Tulgar spirit-talkers help guide their tribe by interpreting the will of past warriors, but are also more in tune with the primal spirits from which the tulgar came, and due to the schism between the two, many spirit-talkers are slowly driven mad. The tulgars call this "spirit sickness" and ritually kill any afflicted spirit-talkers, cleansing their spirits and allowing them to be reborn.

    Tunnel Terror 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tunnel_terror_3e.jpg
3e
Classification: Aberration (3E)
Challenge Rating: 15 (3E)
Alignment: Neutral Evil

Distant relatives of the delver, these worm-like creatures disguise themselves as sections of stone tunnels, waiting until prey walks right into their gullets before engulfing them.


  • Dishing Out Dirt: They can use stone shape and wall of stone at will to help entrap prey or escape attackers.
  • Psychic Powers: The blind and deaf tunnel terrors use their psionics and tremorsense to sense their surroundings, and have access to buff abilities such as bull's strength and cat's grace.
  • Swallowed Whole: A tunnel terror can engulf a Large or smaller creature that has walked into its body, dealing constant crushing damage and suffocating their prey. While reducing one victim to paste, the monster can defend itself against other threats with its tentacles.
  • That's No Moon: At rest, a tunnel terror looks like a part of a subterranean passageway, requiring a high Spot check (or a dwarf's stonecunning ability) to notice it before it attacks.

    Twilight Guardian 
https://static.tvtropes.org/pmwiki/pub/images/d&d_twilight_guardian_3e.jpg
3e
Classification: Plant (3E)
Challenge Rating: 7 (3E)
Alignment: Unaligned

These dragon-shaped masses of earth, stone and plant matter arise where a dying dragon has fused with the landscape to become its sentinel.


  • The Ageless: They don't have much of a concept for mortality and time, and twilight guardians rebuild their bodies each time they use their teleport via plants ability.
  • Dragon Ancestry: An odd case, since they aren't born in a natural sense, but twilight guardians have the (dragonblood) subtype.
  • Guardian Entity: Twilight guardians are the physical manifestations of a departed dragon's spirit, and are typically found in a dragon breed's hatching grounds, attacking any creatures not native to the area. They only have a rudimentary sense of their creator's spirit, however, and are near-mindless creatures.
  • Poisonous Person: Their tails carry a Constitution-damaging poison.
  • Teleportation: They can transport via plants at will, popping around the battlefield by merging with the ground in one place and reforming some distance away.
  • When Trees Attack: Downplayed in that twilight guardians are just as much creatures of earth and stone as they are branch and grass, though they still have the Plant type. They also vary by terrain and climate, so twilight guardians in desert environments will be made from scrubs or cacti.

    Tylor 
https://static.tvtropes.org/pmwiki/pub/images/d&d_tylor_dragonlance_the_bestiary.jpg
As depicted in The Bestiary for Dragonlance: Fifth Age
Origin: Dragonlance
Classification: Dragon (3E)
Challenge Rating: 6 (3E)
Alignment: Same as parent dragon

Wingless draconic hybrids prized as war mounts.


  • Chameleon Camouflage: 2nd Edition and other sources claim that tylors' scale color changes to help them blend almost perfectly with their surrounding terrain, though their 3rd Edition write-up doesn't mention this, or even give them any sort of racial bonus to Hide checks.
  • Horse of a Different Color: Groups like the Knights of Takhisis are known to utilize tylors as alternatives to dragon mounts, since the creatures are fearsome combatants, know how to cooperate, and are much smarter than wyverns. That said, tylors have been known to abandon or even devour an incapacitated rider and flee to freedom.
  • It Can Think: Tylors are smarter than the average human and fully capable of speech.
  • Mage Species: Thanks to their Dragon Ancestry, tylors are natural sorcerers.
  • No-Sell: They're immune to the energy type of their dragon ancestor's Breath Weapon, despite lacking such an attack themselves.
  • Tail Slap: They can lash foes with their extremely long tails, which deal more damage than their claws.
  • True-Breeding Hybrid: Tylors are the result of interbreeding between hatori and true dragons, creating somewhat crocodilian creatures with the heads of dragons. Some accounts mistakenly claim that tylors are sterile, but they breed true with other tylors descended from the same dragon species.


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