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* NoSavingThrow: There is no way to prevent an elder brain dragon from breaking your concentration once it has gotten hold of you. If you can't stay out of its reach, then say goodbye to whatever spells you were maintaining and brace yourself for the imminent psychic damage.
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A live dragon that has been captured by a mind flayer colony and infested by the local elder brain.
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* DispelMagic: A variant. Elder brain dragons can use a legendary action to shatter an enemy spellcaster's concentration, instantly ending any spell the caster was concentrating on.
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->'''Alignment:''' LawfulEvil
to:
'''Challenge Rating:''' Varies with age category (3E)\\
'''Alignment:''' LawfulEvil
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If undead illithids belong in the "Mind Flayer" folder rather than the Undead page, ceremorphed dragons don't belong on the Dragons page
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/brainstealer_dragon.jpg]]
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Dragons created when a tadpole infects a dragon, which thankfully happens rarely because dragons are usually too rare and powerful for illithids to easily find and subdue. Powerful and dangerous creatures, brainstealer dragons often prove too willful and independent for even the elder brains to control. For tropes pertaining to them, see Characters/DungeonsAndDragonsDragons, under True Dragons.
!!!Gnome Ceremorph
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' Any
!!!Gnome Ceremorph
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' Any
to:
Dragons created when a tadpole infects a dragon, which thankfully happens rarely because dragons are usually too rare and powerful for illithids to easily find and subdue. Powerful and dangerous creatures, brainstealer dragons often prove too willful and independent for even the elder brains to control. For tropes pertaining to them, see Characters/DungeonsAndDragonsDragons, under True Dragons.
!!!Gnome Ceremorph
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' Anyfight
!!!Gnome Ceremorph
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' Any
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* GadgeteerGenius: A gnome ceremorph retains fragmented memories of its previous life, including a penchant for invention.
!!!Gnome Squidling
!!!Gnome Squidling
to:
* GadgeteerGenius: A gnome ceremorph retains fragmented memories of BrainFood: If a brainstealer dragon can hold an enemy with its previous life, tentacles for five consecutive rounds, it extracts and eats the victim's brain.
* CombatTentacles: Instead of a head, the brainstealer dragon has four tentacles which it uses to grab enemies and extract their brains.
* OneHitKill: In 3rd Edition, if a brainstealer dragon manages to extract an enemy's only brain, it dies instantly.
* PsychicPowers: Brainstealer dragons possess various psionic powers, including apenchant for invention.
cone-shaped mind blast that serves as its equivalent of a BreathWeapon.
!!!GnomeSquidlingCeremorph
* CombatTentacles: Instead of a head, the brainstealer dragon has four tentacles which it uses to grab enemies and extract their brains.
* OneHitKill: In 3rd Edition, if a brainstealer dragon manages to extract an enemy's only brain, it dies instantly.
* PsychicPowers: Brainstealer dragons possess various psionic powers, including a
!!!Gnome
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'''Challenge Rating:''' 1/2 (5E)\\
'''Alignment:''' TrueNeutral
'''Alignment:''' TrueNeutral
to:
'''Challenge Rating:''' 1/2 5 (5E)\\
'''Alignment:'''TrueNeutralAny
'''Alignment:'''
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* GadgeteerGenius: A gnome ceremorph retains fragmented memories of its previous life, including a penchant for invention.
!!!Gnome Squidling
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 1/2 (5E)\\
'''Alignment:''' TrueNeutral
----
!!!Gnome Squidling
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 1/2 (5E)\\
'''Alignment:''' TrueNeutral
----
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Changed line(s) 1220,1221 (click to see context) from:
* AttackReflector: Any spell that a nerra saves against instead affects the caster, and they're similar immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day.
to:
* AttackReflector: Any spell that a nerra saves against instead affects the caster, and they're similar similarly immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once perday.day, or at will in the case of the sillits.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per
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* ExtraDimensionalShortcut: The nerra's home plane is one to begin with, and they can also magically jump between mirrors (or highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect that will deal additional damage each turn until a victim heals.
* InTheHood: Sillits distinguish themselves with varoots with their fine black silk robes.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect that will deal additional damage each turn until a victim heals.
* InTheHood: Sillits distinguish themselves with varoots with their fine black silk robes.
to:
* ExtraDimensionalShortcut: The nerra's home plane is one to begin with, and they can also magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effectthat will deal additional damage each turn until a victim heals.
similar to their signatue weapons.
* InTheHood: Sillits distinguish themselveswith from varoots with their fine black silk robes.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect
* InTheHood: Sillits distinguish themselves
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[[caption-width-right:350:3e]]
to:
* DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* InTheHood: Sillits distinguish themselves with varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
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* MirrorSelf: They actively create these, by abducting Material Plane creatures and bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which follows the nerra's orders regardless of alignment.
to:
* MirrorSelf: They actively create these, by abducting Material Plane creatures and bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which [[KillAndReplace kills and replaces]] the original creature, then follows the nerra's orders regardless of alignment.alignment.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
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[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1212,1216 (click to see context) from:
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
to:
->'''Classification:''' Ooze Outsider (3E)\\
'''Challenge Rating:'''14 1 (varoot), 3 (kalareem), 6 (sillit) (3E)\\
'''Alignment:'''Unaligned
Huge, roving blots of hungry darkness spawned byTrueNeutral
Enigmatic, reflective-skinned humanoids from theFar Realm, which haunt Plane of Mirrors, who observe the darkest depths Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the earth or nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the surface on moonless nights.Plane of Mirrors, and both defer to the leadership of the sillits.
'''Challenge Rating:'''
'''Alignment:'''
Huge, roving blots of hungry darkness spawned by
Enigmatic, reflective-skinned humanoids from the
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* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
to:
* AcidAttack: A nightseed secretes a digestive acid AbsurdlySharpBlade: The nerra's signature weapons are shard swords and daggers made out of the mirror-like substance of the Plane of Mirrors. They're enchanted weapons that dissolves organic material except clothing.
inflict terrible bleeding wounds for a DamageOverTime effect.
*BlobMonster: A nightseed is AchillesHeel: Nerra take additional damage from sonic attacks.
* AttackReflector: Any spell that avast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hungernerra saves against instead affects the caster, and always move toward food, except when deterred by sunlight.
they're similar immune to gaze effects, which affect the source creature instead.
*SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed DoppelgangerSpin: Appropriately enough, all nerra can simply engulf something smaller than it. This cast ''mirror image'' once per day.
* ExtraDimensionalShortcut: The nerra's home plane is one to begin with, and they can also magically jump between mirrors (or highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both dealsa massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], damage and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use inflicts a bleed effect that will deal additional damage each turn until a victim heals.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid theirspells or powers.]]
infiltrations.
*WeakenedByTheLight: Natural sunlight slows down nightseeds MirrorSelf: They actively create these, by abducting Material Plane creatures and eventually causes bringing them to evaporate entirely.the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which follows the nerra's orders regardless of alignment.
*
* AttackReflector: Any spell that a
* HungryMenace: Nightseeds are driven by hunger
*
* ExtraDimensionalShortcut: The nerra's home plane is one to begin with, and they can also magically jump between mirrors (or highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their
*
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[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]
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Changed line(s) 1410 (click to see context) from:
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, and instinctively attempt to use breath weapons they do not possess.
to:
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.
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* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, but that's to some alchemist we now have a blob of animate dragon ichor that lashes out with corrosive pseudopods or spits itself at enemies.
to:
* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, but that's to some alchemist we now have a blob of animate dragon ichor that lashes out with corrosive pseudopods or spits itself at enemies.has done the next best thing.
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Shifting some "[X] Oozes" from other pages
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!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arcane_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' Unaligned
Fluid masses of green protoplasm with a strange affinity for arcane magic.
----
* FeedItWithFire: They're healed by any magic that deals acid damage, while lightning damage will grant them a ''haste'' effect.
* MagicEater: These oozes have the strange ability to siphon arcane spells. Any arcane spellcaster within 60 feet of an arcane ooze has to make a saving throw each round or lose one of their highest-level spells as the creature absorbs its magical energy, gaining temporary hit points from the effect.
* NoSell: Arcane oozes are unaffected by most arcane magic.
!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' Unaligned
The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, and instinctively attempt to use breath weapons they do not possess.
----
* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, but that's to some alchemist we now have a blob of animate dragon ichor that lashes out with corrosive pseudopods or spits itself at enemies.
* BreathWeapon: Dragonblood oozes try to manifest a dragon's breath weapon, but only manage to expel a spray of their own gelatinous mass.
* WallCrawl: They can freely scale sheer surfaces or move upside-down across ceilings.
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Changed line(s) 1039 (click to see context) from:
Rarely, an ankheg egg produces an insectoid monster with a silvery carapace and dangerous intelligence. These mockery monarchs are able to spawn copies of humanoids they consume, and send those mockery drones to lure more victims to their lairs.
to:
Rarely, an ankheg egg produces an insectoid monster with a silvery carapace and dangerous intelligence.intelligence, which quickly leaves the nest to strike out on its own. These mockery monarchs are able to spawn copies of humanoids they consume, and send those mockery drones to lure more victims to their lairs.
Changed line(s) 1045,1047 (click to see context) from:
* ChestBurster: Mockery drones are spawned looking identical to the people they replaced, but when pressed into combat, [[YourHeadAsplode their heads explode]] as their centipede-like true forms burst out to the attack. Once a drone sheds its false identity, there's no going back, and it spends the rest of its confused existence as a human-faced monster.
* EatBrainForMemories: Downplayed; mockery monarchs can learn the languages of the creatures they eat, but not enough to speak them.
* ReplicantSnatching: Mockery monarchs are incapable of reproducing normally, and are instead instinctively driven to spawn as many mockery drones as possible. They can be dangerously clever when employing their minions to lure in fresh victims, like having their drones attack livestock in a way that suggests normal ankhegs are behind it, or leaving signs that a missing child entered their lair.
* EatBrainForMemories: Downplayed; mockery monarchs can learn the languages of the creatures they eat, but not enough to speak them.
* ReplicantSnatching: Mockery monarchs are incapable of reproducing normally, and are instead instinctively driven to spawn as many mockery drones as possible. They can be dangerously clever when employing their minions to lure in fresh victims, like having their drones attack livestock in a way that suggests normal ankhegs are behind it, or leaving signs that a missing child entered their lair.
to:
* ChestBurster: Mockery drones are spawned looking identical to the people they replaced, but when pressed into combat, [[YourHeadAsplode their heads explode]] as their centipede-like true forms burst out of their humanoid shells to the attack. Once a drone sheds its false identity, there's no going back, and it spends the rest of its confused existence as a human-faced monster.
* EatBrainForMemories:Downplayed; mockery Mockery monarchs can learn the languages of the creatures they eat, but not enough to speak them.
are incapable of normal or telepathic speech.
* ReplicantSnatching: Mockery monarchs are incapable of reproducing normally, and are instead instinctively driven to spawn as many mockery drones as possible. They can be dangerously clever when employing their minions to lure in fresh victims, like having their drones attack livestock in a way that suggests normal ankhegs are behind it, or leaving signs that a missing child entered their lair. But in most cases, their drones can bring in victims simply by wandering around and acting oddly until someone takes an interest - especially family of those replaced by the drones - then leading them to their monarch.
* EatBrainForMemories:
* ReplicantSnatching: Mockery monarchs are incapable of reproducing normally, and are instead instinctively driven to spawn as many mockery drones as possible. They can be dangerously clever when employing their minions to lure in fresh victims, like having their drones attack livestock in a way that suggests normal ankhegs are behind it, or leaving signs that a missing child entered their lair. But in most cases, their drones can bring in victims simply by wandering around and acting oddly until someone takes an interest - especially family of those replaced by the drones - then leading them to their monarch.
Changed line(s) 1049 (click to see context) from:
* SwallowedWhole: Anything bitten and grappled by a mockery monarch is in dangerous of being swallowed whole, taking regular damage until their hit points reach zero, at which point the monarch can spawn a fresh mockery drone that looks like the victim.
to:
* SwallowedWhole: Anything bitten and grappled by a mockery monarch is in dangerous danger of being swallowed whole, taking regular acid and bludgeoning damage until their hit points reach zero, at which point the monarch can spawn a fresh mockery drone that looks like the victim.
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Changed line(s) 1032,1039 (click to see context) from:
[[folder:Modron]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_modrons_5e.png]]
[[caption-width-right:350:Pentadrone and monodrone (5e)]]
->'''Classification:''' Outsider (3E), Immortal Animate (4E), Construct (5E)\\
'''Challenge Rating:''' 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\
'''Alignment:''' LawfulNeutral
Clockwork creatures from the plane of Mechanus, modrons are living personifications of law and order. They follow a rigid hierarchical society where every modron interacts only with others of its own rank and with its immediate inferiors or superiors: anything further away is beyond their comprehension.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_modrons_5e.png]]
[[caption-width-right:350:Pentadrone and monodrone (5e)]]
->'''Classification:''' Outsider (3E), Immortal Animate (4E), Construct (5E)\\
'''Challenge Rating:''' 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\
'''Alignment:''' LawfulNeutral
Clockwork creatures from the plane of Mechanus, modrons are living personifications of law and order. They follow a rigid hierarchical society where every modron interacts only with others of its own rank and with its immediate inferiors or superiors: anything further away is beyond their comprehension.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:Pentadrone and monodrone (5e)]]
[[caption-width-right:350:Mockery drone (3e)]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Clockwork creatures from the plane of Mechanus, modrons are living personifications of law and order. They follow a rigid hierarchical society where every modron interacts only
Rarely, an ankheg egg produces an insectoid monster with
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* AirborneMook: Quadrones are the only winged variant of modrons, and often combine this with their proficiency with bows to serve as aerial ranged support for modron forces.
* EternalRecurrence: Every 289 years, when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The more powerful and important the modron, the more sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and so on until the upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as a vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that they're often fairly difficult for mortals to communicate with -- modrons are utterly devoted to their assigned tasks, almost entirely unimaginative, and literally incapable of thinking in terms of good and evil. None of them are humanoid except for Primus himself and his immediate underlings; common modrons resemble living geometric solids, while their immediate superiors have shapes reminiscent of unusual sea animals.
* EternalRecurrence: Every 289 years, when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The more powerful and important the modron, the more sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and so on until the upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as a vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that they're often fairly difficult for mortals to communicate with -- modrons are utterly devoted to their assigned tasks, almost entirely unimaginative, and literally incapable of thinking in terms of good and evil. None of them are humanoid except for Primus himself and his immediate underlings; common modrons resemble living geometric solids, while their immediate superiors have shapes reminiscent of unusual sea animals.
to:
* AirborneMook: Quadrones are the only winged variant of modrons, and often combine this AcidAttack: Like true ankhegs, mockery monarchs deal acid damage with their proficiency bite attacks, while mockery drones can spit a long line of acid every six hours.
* ArtificialAtmosphericActions: Mockery drones are born withbows to serve as aerial ranged support for modron forces.
* EternalRecurrence: Every 289 years, when the gearsincoherent fragments of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The more powerfulmemories from their previous lives, and important the modron, the more sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and have just enough intelligence to try to mimic normal behavior, but not enough to do so on until the upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class aswell. As a vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order thatresult, they're often fairly difficult for mortals prone to communicate with -- modrons are utterly devoted behavior like tilling the same patch of earth over and over, carrying empty buckets to and from the town well, or chopping a piece of firewood to splinters.
* AttackReflector: Mockery monarchs' silvery carapaces can reflect hostile magic as per ''spell turning''.
* BeastWithAHumanFace: In theirassigned tasks, almost entirely unimaginative, true forms, mockery drones look like 5-foot-long, spined centipedes that retain the faces of the people they were imitating.
* ChestBurster: Mockery drones are spawned looking identical to the people they replaced, but when pressed into combat, [[YourHeadAsplode their heads explode]] as their centipede-like true forms burst out to the attack. Once a drone sheds its false identity, there's no going back, andliterally it spends the rest of its confused existence as a human-faced monster.
* EatBrainForMemories: Downplayed; mockery monarchs can learn the languages of the creatures they eat, but not enough to speak them.
* ReplicantSnatching: Mockery monarchs are incapable ofthinking in terms of good reproducing normally, and evil. None of them are humanoid except for Primus himself and his immediate underlings; common modrons resemble living geometric solids, while instead instinctively driven to spawn as many mockery drones as possible. They can be dangerously clever when employing their immediate superiors have shapes reminiscent minions to lure in fresh victims, like having their drones attack livestock in a way that suggests normal ankhegs are behind it, or leaving signs that a missing child entered their lair.
* TheSpiny: The spines covering a mockery drone deal piercing damage to opponents that grapple or attack them with non-reach melee weapons.
* SwallowedWhole: Anything bitten and grappled by a mockery monarch is in dangerous ofunusual sea animals.being swallowed whole, taking regular damage until their hit points reach zero, at which point the monarch can spawn a fresh mockery drone that looks like the victim.
* WelcomeToCorneria: Mockery drones only remember a few words from their previous lives, and will repeat phrases like "Midnight and all's well!" or "Here's your change!" as they struggle to act normally. [[MadnessMantra They keep this up even when they burst out of their human shells and attack.]]
* ArtificialAtmosphericActions: Mockery drones are born with
* EternalRecurrence: Every 289 years, when the gears
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The more powerful
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that
* AttackReflector: Mockery monarchs' silvery carapaces can reflect hostile magic as per ''spell turning''.
* BeastWithAHumanFace: In their
* ChestBurster: Mockery drones are spawned looking identical to the people they replaced, but when pressed into combat, [[YourHeadAsplode their heads explode]] as their centipede-like true forms burst out to the attack. Once a drone sheds its false identity, there's no going back, and
* EatBrainForMemories: Downplayed; mockery monarchs can learn the languages of the creatures they eat, but not enough to speak them.
* ReplicantSnatching: Mockery monarchs are incapable of
* TheSpiny: The spines covering a mockery drone deal piercing damage to opponents that grapple or attack them with non-reach melee weapons.
* SwallowedWhole: Anything bitten and grappled by a mockery monarch is in dangerous of
* WelcomeToCorneria: Mockery drones only remember a few words from their previous lives, and will repeat phrases like "Midnight and all's well!" or "Here's your change!" as they struggle to act normally. [[MadnessMantra They keep this up even when they burst out of their human shells and attack.]]
Changed line(s) 1051,1058 (click to see context) from:
[[folder:Mongrelfolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mongrelfolk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classificaction:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/3 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulNeutral (2E, 3E), Any (5E)
Humanoids that bear the physical marks of generations of crossbreeding, such as mismatched limbs and uneven features.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mongrelfolk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classificaction:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/3 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulNeutral (2E, 3E), Any (5E)
Humanoids that bear the physical marks of generations of crossbreeding, such as mismatched limbs and uneven features.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classificaction:''' Humanoid (3E, 5E)\\
->'''Classification:''' Outsider (3E), Immortal Animate (4E), Construct (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Humanoids that bear
Clockwork creatures from the
Changed line(s) 1060,1067 (click to see context) from:
* ArtEvolution: How deformed they are varies by edition, with earlier art depicting "Mongrelmen" with occasional animal limbs and features that were part-reptile, part-mammal, before 3rd Edition toned them down into merely ugly goblin-like creatures, only for 5th Edition to swing the other way.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil, and at worst will resort to petty thievery to survive. Generally they try to get along with their neighbors, no matter how abusive, either by passing for a friendly race or just staying out of sight.
* {{Determinator}}: Mongrelfolk will do ''anything'' to survive. Survival is the overriding goal of their kind; they give members of their kind the title "The Survivor" the way other races would term someone "The Great".
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will enslave mongrelfolk, or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a setting with dozens of humanoid races capable of interbreeding. On the upside, this means a mongrelfolk can use a magic item intended for a particular race without difficulty, and in some editions they inherit perks like an elf's immunity to magical ''sleep'' effects, or a diminished version of a dwarf's resistance to poison.
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples of their kind are rare individuals that are used as a ''distraction'' by the rest of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil, and at worst will resort to petty thievery to survive. Generally they try to get along with their neighbors, no matter how abusive, either by passing for a friendly race or just staying out of sight.
* {{Determinator}}: Mongrelfolk will do ''anything'' to survive. Survival is the overriding goal of their kind; they give members of their kind the title "The Survivor" the way other races would term someone "The Great".
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will enslave mongrelfolk, or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a setting with dozens of humanoid races capable of interbreeding. On the upside, this means a mongrelfolk can use a magic item intended for a particular race without difficulty, and in some editions they inherit perks like an elf's immunity to magical ''sleep'' effects, or a diminished version of a dwarf's resistance to poison.
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples of their kind are rare individuals that are used as a ''distraction'' by the rest of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
to:
* ArtEvolution: How deformed they AirborneMook: Quadrones are varies by edition, with earlier art depicting "Mongrelmen" with occasional animal limbs and features that were part-reptile, part-mammal, before 3rd Edition toned them down into merely ugly goblin-like creatures, the only for 5th Edition to swing the other way.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil,winged variant of modrons, and at worst will resort to petty thievery to survive. Generally they try to get along often combine this with their neighbors, no matter how abusive, either by passing proficiency with bows to serve as aerial ranged support for a friendly race or just staying out of sight.
modron forces.
*{{Determinator}}: Mongrelfolk will do ''anything'' to survive. Survival is EternalRecurrence: Every 289 years, when the overriding goal gears of their kind; they give members Mechanus complete seventeen cycles, Primus sends thousands of their kind modrons to survey the title "The Survivor" Outer Planes of the way other races would term someone "The Great".
Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
*FantasticRacism: They're often driven out LawfulStupid: As personifications of even good and lawful communities, while evil societies will enslave mongrelfolk, Law without Good or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to every race, even if they don't quite belong to comprehend anything except basic logic or disobey any of order given them.
*TheGrotesque: Mongrelfolk tend to display LivingPolyhedron: The more powerful and important the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked modron, the more sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and rotten teeth, etc. Despite this, so on until the upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as a vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that they'regenerally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a settingoften fairly difficult for mortals to communicate with dozens -- modrons are utterly devoted to their assigned tasks, almost entirely unimaginative, and literally incapable of thinking in terms of good and evil. None of them are humanoid races capable of interbreeding. On the upside, this means a mongrelfolk can use a magic item intended except for a particular race without difficulty, Primus himself and in some editions they inherit perks like an elf's immunity to magical ''sleep'' effects, or a diminished version of a dwarf's resistance to poison.
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples ofhis immediate underlings; common modrons resemble living geometric solids, while their kind are rare individuals that are used as a ''distraction'' by the rest immediate superiors have shapes reminiscent of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.unusual sea animals.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil,
*
*
*
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as a vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that they're
* HeinzHybrid: They're the inevitable conclusion of a setting
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples of
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
Changed line(s) 1070,1077 (click to see context) from:
[[folder:Mooncalf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mooncalf_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Magical Beast (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Winged, tentacled monsters sometimes encountered on mountains and hilltops, and rumored to fly down to earth from the dark side of the moon.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mooncalf_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Magical Beast (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Winged, tentacled monsters sometimes encountered on mountains and hilltops, and rumored to fly down to earth from the dark side of the moon.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:4e]]
->'''Classification:''' Magical Beast (3E), Aberrant Magical Beast (4E)\\
[[caption-width-right:350:5e]]
->'''Classificaction:''' Humanoid (3E, 5E)\\
'''Challenge Rating:'''
'''Alignment:'''
Winged, tentacled monsters sometimes encountered on mountains
Humanoids that bear the physical marks of generations of crossbreeding, such as mismatched limbs and
Changed line(s) 1079,1082 (click to see context) from:
* CombatTentacles: A mooncalf has six short tentacles that it uses for close combat and two long tentacles that it uses to attack at a distance.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly anything that they eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in the void between worlds.
* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to other creatures.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly anything that they eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in the void between worlds.
* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to other creatures.
to:
* CombatTentacles: A mooncalf has six short tentacles ArtEvolution: How deformed they are varies by edition, with earlier art depicting "Mongrelmen" with occasional animal limbs and features that it uses were part-reptile, part-mammal, before 3rd Edition toned them down into merely ugly goblin-like creatures, only for close combat 5th Edition to swing the other way.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil, andtwo long tentacles that it uses at worst will resort to attack at a distance.
* ExtremeOmnivore: Examination of dead mooncalves reveals thatpetty thievery to survive. Generally they try to get along with their bodies are essentially alchemical laboratories, neighbors, no matter how abusive, either by passing for a friendly race or just staying out of sight.
* {{Determinator}}: Mongrelfolk will do ''anything'' to survive. Survival is the overriding goal of their kind; they give members of their kind the title "The Survivor" the way other races would term someone "The Great".
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will enslave mongrelfolk, or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a setting with dozens of humanoid races capable ofdistilling interbreeding. On the upside, this means a mongrelfolk can use a magic item intended for a particular race without difficulty, and dissolving nearly any substance. In effect, mooncalves can digest nearly anything in some editions they inherit perks like an elf's immunity to magical ''sleep'' effects, or a diminished version of a dwarf's resistance to poison.
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely thatthey eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist inthe void between worlds.
* WindsOfDestinyChange: Moonlords can tap intohideous mismatched examples of their moongod heritage, creating an aura centred around kind are rare individuals that are used as a ''distraction'' by the rest of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them that brings bad luck to other creatures.as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil, and
* ExtremeOmnivore: Examination of dead mooncalves reveals that
* {{Determinator}}: Mongrelfolk will do ''anything'' to survive. Survival is the overriding goal of their kind; they give members of their kind the title "The Survivor" the way other races would term someone "The Great".
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will enslave mongrelfolk, or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a setting with dozens of humanoid races capable of
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in
* WindsOfDestinyChange: Moonlords can tap into
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
Added DiffLines:
[[folder:Mooncalf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mooncalf_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Magical Beast (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Winged, tentacled monsters sometimes encountered on mountains and hilltops, and rumored to fly down to earth from the dark side of the moon.
----
* CombatTentacles: A mooncalf has six short tentacles that it uses for close combat and two long tentacles that it uses to attack at a distance.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly anything that they eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in the void between worlds.
* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to other creatures.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mooncalf_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Magical Beast (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Winged, tentacled monsters sometimes encountered on mountains and hilltops, and rumored to fly down to earth from the dark side of the moon.
----
* CombatTentacles: A mooncalf has six short tentacles that it uses for close combat and two long tentacles that it uses to attack at a distance.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly anything that they eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in the void between worlds.
* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to other creatures.
[[/folder]]
Is there an issue? Send a MessageReason:
Moving general fiends to the Fiends page.
Changed line(s) 1188,1195 (click to see context) from:
[[folder:Nightmare]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Monstrous horses from
Huge, roving blots of hungry darkness spawned by the
Changed line(s) 1197,1202 (click to see context) from:
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner and serve them as a steed.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner and serve them as a steed.
to:
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states AcidAttack: A nightseed secretes a digestive acid that nightmares aren't dissolves organic material except clothing.
* BlobMonster: A nightseed is anaturally occurring species, but an evil creature vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed cancreate one by subjecting simply engulf something smaller than it. This deals a {{pegasus}} to a humiliating ritual in which massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its wings victims are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope --spellcasters or psions, [[PowerParasite lets the nightseed use their manes, tails spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds andfetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner and serveeventually causes them as a steed.to evaporate entirely.
* BlobMonster: A nightseed is a
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can
* FlamingHair: The equine version of this trope --
* WeakenedByTheLight: Natural sunlight slows down nightseeds and
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner and serve
Deleted line(s) 1205,1220 (click to see context) :
[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]
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Changed line(s) 169 (click to see context) from:
* UncannyValley: In-universe, people find keepers disturbing, not just for their eyeless faces and identical appearances, but also their abrupt manner and intensity during interactions with other beings.
to:
* UncannyValley: In-universe, people find keepers disturbing, not just for their eyeless faces and identical appearances, but also their abrupt manner and intensity during interactions with other beings. They're also not that great at blending in with other populations, which can lead to a keeper entering a bar, observing patrons drinking ale from mugs, and then trying to imitate them by chugging a container of lamp oil.
* ZerothLawRebellion: One story about the keepers' genesis holds that a member of the [[Characters/PlanescapeFactions Fraternity of Order]] discovered a way to find/invent entirely new universes just by thinking about them, and one of those universes contained the keepers. After bringing in hundreds or thousands of keepers to serve as his agents, this Guvner gave the careless order "Make sure no one ever discovers how you got to be here." The keepers promptly killed him.
Changed line(s) 413 (click to see context) from:
* WhoWantsToLiveForever: Lillendi who tire of their service can choose to die, which they refer to as the Silent Hour -- it is unclear whether this ability is a gift from the powers they serve or punishment from the powers of Law for a past betrayal. This allows a lillend to wrap up their business and make farewells before passing on, but it also means lillendi who die through accident or violence do so in despair, as according to legend only those who pass through the Silent Hour join the powers they serve.
to:
* WhoWantsToLiveForever: Lillendi who tire of their service can choose to die, which they refer to as the Silent Hour -- it is unclear whether this ability is a gift from the powers gods they serve or punishment from the powers of Law for a past betrayal. This allows a lillend to wrap up their business and make farewells before passing on, but it also means lillendi who die through accident or violence do so in despair, as according to legend only those lillendi who pass through the Silent Hour join the powers they serve.their gods.
Changed line(s) 584 (click to see context) from:
* ApeShallNeverKillApe: Downplayed; maugs never ''intentionally'' fight each other, but sometimes will end up on opposite sides of a war, which results in horrendous casualties as the maugs lead their troops to clash repeatedly until one or both sides is ground down to nearly nothing. Then the maugs are liable to group up and go off to find a new war to fight in as if nothing happened.
to:
* ApeShallNeverKillApe: Downplayed; maugs never ''intentionally'' fight have no reason to wage war on each other, but sometimes will end up their mercenary work puts two groups of maugs on opposite sides of a war, which war. This results in horrendous casualties as the maugs lead their troops to clash repeatedly until one or both sides is ground down to nearly nothing. Then the maugs are liable to group up and go off to find a new war to fight in as if nothing happened.
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Changed line(s) 717,719 (click to see context) from:
'''Challenge Rating:''' 3 (3E), 2 (5E)
->'''Alignment:''' ChaoticEvil
->'''Alignment:''' ChaoticEvil
to:
'''Challenge Rating:''' 3 (3E), 2 (5E)
->'''Alignment:'''(5E)\\
'''Alignment:''' ChaoticEvil
->'''Alignment:'''
'''Alignment:''' ChaoticEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_metallic_sentinels_5e.jpeg]]
[[caption-width-right:350:A metallic peacekeeper (left) and warbler (right) (5e)]]
[[caption-width-right:350:A metallic peacekeeper (left) and warbler (right) (5e)]]
Changed line(s) 730 (click to see context) from:
'''Challenge Rating:''' 1/4 (warbler), 4 (sentinel) (5E)\\
to:
'''Challenge Rating:''' 1/4 (warbler), 4 (sentinel) (peacekeeper) (5E)\\
Elegant constructs built by metallic dragons to act as peacekeepers in communities their creator has grown attached to.
Changed line(s) 733,734 (click to see context) from:
* EmotionBomb: A metallic sentinel can release a gas that calms those who breathe in it.
* GuardianEntity: When a metallic dragon grows attached to a settlement of smaller folk, it might decide to create a metallic peacekeeper, which can protect the community for centuries, maintaining peace and order.
* GuardianEntity: When a metallic dragon grows attached to a settlement of smaller folk, it might decide to create a metallic peacekeeper, which can protect the community for centuries, maintaining peace and order.
to:
* EmotionBomb: A metallic sentinel can release a gas that calms those who breathe in it.
it in, incapacitating them.
* GuardianEntity:When a They're created to be stand-ins for the dragon who built them, to watch over favored mortal settlements.
* NoSell: Besides sharing most constructs' condition immunities, metallicdragon grows attached sentinels are immune to a settlement fire and any attempt to alter their form.
* SpyBot[=/=]SurveillanceDrone: A less-advertised feature ofsmaller folk, it might decide to create a metallic peacekeeper, which sentinels is that they're in constant telepathic communication with their creator dragon, who can protect even see through the community for centuries, maintaining peace and order.sentinels' senses.
* GuardianEntity:
* NoSell: Besides sharing most constructs' condition immunities, metallic
* SpyBot[=/=]SurveillanceDrone: A less-advertised feature of
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* AdaptationalModesty: Their ''AD&D'' entry notes that lillendi eschew clothing and only wear jewelry, and depicts one with GodivaHair to preserve her modesty. Their 3rd Edition art instead gives the sample lillend a gold bikini.
Changed line(s) 407 (click to see context) from:
* MysteryCult: Lillendi society is divided into a number of secret socities centered around a piece of wisdom passed down through the generations, each associated with certain music, instruments and weapons. The more societies a lillend moves through, the greater their status. They also pick up {{Cool Mask}}s that are tangentially related to each society, bearing designs associated with particular lillend families.
to:
* MysteryCult: Lillendi society culture is divided into a number of secret socities centered around a piece of wisdom passed down through the generations, each associated with certain music, instruments and weapons. The more societies a lillend moves through, the greater their status. They also pick up {{Cool Mask}}s that are tangentially related to each society, bearing designs associated with particular lillend families.
Dolls or stuffed animals inhabited by a malevolent spirit that delights in spreading misery.
Changed line(s) 439,440 (click to see context) from:
* TheCorruptor: Within each living doll is a mean spirit that encourage others to behave badly, and takes pleasure in tormenting the guilt-ridden and despondent.
* EvilLaugh: In battle, a living doll torments foes with a maniacal cackle.
* EvilLaugh: In battle, a living doll torments foes with a maniacal cackle.
to:
* TheCorruptor: Within each The mean spirit inside a living doll is a mean spirit that encourage encourages others to behave badly, and takes pleasure in tormenting the guilt-ridden and despondent.
despondent. Living dolls prefer this sort of corruption to more direct evildoing because they fear discovery and destruction.
* CreepyDoll: They're creepy in deed and ability, but not outwardly spooky-looking -- that way they can pass themselves off as ordinary toys by lying perfectly still.
* EvilLaugh: In battle, a living doll torments foes with a maniacalcackle.cackle that can [[MindRape deal psychic damage]] and incapacitate creatures with [[LaughingMad a fit of laughter.]]
* HealingFactor: They'll recover health each turn, unless they take fire or psychic damage.
* CreepyDoll: They're creepy in deed and ability, but not outwardly spooky-looking -- that way they can pass themselves off as ordinary toys by lying perfectly still.
* EvilLaugh: In battle, a living doll torments foes with a maniacal
* HealingFactor: They'll recover health each turn, unless they take fire or psychic damage.
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Added DiffLines:
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
Added DiffLines:
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
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Changed line(s) 1228,1234 (click to see context) from:
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
to:
[[quoteright:320:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Changed line(s) 1236,1241 (click to see context) from:
* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
to:
* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necroticAchillesHeel: Cold damage in beings caught in its line of sight, rotting away ''slows'' a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise theirflesh as they live.
construct nature, or to aid in an infiltration.
*SeeingThroughAnothersEyes: Nothics {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights havea strong psychic connection to Vecna that allows him to see through feats like Improved Disarm and Expertise, their eyes, and the god often uses Augmented Critial ability gives them a 60% chance to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy toscore a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devoteCriticalHit with their lives to unearthing arcane secrets. Nothics retain no awareness rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of theirformer selves, beyond a vague sense of having once been something greater.body, able to fold up into their forearms until needed.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their
*
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote
* RetractableWeapon: A nimblewright's rapiers are actually parts of their
Changed line(s) 1244,1251 (click to see context) from:
[[folder:Nymph]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
to:
[[quoteright:349:https://static.
[[quoteright:320:https://static.tvtropes.
[[caption-width-right:349:2e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Fey embodying the beauty of nature,
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and
Changed line(s) 1253,1260 (click to see context) from:
* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the ability to suppress or resume this ability at will, and the effect is restricted to blindness.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
to:
* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the ability to suppress or resume this ability at will, and the effect {{Cyclops}}: A nothic's face is restricted to blindness.
* CantLiveWithoutYou: In some tellings,dominated by a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
single, immense, staring eye.
* DeadlyGaze:When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature with a look.
it can fix its sight on.
*FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget allMakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
flesh as they live.
*MagicHair: A lock of SeeingThroughAnothersEyes: Nothics have a nymph's hair can be used strong psychic connection to brew a sleeping potion, or be enchanted and woven into a cloak Vecna that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblanceallows him to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect see through their splendor. They eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic canbe kind and graceful magically divine information about any creature it can see, becoming privy to mortals they regard as allies of nature, particularly elves and druids, but nymphs a single secret or insight about them.
* WasOnceAMan: Nothics arealso wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philtercreeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of love''.their former selves, beyond a vague sense of having once been something greater.
* CantLiveWithoutYou: In some tellings,
* DeadlyGaze:
*
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all
*
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance
* {{Seers}}: A nothic can
* WasOnceAMan: Nothics are
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter
Changed line(s) 1263,1272 (click to see context) from:
!!O
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
to:
[[folder:Oblex]]
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:Elder oblex (5e)]]
[[caption-width-right:349:2e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent oozes that hunger for other creatures' memories,
Fey embodying the beauty of nature, and who can
Changed line(s) 1274,1282 (click to see context) from:
* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
to:
* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed BrownNoteBeing: In 2nd Edition, looking at a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodiesnymph can squeeze through an inch-wide gap without difficulty, permanently blind you, or even ''kill you'' if she's nude at the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexestime. In 3rd Edition, nymphs have an aversion to fire, and will have disadvantage on attack rolls and the ability checks after taking fire damage.
to suppress or resume this ability at will, and the effect is restricted to blindness.
*ReplicantSnatching: They CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph cancreate a simulacrum of stun a creature whose with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memoriesthey've absorbed (and thus usually, but not always, someone they've killed), for the rest of the day, which is indistinguishable from can be problematic depending on the original save situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known fora slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements being incredibly beautiful. They dwell in and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damageprotect places of unspoiled natural beauty such as groves, pools or mountain peaks, and also imposing penalties on may in fact spontaneously form in such places to reflect their attack rolls splendor. They can be kind and ability checks as graceful to mortals they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem awareregard as allies of it, they nature, particularly elves and druids, but nymphs are the result of illithid experimentation on Underdark oozes, also wild and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* BlobMonster: Their amorphous bodies
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes
*
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage
* UnwittingPawn: Though the oblexes don't seem aware
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
Changed line(s) 1285,1294 (click to see context) from:
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.
to:
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even
Intelligent oozes that
Changed line(s) 1296,1304 (click to see context) from:
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
to:
* ArtEvolution: 1E BizarreAlienReproduction: As an oblex devours memories, it grows larger and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost becomes able to mimic multiple distinct personalities. Eventually it reaches the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that the majority of ogres can't countpoint where it has to ten even with their fingers in front of them. shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their5th Edition stats put them amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it atIntelligence 5, meaning that ogres will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactlyas smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and arelike them. However, they do not smell like whoever they're impersonating: these duplicates always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing incarry a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good usefaint whiff of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.sulfur.
*WhoEvenNeedsABrain: IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The 3.5th Edition ''Monster Manual IV'' mentions sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have anogre variant dubbed aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create aguard thrall. Ogres simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they arein fact ''so'' stupid the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.predations.
* DumbMuscle: It's mentioned that the majority of ogres can't count
* BlobMonster: Their
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
*
* KillItWithFire: Oblexes have an
* ReplicantSnatching: They can create a
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are
Changed line(s) 1307,1314 (click to see context) from:
[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
'''Challenge Rating:''' 8 (3E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
'''Challenge Rating:''' 8 (3E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E,
'''Challenge Rating:'''
'''Alignment:'''
Large humanoids
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that
Changed line(s) 1316,1322 (click to see context) from:
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
to:
* EatsBabies: The 5th edition ''Monster Manual'' notes ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned thatthey find human babies delicious.the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
*{{Flight}}: They have WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editionsillithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this regeneration could be halted by acid or fire, while leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni havemostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes calledogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hidingthrall's skull will "echo" an illithid's ''mind blast'' attack (which the truth and created an openly "oni" monster category. While there are several types, such as thrall is immune to, being mindless) if the night haunter and thrall is in the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form area of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take oneffect, potentially stunning anything that shrugged off the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack. initial psionic assault.
* DumbMuscle: It's mentioned that
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
*
* HealingFactor: Oni often have regenerative powers. In older editions
* MagicKnight: Oni have
* NonIndicativeName: Oni are sometimes called
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding
* VoluntaryShapeshifting: Oni can take on
Changed line(s) 1325,1332 (click to see context) from:
[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
to:
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Whether they're labeled oozes, jellies, puddings or slimes, there is
Large humanoids that combine an ogre's strength with a
Added DiffLines:
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
[[/folder]]
[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
----
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
[[/folder]]
[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
----
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Changed line(s) 59,62 (click to see context) from:
!!K
[[folder:Kaorti]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_kaorti_3e.jpg]]
[[folder:Kaorti]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_kaorti_3e.jpg]]
to:
[[folder:Kaorti]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 64,68 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralEvil
Aberrant humanoids who were corrupted by the madness of the Far Realm, and now strive to subject the Material Plane to that dismal dimension's influence.
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralEvil
Aberrant humanoids who were corrupted by the madness of the Far Realm, and now strive to subject the Material Plane to that dismal dimension's influence.
to:
->'''Classification:''' Outsider (3E)\\
Construct (3E, 5E)\\
'''Challenge Rating:'''1 (3E)\\
11 (3E), 12 (5E)\\
'''Alignment:'''NeutralEvil
Aberrant humanoids who were corrupted by the madnessUnaligned
Ponderous animated constructions ofthe Far Realm, and now strive to subject the Material Plane to stone that dismal dimension's influence.won't stop until their creator's foes are crushed beneath their rollers.
'''Challenge Rating:'''
'''Alignment:'''
Aberrant humanoids who were corrupted by the madness
Ponderous animated constructions of
Added DiffLines:
* HorseOfADifferentColor: Some juggernauts have an interior hiding space large enough for two Medium-sized creatures.
* TheJuggernaut: They are slow - in some editions their speed is a paltry 10 feet per round, while in others it takes them several turns to build up any decent momentum - and sometimes juggernauts are also subject to rules about maneuverability. But with their high Armor Class, DamageReduction and [[HealingFactor Fast Healing]], as well as their construct immunities to conditions like ''sleep'', stunning or paralysis, juggernauts are very difficult to stop.
* MultiArmedAndDangerous: Juggernauts have six limbs, three on each side, which they use to grab opponents and thrust them under the construct's rollers. In some juggernauts that are hybrid mimics, these limbs are grown as needed, while in others they are carved during the construct's creation and are always present.
* SquashedFlat: The fate of anything subjected to their Squash attack. It deals a ton of damage, and victims may have to save to avoid a OneHitKill.
* YouShallNotEvadeMe: Some juggernauts can use spell-like abilities such as ''forcecage'', ''slow'' or ''wall of force'' to ensure that their enemies can't escape their rollers. Said ''wall of force'' is also a useful way to navigate obstacles like cliffs and chasms.
[[/folder]]
!!K
[[folder:Kaorti]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_kaorti_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralEvil
Aberrant humanoids who were corrupted by the madness of the Far Realm, and now strive to subject the Material Plane to that dismal dimension's influence.
----
* TheJuggernaut: They are slow - in some editions their speed is a paltry 10 feet per round, while in others it takes them several turns to build up any decent momentum - and sometimes juggernauts are also subject to rules about maneuverability. But with their high Armor Class, DamageReduction and [[HealingFactor Fast Healing]], as well as their construct immunities to conditions like ''sleep'', stunning or paralysis, juggernauts are very difficult to stop.
* MultiArmedAndDangerous: Juggernauts have six limbs, three on each side, which they use to grab opponents and thrust them under the construct's rollers. In some juggernauts that are hybrid mimics, these limbs are grown as needed, while in others they are carved during the construct's creation and are always present.
* SquashedFlat: The fate of anything subjected to their Squash attack. It deals a ton of damage, and victims may have to save to avoid a OneHitKill.
* YouShallNotEvadeMe: Some juggernauts can use spell-like abilities such as ''forcecage'', ''slow'' or ''wall of force'' to ensure that their enemies can't escape their rollers. Said ''wall of force'' is also a useful way to navigate obstacles like cliffs and chasms.
[[/folder]]
!!K
[[folder:Kaorti]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_kaorti_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralEvil
Aberrant humanoids who were corrupted by the madness of the Far Realm, and now strive to subject the Material Plane to that dismal dimension's influence.
----
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Changed line(s) 1116 (click to see context) from:
* OurHydrasAreDifferent: Nagahydras are a large variant of hydra whose bodies fork into multiple necks and heads, each of a different color, which will grow back if severed unless the stump is seared with fire.
to:
* OurHydrasAreDifferent: Nagahydras are a large variant of hydra naga whose bodies fork into multiple necks and heads, each of a different color, which will grow back if severed unless the stump is seared with fire.
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Changed line(s) 1101,1103 (click to see context) from:
'''Challenge Rating:''' 8 (dark), 9 (spirit), 10 (guardian), 22 (ha-naga) (3E); 4 (bone), 8 (dark, spirit), 10 (guardian) (5E)\\
'''Alignment:''' LawfulGood (guardian), LawfulEvil (bone, dark), ChaoticEvil (spirit, ha-naga)
'''Alignment:''' LawfulGood (guardian), LawfulEvil (bone, dark), ChaoticEvil (spirit, ha-naga)
to:
'''Challenge Rating:''' 8 (dark), (dark, iridescent), 9 (spirit), 10 (guardian), 18 (nagahydra), 22 (ha-naga) (3E); 4 (bone), 8 (dark, spirit), 10 (guardian) (5E)\\
'''Alignment:''' LawfulGood (guardian), ChaoticGood (iridescent), TrueNeutral (nagahydra), LawfulEvil (bone, dark), ChaoticEvil (spirit, ha-naga)
'''Alignment:''' LawfulGood (guardian), ChaoticGood (iridescent), TrueNeutral (nagahydra), LawfulEvil (bone, dark), ChaoticEvil (spirit, ha-naga)
Added DiffLines:
* HealingFactor: Nagahydras steadily regenerate health in general, and will grow back severed heads within a few rounds.
* LanguageEqualsThought: Nagas are supremely arrogant beings, and each views themself as incarnate perfection, other members of its specific breed as nearly so, other nagas as further flawed, and non-nagas as increasingly imperfect. Consequently, they have no concept of equal rank, and their language has no word for "peer".
* LanguageEqualsThought: Nagas are supremely arrogant beings, and each views themself as incarnate perfection, other members of its specific breed as nearly so, other nagas as further flawed, and non-nagas as increasingly imperfect. Consequently, they have no concept of equal rank, and their language has no word for "peer".
Added DiffLines:
* OurHydrasAreDifferent: Nagahydras are a large variant of hydra whose bodies fork into multiple necks and heads, each of a different color, which will grow back if severed unless the stump is seared with fire.
Added DiffLines:
* RoyalWe: Nagas tend to believe themselves, personally, the pinnacle of creation, and usually refer to themselves in the plural. Most go further and specifically call themselves ''Ssa'Naja'', "We the Ideal".
* ServantRace: In ''Forgotten Realms'', the nagas were created by the sarrukh to serve as explorers, scouts, and magical researchers.
* ServantRace: In ''Forgotten Realms'', the nagas were created by the sarrukh to serve as explorers, scouts, and magical researchers.
Added DiffLines:
* SuperSpit: Guardian nagas can spit their venom at up to thirty feet away from themselves.
Added DiffLines:
* WalkingTheEarth: Iridescent nagas spend their lives wandering the world, searching for new discoveries and beauty.
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Multiple Head Case refers specifically to having multiple heads with distinct minds and personalities. Unless that's explicitly present, it's not an example.
Deleted line(s) 1113 (click to see context) :
* MultipleHeadCase: The primordial naga of 4th edition has five heads which are all on fire.
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Changed line(s) 389 (click to see context) from:
* ItsPersonal: Lillends are infamous for holding grudges and violently punishing those who go after their favorite arts or landscapes.
to:
* ItsPersonal: Lillends Lillendi are infamous for holding grudges and violently punishing those who go after their favorite arts or landscapes.
Changed line(s) 391,392 (click to see context) from:
* NoSell: They're immune to poison and, in their ''AD&D'' rules, any music-based magic like a harpy's singing or a satyr's pipes.
* PersonalSpaceInvader: They can use their snake halves to wrap around and constrict enemies, holding them in place while the lillend's upper body is free to fight. In their older rules this let lillendi dispose of troublesome foes by flying up into the sky and dropping them, though their 3rd Edition rules forbid them from moving while constricting someone.
* PersonalSpaceInvader: They can use their snake halves to wrap around and constrict enemies, holding them in place while the lillend's upper body is free to fight. In their older rules this let lillendi dispose of troublesome foes by flying up into the sky and dropping them, though their 3rd Edition rules forbid them from moving while constricting someone.
to:
* MysteryCult: Lillendi society is divided into a number of secret socities centered around a piece of wisdom passed down through the generations, each associated with certain music, instruments and weapons. The more societies a lillend moves through, the greater their status. They also pick up {{Cool Mask}}s that are tangentially related to each society, bearing designs associated with particular lillend families.
* NoSell: They're immune to poison and, in their ''AD&D'' rules, positive and negative energy, as well as any music-based magic like a harpy's singing or a satyr's pipes.
* OneGenderRace: Played with; lillendi are all biologically female and reproduce via parthenogenesis, but some are born with male torsos, and follow male dress patterns and customs. So one sex, multiple genders.
* PersonalSpaceInvader: They can use their snake halves to wrap around and constrict enemies, holding them in place while the lillend's upper body is free to fight. In their older rules this let lillendi dispose of troublesome foes by flying up into the sky and dropping them, thoughtheir 3rd Edition rules forbid forbids them from moving while constricting someone.
* NoSell: They're immune to poison and, in their ''AD&D'' rules, positive and negative energy, as well as any music-based magic like a harpy's singing or a satyr's pipes.
* OneGenderRace: Played with; lillendi are all biologically female and reproduce via parthenogenesis, but some are born with male torsos, and follow male dress patterns and customs. So one sex, multiple genders.
* PersonalSpaceInvader: They can use their snake halves to wrap around and constrict enemies, holding them in place while the lillend's upper body is free to fight. In their older rules this let lillendi dispose of troublesome foes by flying up into the sky and dropping them, though
Changed line(s) 394 (click to see context) from:
* {{Transgender}}: Lillends are all biologically female (and reproduce via parthenogenesis), but some are born with male torsos, and follow male dress patterns and customs.
to:
* {{Transgender}}: Lillends are all biologically female (and reproduce via parthenogenesis), WhoWantsToLiveForever: Lillendi who tire of their service can choose to die, which they refer to as the Silent Hour -- it is unclear whether this ability is a gift from the powers they serve or punishment from the powers of Law for a past betrayal. This allows a lillend to wrap up their business and make farewells before passing on, but some are born with male torsos, and follow male dress patterns and customs.it also means lillendi who die through accident or violence do so in despair, as according to legend only those who pass through the Silent Hour join the powers they serve.
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Changed line(s) 391 (click to see context) from:
* PersonalSpaceInvader: They can use their snake halves to wrap around and constrict enemies, holding them in place while the lillend's upper body is free to fight, if not move.
to:
* NoSell: They're immune to poison and, in their ''AD&D'' rules, any music-based magic like a harpy's singing or a satyr's pipes.
* PersonalSpaceInvader: They can use their snake halves to wrap around and constrict enemies, holding them in place while the lillend's upper body is free tofight, if not move.fight. In their older rules this let lillendi dispose of troublesome foes by flying up into the sky and dropping them, though their 3rd Edition rules forbid them from moving while constricting someone.
* PersonalSpaceInvader: They can use their snake halves to wrap around and constrict enemies, holding them in place while the lillend's upper body is free to
Added DiffLines:
* {{Transgender}}: Lillends are all biologically female (and reproduce via parthenogenesis), but some are born with male torsos, and follow male dress patterns and customs.
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Added DiffLines:
* {{Determinator}}: Mongrelfolk will do ''anything'' to survive. Survival is the overriding goal of their kind; they give members of their kind the title "The Survivor" the way other races would term someone "The Great".
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* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
Changed line(s) 1309 (click to see context) from:
* BlobMonster: Most are mobile enough to pursue prey, but never quickly.
to:
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
Changed line(s) 1311 (click to see context) from:
* HeWasRightThereAllAlong:
to:
* HeWasRightThereAllAlong:HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with their environments and ambush unsuspecting prey.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where they live.
Changed line(s) 1316,1317 (click to see context) from:
** Snowflake oozes look like an ordinary snowbank.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a 10-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a 10-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
to:
** Snowflake oozes and white puddings look like an ordinary snowbank.
snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a10-foot ten-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a
Added DiffLines:
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that lives in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as they do so.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as they do so.
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* {{Retcon}}: Illithid lore underwent a number of changes during the 2nd-3rd Edition transition.
** In 2nd Edition, illithids reproduce asexually instead of requiring an elder brain to produce larvae. In addition, instead of converting an implanted victim into a new illithid, the larva feeds on the dead body it's planted into while maturing before bursting out as newborn illithid.
** Before and during 2nd Edition, illithids are atheist, as they believe themselves the only beings deserving of worship. Starting with 3rd, they worship Ilsensine.
** Pre-3rd Edition illithids are much more omnivorous than their later incarnations, and can subsist on a wide variety of foods. The eating of brains is primarily a symbolic gesture of dominance over other beings -- illithids believe the mind to be all-important and superior to the physical body, and so enjoy humiliating defeated opponents by devouring the most important part of their bodies.
** In 2nd Edition, illithids reproduce asexually instead of requiring an elder brain to produce larvae. In addition, instead of converting an implanted victim into a new illithid, the larva feeds on the dead body it's planted into while maturing before bursting out as newborn illithid.
** Before and during 2nd Edition, illithids are atheist, as they believe themselves the only beings deserving of worship. Starting with 3rd, they worship Ilsensine.
** Pre-3rd Edition illithids are much more omnivorous than their later incarnations, and can subsist on a wide variety of foods. The eating of brains is primarily a symbolic gesture of dominance over other beings -- illithids believe the mind to be all-important and superior to the physical body, and so enjoy humiliating defeated opponents by devouring the most important part of their bodies.
Changed line(s) 864,872 (click to see context) from:
!!Related Creatures
!!!Cranium Rat
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_cranium_rats_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Beast (5E)\\
'''Challenge Rating:''' 2 (small pack), 5 (medium pack), 11 (large pack) (3E); 0 (individual), 5 (swarm) (5E)\\
'''Alignment:''' NeutralEvil (4E), LawfulEvil (5E)
Rats imbued with psionic powers by the mind flayers. Individually they are no smarter than a normal rat, but swarms of cranium rats pool their powers to gain enhanced intelligence and dangerous abilities.
!!!Cranium Rat
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_cranium_rats_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Beast (5E)\\
'''Challenge Rating:''' 2 (small pack), 5 (medium pack), 11 (large pack) (3E); 0 (individual), 5 (swarm) (5E)\\
'''Alignment:''' NeutralEvil (4E), LawfulEvil (5E)
Rats imbued with psionic powers by the mind flayers. Individually they are no smarter than a normal rat, but swarms of cranium rats pool their powers to gain enhanced intelligence and dangerous abilities.
to:
!!!Cranium Rat
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_cranium_rats_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Beast (5E)\\
'''Challenge Rating:''' 2 (small pack), 5 (medium pack), 11 (large pack) (3E); 0 (individual), 5 (swarm) (5E)\\
'''Alignment:''' NeutralEvil (4E), LawfulEvil (5E)
Rats imbued with psionic powers by
Illithidae are an order of animal-minded aberrations related to illithids in the same manner in which common mammals are related to humans. They originate from the same alien future as the mind
Changed line(s) 874,882 (click to see context) from:
* AnimalEspionage: Illithids use cranium rats as spies, disseminating them in humanoid settlements and counting on the fact that humans don't generally pay much attention to rats to allow them to get anywhere and listen in to secret conversations.
* HiveMind: While an individual cranium rat is only as smart as a mundane rat, if enough cranium rats come together, they merge their minds into a single one with the accumulated memories of all constituents.
* PsychicPowers: Cranium rats are implanted with psychic powers by their mind flayer creators.
* SwarmOfRats: Cranium rats are at their most dangerous when in large swarms, as they can combine their intellects and coordinate very effectively with one another.
!!!Illithocyte
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' TrueNeutral
* HiveMind: While an individual cranium rat is only as smart as a mundane rat, if enough cranium rats come together, they merge their minds into a single one with the accumulated memories of all constituents.
* PsychicPowers: Cranium rats are implanted with psychic powers by their mind flayer creators.
* SwarmOfRats: Cranium rats are at their most dangerous when in large swarms, as they can combine their intellects and coordinate very effectively with one another.
!!!Illithocyte
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' TrueNeutral
to:
* AnimalEspionage: Illithids use cranium rats as spies, disseminating them in humanoid settlements FantasticFaunaCounterpart: Illithidae often resemble, and counting on the fact that humans don't generally pay occupy ecological niches largely equivalent to, more familiar animals. Cessirids look and act like much attention like wolves, kigrids fill niches equivalent to rats to allow them to get anywhere those of aggressive omnivores and listen in scavengers such as boars, hyenas and bears, and saltors are similar to secret conversations.
* HiveMind: While an individual cranium rat isbaboons. Embracs are the only exception, as smart as a mundane rat, if enough cranium rats come together, they merge the closest analogy to their minds into niche would be an animal that acts like a single one carnivorous plant.
!!!Cessirid
->'''Alignment:''' LawfulNeutral, sometimes LawfulEvil
Wolflike pack hunters withthe accumulated memories of all constituents.
* PsychicPowers: Cranium rats are implanted with psychic powers byfour stinging tentacles around their mind flayer creators.
* SwarmOfRats: Cranium rats are at their most dangerous when in large swarms, as they can combine their intellects and coordinate very effectively with one another.
!!!Illithocyte
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' TrueNeutralmouths.
* HiveMind: While an individual cranium rat is
!!!Cessirid
->'''Alignment:''' LawfulNeutral, sometimes LawfulEvil
Wolflike pack hunters with
* PsychicPowers: Cranium rats are implanted with psychic powers by
* SwarmOfRats: Cranium rats are at their most dangerous when in large swarms, as they can combine their intellects and coordinate very effectively with one another.
!!!Illithocyte
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' TrueNeutral
Changed line(s) 884,893 (click to see context) from:
* ZergRush: Illithocytes spend most of their time in large family masses, and are adept at fighting side-by-side in close quarters and coordinating their attacks against a single target.
!!!Intellect Devourer
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_intellect_devourer_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 7 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil (3E, 4E), LawfulEvil (5E)
Brain-like monsters created as guards by the illithids.
!!!Intellect Devourer
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_intellect_devourer_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 7 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil (3E, 4E), LawfulEvil (5E)
Brain-like monsters created as guards by the illithids.
to:
* ZergRush: Illithocytes spend most AnimalJingoism: Cessirids and kaoulgrim, the hounds of their time in large family masses, the githyanki, despise each other and will always attempt to fight to the death when they meet.
* SavageWolves: Cessirids are essentially monstrous alien wolves, and areadept at fighting side-by-side in close quarters characterized as wily, treacherous and coordinating their attacks against a single target.
!!!Intellect Devourer
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_intellect_devourer_5e.png]]
[[caption-width-right:350:5e]]
dangerous pack predators who, while capable of communication, typically only view other intelligent creatures as food and have distinct tendency towards the evil end of the alignment scale.
!!!Embrac
->'''Classification:'''Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''ChallengeAberration
->'''Challenge Rating:'''7 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil (3E, 4E), LawfulEvil (5E)
Brain-like monsters created as guards by the illithids.7
->'''Alignment:''' NeutralEvil (2E), TrueNeutral (3E)
Hulking predators resembling bloated sacks mounted on eight armored legs, adorned with a saw-edged beaks, and topped with eight tentacles bristling with hooks. Embracs are ambush predators that prefer to attack their prey from hiding.
* SavageWolves: Cessirids are essentially monstrous alien wolves, and are
!!!Intellect Devourer
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_intellect_devourer_5e.png]]
[[caption-width-right:350:5e]]
!!!Embrac
->'''Classification:'''
'''Challenge
->'''Challenge Rating:'''
'''Alignment:''' ChaoticEvil (3E, 4E), LawfulEvil (5E)
Brain-like monsters created as guards by the illithids.
->'''Alignment:''' NeutralEvil (2E), TrueNeutral (3E)
Hulking predators resembling bloated sacks mounted on eight armored legs, adorned with a saw-edged beaks, and topped with eight tentacles bristling with hooks. Embracs are ambush predators that prefer to attack their prey from hiding.
Changed line(s) 895,901 (click to see context) from:
* BrainMonster: An intellect devourer basically a brain running around on four little legs. Its modus operandi is to crack a victim's skull open, remove the brain and take its place.
* PuppeteerParasite: Intellect devourers operate by killing victims, crawling inside their craniums and pupating their bodies to either exploit their size and strength or to impersonate them.
!!!Mind Worm
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' LawfulEvil
* PuppeteerParasite: Intellect devourers operate by killing victims, crawling inside their craniums and pupating their bodies to either exploit their size and strength or to impersonate them.
!!!Mind Worm
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' LawfulEvil
to:
* BrainMonster: An intellect devourer basically ArtEvolution: The 2nd Edition embrac is a brain running bearlike creature with a beak, slanted eyes, and four tentacles growing from around on four little legs. Its modus operandi its mouth. The 3rd Edition version is to crack a victim's skull open, remove the brain giant sac of flesh with segmented, arthropod-like legs, no visible eyes, and take tentacles growing in a ring all around its place.
upper body.
*PuppeteerParasite: Intellect devourers operate by killing victims, crawling inside their craniums and pupating their bodies to either exploit their size and strength or to impersonate them.
!!!Mind Worm
CombatTentacles: An embrac's main weapons are its muscular, hook-lined tentacles.
* HealingFactor: If an embrac's tentacles are severed, they grow back within a couple weeks.
!!!Saltor
->'''Classification:'''Aberration (3E)\\
'''ChallengeAberration
->'''Challenge Rating:'''17 (3E)\\
'''Alignment:''' LawfulEvil3
->'''Alignment:''' TrueNeutral (2E), NeutralEvil (3E)
Baboonlike in shape and behavior, saltors are intelligent but very primitive and live as scavengers and opportunistic predators. Saltors are fairly close kin of illithids, and like them reproduce by planting their larvae in the skulls of prey to convert them into new members of their species.
*
!!!Mind Worm
* HealingFactor: If an embrac's tentacles are severed, they grow back within a couple weeks.
!!!Saltor
->'''Classification:'''
'''Challenge
->'''Challenge Rating:'''
'''Alignment:''' LawfulEvil
->'''Alignment:''' TrueNeutral (2E), NeutralEvil (3E)
Baboonlike in shape and behavior, saltors are intelligent but very primitive and live as scavengers and opportunistic predators. Saltors are fairly close kin of illithids, and like them reproduce by planting their larvae in the skulls of prey to convert them into new members of their species.
Changed line(s) 903,906 (click to see context) from:
* SupernaturalFearInducer: Living creatures struck by a mind worm's probe must succeed on a Will save or be shaken.
!!!Neothelid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neothelid_5e.png]]
!!!Neothelid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neothelid_5e.png]]
to:
* SupernaturalFearInducer: Living creatures struck by MakeMeWannaShout: A saltor's main offensive tool is a mind worm's probe must succeed on a Will save or be shaken.
!!!Neothelid
loud screech capable of inflicting sonic damage.
!!Other Related Creatures
!!!Cranium Rat
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neothelid_5e.org/pmwiki/pub/images/d&d_cranium_rats_5e.png]]
!!!Neothelid
!!Other Related Creatures
!!!Cranium Rat
[[quoteright:350:https://static.tvtropes.
Changed line(s) 908,912 (click to see context) from:
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 15 (3E), 13 (5E)\\
'''Alignment:''' ChaoticEvil
Neothelids are extremely rare, dangerous creatures created when an illithid community is destroyed and the mind flayer life cycle goes horribly wrong. The untended illithid tadpoles, free of the elder brain's predations, eventually turn on each other for lack of food until only a single tadpole remains. This survivor, having absorbed its siblings' psychic potential, eventually crawls out into the wider world to find more brains to feed upon, slowly maturing into a colossal, tentacled, worm-like monster, brilliant but bestial. Illithids don't like acknowledging them.
'''Challenge Rating:''' 15 (3E), 13 (5E)\\
'''Alignment:''' ChaoticEvil
Neothelids are extremely rare, dangerous creatures created when an illithid community is destroyed and the mind flayer life cycle goes horribly wrong. The untended illithid tadpoles, free of the elder brain's predations, eventually turn on each other for lack of food until only a single tadpole remains. This survivor, having absorbed its siblings' psychic potential, eventually crawls out into the wider world to find more brains to feed upon, slowly maturing into a colossal, tentacled, worm-like monster, brilliant but bestial. Illithids don't like acknowledging them.
to:
->'''Classification:''' Aberration (3E, 5E)\\
Magical Beast (3E), Beast (5E)\\
'''Challenge Rating:'''15 (3E), 13 2 (small pack), 5 (medium pack), 11 (large pack) (3E); 0 (individual), 5 (swarm) (5E)\\
'''Alignment:'''ChaoticEvil
NeothelidsNeutralEvil (4E), LawfulEvil (5E)
Rats imbued with psionic powers by the mind flayers. Individually they areextremely rare, no smarter than a normal rat, but swarms of cranium rats pool their powers to gain enhanced intelligence and dangerous creatures created when an illithid community is destroyed and the mind flayer life cycle goes horribly wrong. The untended illithid tadpoles, free of the elder brain's predations, eventually turn on each other for lack of food until only a single tadpole remains. This survivor, having absorbed its siblings' psychic potential, eventually crawls out into the wider world to find more brains to feed upon, slowly maturing into a colossal, tentacled, worm-like monster, brilliant but bestial. Illithids don't like acknowledging them.abilities.
'''Challenge Rating:'''
'''Alignment:'''
Neothelids
Rats imbued with psionic powers by the mind flayers. Individually they are
Changed line(s) 914,919 (click to see context) from:
* BrainFood: Neothelids first develop intelligence when they consume a thinking being's brain, and afterwards constantly hunger for brains.
* HorrifyingTheHorror: Illithids consider neothelids to be abhorrent abominations and a taboo subject.
* MonstrousCannibalism: Not only did each neothelid survive by feeding upon their fellow tadpoles, but they are oblivious of their mind flayer heritage and will happily feast upon illithid brains.
* SuperSpit: Neothelids can spray tissue-dissolving enzymes from their tentacle ducts that reduce prey to a puddle of slime but leaving the brain intact.
!!!Nerve Swimmer
* HorrifyingTheHorror: Illithids consider neothelids to be abhorrent abominations and a taboo subject.
* MonstrousCannibalism: Not only did each neothelid survive by feeding upon their fellow tadpoles, but they are oblivious of their mind flayer heritage and will happily feast upon illithid brains.
* SuperSpit: Neothelids can spray tissue-dissolving enzymes from their tentacle ducts that reduce prey to a puddle of slime but leaving the brain intact.
!!!Nerve Swimmer
to:
* BrainFood: Neothelids first develop intelligence when they consume a thinking being's brain, and afterwards constantly hunger for brains.
* HorrifyingTheHorror:AnimalEspionage: Illithids consider neothelids to be abhorrent abominations use cranium rats as spies, disseminating them in humanoid settlements and a taboo subject.
counting on the fact that humans don't generally pay much attention to rats to allow them to get anywhere and listen in to secret conversations.
*MonstrousCannibalism: Not HiveMind: While an individual cranium rat is only did each neothelid survive by feeding upon as smart as a mundane rat, if enough cranium rats come together, they merge their fellow tadpoles, but they minds into a single one with the accumulated memories of all constituents.
* PsychicPowers: Cranium rats areoblivious of implanted with psychic powers by their mind flayer heritage and will happily feast upon illithid brains.
creators.
*SuperSpit: Neothelids can spray tissue-dissolving enzymes from SwarmOfRats: Cranium rats are at their tentacle ducts that reduce prey to a puddle of slime but leaving the brain intact.
!!!Nerve Swimmermost dangerous when in large swarms, as they can combine their intellects and coordinate very effectively with one another.
!!!Illithocyte
* HorrifyingTheHorror:
*
* PsychicPowers: Cranium rats are
*
!!!Nerve Swimmer
!!!Illithocyte
Changed line(s) 921,922 (click to see context) from:
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' LawfulEvil
'''Alignment:''' LawfulEvil
to:
'''Challenge Rating:''' 10 2 (3E)\\
'''Alignment:'''LawfulEvilTrueNeutral
'''Alignment:'''
Changed line(s) 924,933 (click to see context) from:
* PuppeteerParasite: Nerve swimmers burrow into the flesh and nerves of their victims, and control them to do the bidding of their masters.
!!Undead Illithids
!!!Alhoon
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/alhoon_5e_5.png]]
->'''Classification:''' Undead (3E, 5E), Aberrant Humanoid Undead (4E)\\
'''Challenge Rating:''' 18 (3E), 10 (5E)\\
'''Alignment:''' LawfulEvil
Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
!!Undead Illithids
!!!Alhoon
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/alhoon_5e_5.png]]
->'''Classification:''' Undead (3E, 5E), Aberrant Humanoid Undead (4E)\\
'''Challenge Rating:''' 18 (3E), 10 (5E)\\
'''Alignment:''' LawfulEvil
Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
to:
* PuppeteerParasite: Nerve swimmers burrow into the flesh and nerves ZergRush: Illithocytes spend most of their victims, time in large family masses, and control them to do the bidding of are adept at fighting side-by-side in close quarters and coordinating their masters.
!!Undead Illithids
!!!Alhoon
[[quoteright:320:https://static.attacks against a single target.
!!!Intellect Devourer
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alhoon_5e_5.png]]
org/pmwiki/pub/images/d&d_intellect_devourer_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:'''Undead Aberration (3E, 5E), Aberrant Humanoid Undead Magical Beast (4E)\\
'''Challenge Rating:'''18 7 (3E), 10 2 (5E)\\
'''Alignment:'''LawfulEvil
Mind flayers that pursue arcane magic are exiledChaoticEvil (3E, 4E), LawfulEvil (5E)
Brain-like monsters created asdeviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape guards by the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.illithids.
!!Undead Illithids
!!!Alhoon
[[quoteright:320:https://static.
!!!Intellect Devourer
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Mind flayers that pursue arcane magic are exiled
Brain-like monsters created as
Changed line(s) 935,945 (click to see context) from:
* AndIMustScream: When an alhoon's body is destroyed, its mind gets sucked into its ''periapt of mind trapping''. It remains there, trapped alongside the souls of its previous victims, aware of its surroundings but powerless to do anything beyond telepathically ranting and raving at anyone who picks up the periapt.
* AnIcePerson: In 5th edition, their basic attack is a touch spell that inflicts cold damage.
* NonHumanUndead: They're the mind flayer equivalent of liches.
* NoSell: In 5E, an alhoon cannot be harmed by nonmagical weapons.
* {{Retcon}}: In older editions, the term "illithilich" is just a synonym for an alhoon. 5th edition draws a distinction between the two: an alhoon is a lesser form of lich with weaker spellcasting abilities and no ability to regenerate its body or suck out people's brains, whereas an illithilich has all the powers and abilities of a normal lich in addition to those of a mind flayer.
* SoulJar: Much like how a regular lich uses a phylactery to house its soul, an alhoon uses a ''periapt of mind trapping'' to store its mind if its body is destroyed.
!!!Vampire Illithid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampiric_illithid.png]]
->'''Classification:''' Undead (3E, 5E)\\
'''Challenge Rating:''' 12 (3E), 9 (5E)\\
* AnIcePerson: In 5th edition, their basic attack is a touch spell that inflicts cold damage.
* NonHumanUndead: They're the mind flayer equivalent of liches.
* NoSell: In 5E, an alhoon cannot be harmed by nonmagical weapons.
* {{Retcon}}: In older editions, the term "illithilich" is just a synonym for an alhoon. 5th edition draws a distinction between the two: an alhoon is a lesser form of lich with weaker spellcasting abilities and no ability to regenerate its body or suck out people's brains, whereas an illithilich has all the powers and abilities of a normal lich in addition to those of a mind flayer.
* SoulJar: Much like how a regular lich uses a phylactery to house its soul, an alhoon uses a ''periapt of mind trapping'' to store its mind if its body is destroyed.
!!!Vampire Illithid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampiric_illithid.png]]
->'''Classification:''' Undead (3E, 5E)\\
'''Challenge Rating:''' 12 (3E), 9 (5E)\\
to:
* AndIMustScream: When an alhoon's body BrainMonster: An intellect devourer basically a brain running around on four little legs. Its modus operandi is destroyed, to crack a victim's skull open, remove the brain and take its mind gets sucked into its ''periapt of mind trapping''. It remains there, trapped alongside the souls of its previous place.
* PuppeteerParasite: Intellect devourers operate by killing victims,aware of its surroundings but powerless to do anything beyond telepathically ranting and raving at anyone who picks up the periapt.
* AnIcePerson: In 5th edition,crawling inside their basic attack is a touch spell that inflicts cold damage.
* NonHumanUndead: They're the mind flayer equivalent of liches.
* NoSell: In 5E, an alhoon cannot be harmed by nonmagical weapons.
* {{Retcon}}: In older editions, the term "illithilich" is just a synonym for an alhoon. 5th edition draws a distinction between the two: an alhoon is a lesser form of lich with weaker spellcasting abilitiescraniums and no ability pupating their bodies to regenerate its body or suck out people's brains, whereas an illithilich has all the powers either exploit their size and abilities of a normal lich in addition strength or to those of a mind flayer.
* SoulJar: Much like how a regular lich uses a phylactery to house its soul, an alhoon uses a ''periapt of mind trapping'' to store its mind if its body is destroyed.
!!!Vampire Illithid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampiric_illithid.png]]
impersonate them.
!!!Mind Worm
->'''Classification:'''Undead (3E, 5E)\\
Aberration (3E)\\
'''Challenge Rating:'''12 (3E), 9 (5E)\\17 (3E)\\
* PuppeteerParasite: Intellect devourers operate by killing victims,
* AnIcePerson: In 5th edition,
* NonHumanUndead: They're the mind flayer equivalent of liches.
* NoSell: In 5E, an alhoon cannot be harmed by nonmagical weapons.
* {{Retcon}}: In older editions, the term "illithilich" is just a synonym for an alhoon. 5th edition draws a distinction between the two: an alhoon is a lesser form of lich with weaker spellcasting abilities
* SoulJar: Much like how a regular lich uses a phylactery to house its soul, an alhoon uses a ''periapt of mind trapping'' to store its mind if its body is destroyed.
!!!Vampire Illithid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampiric_illithid.png]]
!!!Mind Worm
->'''Classification:'''
'''Challenge Rating:'''
Deleted line(s) 947,948 (click to see context) :
Illithids who became vampires through an unknown process, which also destroyed their minds.
Changed line(s) 950,958 (click to see context) from:
* FeralVampires: Vampiric illithids are mindless, predatory animals with no trace of their old genius -- whatever process gave them their unlife also destroyed their rationality and capacity for higher thought.
* OurVampiresAreDifferent: Pale grey, undead illithids who need to consume both blood and brain matter to survive. It's not known how they become vampires and they cannot produce spawn of their own, and the process of transformation leaves them feral beasts.
[[/folder]]
[[folder:Minotaur]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_minotaur_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
* OurVampiresAreDifferent: Pale grey, undead illithids who need to consume both blood and brain matter to survive. It's not known how they become vampires and they cannot produce spawn of their own, and the process of transformation leaves them feral beasts.
[[/folder]]
[[folder:Minotaur]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_minotaur_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Monstrous Humanoid (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
to:
* FeralVampires: Vampiric illithids are mindless, predatory animals with no trace of their old genius -- whatever process gave them their unlife also destroyed their rationality and capacity for higher thought.
* OurVampiresAreDifferent: Pale grey, undead illithids who need to consume both blood and brain matter to survive. It's not known how they become vampires and they cannot produce spawn of their own, and the process of transformation leaves them feral beasts.
[[/folder]]
[[folder:Minotaur]]
[[quoteright:349:https://static.SupernaturalFearInducer: Living creatures struck by a mind worm's probe must succeed on a Will save or be shaken.
!!!Neothelid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_minotaur_3e.org/pmwiki/pub/images/d&d_neothelid_5e.png]]
[[caption-width-right:349:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''Monstrous Humanoid (3E), Monstrosity (5E)\\
Aberration (3E, 5E)\\
'''Challenge Rating:'''4 15 (3E), 3 13 (5E)\\
* OurVampiresAreDifferent: Pale grey, undead illithids who need to consume both blood and brain matter to survive. It's not known how they become vampires and they cannot produce spawn of their own, and the process of transformation leaves them feral beasts.
[[/folder]]
[[folder:Minotaur]]
[[quoteright:349:https://static.
!!!Neothelid
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 961,971 (click to see context) from:
Hulking, bull-headed humanoids with a tendency towards savagery but a good head for mazes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Modron]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_modrons_5e.png]]
[[caption-width-right:350:Pentadrone and monodrone (5e)]]
->'''Classification:''' Outsider (3E), Immortal Animate (4E), Construct (5E)\\
'''Challenge Rating:''' 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\
'''Alignment:''' LawfulNeutral
Clockwork creatures from the plane of Mechanus, modrons are living personifications of law and order. They follow a rigid hierarchical society where every modron interacts only with others of its own rank and with its immediate inferiors or superiors: anything further away is beyond their comprehension.
[[/folder]]
[[folder:Modron]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_modrons_5e.png]]
[[caption-width-right:350:Pentadrone and monodrone (5e)]]
->'''Classification:''' Outsider (3E), Immortal Animate (4E), Construct (5E)\\
'''Challenge Rating:''' 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\
'''Alignment:''' LawfulNeutral
Clockwork creatures from the plane of Mechanus, modrons are living personifications of law and order. They follow a rigid hierarchical society where every modron interacts only with others of its own rank and with its immediate inferiors or superiors: anything further away is beyond their comprehension.
to:
[[/folder]]
[[folder:Modron]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_modrons_5e.png]]
[[caption-width-right:350:Pentadrone and monodrone (5e)]]
->'''Classification:''' Outsider (3E), Immortal Animate (4E), Construct (5E)\\
'''Challenge Rating:''' 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\
'''Alignment:''' LawfulNeutral
Clockwork
Changed line(s) 973,990 (click to see context) from:
* AirborneMook: Quadrones are the only winged variant of modrons, and often combine this with their proficiency with bows to serve as aerial ranged support for modron forces.
* EternalRecurrence: Every 289 years, when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The more powerful and important the modron, the more sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and so on until the upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as a vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that they're often fairly difficult for mortals to communicate with -- modrons are utterly devoted to their assigned tasks, almost entirely unimaginative, and literally incapable of thinking in terms of good and evil. None of them are humanoid except for Primus himself and his immediate underlings; common modrons resemble living geometric solids, while their immediate superiors have shapes reminiscent of unusual sea animals.
[[/folder]]
[[folder:Mongrelfolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mongrelfolk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classificaction:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/3 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulNeutral (2E, 3E), Any (5E)
Humanoids that bear the physical marks of generations of crossbreeding, such as mismatched limbs and uneven features.
* EternalRecurrence: Every 289 years, when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The more powerful and important the modron, the more sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and so on until the upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as a vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that they're often fairly difficult for mortals to communicate with -- modrons are utterly devoted to their assigned tasks, almost entirely unimaginative, and literally incapable of thinking in terms of good and evil. None of them are humanoid except for Primus himself and his immediate underlings; common modrons resemble living geometric solids, while their immediate superiors have shapes reminiscent of unusual sea animals.
[[/folder]]
[[folder:Mongrelfolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mongrelfolk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classificaction:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/3 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulNeutral (2E, 3E), Any (5E)
Humanoids that bear the physical marks of generations of crossbreeding, such as mismatched limbs and uneven features.
to:
* AirborneMook: Quadrones are the only winged variant of modrons, and often combine this with their proficiency with bows to serve as aerial ranged support for modron forces.
* EternalRecurrence: Every 289 years,BrainFood: Neothelids first develop intelligence when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The more powerful and important the modron, the more sidesthey have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and so on until the upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class asconsume a vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that they're often fairly difficult for mortals to communicate with -- modrons are utterly devoted to their assigned tasks, almost entirely unimaginative, and literally incapable ofthinking in terms of good being's brain, and evil. None of them are humanoid except afterwards constantly hunger for Primus himself brains.
* HorrifyingTheHorror: Illithids consider neothelids to be abhorrent abominations andhis immediate underlings; common modrons resemble living geometric solids, while a taboo subject.
* MonstrousCannibalism: Not only did each neothelid survive by feeding upon theirimmediate superiors have shapes reminiscent fellow tadpoles, but they are oblivious of unusual sea animals.
[[/folder]]
[[folder:Mongrelfolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mongrelfolk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classificaction:''' Humanoid (3E, 5E)\\
their mind flayer heritage and will happily feast upon illithid brains.
* SuperSpit: Neothelids can spray tissue-dissolving enzymes from their tentacle ducts that reduce prey to a puddle of slime but leaving the brain intact.
!!!Nerve Swimmer
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''1/3 (3E), 1/4 (5E)\\
10 (3E)\\
'''Alignment:'''LawfulNeutral (2E, 3E), Any (5E)
Humanoids that bear the physical marks of generations of crossbreeding, such as mismatched limbs and uneven features.LawfulEvil
* EternalRecurrence: Every 289 years,
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with zero individuality, imagination, or ability to comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The more powerful and important the modron, the more sides
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as
* FantasticCasteSystem: Modrons live in a complex and perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the level of complexity needed for its purpose, and is only able to communicate with the castes immediately above and below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to the concept of cosmic Order that they're often fairly difficult for mortals to communicate with -- modrons are utterly devoted to their assigned tasks, almost entirely unimaginative, and literally incapable of
* HorrifyingTheHorror: Illithids consider neothelids to be abhorrent abominations and
* MonstrousCannibalism: Not only did each neothelid survive by feeding upon their
[[/folder]]
[[folder:Mongrelfolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mongrelfolk_5e.png]]
[[caption-width-right:350:5e]]
->'''Classificaction:''' Humanoid (3E, 5E)\\
* SuperSpit: Neothelids can spray tissue-dissolving enzymes from their tentacle ducts that reduce prey to a puddle of slime but leaving the brain intact.
!!!Nerve Swimmer
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Humanoids that bear the physical marks of generations of crossbreeding, such as mismatched limbs and uneven features.
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* ArtEvolution: How deformed they are varies by edition, with earlier art depicting "Mongrelmen" with occasional animal limbs and features that were part-reptile, part-mammal, before 3rd Edition toned them down into merely ugly goblin-like creatures, only for 5th Edition to swing the other way.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil, and at worst will resort to petty thievery to survive. Generally they try to get along with their neighbors, no matter how abusive, either by passing for a friendly race or just staying out of sight.
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will enslave mongrelfolk, or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a setting with dozens of humanoid races capable of interbreeding. On the upside, this means a mongrelfolk can use a magic item intended for a particular race without difficulty, and in some editions they inherit perks like an elf's immunity to magical ''sleep'' effects, or a diminished version of a dwarf's resistance to poison.
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples of their kind are rare individuals that are used as a ''distraction'' by the rest of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
[[/folder]]
[[folder:Mooncalf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mooncalf_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Magical Beast (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Winged, tentacled monsters sometimes encountered on mountains and hilltops, and rumored to fly down to earth from the dark side of the moon.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil, and at worst will resort to petty thievery to survive. Generally they try to get along with their neighbors, no matter how abusive, either by passing for a friendly race or just staying out of sight.
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will enslave mongrelfolk, or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a setting with dozens of humanoid races capable of interbreeding. On the upside, this means a mongrelfolk can use a magic item intended for a particular race without difficulty, and in some editions they inherit perks like an elf's immunity to magical ''sleep'' effects, or a diminished version of a dwarf's resistance to poison.
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples of their kind are rare individuals that are used as a ''distraction'' by the rest of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
[[/folder]]
[[folder:Mooncalf]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mooncalf_4e.jpg]]
[[caption-width-right:350:4e]]
->'''Classification:''' Magical Beast (3E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' NeutralEvil
Winged, tentacled monsters sometimes encountered on mountains and hilltops, and rumored to fly down to earth from the dark side of the moon.
to:
* ArtEvolution: How deformed they are varies by edition, with earlier art depicting "Mongrelmen" with occasional animal limbs and features that were part-reptile, part-mammal, before 3rd Edition toned them down PuppeteerParasite: Nerve swimmers burrow into merely ugly goblin-like creatures, only for 5th Edition to swing the other way.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil,flesh and at worst will resort to petty thievery to survive. Generally they try to get along with their neighbors, no matter how abusive, either by passing for a friendly race or just staying out of sight.
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will enslave mongrelfolk, or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst featuresnerves of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked victims, and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They'recontrol them to do the inevitable conclusion of a setting with dozens of humanoid races capable of interbreeding. On the upside, this means a mongrelfolk can use a magic item intended for a particular race without difficulty, and in some editions they inherit perks like an elf's immunity to magical ''sleep'' effects, or a diminished version of a dwarf's resistance to poison.
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examplesbidding of their kind are rare individuals that are used as a ''distraction'' by the rest of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
[[/folder]]
[[folder:Mooncalf]]
[[quoteright:350:https://static.masters.
!!Undead Illithids
!!!Alhoon
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_mooncalf_4e.jpg]]
[[caption-width-right:350:4e]]
org/pmwiki/pub/images/alhoon_5e_5.png]]
->'''Classification:'''Magical Beast (3E), Undead (3E, 5E), Aberrant Magical Beast Humanoid Undead (4E)\\
'''Challenge Rating:''' 18 (3E), 10(3E)\\
(5E)\\
'''Alignment:'''NeutralEvil
Winged, tentacled monsters sometimes encountered on mountainsLawfulEvil
Mind flayers that pursue arcane magic are exiled as deviants, andhilltops, for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and rumored to fly down to earth from the dark side of the moon.solitary. Alhoons are mind flayers that use a shortcut.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't evil,
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will enslave mongrelfolk, or even hunt them for sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst features
* HeinzHybrid: They're
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
[[/folder]]
[[folder:Mooncalf]]
[[quoteright:350:https://static.
!!Undead Illithids
!!!Alhoon
[[quoteright:320:https://static.tvtropes.
[[caption-width-right:350:4e]]
->'''Classification:'''
'''Challenge Rating:''' 18 (3E), 10
'''Alignment:'''
Winged, tentacled monsters sometimes encountered on mountains
Mind flayers that pursue arcane magic are exiled as deviants, and
Changed line(s) 1010,1013 (click to see context) from:
* CombatTentacles: A mooncalf has six short tentacles that it uses for close combat and two long tentacles that it uses to attack at a distance.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly anything that they eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in the void between worlds.
* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to other creatures.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly anything that they eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in the void between worlds.
* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to other creatures.
to:
* CombatTentacles: A mooncalf has six short tentacles that it uses for close combat and two long tentacles that it uses AndIMustScream: When an alhoon's body is destroyed, its mind gets sucked into its ''periapt of mind trapping''. It remains there, trapped alongside the souls of its previous victims, aware of its surroundings but powerless to attack at a distance.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearlydo anything beyond telepathically ranting and raving at anyone who picks up the periapt.
* AnIcePerson: In 5th edition, their basic attack is a touch spell thatthey eat.
inflicts cold damage.
*StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in NonHumanUndead: They're the void mind flayer equivalent of liches.
* NoSell: In 5E, an alhoon cannot be harmed by nonmagical weapons.
* {{Retcon}}: In older editions, the term "illithilich" is just a synonym for an alhoon. 5th edition draws a distinction betweenworlds.
the two: an alhoon is a lesser form of lich with weaker spellcasting abilities and no ability to regenerate its body or suck out people's brains, whereas an illithilich has all the powers and abilities of a normal lich in addition to those of a mind flayer.
*WindsOfDestinyChange: Moonlords can tap into SoulJar: Much like how a regular lich uses a phylactery to house its soul, an alhoon uses a ''periapt of mind trapping'' to store its mind if its body is destroyed.
!!!Vampire Illithid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampiric_illithid.png]]
->'''Classification:''' Undead (3E, 5E)\\
'''Challenge Rating:''' 12 (3E), 9 (5E)\\
'''Alignment:''' LawfulEvil
Illithids who became vampires through an unknown process, which also destroyed theirmoongod heritage, creating an aura centred around minds.
----
* FeralVampires: Vampiric illithids are mindless, predatory animals with no trace of their old genius -- whatever process gave themthat brings bad luck their unlife also destroyed their rationality and capacity for higher thought.
* OurVampiresAreDifferent: Pale grey, undead illithids who need toother creatures.consume both blood and brain matter to survive. It's not known how they become vampires and they cannot produce spawn of their own, and the process of transformation leaves them feral beasts.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly
* AnIcePerson: In 5th edition, their basic attack is a touch spell that
*
* NoSell: In 5E, an alhoon cannot be harmed by nonmagical weapons.
* {{Retcon}}: In older editions, the term "illithilich" is just a synonym for an alhoon. 5th edition draws a distinction between
*
!!!Vampire Illithid
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampiric_illithid.png]]
->'''Classification:''' Undead (3E, 5E)\\
'''Challenge Rating:''' 12 (3E), 9 (5E)\\
'''Alignment:''' LawfulEvil
Illithids who became vampires through an unknown process, which also destroyed their
----
* FeralVampires: Vampiric illithids are mindless, predatory animals with no trace of their old genius -- whatever process gave them
* OurVampiresAreDifferent: Pale grey, undead illithids who need to
Changed line(s) 1016,1020 (click to see context) from:
[[folder:Morkoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_morkoth_5e.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 11 (5E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_morkoth_5e.jpg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 11 (5E)\\
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:349:3e]]
->'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 1023 (click to see context) from:
Cruel and devious sea monsters who use hypnosis to lure victims into their maze-like lairs to be devoured.
to:
[[/folder]]
[[folder:Modron]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_modrons_5e.png]]
[[caption-width-right:350:Pentadrone and
->'''Classification:''' Outsider (3E), Immortal Animate (4E), Construct (5E)\\
'''Challenge Rating:''' 1/8 (monodrone), 1/4 (doudrone), 1/2 (tridrone), 1 (quadrone), 2 (pentadrone) (5E)\\
'''Alignment:''' LawfulNeutral
Clockwork creatures from the plane of Mechanus, modrons are living personifications of law and order. They follow a rigid hierarchical society where every modron interacts only with others of its own rank and with its immediate inferiors or superiors: anything further away is beyond their
Changed line(s) 1025,1034 (click to see context) from:
* ArtEvolution: Morkoths began in 1st Edition roughly humanoid generic sea creatures, with four tentacles arranged like legs and arms, a central torso, and a squid-like head with a prominent beak. 2nd Edition redesigned them fairly drastically to resemble gracile, weedy fishlike creatures with toothy jaws, four slender arthropod legs, and bodies ending in octopus-like tentacles on which the creature moved. 3rd modified the second design to be much bulkier and more intimidating, generally making all parts of it larger and more imposing and presenting the morkoth as a more active and dangerous hunter. 5th Edition revisits the original look, but again makes it much more frightening and imposing than the original, with multiple tentacles, a serrated beak and a "shell" made of trophies from past kills. All this to say, even in-universe sources can't agree on what the monsters look like, just that they're some combination of fish, crab and squid.
* AttackReflector: If a morkoth successfully saves against a spell, or if a spell attack misses it, the monster can cause the magic to rebound against its attacker.
* CollectorOfTheStrange: With their current lore, morkoths obessively hoard everything from treasure to obscure lore to prisoners, and since their lairs can travel from plane to plane, their collections can be eclectic indeed.
-->'''Volo:''' Collectors of everything odd, unusual and valuable - hopefully not including you.
* {{Greed}}: 5th Edition morkoths are motivated by both a yearning for conflict and a greedy desire for anything they don't possess. As such, they won't willingly part with anything from their hoards, and those in their lairs have a chance of discovering that one of their possessions has spontaneously vanished to appear in the morkoth's hoard.
* MixAndMatchCritters: Morkoths resembls fish with cephalopod tentacles and arthropod-like legs.
* PocketDimension: While each morkoth's domain appears as a tropical island - if an unnerving dreamlike place shrouded in perpetual twilight - the entire area is essentially its own demiplane, able to travel to other planes and locations at random or in a sequence. Rarely, a morkoth gains the ability to control the movements of its island.
* PsychicPowers: Morkoths are natural hypnotists, and shape the tunnels of their lairs to amplify their powers in order to lure and befuddle prey.
* {{Retcon}}: 5th Edition greatly expanded their backstory, turning morkoths from mere sea monsters to the byproduct of a dead god inhabiting roving extraplanar islands. Originally ambivalent about treasure and prone to eating any captives, morkoths became greedy hoarders who considered prisoners part of their possessions.
* TookALevelInBadass: Past morkoths had purely physical attacks, with their only supernatural abilities being their spell reflection and hypnotic tunnels. But in 5th Edition, morkoths are full-fledged spellcasters equivalent to an 11th-level mage.
* AttackReflector: If a morkoth successfully saves against a spell, or if a spell attack misses it, the monster can cause the magic to rebound against its attacker.
* CollectorOfTheStrange: With their current lore, morkoths obessively hoard everything from treasure to obscure lore to prisoners, and since their lairs can travel from plane to plane, their collections can be eclectic indeed.
-->'''Volo:''' Collectors of everything odd, unusual and valuable - hopefully not including you.
* {{Greed}}: 5th Edition morkoths are motivated by both a yearning for conflict and a greedy desire for anything they don't possess. As such, they won't willingly part with anything from their hoards, and those in their lairs have a chance of discovering that one of their possessions has spontaneously vanished to appear in the morkoth's hoard.
* MixAndMatchCritters: Morkoths resembls fish with cephalopod tentacles and arthropod-like legs.
* PocketDimension: While each morkoth's domain appears as a tropical island - if an unnerving dreamlike place shrouded in perpetual twilight - the entire area is essentially its own demiplane, able to travel to other planes and locations at random or in a sequence. Rarely, a morkoth gains the ability to control the movements of its island.
* PsychicPowers: Morkoths are natural hypnotists, and shape the tunnels of their lairs to amplify their powers in order to lure and befuddle prey.
* {{Retcon}}: 5th Edition greatly expanded their backstory, turning morkoths from mere sea monsters to the byproduct of a dead god inhabiting roving extraplanar islands. Originally ambivalent about treasure and prone to eating any captives, morkoths became greedy hoarders who considered prisoners part of their possessions.
* TookALevelInBadass: Past morkoths had purely physical attacks, with their only supernatural abilities being their spell reflection and hypnotic tunnels. But in 5th Edition, morkoths are full-fledged spellcasters equivalent to an 11th-level mage.
to:
* ArtEvolution: Morkoths began in 1st Edition roughly humanoid generic sea creatures, AirborneMook: Quadrones are the only winged variant of modrons, and often combine this with four tentacles arranged like legs and arms, a central torso, and a squid-like head their proficiency with a prominent beak. 2nd Edition redesigned them fairly drastically bows to resemble gracile, weedy fishlike creatures serve as aerial ranged support for modron forces.
* EternalRecurrence: Every 289 years, when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers withtoothy jaws, four slender arthropod legs, and bodies ending in octopus-like tentacles on which the creature moved. 3rd modified the second design zero individuality, imagination, or ability to be much bulkier and comprehend anything except basic logic or disobey any order given them.
* LivingPolyhedron: The moreintimidating, generally making all parts of it larger powerful and important the modron, the more imposing sides they have. So monodrones are spheres, duodrones cubes, tridones tetrahedrons, and presenting so on until the morkoth upper ranks look increasingly humanoid.
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as amore active vestige. ''He weeps''.
* FantasticCasteSystem: Modrons live in a complex anddangerous hunter. 5th Edition revisits perfectly ordered hierarchy, where each caste performs a specific task, possess precisely the original look, but again makes it much more frightening level of complexity needed for its purpose, and imposing than the original, is only able to communicate with multiple tentacles, a serrated beak the castes immediately above and a "shell" made of trophies from past kills. All this below it.
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted tosay, even in-universe sources can't agree on what the monsters look like, just concept of cosmic Order that they're some combination of fish, crab and squid.
* AttackReflector: If a morkoth successfully saves against a spell, or if a spell attack misses it, the monster can cause the magicoften fairly difficult for mortals to rebound against its attacker.
* CollectorOfTheStrange: Withcommunicate with -- modrons are utterly devoted to their current lore, morkoths obessively hoard everything from treasure to obscure lore to prisoners, assigned tasks, almost entirely unimaginative, and since literally incapable of thinking in terms of good and evil. None of them are humanoid except for Primus himself and his immediate underlings; common modrons resemble living geometric solids, while their lairs can travel from plane to plane, their collections can be eclectic indeed.
-->'''Volo:''' Collectorsimmediate superiors have shapes reminiscent of everything odd, unusual and valuable - hopefully not including you.
* {{Greed}}: 5th Edition morkoths are motivated by both a yearning for conflict and a greedy desire for anything they don't possess. As such, they won't willingly part with anything from their hoards, and those in their lairs have a chance of discovering that one of their possessions has spontaneously vanished to appear in the morkoth's hoard.
* MixAndMatchCritters: Morkoths resembls fish with cephalopod tentacles and arthropod-like legs.
* PocketDimension: While each morkoth's domain appears as a tropical island - if an unnerving dreamlike place shrouded in perpetual twilight - the entire area is essentially its own demiplane, able to travel to other planes and locations at random or in a sequence. Rarely, a morkoth gains the ability to control the movements of its island.
* PsychicPowers: Morkoths are natural hypnotists, and shape the tunnels of their lairs to amplify their powers in order to lure and befuddle prey.
* {{Retcon}}: 5th Edition greatly expanded their backstory, turning morkoths from meresea monsters to the byproduct of a dead god inhabiting roving extraplanar islands. Originally ambivalent about treasure and prone to eating any captives, morkoths became greedy hoarders who considered prisoners part of their possessions.
* TookALevelInBadass: Past morkoths had purely physical attacks, with their only supernatural abilities being their spell reflection and hypnotic tunnels. But in 5th Edition, morkoths are full-fledged spellcasters equivalent to an 11th-level mage.animals.
* EternalRecurrence: Every 289 years, when the gears of Mechanus complete seventeen cycles, Primus sends thousands of modrons to survey the Outer Planes of the Great Wheel. Given the extreme dangers involved, only a few survive to return to Mechanus.
* LawfulStupid: As personifications of Law without Good or Evil, modrons are essentially magic computers with
* LivingPolyhedron: The more
* MookLieutenant: Duodrones are assigned with supervising and directing groups of monodrones, the simplest modron type. In war, duodrones typically act as sergeants or corporals and lead squads of precisely twelve monodrones into battle.
* NotSoStoic: In ''Planescape'', the lore states that Orcus slew Primus, the one and prime, and caused the greatest upheaval the modrons had ever faced. In 3e, Primus can be summoned by the Binder class as a
* FantasticCasteSystem: Modrons live in a complex and
* StarfishRobots: Modrons are fantastical robotic constructs who are so utterly devoted to
* AttackReflector: If a morkoth successfully saves against a spell, or if a spell attack misses it, the monster can cause the magic
* CollectorOfTheStrange: With
-->'''Volo:''' Collectors
* {{Greed}}: 5th Edition morkoths are motivated by both a yearning for conflict and a greedy desire for anything they don't possess. As such, they won't willingly part with anything from their hoards, and those in their lairs have a chance of discovering that one of their possessions has spontaneously vanished to appear in the morkoth's hoard.
* MixAndMatchCritters: Morkoths resembls fish with cephalopod tentacles and arthropod-like legs.
* PocketDimension: While each morkoth's domain appears as a tropical island - if an unnerving dreamlike place shrouded in perpetual twilight - the entire area is essentially its own demiplane, able to travel to other planes and locations at random or in a sequence. Rarely, a morkoth gains the ability to control the movements of its island.
* PsychicPowers: Morkoths are natural hypnotists, and shape the tunnels of their lairs to amplify their powers in order to lure and befuddle prey.
* {{Retcon}}: 5th Edition greatly expanded their backstory, turning morkoths from mere
* TookALevelInBadass: Past morkoths had purely physical attacks, with their only supernatural abilities being their spell reflection and hypnotic tunnels. But in 5th Edition, morkoths are full-fledged spellcasters equivalent to an 11th-level mage.
Changed line(s) 1037,1038 (click to see context) from:
[[folder:Myconid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myconids_5e.jpeg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myconids_5e.jpeg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1040,1044 (click to see context) from:
->'''Classification:''' Plant (3E, 5E)\\
'''Challenge Rating:''' 1/2 (junior worker), 1 (average worker), 2 (elder worker), 4 (guard), 6 (circle leader), 7 (sovereign) (3E); 0 (scout), 1/2 (adult), 2 (sovereign) (5E)\\
'''Alignment:''' LawfulNeutral
Also known as "fungus ones," these intelligent, mobile mushroom folk are distrustful of outsiders, but generally shy and nonviolent, making them a rarity among the Underdark's inhabitants.
'''Challenge Rating:''' 1/2 (junior worker), 1 (average worker), 2 (elder worker), 4 (guard), 6 (circle leader), 7 (sovereign) (3E); 0 (scout), 1/2 (adult), 2 (sovereign) (5E)\\
'''Alignment:''' LawfulNeutral
Also known as "fungus ones," these intelligent, mobile mushroom folk are distrustful of outsiders, but generally shy and nonviolent, making them a rarity among the Underdark's inhabitants.
to:
'''Challenge Rating:'''
'''Alignment:'''
Also known
Humanoids that bear the physical marks of generations of crossbreeding, such as
Changed line(s) 1046,1050 (click to see context) from:
* AnimateDead: One type of myconid spore infests corpses, causing them to rise as mindless servants. They do whatever work there aren't enough myconids to carry out.
* LargeAndInCharge: Myconids grow over the course of their lives, but the sovereign is always the tallest myconid (eleven feet). If it dies, another myconid will grow to eleven feet tall and take over.
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in the Underdark.
* MushroomSamba: Pun aside, myconids structure their days into three parts: eight hours of work, eight hours of rest, and eight hours of a mind-melding hallucinatory state caused by their spores.
* {{Telepathy}}: One type of spore myconids can emit allows for telepathic communication, both between themselves and with outsiders.
* LargeAndInCharge: Myconids grow over the course of their lives, but the sovereign is always the tallest myconid (eleven feet). If it dies, another myconid will grow to eleven feet tall and take over.
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in the Underdark.
* MushroomSamba: Pun aside, myconids structure their days into three parts: eight hours of work, eight hours of rest, and eight hours of a mind-melding hallucinatory state caused by their spores.
* {{Telepathy}}: One type of spore myconids can emit allows for telepathic communication, both between themselves and with outsiders.
to:
* AnimateDead: One type of myconid spore infests corpses, causing ArtEvolution: How deformed they are varies by edition, with earlier art depicting "Mongrelmen" with occasional animal limbs and features that were part-reptile, part-mammal, before 3rd Edition toned them down into merely ugly goblin-like creatures, only for 5th Edition to rise as mindless servants. They do whatever work there swing the other way.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren'tenough myconids evil, and at worst will resort to carry out.
* LargeAndInCharge: Myconids grow over the course ofpetty thievery to survive. Generally they try to get along with their lives, but the sovereign is always the tallest myconid (eleven feet). If it dies, another myconid neighbors, no matter how abusive, either by passing for a friendly race or just staying out of sight.
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies willgrow to eleven feet tall and take over.
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in the Underdark.
* MushroomSamba: Pun aside, myconids structure their days into three parts: eight hours of work, eight hours of rest, and eight hours of a mind-melding hallucinatory state caused by their spores.
* {{Telepathy}}: One type of spore myconids can emit allowsenslave mongrelfolk, or even hunt them for telepathic communication, both between sport. Mongrelfolk themselves avoid this, and consider themselves kin to every race, even if they don't quite belong to any of them.
* TheGrotesque: Mongrelfolk tend to display the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a setting withoutsiders.dozens of humanoid races capable of interbreeding. On the upside, this means a mongrelfolk can use a magic item intended for a particular race without difficulty, and in some editions they inherit perks like an elf's immunity to magical ''sleep'' effects, or a diminished version of a dwarf's resistance to poison.
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples of their kind are rare individuals that are used as a ''distraction'' by the rest of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
* DarkIsNotEvil: No matter how ugly they look, mongrelfolk aren't
* LargeAndInCharge: Myconids grow over the course of
* FantasticRacism: They're often driven out of even good and lawful communities, while evil societies will
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in the Underdark.
* MushroomSamba: Pun aside, myconids structure their days into three parts: eight hours of work, eight hours of rest, and eight hours of a mind-melding hallucinatory state caused by their spores.
* {{Telepathy}}: One type of spore myconids can emit allows
* TheGrotesque: Mongrelfolk tend to display the worst features of their various ancestors, such as oversized ears, sloped foreheads, flat noses, crooked and rotten teeth, etc. Despite this, they're generally inoffensive creatures.
* HeinzHybrid: They're the inevitable conclusion of a setting with
* PassFail: 3rd Edition's ''Races of Destiny'' sourcebook introduced an interesting spin on mongrelfolk, namely that the hideous mismatched examples of their kind are rare individuals that are used as a ''distraction'' by the rest of the mongrelfolk, and honored for their sacrifice. Ordinary mongrelfolk instead blend the features of their various parent races more subtly, to the extent that observers tend to interpret them as people close to, but not quite, their own race. So a dwarf might see a mongrelfolk as an unusually broad-shouldered elf, an elf might see a tall and slender dwarf, a human would see a strangely attractive orc, and so forth.
* VoiceChangeling: Mongrelfolk can mimic any voice or sound they've heard.
Changed line(s) 1053,1062 (click to see context) from:
!!N
[[folder:Naga]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_spirit_naga_5e.png]]
[[caption-width-right:349:Spirit naga (5e)]]
->'''Classification:''' Aberration (3E); Monstrosity (all), Undead (bone) (5E)\\
'''Challenge Rating:''' 8 (dark), 9 (spirit), 10 (guardian), 22 (ha-naga) (3E); 4 (bone), 8 (dark, spirit), 10 (guardian) (5E)\\
'''Alignment:''' LawfulGood (guardian), LawfulEvil (bone, dark), ChaoticEvil (spirit, ha-naga)
Serpentine creatures with human faces, as well as great wisdom and magical power. They tend to become the unquestioned rulers of their territories, though whether they are benevolent or tyrannical depends on the naga.
[[folder:Naga]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_spirit_naga_5e.png]]
[[caption-width-right:349:Spirit naga (5e)]]
->'''Classification:''' Aberration (3E); Monstrosity (all), Undead (bone) (5E)\\
'''Challenge Rating:''' 8 (dark), 9 (spirit), 10 (guardian), 22 (ha-naga) (3E); 4 (bone), 8 (dark, spirit), 10 (guardian) (5E)\\
'''Alignment:''' LawfulGood (guardian), LawfulEvil (bone, dark), ChaoticEvil (spirit, ha-naga)
Serpentine creatures with human faces, as well as great wisdom and magical power. They tend to become the unquestioned rulers of their territories, though whether they are benevolent or tyrannical depends on the naga.
to:
[[folder:Naga]]
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:349:Spirit naga (5e)]]
[[caption-width-right:350:4e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Serpentine creatures with human faces, as well as great wisdom
Winged, tentacled monsters sometimes encountered on mountains and
Changed line(s) 1064,1076 (click to see context) from:
* ArchEnemy: Nagas don't get along with the yuan-ti, the other race of serpent people that happen to share the nagas' preferred territory and consider themselves the epitome of snakedom. In rare cases the two will cooperate, but the yuan-ti always chafe under a naga's authority.
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a chameleon's camouflage.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its own prowess.
* {{Flight}}: Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* LargeAndInCharge: Ha-nagas are immense, towering above the lesser nagas that serve them and worship them as gods.
* MultipleHeadCase: The primordial naga of 4th edition has five heads which are all on fire.
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby creatures.
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a chameleon's camouflage.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its own prowess.
* {{Flight}}: Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* LargeAndInCharge: Ha-nagas are immense, towering above the lesser nagas that serve them and worship them as gods.
* MultipleHeadCase: The primordial naga of 4th edition has five heads which are all on fire.
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby creatures.
to:
* ArchEnemy: Nagas don't get along with CombatTentacles: A mooncalf has six short tentacles that it uses for close combat and two long tentacles that it uses to attack at a distance.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly anything that they eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in theyuan-ti, the void between worlds.
* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to otherrace of serpent people that happen to share the nagas' preferred territory and consider themselves the epitome of snakedom. In rare cases the two will cooperate, but the yuan-ti always chafe under a naga's authority.
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a chameleon's camouflage.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its own prowess.
* {{Flight}}: Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* LargeAndInCharge: Ha-nagas are immense, towering above the lesser nagas that serve them and worship them as gods.
* MultipleHeadCase: The primordial naga of 4th edition has five heads which are all on fire.
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearbycreatures.
* ExtremeOmnivore: Examination of dead mooncalves reveals that their bodies are essentially alchemical laboratories, capable of distilling and dissolving nearly any substance. In effect, mooncalves can digest nearly anything that they eat.
* StarfishAliens: Mooncalves are giant flying cephalopod-like creatures, spawned by alien gods that exist in the
* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to other
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a chameleon's camouflage.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its own prowess.
* {{Flight}}: Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* LargeAndInCharge: Ha-nagas are immense, towering above the lesser nagas that serve them and worship them as gods.
* MultipleHeadCase: The primordial naga of 4th edition has five heads which are all on fire.
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby
Changed line(s) 1079,1086 (click to see context) from:
[[folder:Nagpa]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/nagpa_5e.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Elemental Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 11 (3E), 17 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Evil (4E), NeutralEvil (5E)
Nagpas have appeared sporadically throughout the game's history; their lore tends to fluctuate, but they're typically former humanoids who meddled with things they shouldn't have and were cursed by angry gods. In their most recent lore, they were a cabal of wizards who betrayed the elf mage who would become the Raven Queen, and were cursed to be able to learn nothing unless they plucked it from the ruins of civilizations.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/nagpa_5e.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Elemental Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 11 (3E), 17 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Evil (4E), NeutralEvil (5E)
Nagpas have appeared sporadically throughout the game's history; their lore tends to fluctuate, but they're typically former humanoids who meddled with things they shouldn't have and were cursed by angry gods. In their most recent lore, they were a cabal of wizards who betrayed the elf mage who would become the Raven Queen, and were cursed to be able to learn nothing unless they plucked it from the ruins of civilizations.
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:300:5e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Nagpas have appeared sporadically throughout the game's history;
Cruel and devious sea monsters who use hypnosis to lure victims into their
Changed line(s) 1088,1091 (click to see context) from:
* BalefulPolymorph: In most iterations of their lore, the nagpas were once humanoid beings who were cursed into twisted birdlike forms after offending divine powers.
* BirdPeople: Nagpas resemble hunched, wingless humanoid vultures.
* TheChessmaster: From the shadows, nagpas manipulate events to bring about ruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift their focus to another.
* CreativeSterility: In 5th Edition, the Raven Queen cursed them to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.
* BirdPeople: Nagpas resemble hunched, wingless humanoid vultures.
* TheChessmaster: From the shadows, nagpas manipulate events to bring about ruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift their focus to another.
* CreativeSterility: In 5th Edition, the Raven Queen cursed them to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.
to:
* BalefulPolymorph: In most iterations ArtEvolution: Morkoths began in 1st Edition roughly humanoid generic sea creatures, with four tentacles arranged like legs and arms, a central torso, and a squid-like head with a prominent beak. 2nd Edition redesigned them fairly drastically to resemble gracile, weedy fishlike creatures with toothy jaws, four slender arthropod legs, and bodies ending in octopus-like tentacles on which the creature moved. 3rd modified the second design to be much bulkier and more intimidating, generally making all parts of it larger and more imposing and presenting the morkoth as a more active and dangerous hunter. 5th Edition revisits the original look, but again makes it much more frightening and imposing than the original, with multiple tentacles, a serrated beak and a "shell" made of trophies from past kills. All this to say, even in-universe sources can't agree on what the monsters look like, just that they're some combination of fish, crab and squid.
* AttackReflector: If a morkoth successfully saves against a spell, or if a spell attack misses it, the monster can cause the magic to rebound against its attacker.
* CollectorOfTheStrange: With their current lore, morkoths obessively hoard everything from treasure to obscure lore to prisoners, and since their lairs can travel from plane to plane, their collections can be eclectic indeed.
-->'''Volo:''' Collectors of everything odd, unusual and valuable - hopefully not including you.
* {{Greed}}: 5th Edition morkoths are motivated by both a yearning for conflict and a greedy desire for anything they don't possess. As such, they won't willingly part with anything from their hoards, and those in their lairs have a chance of discovering that one of theirlore, possessions has spontaneously vanished to appear in the nagpas were once humanoid beings who were cursed into twisted birdlike forms after offending divine powers.
morkoth's hoard.
*BirdPeople: Nagpas resemble hunched, wingless humanoid vultures.
MixAndMatchCritters: Morkoths resembls fish with cephalopod tentacles and arthropod-like legs.
*TheChessmaster: From PocketDimension: While each morkoth's domain appears as a tropical island - if an unnerving dreamlike place shrouded in perpetual twilight - the shadows, nagpas manipulate events entire area is essentially its own demiplane, able to bring travel to other planes and locations at random or in a sequence. Rarely, a morkoth gains the ability to control the movements of its island.
* PsychicPowers: Morkoths are natural hypnotists, and shape the tunnels of their lairs to amplify their powers in order to lure and befuddle prey.
* {{Retcon}}: 5th Edition greatly expanded their backstory, turning morkoths from mere sea monsters to the byproduct of a dead god inhabiting roving extraplanar islands. Originally ambivalent aboutruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift treasure and prone to eating any captives, morkoths became greedy hoarders who considered prisoners part of their focus to another.
possessions.
*CreativeSterility: In TookALevelInBadass: Past morkoths had purely physical attacks, with their only supernatural abilities being their spell reflection and hypnotic tunnels. But in 5th Edition, the Raven Queen cursed them morkoths are full-fledged spellcasters equivalent to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.an 11th-level mage.
* AttackReflector: If a morkoth successfully saves against a spell, or if a spell attack misses it, the monster can cause the magic to rebound against its attacker.
* CollectorOfTheStrange: With their current lore, morkoths obessively hoard everything from treasure to obscure lore to prisoners, and since their lairs can travel from plane to plane, their collections can be eclectic indeed.
-->'''Volo:''' Collectors of everything odd, unusual and valuable - hopefully not including you.
* {{Greed}}: 5th Edition morkoths are motivated by both a yearning for conflict and a greedy desire for anything they don't possess. As such, they won't willingly part with anything from their hoards, and those in their lairs have a chance of discovering that one of their
*
*
* PsychicPowers: Morkoths are natural hypnotists, and shape the tunnels of their lairs to amplify their powers in order to lure and befuddle prey.
* {{Retcon}}: 5th Edition greatly expanded their backstory, turning morkoths from mere sea monsters to the byproduct of a dead god inhabiting roving extraplanar islands. Originally ambivalent about
*
Changed line(s) 1094,1101 (click to see context) from:
[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3.5E, 5E), Magical Beast (4E)\\
'''Challenge Rating:''' 1/4 (hatchling), 4 (neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (neogi), 4 (master) (5E)\\
'''Alignment:''' LawfulEvil
Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3.5E, 5E), Magical Beast (4E)\\
'''Challenge Rating:''' 1/4 (hatchling), 4 (neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (neogi), 4 (master) (5E)\\
'''Alignment:''' LawfulEvil
Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Creatures with spider-like bodies
Also known as "fungus ones," these intelligent, mobile mushroom folk are distrustful of outsiders, but
Changed line(s) 1103,1110 (click to see context) from:
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
to:
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowingAnimateDead: One type of myconid spore infests corpses, causing them to subjugate physically superior beings.
rise as mindless servants. They do whatever work there aren't enough myconids to carry out.
*ChestBurster: Neogi reproduce by laying their eggs within another member LargeAndInCharge: Myconids grow over the course of their species, derisively called a "great old master" by lives, but the others. The resulting spawn gestate within sovereign is always the adult neogi's body, eating tallest myconid (eleven feet). If it from dies, another myconid will grow to eleven feet tall and take over.
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in theinside out before chewing Underdark.
* MushroomSamba: Pun aside, myconids structure theirway to freedom.
* MadeASlave: Neogi are enthusiastic slavers,days into three parts: eight hours of work, eight hours of rest, and measure eight hours of a mind-melding hallucinatory state caused by their place in society by how many other sapients they have forced into their service -- they spores.
* {{Telepathy}}: One type of spore myconids caneven psychically dominate other beings to aid this endeavor. This makes dealing emit allows for telepathic communication, both between themselves and with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.outsiders.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing
*
* MushroomMan: Myconids are intelligent, ambulatory fungi that live in the
* MushroomSamba: Pun aside, myconids structure their
* MadeASlave: Neogi are enthusiastic slavers,
* {{Telepathy}}: One type of spore myconids can
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
Changed line(s) 1113,1120 (click to see context) from:
[[folder:Nightmare]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
to:
[[quoteright:350:https://static.
[[folder:Naga]]
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:349:Spirit naga (5e)]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Monstrous horses from
Serpentine creatures with human faces, as well as great wisdom and magical power. They tend to become the
Changed line(s) 1122,1127 (click to see context) from:
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner and serve them as a steed.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner and serve them as a steed.
to:
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states ArchEnemy: Nagas don't get along with the yuan-ti, the other race of serpent people that nightmares aren't a naturally occurring species, happen to share the nagas' preferred territory and consider themselves the epitome of snakedom. In rare cases the two will cooperate, but an evil creature can create one by subjecting the yuan-ti always chafe under a {{pegasus}} naga's authority.
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to ahumiliating ritual in which chameleon's camouflage.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to itswings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
own prowess.
* {{Flight}}:Nightmares Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* LargeAndInCharge: Ha-nagas arewingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff onimmense, towering above the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner andlesser nagas that serve them and worship them as gods.
* MultipleHeadCase: The primordial naga of 4th edition has five heads which are all on fire.
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as asteed.yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby creatures.
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}:
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* LargeAndInCharge: Ha-nagas are
* HellishHorse: A horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they must answer the summons of the tack's owner and
* MultipleHeadCase: The primordial naga of 4th edition has five heads which are all on fire.
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby creatures.
Changed line(s) 1130,1137 (click to see context) from:
[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned
Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:300:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Huge, roving blots of hungry darkness spawned by
Nagpas have appeared sporadically throughout the
Changed line(s) 1139,1143 (click to see context) from:
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
to:
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sackBalefulPolymorph: In most iterations of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed usetheir spells or powers.]]
lore, the nagpas were once humanoid beings who were cursed into twisted birdlike forms after offending divine powers.
*WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes BirdPeople: Nagpas resemble hunched, wingless humanoid vultures.
* TheChessmaster: From the shadows, nagpas manipulate events to bring about ruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift their focus to another.
* CreativeSterility: In 5th Edition, the Raven Queen cursed them toevaporate entirely.be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.
* BlobMonster: A nightseed is a vast sack
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use
*
* TheChessmaster: From the shadows, nagpas manipulate events to bring about ruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift their focus to another.
* CreativeSterility: In 5th Edition, the Raven Queen cursed them to
Changed line(s) 1146,1153 (click to see context) from:
[[folder:Nilbog]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nilbog_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Humanoid (5E)\\
'''Challenge Rating:''' 1 (5E)\\
'''Alignment:''' ChaoticEvil
A goblin possessed by a nameless trickster deity that grants them strange powers, allowing them to sow chaos amongst their hobgoblin abusers and oppressors.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nilbog_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Humanoid (5E)\\
'''Challenge Rating:''' 1 (5E)\\
'''Alignment:''' ChaoticEvil
A goblin possessed by a nameless trickster deity that grants them strange powers, allowing them to sow chaos amongst their hobgoblin abusers and oppressors.
to:
[[quoteright:349:https://static.
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:349:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
A goblin possessed by a nameless trickster deity that grants them strange powers, allowing them to sow chaos amongst their hobgoblin abusers
Creatures with spider-like bodies but eel-like heads and
Changed line(s) 1155,1161 (click to see context) from:
* CharmPerson: Anything that attempts to attack a nilbog has to save or become charmed by it, forcing them to praise the creature instead.
* CourtJester: The nilbog's very existence has led to the practice of hobgoblins appointing one lucky gobbo to be an official jester, allowed to do or say as they please and cause a moderate amount of disruption that is preferable to the chaos caused by a nilbog.
* DemonicPossession: A nilbog is an invisible spirit, the splintered form of a goblin trickster god, that possesses only goblins.
* HealingShiv: Enforced with their "Reversal of Fortune" reaction, which allows the nilbog to reduce an incoming attack's damage to zero and instead heal from it. This is in fact the ''only'' way a nilbog can recover health.
* KarmicTrickster: Nilbogs exist to wreak havoc among the brutally disciplined hobgoblin legions, as a direct response to their abuses against their goblin conscripts. They're difficult to even attack, much less harm, and can use obnoxious spells like ''mage hand'', ''Tasha's hideous laughter'' or ''vicious mockery'' at will.
* SdrawkcabName: It's "goblin" backwards.
* SpeakOfTheDevil: The goblins never speak the name of the trickster god that empowers nilbogs, lest it allow the hobgoblin deity Maglubiyet to finally defeat him.
* CourtJester: The nilbog's very existence has led to the practice of hobgoblins appointing one lucky gobbo to be an official jester, allowed to do or say as they please and cause a moderate amount of disruption that is preferable to the chaos caused by a nilbog.
* DemonicPossession: A nilbog is an invisible spirit, the splintered form of a goblin trickster god, that possesses only goblins.
* HealingShiv: Enforced with their "Reversal of Fortune" reaction, which allows the nilbog to reduce an incoming attack's damage to zero and instead heal from it. This is in fact the ''only'' way a nilbog can recover health.
* KarmicTrickster: Nilbogs exist to wreak havoc among the brutally disciplined hobgoblin legions, as a direct response to their abuses against their goblin conscripts. They're difficult to even attack, much less harm, and can use obnoxious spells like ''mage hand'', ''Tasha's hideous laughter'' or ''vicious mockery'' at will.
* SdrawkcabName: It's "goblin" backwards.
* SpeakOfTheDevil: The goblins never speak the name of the trickster god that empowers nilbogs, lest it allow the hobgoblin deity Maglubiyet to finally defeat him.
to:
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson:Anything that attempts Neogi have the ability to attack a nilbog has to save or become charmed by it, forcing control minds, allowing them to praise the creature instead.
subjugate physically superior beings.
*CourtJester: The nilbog's very existence has led to the practice of hobgoblins appointing one lucky gobbo to be an official jester, allowed to do or say as they please and cause a moderate amount of disruption that is preferable to the chaos caused ChestBurster: Neogi reproduce by a nilbog.
* DemonicPossession: A nilbog is an invisible spirit, the splintered form of a goblin trickster god, that possesses only goblins.
* HealingShiv: Enforced withlaying their "Reversal eggs within another member of Fortune" reaction, which allows the nilbog to reduce an incoming attack's damage to zero and instead heal from it. This is in fact the ''only'' way a nilbog can recover health.
* KarmicTrickster: Nilbogs exist to wreak havoc among the brutally disciplined hobgoblin legions, as a direct response totheir abuses against species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their goblin conscripts. They're difficult way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can evenattack, much less harm, psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- canuse obnoxious spells like ''mage hand'', ''Tasha's hideous laughter'' or ''vicious mockery'' at will.
* SdrawkcabName: It's "goblin" backwards.
* SpeakOfTheDevil: The goblins never speak the namerelease clutches of the trickster god that empowers nilbogs, lest it allow the hobgoblin deity Maglubiyet to finally defeat him.aggressive, vicious spawn as a defense mechanism.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson:
*
* DemonicPossession: A nilbog is an invisible spirit, the splintered form of a goblin trickster god, that possesses only goblins.
* HealingShiv: Enforced with
* KarmicTrickster: Nilbogs exist to wreak havoc among the brutally disciplined hobgoblin legions, as a direct response to
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can
* SdrawkcabName: It's "goblin" backwards.
* SpeakOfTheDevil: The goblins never speak the name
Changed line(s) 1164,1170 (click to see context) from:
[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
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[[caption-width-right:350:5e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek
Monstrous horses from the Lower Planes marked by jet-black coats and
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* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
to:
* {{Cyclops}}: A nothic's face is dominated by BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on anynaturally occurring species, but an evil creature it can fix create one by subjecting a {{pegasus}} to a humiliating ritual in which its sight on.
wings are amputated and its mind corrupted by evil.
*MakeThemRot: FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: Anothic's gaze causes necrotic damage in horse-like monster with black fur and a burning mane and fetlocks, often found serving evil beings caught in its line as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half ofsight, rotting away their flesh as "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which theylive.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes,must answer the summons of the tack's owner and the god often uses serve them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy toas a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.steed.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any
*
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of
* SummonARide: Nightmares can be bound using a magic item called "Infernal Tack", after which they
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes,
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
Changed line(s) 1180,1187 (click to see context) from:
[[folder:Nymph]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E)
Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
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->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Fey embodying
Huge, roving blots of hungry darkness spawned by the
Changed line(s) 1189,1196 (click to see context) from:
* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the ability to suppress or resume this ability at will, and the effect is restricted to blindness.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
to:
* BrownNoteBeing: In 2nd Edition, looking at AcidAttack: A nightseed secretes a nymph digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed canpermanently blind you, or even ''kill you'' if she's nude at simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the time. In 3rd Edition, nymphs have nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the ability to suppress or resume this ability at will, and the effect is restricted to blindness.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish ifnightseed use their natural sanctums are despoiled, spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds andin turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flockeventually causes them to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.evaporate entirely.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if
* WeakenedByTheLight: Natural sunlight slows down nightseeds and
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
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!!O
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
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[[folder:Oblex]]
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->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Intelligent oozes
A goblin possessed by a nameless trickster deity that
Changed line(s) 1210,1218 (click to see context) from:
* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
to:
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CourtJester: The nilbog's very existence has led to the practice of hobgoblins appointing one lucky gobbo to be an official jester, allowed to do or say as they please and cause a moderate amount of disruption that is preferable to the chaos caused by a nilbog.
* DemonicPossession: A nilbog is an invisible spirit, the splintered form of a goblin trickster god, that possesses only goblins.
* HealingShiv: Enforced with their "Reversal of Fortune" reaction, which allows the nilbog to reduce an incoming attack's damage to zero and instead heal from it. This is in fact the ''only'' way a nilbog can
* KarmicTrickster: Nilbogs exist to wreak havoc among the
*
*
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects
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[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
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[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
Changed line(s) 1228,1230 (click to see context) from:
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.
to:
'''Alignment:''' ChaoticEvil
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome asAny Evil (3E), Unaligned (4E), NeutralEvil (5E)
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge theymay seem to humans, ogres are some of the smallest shouldn't seek and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics powers they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.cannot control.
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as
Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they
Changed line(s) 1232,1240 (click to see context) from:
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
to:
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have amuch more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost strong psychic connection to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentionedVecna that the majority of ogres can't count allows him to ten even with see through their fingers in front of them. Their 5th Edition stats put eyes, and the god often uses them at Intelligence 5, meaning that ogres to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics areexactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, eithercreeping, tormented monsters transformed by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants producedVecna's curse from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, withwizards who devote their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tendlives to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use unearthing arcane secrets. Nothics retain no awareness of their wielder's immense strength without being held back by their general lack former selves, beyond a vague sense of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survivehaving most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.once been something greater.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a
* DumbMuscle: It's mentioned
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive
Changed line(s) 1243,1250 (click to see context) from:
[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
'''Challenge Rating:''' 8 (3E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
'''Challenge Rating:''' 8 (3E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
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[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
[[caption-width-right:349:2e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Large humanoids that combine an ogre's strength with a terrible cunning
Fey embodying the beauty of nature, and
Changed line(s) 1252,1258 (click to see context) from:
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
to:
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: TheyBrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the power ability to fly.
* HealingFactor: Oni often have regenerative powers. In older editionssuppress or resume this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of ability at will, and the effect is restricted to blindness.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if theirturns as long as they're above 0 hp.
* MagicKnight: Oni have the strengthnatural sanctums are despoiled, and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because oftheir homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance toogres, even though elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strengthregard as allies of nature, particularly elves and druids, but nymphs are also intelligent wild and possess dangerous magic, and appropriately enough spent several editions classified mercurial as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they nature itself.
* SwissArmyTears: A nymph's tears can be usedto deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the formas an ingredient in a ''philter of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack. love''.
* {{Flight}}: They
* HealingFactor: Oni often have regenerative powers. In older editions
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their
* MagicKnight: Oni have the strength
* NonIndicativeName: Oni are sometimes called ogre mages because of
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to
* {{Oni}}: They have a giant's strength
* SwissArmyTears: A nymph's tears can be used
* VoluntaryShapeshifting: Oni can take on the form
Changed line(s) 1261,1268 (click to see context) from:
[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
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[[quoteright:349:https://static.
[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Ooze
'''Challenge Rating:'''
'''Alignment:'''
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment
Intelligent oozes that hunger for other creatures' memories, and can manifest copies of
Changed line(s) 1270,1284 (click to see context) from:
* AcidAttack: Nearly every variety of ooze uses acid to dissolve and digest their victims.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: Most are mobile enough to pursue prey, but never quickly.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* HeWasRightThereAllAlong:
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes look like an ordinary snowbank.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a 10-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new patch of olive slime.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: Most are mobile enough to pursue prey, but never quickly.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* HeWasRightThereAllAlong:
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes look like an ordinary snowbank.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a 10-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new patch of olive slime.
to:
* AcidAttack: Nearly every variety of ooze uses acid to dissolve BizarreAlienReproduction: As an oblex devours memories, it grows larger and digest their victims.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split intobecomes able to mimic multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like distinct personalities. Eventually it reaches the mustard jelly can split and reform themselves at will as they hunt their prey.
point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster:Most Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra aremobile enough to pursue prey, but never quickly.
* DeathFromAbove: Green slime is otherwise immobile, save fornear-perfect copies of its practice of dropping down from ceilings or high walls on victims passing beneath it.
* HeWasRightThereAllAlong:
** In dimly-lit passages, a black pudding looks muchvictims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a dark patch faint whiff of shadow.
** Gelatinous cubes are forsulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper themost part transparent, leading some inobservant creatures mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion tosimply walk right into them to be engulfed.
** Gray ooze at restfire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for awet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easierslimy tendril extending up to detect by its signature mustard-like odor than by sight.
** Snowflake120 feet to the oblex's main body. The oozes look like an ordinary snowbank.
** Stunjellies are perhaps the most insidious, asuse these offshoots of gelatinous cubes were altered by a mage simulacra to look like a 10-foot stretch of stone wall, infiltrate settlements and only a close light source will reveal their slightly translucent nature.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait tolure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into additional victims.
* StupidityInducingAttack: An oblex can eat anochre jelly.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and willadjacent creature's memories, dealing psychic damage weapons used to strike at them.
* TheParalyzer: Stunjellies live up toand also imposing penalties on their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poisonattack rolls and ability checks as they forget how to avoid detection, then extends parasitic tendrils into fight. Each time a victim suffers this effect, the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, penalties get worse until a few days later the host is transformed into a mindless, plant-like creature, before they ultimately collapsing lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, andexpiring, creating a new patch of olive slime.Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into
* BlobMonster:
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are
* DeathFromAbove: Green slime is otherwise immobile, save for
* HeWasRightThereAllAlong:
** In dimly-lit passages, a black pudding looks much
** Gelatinous cubes are for
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the
* KillItWithFire: Oblexes have an aversion to
** Gray ooze at rest
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a
** Mustard jelly is nearly translucent, and can be easier
** Snowflake
** Stunjellies are perhaps the most insidious, as
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to
* StupidityInducingAttack: An oblex can eat an
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will
* TheParalyzer: Stunjellies live up to
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and
Changed line(s) 1287,1294 (click to see context) from:
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids that raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids that raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
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[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:2e]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid
'''Challenge Rating:'''
'''Alignment:'''
Brutish humanoids
Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that
----
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
Changed line(s) 1297,1298 (click to see context) from:
[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1300,1304 (click to see context) from:
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
to:
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:'''Aberration Giant (3E, 5E), Natural Beast (4E)\\
5E)\\
'''Challenge Rating:'''4 8 (3E), 5 7 (5E)\\
'''Alignment:'''TrueNeutral (1E-3E, 5E), Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
Changed line(s) 1306,1310 (click to see context) from:
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
to:
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have thequantity of food necessary power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keepan otyugh from wandering off.
* CombatTentacles: Otyughs shove food intoregaining hit points on each of their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained,turns as long as they're capable above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect offollowing complex instructions about a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance toattack ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent andignore, possess dangerous magic, and thus make surprisingly good guard animals appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to prevent thieves from accessing garbage chutes deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size orsewers.of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
* {{Flight}}: They have the
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep
* CombatTentacles: Otyughs shove food into
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained,
* MagicKnight: Oni have the strength and combat prowess you'd expect of
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to
* {{Oni}}: They have a giant's strength but are also intelligent and
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or
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[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)
Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)
Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
to:
[[quoteright:300:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:'''
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4
'''Alignment:'''
Infamously vicious carnivores with the front half
Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of
Changed line(s) 1321,1325 (click to see context) from:
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
to:
* AttackAnimal: It's ''theoretically'' possible AcidAttack: Nearly every variety of ooze uses acid to train an owlbear, but dissolve and digest their victims.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as theydon't need instructions hunt their prey.
* BlobMonster: Most are mobile enough to pursue prey, but never quickly.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls onhow victims passing beneath it.
* HeWasRightThereAllAlong:
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures tomaul something, and it's not productive to try to teach simply walk right into them anything else. That said, if raised to be engulfed.
** Gray ooze at rest is indistinguishable fromchicks, owlbears a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes look like an ordinary snowbank.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a 10-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike atleast bond them.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with theirtrainers, but they're sullen when performing most tricks, spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this isexpiring, creating a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount new patch of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.olive slime.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they
* BlobMonster: Most are mobile enough to pursue prey, but never quickly.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on
* HeWasRightThereAllAlong:
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to
** Gray ooze at rest is indistinguishable from
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes look like an ordinary snowbank.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a 10-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
Added DiffLines:
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)
Brutish humanoids that raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)
Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
----
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
[[/folder]]
[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)
Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
----
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]
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Changed line(s) 1271 (click to see context) from:
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them.
to:
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
Added DiffLines:
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
Added DiffLines:
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
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* BodyHorror: The dragon is mutated horrifically beyond its nature, with tentacles digging into its brain and elder brain slime running out of its mouth.
Changed line(s) 797 (click to see context) from:
* TheSymbiote: When a mind flayer colony manages to capture a dragon, the elder brain latches onto the dragon's back and digs its tentacles into the dragon's brain, creating an elder brain dragon.
to:
* TheSymbiote: PuppeteerParasite: When a mind flayer colony manages to capture a dragon, the elder brain latches onto the dragon's back and digs its tentacles into the dragon's brain, creating an elder brain dragon.
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->'''Classification:''' Fey\\
to:
->'''Classification:''' Fey\\Fey (3E, 5E)\\
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->'''Classification:''' Outsider\\
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->'''Classification:''' Outsider\\Outsider (3E)\\
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->'''Classification:''' Aberration\\
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->'''Classification:''' Aberration\\Aberration (3E)\\
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->'''Classification:''' Aberration\\
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->'''Classification:''' Aberration\\Aberration (3E)\\
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->'''Classification:''' Magical Beast\\
to:
->'''Classification:''' Magical Beast\\Beast (3E)\\
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->'''Classification:''' Outsider\\
to:
->'''Classification:''' Outsider\\Outsider (3E)\\
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->'''Classification:''' Humanoid\\
to:
->'''Classification:''' Humanoid\\Humanoid (3E, 5E)\\
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->'''Classification:''' Humanoid\\
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->'''Classification:''' Humanoid\\Humanoid (3E, 5E)\\
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->'''Classification:''' Fey\\
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->'''Classification:''' Fey\\Fey (5E)\\
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->'''Classification:''' Magical Beast\\
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->'''Classification:''' Magical Beast\\Beast (3E)\\
Deleted line(s) 296 (click to see context) :
[[caption-width-right:350:[[labelnote:4e]] https://static.tvtropes.org/pmwiki/pub/images/d&d_lamia_4e.png[[/labelnote]] ]]
Changed line(s) 300,301 (click to see context) from:
->'''Classification:''' Magical Beast (3E), Fey (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E), 12 (4E), 4 (5E)\\
'''Challenge Rating:''' 6 (3E), 12 (4E), 4 (5E)\\
to:
->'''Classification:''' Magical Beast (3E), Fey (4E), (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 6 (3E),12 (4E), 4 (5E)\\
'''Challenge Rating:''' 6 (3E),
* ArtEvolution: The earliest lamias could have the lower bodies of goats or deer in addition to leonine forms, and were a OneGenderRace of seductresses, but eventually they settled on being lion-taurs or snake-people, and male lamias were introduced.
Deleted line(s) 311 (click to see context) :
* {{Retcon}}: They've evolved over the editions. The earliest lamias could have the lower bodies of goats or deer in addition to leonine forms, and were a OneGenderRace of seductresses, but eventually they settled on being lion-taurs or snake-people, and male lamias were introduced. 4th Edition, as was its wont, radically redesigned lamias into fey that could shift between humanoid form and a swarm of beetles, then 5th Edition reverted to the previous model.
Deleted line(s) 314 (click to see context) :
* TheWormThatWalks: The 4th edition lamia is a swarm of intelligent, magical insects occupying a hollowed-out humanoid corpse. Each time it kills a humanoid, another beetle appears in the swarm, until it grows large enough to split into two lamias.
[[folder:Lamia (Fey)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_lamia_4e.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Fey (4E)\\
'''Challenge Rating:''' 12 (4E)\\
'''Alignment:''' ChaoticEvil
Shapeshifting fey who lure victims in close before devouring them as a swarm of insects.
----
* {{Retcon}}: 4th Edition, as was its wont, radically redesigned lamias from monstrous lion-taurs into fey that could shift between humanoid form and a swarm of beetles. 5th Edition has since reverted to the previous model.
* TheWormThatWalks: They're a swarm of intelligent, magical insects occupying a hollowed-out humanoid corpse. Each time they kill a humanoid, another beetle appears in the swarm, until it grows large enough to split into two lamias.
[[/folder]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_lamia_4e.png]]
[[caption-width-right:300:4e]]
->'''Classification:''' Fey (4E)\\
'''Challenge Rating:''' 12 (4E)\\
'''Alignment:''' ChaoticEvil
Shapeshifting fey who lure victims in close before devouring them as a swarm of insects.
----
* {{Retcon}}: 4th Edition, as was its wont, radically redesigned lamias from monstrous lion-taurs into fey that could shift between humanoid form and a swarm of beetles. 5th Edition has since reverted to the previous model.
* TheWormThatWalks: They're a swarm of intelligent, magical insects occupying a hollowed-out humanoid corpse. Each time they kill a humanoid, another beetle appears in the swarm, until it grows large enough to split into two lamias.
[[/folder]]
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->'''Classification:''' Magical Beast\\
to:
->'''Classification:''' Magical Beast\\Beast (3E)\\
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->'''Classification:''' Magical Beast\\
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->'''Classification:''' Magical Beast\\Beast (3E)\\
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->'''Classification:''' Outsider\\
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->'''Classification:''' Outsider\\Outsider (3E)\\
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->'''Classification:''' Construct\\
'''Challenge Rating:''' 2\\
'''Challenge Rating:''' 2\\
to:
->'''Classification:''' Construct\\
Construct (5E)\\
'''Challenge Rating:'''2\\2 (5E)\\
'''Challenge Rating:'''
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->'''Classification:''' Humanoid\\
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->'''Classification:''' Humanoid\\Humanoid (3E, 5E)\\
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->'''Classification:''' Humanoid\\
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->'''Classification:''' Humanoid\\Humanoid (3E, 5E)\\
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->'''Classification:''' Aberration\\
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->'''Classification:''' Aberration\\Aberration (3E)\\
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->'''Classification:''' Construct\\
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->'''Classification:''' Construct\\Construct (5E)\\
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->'''Classification:''' Elemental\\
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->'''Classification:''' Elemental\\Elemental (3E, 5E)\\
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->'''Classification:''' Construct\\
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->'''Classification:''' Construct\\Construct (3E)\\
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->'''Classification:''' Outsider\\
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->'''Classification:''' Outsider\\Outsider (3E)\\
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->'''Classification:''' Humanoid\\
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->'''Classification:''' Humanoid\\Humanoid (3E, 5E)\\
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->'''Classification:''' Construct (5E)
->'''Challenge Rating:''' 1/4 (warbler), 4 (sentinel) (5E)
->'''Alignment:''' NeutralGood
->'''Challenge Rating:''' 1/4 (warbler), 4 (sentinel) (5E)
->'''Alignment:''' NeutralGood
to:
->'''Classification:''' Construct (5E)
->'''Challenge(5E)\\
'''Challenge Rating:''' 1/4 (warbler), 4 (sentinel)(5E)
->'''Alignment:'''(5E)\\
'''Alignment:''' NeutralGood
->'''Challenge
'''Challenge Rating:''' 1/4 (warbler), 4 (sentinel)
->'''Alignment:'''
'''Alignment:''' NeutralGood
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->'''Classification:''' Aberration\\
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->'''Classification:''' Aberration\\Aberration (5E)\\
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->'''Classificaction:''' Humanoid\\
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->'''Classificaction:''' Humanoid\\Humanoid (3E, 5E)\\
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->'''Classification:''' Magical Beast\\
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->'''Classification:''' Magical Beast\\Beast (3E), Aberrant Magical Beast (4E)\\
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->'''Classification:''' Aberration\\
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->'''Classification:''' Aberration\\Aberration (3E, 5E)\\
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->'''Classification:''' Plant\\
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->'''Classification:''' Plant\\Plant (3E, 5E)\\
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->'''Classification:''' Ooze\\
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->'''Classification:''' Ooze\\Ooze (3E)\\
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->'''Classification:''' Humanoid\\
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->'''Classification:''' Humanoid\\Humanoid (5E)\\
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->'''Classification:''' Fey\\
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->'''Classification:''' Fey\\Fey (3E)\\
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->'''Classification:''' Ooze\\
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->'''Classification:''' Ooze\\Ooze (5E)\\
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->'''Classification:''' Ooze\\
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->'''Classification:''' Ooze\\Ooze (3E, 5E)\\
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->'''Classification:''' Humanoid\\
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->'''Classification:''' Humanoid\\Humanoid (3E, 5E)\\
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->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)
->'''Challenge Rating:''' 3 (3E), 2 (5E)
->'''Alignment:''' ChaoticEvil
->'''Challenge Rating:''' 3 (3E), 2 (5E)
->'''Alignment:''' ChaoticEvil
to:
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)
->'''Challenge(4E)\\
'''Challenge Rating:''' 3 (3E), 2(5E)
->'''Alignment:'''(5E)\\
'''Alignment:''' ChaoticEvil
->'''Challenge
'''Challenge Rating:''' 3 (3E), 2
->'''Alignment:'''
'''Alignment:''' ChaoticEvil
Deleted line(s) 1221 (click to see context) :
* AttackAnimal: Goblins are known to use ogres as such, either by strapping themselves (or being strapped) to an ogre's back and using a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
Changed line(s) 1223 (click to see context) from:
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre", and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
to:
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for"half-ogre", "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for
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* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista an ogre can carry as easily as a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista an ogre can carry as easily as a crossbow.
to:
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence.
intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista an ogre can carry as easily as a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
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* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres.". 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
to:
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres.". " 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
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* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down on victims passing beneath it from ceilings or high walls.
to:
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it from ceilings or high walls.it.
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** In dimly-lit passages, black pudding looks much like a dark patch of shadow.
to:
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
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** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a 10-foot stretch of stone wall, only revealed when a light source gets close enough to reveal their slightly translucent nature.
to:
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a 10-foot stretch of stone wall, and only revealed when a close light source gets close enough to will reveal their slightly translucent nature.
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* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse.
to:
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse.refuse, making them a vital if unappreciated part of dungeon ecology.
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* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will revert to its savage nature the instant the spell wears off. Even trained, owlbears are hateful creatures with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
to:
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful creatures mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
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* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Gary Gygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
to:
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Gary Gygax Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.