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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ [[Characters/DungeonsAndDragonsCreaturesNToO N to O]] | [[Characters/DungeonsAndDragonsCreaturesPToQ P to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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See also the [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]], [[Characters/DungeonsAndDragonsFiendsDemons Demons]], [[Characters/DungeonsAndDragonsFiendsDevils Devils]], [[Characters/DungeonsAndDragonsDragons Dragons]], [[Characters/DungeonsAndDragonsGiants Giants]], [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]], [[Characters/DungeonsAndDragonsUndead Undead]], and [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] subpages for information about those respective creatures.
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migrating from Undead page
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
[[folder:Mohrg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mohrg_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' ChaoticEvil
These otherwise-skeletal undead are easily identified by their long, cartilaginous, clawed tongues.
----
* MultipurposeTongue: Well, its sole purpose now is to attack.
* OverlyLongTongue: So long that it not only extends from a mohrg's mouth, but can also been seen coiled in its ribcage and pelvis, and even extends tendrils down the monster's arms.
* TheParalyzer: Mohrgs' most dangerous trait is that their tongues can paralyze victims for several minutes at a time.
* SerialKiller: Mohrgs were mass murderers in life, cursed with undeath for not seeking atonement for their crimes. [[AesopCollateralDamage Which allows them to keep killing victims.]]
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_mohrg_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' ChaoticEvil
These otherwise-skeletal undead are easily identified by their long, cartilaginous, clawed tongues.
----
* MultipurposeTongue: Well, its sole purpose now is to attack.
* OverlyLongTongue: So long that it not only extends from a mohrg's mouth, but can also been seen coiled in its ribcage and pelvis, and even extends tendrils down the monster's arms.
* TheParalyzer: Mohrgs' most dangerous trait is that their tongues can paralyze victims for several minutes at a time.
* SerialKiller: Mohrgs were mass murderers in life, cursed with undeath for not seeking atonement for their crimes. [[AesopCollateralDamage Which allows them to keep killing victims.]]
[[/folder]]
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[[folder:Murder Comet]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_murder_comet_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' NeutralEvil
Stone heads wreathed in flame that scream through Wildspace, smashing any ships they come across.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_murder_comet_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' NeutralEvil
Stone heads wreathed in flame that scream through Wildspace, smashing any ships they come across.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Elemental (5E)\\
[[caption-width-right:349:3e]]
->'''Classification:''' Undead (3E-5E)\\
'''Challenge Rating:''' 5 (mummy), 15 (mummy lord) (3E); 8 (guardian), 13 (lord) (4E); 3 (mummy), 15 (mummy lord) (5E)\\
'''Alignment:'''
Stone heads wreathed
Embalmed corpses wrapped in
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* AntiStructure: They have the "Siege Monster" trait, letting them deal double damage to structures and objects like starships.
* DefeatEqualsExplosion: When slain, murder comets explode in a 20-foot-radius ball of fire.
* ElementalEmbodiment: Murder comets are created when an evil spellcaster combines the essences of earth and fire elementals into a single destructive creature.
* FlyingFace: They're shaped like such, flying through space. A spellcaster who chooses to bind their spirit to a murder comet will cause it to take on their own likeness.
* PlayingWithFire: Murder comets are wreathed in flame, dealing extra fire damage to whatever they slam into, and they can also spit fire as a ranged attack.
* SuperSpeed: They have an incredible 120-foot fly speed, moving so fast they don't provoke attacks of opportunity as they blaze past opponents, which makes them perfectly suited for HitAndRunTactics.
[[/folder]]
[[folder:Mutate]]
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' Varies\\
'''Alignment:''' Same as base creature
* DefeatEqualsExplosion: When slain, murder comets explode in a 20-foot-radius ball of fire.
* ElementalEmbodiment: Murder comets are created when an evil spellcaster combines the essences of earth and fire elementals into a single destructive creature.
* FlyingFace: They're shaped like such, flying through space. A spellcaster who chooses to bind their spirit to a murder comet will cause it to take on their own likeness.
* PlayingWithFire: Murder comets are wreathed in flame, dealing extra fire damage to whatever they slam into, and they can also spit fire as a ranged attack.
* SuperSpeed: They have an incredible 120-foot fly speed, moving so fast they don't provoke attacks of opportunity as they blaze past opponents, which makes them perfectly suited for HitAndRunTactics.
[[/folder]]
[[folder:Mutate]]
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' Varies\\
'''Alignment:''' Same as base creature
to:
* AntiStructure: They have AntiRegeneration: A mummy lord can use a legendary action to saturate its surroundings with negative energy, preventing creatures from regaining hit points until the "Siege Monster" trait, letting end of its next turn.
* {{Curse}}: A mummy's touch inflicts a curse called mummy rot. It prevents a cursed creature from healing, and makes themdeal double crumble into dust when they die.
* CurseOfThePharaoh: Did you swipe some treasure from a mummy lord's tomb? If so, congratulations! You are now cursed until the mummy lord is destroyed. This is in addition to the curse that all mummies inflict with their rotting touch.
* DishingOutDirt: 5th edition mummy lords can summon clouds of dust to blind nearby foes and transform themselves into invulnerable dust devils for a short time.
* NephariousPharaoh: Some mummy lords were cruel tyrants in life who ruled over their domains with dark magic and an iron fist. Undeath has done nothing to staunch their ambitions or temper their brutality. While they aren't explicitly called pharaohs in the 5th edition Monster Manual, the implication of this trope is clear.
* NighInvulnerable: 5th edition mummy lords are immune to non-magical physical damageto structures and objects like starships.
* DefeatEqualsExplosion: When slain, murder comets explode into a 20-foot-radius ball plethora of fire.
* ElementalEmbodiment: Murder cometsstatus ailments, and they also resist magic and have multiple saving throw proficiencies. On top of that, their shriveled hearts are created when immune to all damage except fire damage.
* NonHumanUndead: While the typical mummy is a humanoid, there have been rules for generic mummified creatures, giving the likes of ogres and centaurs the powers of mummy rot and despair.
* OurLichesAreDifferent: A mummy lord is in many ways the clerical equivalent of a lich. It's anevil undead spellcaster combines which cannot be permanently killed so long as its SoulJar remains intact. The key difference is that mummy lords were usually the essences high priests of earth evil deities in life rather than wizards, and fire elementals into a single destructive creature.
thus wield divine magic rather than arcane magic.
*FlyingFace: They're shaped like such, flying through space. ReducedToDust: A spellcaster who chooses mummy lord turns to bind dust when its body is destroyed, but this is only temporary unless you destroyed the mummy lord's heart as well.
* SoulJar: In 5th edition, a mummy lord's existence is tied to the canopic jar which contains its shriveled heart. You can destroy a mummy lord's body, but it will reform in a day as long as the heart exists.
* SupernaturalFearInducer: Mummies can literally paralyze theirspirit enemies with fear. The specifics vary by edition: in 3.5, just looking at a mummy forces you to make a murder comet will cause Wisdom saving throw, while in 5E the mummy must actively glare at someone who can see it for this ability to take on their own likeness.
effect.
*PlayingWithFire: Murder comets WeakToFire: Mummies are wreathed in flame, dealing extra ''quite'' flammable, as you might imagine. Setting one on fire damage is the most effective way to whatever they slam into, and they can also spit fire as a ranged attack.
* SuperSpeed: They have an incredible 120-foot fly speed, moving so fast they don't provoke attacks of opportunity as they blaze past opponents, which makes them perfectly suited for HitAndRunTactics.
[[/folder]]
[[folder:Mutate]]
->'''Classification:''' Aberration (5E)\\
put one down.
!!Bog Mummy
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_mummy_3e.png]]
[[caption-width-right:280:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Challenge Rating:'''Varies\\
8 (3E)\\
'''Alignment:'''Same as base creatureChaoticEvil
A variant of mummy created when a victim is bound, strangled and tossed into a bog, resulting in an undead monster that exists solely to kill the living.
* {{Curse}}: A mummy's touch inflicts a curse called mummy rot. It prevents a cursed creature from healing, and makes them
* CurseOfThePharaoh: Did you swipe some treasure from a mummy lord's tomb? If so, congratulations! You are now cursed until the mummy lord is destroyed. This is in addition to the curse that all mummies inflict with their rotting touch.
* DishingOutDirt: 5th edition mummy lords can summon clouds of dust to blind nearby foes and transform themselves into invulnerable dust devils for a short time.
* NephariousPharaoh: Some mummy lords were cruel tyrants in life who ruled over their domains with dark magic and an iron fist. Undeath has done nothing to staunch their ambitions or temper their brutality. While they aren't explicitly called pharaohs in the 5th edition Monster Manual, the implication of this trope is clear.
* NighInvulnerable: 5th edition mummy lords are immune to non-magical physical damage
* DefeatEqualsExplosion: When slain, murder comets explode in
* ElementalEmbodiment: Murder comets
* NonHumanUndead: While the typical mummy is a humanoid, there have been rules for generic mummified creatures, giving the likes of ogres and centaurs the powers of mummy rot and despair.
* OurLichesAreDifferent: A mummy lord is in many ways the clerical equivalent of a lich. It's an
*
* SoulJar: In 5th edition, a mummy lord's existence is tied to the canopic jar which contains its shriveled heart. You can destroy a mummy lord's body, but it will reform in a day as long as the heart exists.
* SupernaturalFearInducer: Mummies can literally paralyze their
*
* SuperSpeed: They have an incredible 120-foot fly speed, moving so fast they don't provoke attacks of opportunity as they blaze past opponents, which makes them perfectly suited for HitAndRunTactics.
[[/folder]]
[[folder:Mutate]]
->'''Classification:''' Aberration (5E)\\
!!Bog Mummy
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/d&d_bog_mummy_3e.png]]
[[caption-width-right:280:3e]]
->'''Origin:''' ''TabletopGame/{{Ravenloft}}''\\
'''Challenge Rating:'''
'''Alignment:'''
A variant of mummy created when a victim is bound, strangled and tossed into a bog, resulting in an undead monster that exists solely to kill the living.
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* {{Mutants}}: A creature exposed to the Far Realm's energies risks developing mutations. As the powers of the Far Realm rewrite the fundamentals of the creature's existence, it transforms and exhibits physical characteristics associated with the Far Realm. Once the Far Realm influence abates, the mutate changes back.
to:
* {{Mutants}}: A HumanSacrifice: Each bog mummy was the sacrificial victim of evil druids or followers of a dark deity of nature. Their entry mentions that some sects create bog mummies from outsiders who intrude upon their stretches of swampland.
* KillItWithIce: Bog mummies' sodden bodies make them fire-resistant, but cold damage can freeze the water inside of them, potentially paralyzing them for a round, unless the bog mummy succeeds a saving throw with a DC equal to the cold damage received.
* {{Mummy}}: They're a variant of the bog-standard (ahem) mummy, one not tied to an Egyptian-themed culture. They share a standard mummy's "despair" ability, though bog mummies don't inflict mummy rot upon enemies, and have no canopic jars to destroy.
* SinisterSuffocation: Bog mummies were strangled during the ritual that created them, and use those same leather cords around their necks to garrote enemies they grapple, choking the life from them and leaving them unable to speak or cast spells with verbal components.
* SupernaturalSensitivity: They can sense any living creatureexposed to the Far Realm's energies risks developing mutations. As the powers of the Far Realm rewrite the fundamentals of the creature's existence, it transforms and exhibits physical characteristics associated with an Intelligence score of 6 or higher within a mile radius, even if they're trying to hide themselves with magic like ''invisibility'' or ''blur''.
* SwampMonster: They're exclusively found in (peat) bogs, making them undead versions of [[https://en.wikipedia.org/wiki/Bog_body bog bodies]]. They like to conceal themselves beneath theFar Realm. Once the Far Realm influence abates, the mutate changes back.murky water, then lunge out when their victims come within reach.
* KillItWithIce: Bog mummies' sodden bodies make them fire-resistant, but cold damage can freeze the water inside of them, potentially paralyzing them for a round, unless the bog mummy succeeds a saving throw with a DC equal to the cold damage received.
* {{Mummy}}: They're a variant of the bog-standard (ahem) mummy, one not tied to an Egyptian-themed culture. They share a standard mummy's "despair" ability, though bog mummies don't inflict mummy rot upon enemies, and have no canopic jars to destroy.
* SinisterSuffocation: Bog mummies were strangled during the ritual that created them, and use those same leather cords around their necks to garrote enemies they grapple, choking the life from them and leaving them unable to speak or cast spells with verbal components.
* SupernaturalSensitivity: They can sense any living creature
* SwampMonster: They're exclusively found in (peat) bogs, making them undead versions of [[https://en.wikipedia.org/wiki/Bog_body bog bodies]]. They like to conceal themselves beneath the
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[[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.
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->'''Classification:''' Plant (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (junior worker) to 7 (sovereign) (3E); 3 (guard) to 4 (sovereign); 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) to 7 (sovereign) (3E); 3 (guard) to 4 (sovereign); 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:
'''Classification:''' Elemental (5E)\\
'''Challenge Rating:'''
'''Alignment:'''
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.
Stone heads wreathed in flame that scream through Wildspace, smashing any ships they come across.
Changed line(s) 1161,1165 (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. They consider this hallucinatory state to be the purpose of their existence, and can only be snapped out of it by myconid distress 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. They consider this hallucinatory state to be the purpose of their existence, and can only be snapped out of it by myconid distress 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 AntiStructure: They have the "Siege Monster" trait, letting them deal double damage to rise as mindless servants. They do structures and objects like starships.
* DefeatEqualsExplosion: When slain, murder comets explode in a 20-foot-radius ball of fire.
* ElementalEmbodiment: Murder comets are created when an evil spellcaster combines the essences of earth and fire elementals into a single destructive creature.
* FlyingFace: They're shaped like such, flying through space. A spellcaster who chooses to bind their spirit to a murder comet will cause it to take on their own likeness.
* PlayingWithFire: Murder comets are wreathed in flame, dealing extra fire damage to whateverwork 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 tallthey slam into, and take over.
they can also spit fire as a ranged attack.
*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.SuperSpeed: They consider this hallucinatory state to be the purpose have an incredible 120-foot fly speed, moving so fast they don't provoke attacks of their existence, and can only be snapped out of it by myconid distress spores.
* {{Telepathy}}: One type of spore myconids can emit allowsopportunity as they blaze past opponents, which makes them perfectly suited for telepathic communication, both between themselves and with outsiders.HitAndRunTactics.
* DefeatEqualsExplosion: When slain, murder comets explode in a 20-foot-radius ball of fire.
* ElementalEmbodiment: Murder comets are created when an evil spellcaster combines the essences of earth and fire elementals into a single destructive creature.
* FlyingFace: They're shaped like such, flying through space. A spellcaster who chooses to bind their spirit to a murder comet will cause it to take on their own likeness.
* PlayingWithFire: Murder comets are wreathed in flame, dealing extra fire damage to whatever
* 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
*
* 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
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[[folder:Mutate]]
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' Varies\\
'''Alignment:''' Same as base creature
----
* {{Mutants}}: A creature exposed to the Far Realm's energies risks developing mutations. As the powers of the Far Realm rewrite the fundamentals of the creature's existence, it transforms and exhibits physical characteristics associated with the Far Realm. Once the Far Realm influence abates, the mutate changes back.
[[/folder]]
[[folder:Myconid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myconids_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Plant (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (junior worker) to 7 (sovereign) (3E); 3 (guard) to 4 (sovereign); 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.
----
* 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. They consider this hallucinatory state to be the purpose of their existence, and can only be snapped out of it by myconid distress spores.
* {{Telepathy}}: One type of spore myconids can emit allows for telepathic communication, both between themselves and with outsiders.
[[/folder]]
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' Varies\\
'''Alignment:''' Same as base creature
----
* {{Mutants}}: A creature exposed to the Far Realm's energies risks developing mutations. As the powers of the Far Realm rewrite the fundamentals of the creature's existence, it transforms and exhibits physical characteristics associated with the Far Realm. Once the Far Realm influence abates, the mutate changes back.
[[/folder]]
[[folder:Myconid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_myconids_5e.jpeg]]
[[caption-width-right:350:5e]]
->'''Classification:''' Plant (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (junior worker) to 7 (sovereign) (3E); 3 (guard) to 4 (sovereign); 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.
----
* 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. They consider this hallucinatory state to be the purpose of their existence, and can only be snapped out of it by myconid distress spores.
* {{Telepathy}}: One type of spore myconids can emit allows for telepathic communication, both between themselves and with outsiders.
[[/folder]]
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* 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.
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* 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. They consider this hallucinatory state to be the purpose of their existence, and can only be snapped out of it by myconid distress spores.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
to:
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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[[caption-width-right:350:4e]]
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* 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.
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* 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.eat, and somehow [[EatBrainForMemories absorb information from what they consume]], whether biological or inorganic. Unfortunately, mooncalves crave variety, dislike eating the same material twice, and consider two different intelligent beings to be two different meals.
* IntriguedByHumanity: The extraterrestrial "moongods" who created the mooncalves are intrigued by the worlds below them, but cannot survive in atmospheres. So they spawned the mooncalves as biological probes, sending them down to glean information from the worlds of humanoids by eating matter there (including those humanoids) and observing major events, especially conflicts... and some mooncalves go so far as to foster cults or spy networks to cause disasters they can study.
* IntriguedByHumanity: The extraterrestrial "moongods" who created the mooncalves are intrigued by the worlds below them, but cannot survive in atmospheres. So they spawned the mooncalves as biological probes, sending them down to glean information from the worlds of humanoids by eating matter there (including those humanoids) and observing major events, especially conflicts... and some mooncalves go so far as to foster cults or spy networks to cause disasters they can study.
* {{Seers}}: Advanced mooncalves learn divination magic to help them predict calamities they can then observe, leading their species to be viewed as harbingers of doom.
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* WindsOfDestinyChange: Moonlords can tap into their moongod heritage, creating an aura centred around them that brings bad luck to other creatures.
to:
* WindsOfDestinyChange: Moonlords Advanced moonlords can tap into their moongod heritage, creating an using Harbinger feats to create a 50-mile aura centred centered around them that brings bad luck misfortune to other creatures.creatures -- pestilence, dampened healing magic, a feeling of dread, etc.
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[[folder:Muckdweller]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_muckdweller_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1/4 (3E)\\
'''Alignment:''' LawfulEvil
Foot-tall, intelligent, bipedal amphibians that live a simple tribal existence in marshes and swamps.
----
* AHandfulForAnEye: Their favored hunting tactic is to ambush prey by squirting water in its eye, blinding the victim for a round.
* IntelligentGerbil: Even though they're fully sapient, muckdwellers are more like bipedal gila monsters or tiny dinosaurs than they are LizardFolk. They build crude shelters of twigs, straw and mud primarily to hide themselves from predators, since exposure to the elements doesn't bother them much, and they lack the manual dexterity to make tools beyond simple reed rafts. Muckdwellers have little in the way of culture beyond vague nature worship, and are primarily concerned with the survival of the fittest.
* MadeASlave: They often end up enslaved by larger, more sophisticated (relatively speaking) creatures like lizardfolk and kuo-toa. Though their 2nd Edition entry notes that muckdwellers will voluntarily serve the former, recognizing lizardfolk a "superior species."
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_muckdweller_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 1/4 (3E)\\
'''Alignment:''' LawfulEvil
Foot-tall, intelligent, bipedal amphibians that live a simple tribal existence in marshes and swamps.
----
* AHandfulForAnEye: Their favored hunting tactic is to ambush prey by squirting water in its eye, blinding the victim for a round.
* IntelligentGerbil: Even though they're fully sapient, muckdwellers are more like bipedal gila monsters or tiny dinosaurs than they are LizardFolk. They build crude shelters of twigs, straw and mud primarily to hide themselves from predators, since exposure to the elements doesn't bother them much, and they lack the manual dexterity to make tools beyond simple reed rafts. Muckdwellers have little in the way of culture beyond vague nature worship, and are primarily concerned with the survival of the fittest.
* MadeASlave: They often end up enslaved by larger, more sophisticated (relatively speaking) creatures like lizardfolk and kuo-toa. Though their 2nd Edition entry notes that muckdwellers will voluntarily serve the former, recognizing lizardfolk a "superior species."
[[/folder]]
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[[folder:Mlarraun]]
[[quoteright:271:https://static.tvtropes.org/pmwiki/pub/images/d&d_mlarraun_3e.png]]
[[caption-width-right:271:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Predatory serpents also known as "spitting snakes" for their hunting habits, and "stone snakes" for their response to magic.
----
* AmbushingEnemy: Some yuan-ti or other Scaled Ones use mlarrauns' unusual torpor to turn the creatures into traps, disguising them as handles for chests or ornamental scrollwork, since the first thing the creature does after coming out of its torpor is attack the nearest creature. The problem with this is that a mlarraun's torpor period can vary tremendously, and may last 100 days or just a single day.
* PoisonousPerson: Mlarraun venom, which can be delivered through a bite or spray of spittle, can cause blindness for up to 36 hours, even if it doesn't contact the victim's eyes.
* TakenForGranite: An odd, self-inflicted example. Any magical effect that specifically targets a mlarraun will cause the snake to go into a "stone torpor," during which its scales turn hard and gray, though the snake's body remains flexible and can be handled without waking the creature. Sufficient damage, or another targeted spell effect, brings it out of this torpor early. In the past, merchants have traded mlarrauns as ornaments or toys, unaware that this torpor will eventually end.
[[/folder]]
[[quoteright:271:https://static.tvtropes.org/pmwiki/pub/images/d&d_mlarraun_3e.png]]
[[caption-width-right:271:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Predatory serpents also known as "spitting snakes" for their hunting habits, and "stone snakes" for their response to magic.
----
* AmbushingEnemy: Some yuan-ti or other Scaled Ones use mlarrauns' unusual torpor to turn the creatures into traps, disguising them as handles for chests or ornamental scrollwork, since the first thing the creature does after coming out of its torpor is attack the nearest creature. The problem with this is that a mlarraun's torpor period can vary tremendously, and may last 100 days or just a single day.
* PoisonousPerson: Mlarraun venom, which can be delivered through a bite or spray of spittle, can cause blindness for up to 36 hours, even if it doesn't contact the victim's eyes.
* TakenForGranite: An odd, self-inflicted example. Any magical effect that specifically targets a mlarraun will cause the snake to go into a "stone torpor," during which its scales turn hard and gray, though the snake's body remains flexible and can be handled without waking the creature. Sufficient damage, or another targeted spell effect, brings it out of this torpor early. In the past, merchants have traded mlarrauns as ornaments or toys, unaware that this torpor will eventually end.
[[/folder]]
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[[caption-width-right:350:Pentadrone and monodrone (5e)]]
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[[caption-width-right:350:Pentadrone and monodrone (5e)]](3e)]]
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'''Playable:''' 2E (rogue modron)\\
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'''Playable:''' 2E 2E-3E (rogue modron)\\
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* OurImpsAreDifferent: Mephits are small, devilish elementals with long noses, batlike wings, grating personalities and very low placement on the planar pecking order and food chain.
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* OurImpsAreDifferent: Mephits are small, devilish elementals with long noses, batlike wings, grating personalities and very low placement on the planar pecking order and food chain. They come in a variety of elemental, paraelemental, and quasielemental subtypes, each with their own quirks.
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** Ash mephits as morose beings who can be employed as messengers, though they also love to tell other creatures about their problems in a nasal whine -- "You're so lucky not to have wings, they get fouled in everything and it's not like I ever asked to fly."
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** Magma mephits are both the most passive and the dumbest of their kind, and frequently the target of fire mephit pranks, like shoving magma mephits into water so they harden.
** Mineral mephits are both greedy and self-righteous, regarding themselves as "guards of all treasure, whether or not they own it."
** Mirror mephits are one of the few inhabitants of the Plane of Mirrors, prone to answering questions with more questions or repeating other mirror mephit's conversations. They make for good spies, though any promises of loyalty they offer summoners are cast aside as soon as they're off their home plane.
** Mist mephits constantly spy on other mephits, who they then try to report for treasonous behavior such as showing mercy to foes.
** Mineral mephits are both greedy and self-righteous, regarding themselves as "guards of all treasure, whether or not they own it."
** Mirror mephits are one of the few inhabitants of the Plane of Mirrors, prone to answering questions with more questions or repeating other mirror mephit's conversations. They make for good spies, though any promises of loyalty they offer summoners are cast aside as soon as they're off their home plane.
** Mist mephits constantly spy on other mephits, who they then try to report for treasonous behavior such as showing mercy to foes.
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** Steam mephits consider themselves the lords of all mephits and masters of the Quasiplane of Steam, resulting in a fierce rivalry with their mist mephit neighbors. On the bright side, they can be used to heat small rooms or even power engines.
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* TheMagnificent: Mephits like to give themselves [[TryToFitThatOnABusinessCard long, pompous names and titles]] like "Garbenaferthal, Sprite-Slayer, Greatest of All Steam Mephits, Favorite of the Lower Planes," or "Abernathanorial, Ditch Queen, Doom of Dryads, Dearth of Light, Mephit of Darkest Smoke."
** Dust mephits have a morbid fascination with death, are the only mephit subspecies known to wear (somber) clothing, and like to present themselves as "tragic yet fashionable victims of a gloomy fate, heroically holding out against utter insanity." A gifted dust mephit indicates that the sender is aware the receiver is plotting against them, a subtle threat.
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** Ooze mephits are obnoxious flatterers, summoned to do odious jobs like cleaning sewers and garbage dumps, but they're prone to deserting and then begging for money (like a small "loan" of 100 gold pieces) they plan to pay wizards to transmute them into a humanoid form.
** Radiant mephits are perpetually dazed from their experience on the Quasiplane of Radiance, and lack the attention span to fulfil any mission, or even remember their own grandiose titles.
** Radiant mephits are perpetually dazed from their experience on the Quasiplane of Radiance, and lack the attention span to fulfil any mission, or even remember their own grandiose titles.
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** Ice mephits are aloof and particularly cruel, sometimes used to turn storerooms into freezers. A gifted ice mephit indicates that the receiver is forbidden to enter the sender's home.
** Lightning mephits are curious and hyperactive, prone to mistakes and misspeaking, and combine a high flying speed with poor maneuverability.
** Ooze mephits are obnoxious flatterers, summoned to do odious jobs like cleaning sewers and garbage dumps, but they're prone todeserting and then deserting. At that point they take up begging for money (like a small "loan" of 100 gold pieces) they plan to pay wizards to transmute them into a humanoid form.
** Radiant mephits are perpetually dazed from their experience on the Quasiplane of Radiance, and lack the attention span to fulfil any mission, or even remember their own grandiose titles. The only reason anyone bothers summoning them is because some beings find their ''color sprays'' soothing, though a gifted radiant mephit is seen as a peace offering between feuding parties.
** Salt mephits are among the least pleasant of their kind, to the extent that "The sarcastic and acidulous wit of salt mephits lowers their life expectancy dramatically." Unsurprisingly, a gift of a salt mephit is a declaration of open war.
** Lightning mephits are curious and hyperactive, prone to mistakes and misspeaking, and combine a high flying speed with poor maneuverability.
** Ooze mephits are obnoxious flatterers, summoned to do odious jobs like cleaning sewers and garbage dumps, but they're prone to
** Radiant mephits are perpetually dazed from their experience on the Quasiplane of Radiance, and lack the attention span to fulfil any mission, or even remember their own grandiose titles. The only reason anyone bothers summoning them is because some beings find their ''color sprays'' soothing, though a gifted radiant mephit is seen as a peace offering between feuding parties.
** Salt mephits are among the least pleasant of their kind, to the extent that "The sarcastic and acidulous wit of salt mephits lowers their life expectancy dramatically." Unsurprisingly, a gift of a salt mephit is a declaration of open war.
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** Water mephits are jovial, but obnoxious and tactless about it, prone to attaching themselves to adventuring parties and offering assurances like "Buck up, you can handle these fiends. Or if not, you'll make good dretches." They can at least be employed as firefighters in kitchens and the like.
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->'''Classification:''' Outsider (3E), Elemental (5E)\\
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (3E), NeutralEvil (5E)
'''Challenge Rating:''' 3 (3E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (3E), NeutralEvil (5E)
to:
->'''Classification:''' Outsider (3E), Elemental Humanoid (4E), Elemental (5E)\\
'''Challenge Rating:''' 3 (3E), 3 or 4 (4E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E), NeutralEvil (5E)
'''Challenge Rating:''' 3 (3E), 3 or 4 (4E), 1/2 (5E)\\
'''Alignment:''' TrueNeutral (3E), Unaligned (4E), NeutralEvil (5E)
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* {{Conlang}}: In ''TabletopGame/{{Planescape}}'' lore, there's actually an established form of code language involving sending mephits, where the type(s) of mephit sent and the number of them sent conveys different responses or information. For obvious reasons, you only send mephits to rivals, enemies and other people you just don't like. For example, an ice mephit indicates that the recipient is now officially forbidden from entering the home of the sender, with the number of ice mephits sent roughly indicating just how harshly they will be punished if they try.
* ElementalPowers: Beyond their breath attack, mephits typically have some spell-like abilities related to their core element, such as air mephits being able to cast ''gust of wind'' once per day.
* MyNewGiftIsLame: Invoked; ''TabletopGame/{{Planescape}}'' explains that "Mephits are never given to friend, as anyone who has met one understands," instead the little creatures are "gifted" to rivals to send a message. There's an entire "Mephit Vendetta Code" based on what type and how many mephits are being sent to someone.
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* {{Retcon}}: Mephits traditionally could represent one of the classical four elements or mixtures of multiple elements, resulting in a full ten subtypes just in the standard 3rd Edition ''Monster Manual''. 5th Edition pares their numbers down to six: dust, ice, magma, mud, smoke and steam mephits, born from where two or more elemental energy types interweave, which also explains why they are weaker than "pure" elementals.
to:
** Earth mephits are stolid and humorless, and enjoy eating gems and jewelry, to the extent that they'll hatch schemes to earn money to purchase them with both "single-mindedness but also singular ineptitude."
** Fire mephits are mischievous pranksters sometimes used to heat forges, warm clothing, or
** Ooze mephits are obnoxious flatterers, summoned to do odious jobs like cleaning sewers and garbage dumps, but they're prone to deserting and then begging for money (like a small "loan" of 100 gold pieces) they plan to pay wizards to transmute them into a humanoid form.
** Radiant mephits are perpetually dazed from their
** Smoke mephits are shiftless and crude, prefering to lounge about invisibly while smoking pipeweed and telling jokes about their master. When "gifted" to someone, a smoke mephit is "a gesture of insolence and
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Sometimes known as arcanes, these tall, blue humanoids are merchants who travel the Great Wheel, selling magical items (such as ''spelljammer helms'') and other exotic goods to anyone who can meet their prices.
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Sometimes known as arcanes, these tall, blue humanoids are merchants who travel the Great Wheel, selling exotic goods and magical items (such such as ''spelljammer helms'') and other exotic goods helms'' to anyone who can meet their prices.
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[[caption-width-right:350:3e]]
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[[folder:Moat Cat]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_moat_cat_2e.png]]
[[caption-width-right:350:3e]]
->'''Alignment:''' Unaligned
Amphibious felines that are usually bred by wizards to defend their castle's moat.
----
* DeliciousDistraction: They have an amphibian's metabolism, eating a sheep-sized meal every other week and then spending the next day lethargic as they digest. Some intruders thus try to placate moat cats by dumping an animal carcass nearby, but the problem with that is the moat cat's predatory instincts, as they'd rather hunt their own food than be fed.
* {{Metamorphosis}}: Moat cats lay eggs, which hatch into cubs that, like tadpoles, have no legs, but swim with a powerful tail. After they reach their first year, young moat cats grow legs and their parents teach them to hunt on land, and a year after that they're fully grown.
* MixAndMatchCritters: These are magical crossbreeds between newts and predatory cats like cougars and cheetahs. The result is a cat with gills, a thick tail used as a swimming aid, and a need to keep their skin wet that prevents them straying more than a mile from their home waters. They're just as dangerous on land, able to sprint like cheetahs for short bursts before needing to rest.
* RoarBeforeBeating: Averted; moat cats don't yowl or roar when attacking, they don't vocalize at all. "More often than not, intruders first become aware of the aquatic predator when it pounces up at them -- and by then, its usually far too late."
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_moat_cat_2e.png]]
[[caption-width-right:350:3e]]
->'''Alignment:''' Unaligned
Amphibious felines that are usually bred by wizards to defend their castle's moat.
----
* DeliciousDistraction: They have an amphibian's metabolism, eating a sheep-sized meal every other week and then spending the next day lethargic as they digest. Some intruders thus try to placate moat cats by dumping an animal carcass nearby, but the problem with that is the moat cat's predatory instincts, as they'd rather hunt their own food than be fed.
* {{Metamorphosis}}: Moat cats lay eggs, which hatch into cubs that, like tadpoles, have no legs, but swim with a powerful tail. After they reach their first year, young moat cats grow legs and their parents teach them to hunt on land, and a year after that they're fully grown.
* MixAndMatchCritters: These are magical crossbreeds between newts and predatory cats like cougars and cheetahs. The result is a cat with gills, a thick tail used as a swimming aid, and a need to keep their skin wet that prevents them straying more than a mile from their home waters. They're just as dangerous on land, able to sprint like cheetahs for short bursts before needing to rest.
* RoarBeforeBeating: Averted; moat cats don't yowl or roar when attacking, they don't vocalize at all. "More often than not, intruders first become aware of the aquatic predator when it pounces up at them -- and by then, its usually far too late."
[[/folder]]
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* GripingAboutGremlins: In older editions, mites are classified as a type of gremlin.
* GulliverTieDown: In 2nd Edition, mites are known to capture victims with pit traps and tripwires, after which the mites swarm and bind them, then beat them unconscious. After being dragged to the mites' lair, the bound victim gets to endure several days of being chittered at and taunted by the creatures, until the mites get bored, knock the victim out again, steal all their belongings, and dump them somewhere embarrassing.
* GulliverTieDown: In 2nd Edition, mites are known to capture victims with pit traps and tripwires, after which the mites swarm and bind them, then beat them unconscious. After being dragged to the mites' lair, the bound victim gets to endure several days of being chittered at and taunted by the creatures, until the mites get bored, knock the victim out again, steal all their belongings, and dump them somewhere embarrassing.
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Also known as "sword slugs," these horse-sized gastropods uses their powers of magnetism to hunt red-blooded prey.
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Also known as "sword slugs," these horse-sized gastropods uses use their powers of magnetism to hunt red-blooded prey.
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* MagnetismManipulation: Their signature ability is to generate and manipulate powerful magnetic fields, allowing metalmasters to attract or repel metal items (and metal creatures) up to 60 feet away, or [[MasterOfTheLevitatingBlades create a "metal storm" around its body]] similar to a ''blade barrier'' spell.
to:
* MagnetismManipulation: Their signature ability is to generate and manipulate powerful magnetic fields, allowing metalmasters to attract or repel metal items (and metal creatures) up to 60 feet away, or [[MasterOfTheLevitatingBlades create a "metal storm" around its their body]] similar to a ''blade barrier'' spell.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_merrow_5e.jpeg]]
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[[folder:Mite]]
[[quoteright:315:https://static.tvtropes.org/pmwiki/pub/images/d&d_mite_2e.png]]
[[caption-width-right:315:2e]]
->'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' LawfulEvil
Malicious little humanoids who delight in making other people miserable with their tricks and traps.
----
* HatePlague: 5E mites amplify the irritation of other creatures, so that every minor setback sparks anger and everyone operates on a HairTriggerTemper, which can quickly cause an adventuring party to fall into infighting, or a dungeon to devolve into a chaotic battlezone. In gameplay terms, mites can put a "blood-boiling hex" on other creatures that inflicts a penalty on their rolls, unless they give into their anger by lashing out at an ally.
* TheHeartless: Their 5th Edition backstory has mites spawned in the Feywild whenever someone grows so frustrated that they violently lash out -- the surly individual sleepwalks to a tree or large plant, digs a hole, screams into it, and covers the hole, so that the next new moon a swarm of mites boil out of the hole. They exist to perpetuate such anger by setting tripwires across the top of staircases, filling locks with debris, replacing valuable gems with fakes, and so forth.
* TrapMaster: Whether with tripwires, trapdoors, nets or pits, mites are adept at setting traps to bedevil or capture victims.
[[/folder]]
[[quoteright:315:https://static.tvtropes.org/pmwiki/pub/images/d&d_mite_2e.png]]
[[caption-width-right:315:2e]]
->'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' LawfulEvil
Malicious little humanoids who delight in making other people miserable with their tricks and traps.
----
* HatePlague: 5E mites amplify the irritation of other creatures, so that every minor setback sparks anger and everyone operates on a HairTriggerTemper, which can quickly cause an adventuring party to fall into infighting, or a dungeon to devolve into a chaotic battlezone. In gameplay terms, mites can put a "blood-boiling hex" on other creatures that inflicts a penalty on their rolls, unless they give into their anger by lashing out at an ally.
* TheHeartless: Their 5th Edition backstory has mites spawned in the Feywild whenever someone grows so frustrated that they violently lash out -- the surly individual sleepwalks to a tree or large plant, digs a hole, screams into it, and covers the hole, so that the next new moon a swarm of mites boil out of the hole. They exist to perpetuate such anger by setting tripwires across the top of staircases, filling locks with debris, replacing valuable gems with fakes, and so forth.
* TrapMaster: Whether with tripwires, trapdoors, nets or pits, mites are adept at setting traps to bedevil or capture victims.
[[/folder]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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->'''Classification:''' Outsider (3E)\\
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->'''Classification:''' Outsider (3E)\\(3E), Fiend (5E)\\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\
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'''Challenge Rating:''' 10 (3E)\\
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'''Challenge Rating:''' 10 (3E)\\(3E, 5E)\\
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* LaserGuidedAmnesia: A maelephant's fearsome BreathWeapon is a cloud of noxious vapor that causes complete memory loss to those who fail their saves. Those afflicted can't access their prepared spells, skills, feats and class abilities, no longer know who their friends and foes are, and can't remember their pasts or their own names. The victims can create new memories, but forget them as soon as they sleep or rest. The condition is permanent until cured with spells like ''heal'' or ''neutralize poison''.
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* LaserGuidedAmnesia: A maelephant's fearsome BreathWeapon is a cloud of noxious vapor that causes complete memory loss to those who fail their saves. Those afflicted can't access their prepared spells, skills, feats and class abilities, no longer know who their friends and foes are, and can't remember their pasts or their own names.names, and in 5E can't understand languages. The victims can create new memories, but forget them as soon as they sleep or rest. The In older editions, the condition is permanent until cured with spells like ''heal'' or ''neutralize poison''.
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[[folder:Metalmaster]]
[[quoteright:337:https://static.tvtropes.org/pmwiki/pub/images/d&d_metalmaster_3e.png]]
[[caption-width-right:337:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' ChaoticNeutral (2E), ChaoticEvil (3E)
Also known as "sword slugs," these horse-sized gastropods uses their powers of magnetism to hunt red-blooded prey.
----
* EyeOfNewt: Averted; mages and alchemists' experiments with metalmaster flesh and ichor have yet to yield anything useful. Their flesh is similarly so bitter that only carrion-eaters will feed upon it.
* ItCanThink: They're none too bright, but metalmasters are smart enough to know to lurk near hoards of treasure, which they can weaponize and use as bait for humanoid prey. In 3E they can even speak Undercommon, "though they are not brilliant conversationalists."
* MagnetismManipulation: Their signature ability is to generate and manipulate powerful magnetic fields, allowing metalmasters to attract or repel metal items (and metal creatures) up to 60 feet away, or [[MasterOfTheLevitatingBlades create a "metal storm" around its body]] similar to a ''blade barrier'' spell.
* MindOverMatter: 3rd Edition adds telekinetic abilities to their repertoire.
* VoiceChangeling: In 2nd Edition, metalmasters can mimic words they've heard their past victims speak to try and lure in prey, but they aren't smart enough to capitalize on this and often use the wrong sounds for the job.
[[/folder]]
[[quoteright:337:https://static.tvtropes.org/pmwiki/pub/images/d&d_metalmaster_3e.png]]
[[caption-width-right:337:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' ChaoticNeutral (2E), ChaoticEvil (3E)
Also known as "sword slugs," these horse-sized gastropods uses their powers of magnetism to hunt red-blooded prey.
----
* EyeOfNewt: Averted; mages and alchemists' experiments with metalmaster flesh and ichor have yet to yield anything useful. Their flesh is similarly so bitter that only carrion-eaters will feed upon it.
* ItCanThink: They're none too bright, but metalmasters are smart enough to know to lurk near hoards of treasure, which they can weaponize and use as bait for humanoid prey. In 3E they can even speak Undercommon, "though they are not brilliant conversationalists."
* MagnetismManipulation: Their signature ability is to generate and manipulate powerful magnetic fields, allowing metalmasters to attract or repel metal items (and metal creatures) up to 60 feet away, or [[MasterOfTheLevitatingBlades create a "metal storm" around its body]] similar to a ''blade barrier'' spell.
* MindOverMatter: 3rd Edition adds telekinetic abilities to their repertoire.
* VoiceChangeling: In 2nd Edition, metalmasters can mimic words they've heard their past victims speak to try and lure in prey, but they aren't smart enough to capitalize on this and often use the wrong sounds for the job.
[[/folder]]
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* {{Expy}}: Meenlocks are a very direct riff on the creatures from the 1973 ''Film/DontBeAfraidOfTheDark'', with almost all their abilities and operating methods hailing straight from that film. The only major difference is their more insectile designs.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | '''M''' | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\
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* A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
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* A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, Edition (in which Good encompasses Neutral Good and Chaotic Good, Unaligned encompasses the morally neutral alignments, and Evil encompasses Neutral Evil and Lawful Evil from other game editions), assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous the first three editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.5th Edition.
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'''Alignment:''' TrueNeutral, Unaligned (4E)
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'''Alignment:''' TrueNeutral, Unaligned (4E)
TrueNeutral
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'''Alignment:''' LawfulEvil, Evil (4E)
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'''Alignment:''' LawfulEvil, Evil (4E)
LawfulEvil
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'''Alignment:''' LawfulEvil, Evil (4E)
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'''Alignment:''' LawfulEvil, Evil (4E)
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* InterspeciesRomance: Depending on the edition, medusas are either strictly female or female ones outnumber the males by a wide margin. In either case, they tend to rely on mating with human and elven men to reproduce.
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* InterspeciesRomance: Depending on the edition, medusas are either strictly female or female ones outnumber the males by a wide margin. In either case, they tend to rely on mating with human and elven men to reproduce.
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'''Alignment:''' TrueNeutral, Unaligned (4E)
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'''Alignment:''' TrueNeutral, Unaligned (4E)
TrueNeutral
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'''Alignment:''' LawfulEvil, Evil (4E)
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'''Alignment:''' LawfulEvil, Evil (4E)
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'''Alignment:''' LawfulNeutral, Unaligned (4E)
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'''Alignment:''' LawfulNeutral, Unaligned (4E)
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'''Alignment:''' NeutralEvil (3E), Evil (4E)
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'''Alignment:''' NeutralEvil (3E), Evil (4E)
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[[folder:Mutate]]
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' Varies\\
'''Alignment:''' Same as base creature
----
* {{Mutants}}: A creature exposed to the Far Realm's energies risks developing mutations. As the powers of the Far Realm rewrite the fundamentals of the creature's existence, it transforms and exhibits physical characteristics associated with the Far Realm. Once the Far Realm influence abates, the mutate changes back.
[[/folder]]
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' Varies\\
'''Alignment:''' Same as base creature
----
* {{Mutants}}: A creature exposed to the Far Realm's energies risks developing mutations. As the powers of the Far Realm rewrite the fundamentals of the creature's existence, it transforms and exhibits physical characteristics associated with the Far Realm. Once the Far Realm influence abates, the mutate changes back.
[[/folder]]
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'''Alignment:''' LawfulNeutral, Unaligned (4E)
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'''Alignment:''' LawfulNeutral, Unaligned (4E)
LawfulNeutral
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[[folder:Magran]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_magran_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' TrueNeutral
Twenty-foot-long predators that lurk in the depths of the Ethereal Plane, using a glowing lure on their heads to attract prey.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_magran_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' TrueNeutral
Twenty-foot-long predators that lurk in the depths of the Ethereal Plane, using a glowing lure on their heads to attract prey.
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[[quoteright:300:https://static.
[[quoteright:250:https://static.tvtropes.
[[caption-width-right:300:2e]]
[[caption-width-right:250:3e]]
->'''Origin:'''
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:'''
Twenty-foot-long predators that lurk in
Ten-foot-tall crustacean humanoids who wage war on the
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* {{Intangibility}}: Actually averted; though native to the Ethereal Plane, magran stay exclusively in the Deep Ethereal, where they prey upon the likes of thought eaters, xill, or planeswalkers. Thus, they never attack Material Plane creatures from the Border Ethereal and appear intangible relative to them.
* InvisibleMonsters: Magran can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only seen briefly in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* LuringInPrey: A magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can transfix those who come too close, leaving them helpless until the monster attacks them. If this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic glow doesn't immediately dim, but remains usable for a couple of weeks -- the catch is, the thing's bearer, although immune to the ''hypnotic pattern'' effect themself, can [[ArtifactOfAttraction grow obsessed with the orb]], refusing to part with it even after its magic runs out.
* MonstrousCannibalism: Newborn magran are abandoned by their parents, so the larger hatchlings typically feed upon their smaller kin until they grow large enough to hunt conventional prey.
* SwallowedWhole: Their maws are wide enough to swallow prey whole, but their gullets are so small that Medium-sized victims can't move or attempt to cut their way free, leaving them to suffer acid and crushing damage until they suffocate in a few rounds.
* InvisibleMonsters: Magran can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only seen briefly in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* LuringInPrey: A magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can transfix those who come too close, leaving them helpless until the monster attacks them. If this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic glow doesn't immediately dim, but remains usable for a couple of weeks -- the catch is, the thing's bearer, although immune to the ''hypnotic pattern'' effect themself, can [[ArtifactOfAttraction grow obsessed with the orb]], refusing to part with it even after its magic runs out.
* MonstrousCannibalism: Newborn magran are abandoned by their parents, so the larger hatchlings typically feed upon their smaller kin until they grow large enough to hunt conventional prey.
* SwallowedWhole: Their maws are wide enough to swallow prey whole, but their gullets are so small that Medium-sized victims can't move or attempt to cut their way free, leaving them to suffer acid and crushing damage until they suffocate in a few rounds.
to:
* {{Intangibility}}: Actually averted; though native AbsurdlySharpBlade: They have the "Keen Blade" supernatural ability, which doubles the threat range of any manufactured slashing weapon they wield as if it had been enchanted.
* BizarreAlienReproduction: Magori are asexual, but are speculated to reproduce by returning to theEthereal Plane, magran stay exclusively Blood Sea every five years and releasing an egg sac that spawns five clones of its parent.
* BloodyMurder: Their acidic blood can deal damage to adjacent foes who injure them with slashing or piercing weapons.
* FogOfDoom: Magori can cast ''obscuring mist'' once per hour, and commonly work together to blanket the battlefield in theDeep Ethereal, where they prey upon the likes of thought eaters, xill, or planeswalkers. Thus, they never attack Material Plane creatures from the Border Ethereal and appear intangible relative to them.
* InvisibleMonsters: Magran can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only seen briefly in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* LuringInPrey: A magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can transfix those who come too close, leaving them helpless until the monster attacks them. If this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic gloweffect, which doesn't immediately dim, but remains usable for a couple of weeks -- hamper them thanks to magori having both [[SuperSenses darkvision and blindsense.]] During the catch is, the thing's bearer, although immune Chaos War, this ability was supercharged so that thousands of magori were able to the ''hypnotic pattern'' effect themself, can [[ArtifactOfAttraction grow obsessed with the orb]], refusing to part with it even after its magic runs out.
* MonstrousCannibalism: Newborn magran are abandoned bycompletely blanket Mithas and Kothas in mist during their parents, so invasion of the larger hatchlings typically feed upon their smaller kin until Blood Isles -- something made worse by that mist carrying a debilitating disease known as Coil Cough.
* GiantEnemyCrab: They're ogre-sized, amphibious, bipedal crayfish "that know only hate and live to destroy sentient life."
* PoisonousPerson: The bite of magori's flexible, fanged snouts carries a potent poison that can deal up to 4d6 points of Constitution damage.
* UnholyNuke: As creations of the primordial overgod Chaos, magori are under a permanent "Smite Law" effect, dealing additional damage whenever theygrow large enough to hunt conventional prey.
attack Lawful creatures.
*SwallowedWhole: Their maws are wide enough to swallow prey whole, WeakToFire: They don't take additional damage from it, but their gullets are so small magori have such a strong aversion to fire that Medium-sized victims can't move or attempt to cut their way free, leaving them to they suffer acid attack and crushing damage until they suffocate saving throw penalties while in a few rounds.the presence of large open flames.
* BizarreAlienReproduction: Magori are asexual, but are speculated to reproduce by returning to the
* BloodyMurder: Their acidic blood can deal damage to adjacent foes who injure them with slashing or piercing weapons.
* FogOfDoom: Magori can cast ''obscuring mist'' once per hour, and commonly work together to blanket the battlefield in the
* InvisibleMonsters: Magran can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only seen briefly in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* LuringInPrey: A magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can transfix those who come too close, leaving them helpless until the monster attacks them. If this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic glow
* MonstrousCannibalism: Newborn magran are abandoned by
* GiantEnemyCrab: They're ogre-sized, amphibious, bipedal crayfish "that know only hate and live to destroy sentient life."
* PoisonousPerson: The bite of magori's flexible, fanged snouts carries a potent poison that can deal up to 4d6 points of Constitution damage.
* UnholyNuke: As creations of the primordial overgod Chaos, magori are under a permanent "Smite Law" effect, dealing additional damage whenever they
*
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[[folder:Magran]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_magran_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' TrueNeutral
Twenty-foot-long predators that lurk in the depths of the Ethereal Plane, using a glowing lure on their heads to attract prey.
----
* {{Intangibility}}: Actually averted; though native to the Ethereal Plane, magran stay exclusively in the Deep Ethereal, where they prey upon the likes of thought eaters, xill, or planeswalkers. Thus, they never attack Material Plane creatures from the Border Ethereal and appear intangible relative to them.
* InvisibleMonsters: Magran can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only seen briefly in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* LuringInPrey: A magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can transfix those who come too close, leaving them helpless until the monster attacks them. If this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic glow doesn't immediately dim, but remains usable for a couple of weeks -- the catch is, the thing's bearer, although immune to the ''hypnotic pattern'' effect themself, can [[ArtifactOfAttraction grow obsessed with the orb]], refusing to part with it even after its magic runs out.
* MonstrousCannibalism: Newborn magran are abandoned by their parents, so the larger hatchlings typically feed upon their smaller kin until they grow large enough to hunt conventional prey.
* SwallowedWhole: Their maws are wide enough to swallow prey whole, but their gullets are so small that Medium-sized victims can't move or attempt to cut their way free, leaving them to suffer acid and crushing damage until they suffocate in a few rounds.
[[/folder]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_magran_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' TrueNeutral
Twenty-foot-long predators that lurk in the depths of the Ethereal Plane, using a glowing lure on their heads to attract prey.
----
* {{Intangibility}}: Actually averted; though native to the Ethereal Plane, magran stay exclusively in the Deep Ethereal, where they prey upon the likes of thought eaters, xill, or planeswalkers. Thus, they never attack Material Plane creatures from the Border Ethereal and appear intangible relative to them.
* InvisibleMonsters: Magran can become ''invisible'' at will, and normally hunt by leaving nothing but their glowing lure visible, though they can hide it if they need to flee. The beasts are normally only seen briefly in the instants they attack, though due to a quirk of their invisibility, any prey they've swallowed will be fully visible even if the rest of the monster is not, at least until the swallowed victim expires.
* LuringInPrey: A magran's lure emits light out to 200 feet or more, and replicates a ''hypnotic pattern'' effect that can transfix those who come too close, leaving them helpless until the monster attacks them. If this eight-inch-wide lure is cut off from a magran's corpse, the hypnotic glow doesn't immediately dim, but remains usable for a couple of weeks -- the catch is, the thing's bearer, although immune to the ''hypnotic pattern'' effect themself, can [[ArtifactOfAttraction grow obsessed with the orb]], refusing to part with it even after its magic runs out.
* MonstrousCannibalism: Newborn magran are abandoned by their parents, so the larger hatchlings typically feed upon their smaller kin until they grow large enough to hunt conventional prey.
* SwallowedWhole: Their maws are wide enough to swallow prey whole, but their gullets are so small that Medium-sized victims can't move or attempt to cut their way free, leaving them to suffer acid and crushing damage until they suffocate in a few rounds.
[[/folder]]
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[[folder:Malrauthin]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_malrauthin_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 16 (3E)\\
'''Alignment:''' ChaoticEvil
Huge fiendish hounds who spread undeath, leading to speculation that they're creations of Chemosh, the Lord of Bones.
----
* BloodyMurder: Whenever these fiends take melee damage from slashing or piercing weapons, their attackers are splattered with putrefying blood and must save or take Constitution damage. Anyone killed by this effect rises as an undead bodak the next round.
* BreathWeapon: They can spray "caustic fluid" once per hour in a 30-foot cone, dealing hefty Constitution damage and converting the slain into bodaks.
* HellHound: They look something like 20-foot-long demonic attack dogs with VolcanicVeins on their forelegs.
* MyBloodRunsHot: They don't have the fire subtype or any flame abilities at their disposal, but malrauthins generate so much body heat that anyone who makes contact with them takes fire damage and has to save or ignite.
* OurDemonsAreDifferent: Malrauthins are evil outsiders from Krynn's Abyss, not to be confused with tanar'ri or other demons from the Infinite Layers of the Abyss.
[[/folder]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_malrauthin_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 16 (3E)\\
'''Alignment:''' ChaoticEvil
Huge fiendish hounds who spread undeath, leading to speculation that they're creations of Chemosh, the Lord of Bones.
----
* BloodyMurder: Whenever these fiends take melee damage from slashing or piercing weapons, their attackers are splattered with putrefying blood and must save or take Constitution damage. Anyone killed by this effect rises as an undead bodak the next round.
* BreathWeapon: They can spray "caustic fluid" once per hour in a 30-foot cone, dealing hefty Constitution damage and converting the slain into bodaks.
* HellHound: They look something like 20-foot-long demonic attack dogs with VolcanicVeins on their forelegs.
* MyBloodRunsHot: They don't have the fire subtype or any flame abilities at their disposal, but malrauthins generate so much body heat that anyone who makes contact with them takes fire damage and has to save or ignite.
* OurDemonsAreDifferent: Malrauthins are evil outsiders from Krynn's Abyss, not to be confused with tanar'ri or other demons from the Infinite Layers of the Abyss.
[[/folder]]
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!!Baphitaur
[[quoteright:315:https://static.tvtropes.org/pmwiki/pub/images/d&d_baphitaur_3e.jpg]]
[[caption-width-right:315:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticEvil
The result of Netherese experiments, these creatures descend from both minotaurs and tieflings, resulting in furious, hateful beings.
----
* TheBerserker: Baphitaurs can fly into a rage identical to a barbarian's.
* CastingAShadow: They can cast ''darkness'' once per day.
* HalfHumanHybrid: Baphitaurs are the product of sorcerous breeding programs crossing minotaurs with tieflings, fiend-blooded humans. This results in a bullish horned head, a devilish tail, and human rather than hooved feet, not to mention a temperament filled with a "demonic hatred of puny mortals but also with a passionate fury at the circumstances of its creation."
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* ShorterMeansSmarter: Black mastyrials are half the size of their desert-dwelling cousins.
to:
* ShorterMeansSmarter: Black mastyrials are half the size of their desert-dwelling cousins.cousins, but make up for their physical shortcomings with their intelligence and psionics.
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[[caption-width-right:350:[[labelnote:Alternate design, with a kank and imix for scale (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_mekillot_3e.png[[/labelnote]]]]
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'''Classification:''' Natural Beast (4E)\\
'''Challenge Rating:''' 10 (4E)\\
'''Challenge Rating:''' 10 (4E)\\
to:
'''Classification:''' Animal (3E), Natural Beast (4E)\\
'''Challenge Rating:''' 7 (3E), 10 (4E)\\
'''Challenge Rating:''' 7 (3E), 10 (4E)\\
* DependingOnTheArtist: Depictions of mekillots can be inconsistent even within the same edition. Sometimes they look something like armored salamanders, smooth and low to the ground, while other illustrators favor a design with the body of an enormous ''Ankylosaurus'', the beaked, crested head of a ''Protoceratops'', ram-like horns, and chameleon eyes.
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'''Classification:''' Natural Humanoid (4E)\\
'''Challenge Rating:''' 4 (4E)\\
'''Playable:''' 2E, 4E\\
'''Challenge Rating:''' 4 (4E)\\
'''Playable:''' 2E, 4E\\
to:
'''Classification:''' Humanoid (3E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 1 (3E), 4 (4E)\\
'''Playable:'''2E, 4E\\2E-4E\\
'''Challenge Rating:''' 1 (3E), 4 (4E)\\
'''Playable:'''
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* MageSpecies: 2nd Edition states that roughly half of all muls develop a psionic wild talent.
to:
* MageSpecies: 2nd Edition states that roughly half of all muls develop a psionic wild talent.talent, and 3rd Edition gives them three extra power points at first level to manifest their inborn abilities.
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* TrueBreedingHybrid: Explicitly averted in their original presentation, in which muls are sterile, though 4th Edition is mum on the matter.
to:
* TrueBreedingHybrid: Explicitly averted in their original presentation, 2nd and 3rd Edition presentations, in which muls are sterile, though 4th Edition is mum on the matter.
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* BlessedWithSuck: Black mastyrials have a sort of GeneticMemory, in that every encounter with a type of creature becomes information stored in the pack's collective consciousness. While this will grant the pack combat bonuses against those types of enemies in future encounters, unfortunately "This contact conflicts with their genetic desire to be independent, which has basically caused them to become insane."
to:
* BlessedWithSuck: Black mastyrials have a sort of GeneticMemory, GhostMemory, in that every encounter with a type of creature becomes information stored in the pack's collective consciousness. While this will grant the pack combat bonuses against those types of enemies in future encounters, unfortunately "This contact conflicts with their genetic desire to be independent, which has basically caused them to become insane." "
* CraftedFromAnimals: Their claws and stingers can be honed into weapons, while their chitin is valued for both its protective qualities and ventiliation.
* DefendCommand: Black mastyrials in a losing fight will retreat into holes dug into solid rock, leaving only the toughest part of their carapace exposed. This renders them immune to mundane physical attacks, so they can only be harmed by somehow extracting them from their holes.
* CraftedFromAnimals: Their claws and stingers can be honed into weapons, while their chitin is valued for both its protective qualities and ventiliation.
* DefendCommand: Black mastyrials in a losing fight will retreat into holes dug into solid rock, leaving only the toughest part of their carapace exposed. This renders them immune to mundane physical attacks, so they can only be harmed by somehow extracting them from their holes.
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* MonstrousCannibalism: Black mastyrials consider everything outside their pack a source of food, including other black mastyrial packs. Meanwhile, desert mastyrial females are known for [[MantisMatingMeal stinging and eating males after mating]], something the males don't try to resist.
* PsychicPowers: Black mastyrials use ''mind link'' to communicate with their packs, ''clairvoyance'' and ''know direction'' to aid in their hunts, and ''send thoughts'' to [[LuringInPrey lure prey closer.]]
* PsychicPowers: Black mastyrials use ''mind link'' to communicate with their packs, ''clairvoyance'' and ''know direction'' to aid in their hunts, and ''send thoughts'' to [[LuringInPrey lure prey closer.]]
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[[folder:Maug]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_maug_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' LawfulNeutral
Hulking creatures of living stone from the Infinite Battlefield of Acheron, who hire themselves out as mercenaries to give meaning to their existence.
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_maug_3e.png]]
[[caption-width-right:349:3e]]
->'''Classification:''' Construct (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' LawfulNeutral
Hulking creatures of living stone from the Infinite Battlefield of Acheron, who hire themselves out as mercenaries to give meaning to their existence.
to:
[[quoteright:349:https://static.
[[quoteright:220:https://static.tvtropes.
[[caption-width-right:349:3e]]
->'''Classification:''' Construct
[[caption-width-right:220:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Animal (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Hulking creatures
Oversized scorpions that spend most of
Changed line(s) 309,316 (click to see context) from:
* ArmorPiercingAttack: They can make a "Pulverize" action three times per day, touching an object and negating its Hardness value so the maug can more easily destroy it.
* {{Cyborg}}: There's a whole range of maug grafts they use to improve and augment themselves, such as fists that lock closed around weapons to prevent disarming, vibrating plates of shale that confer tremorsense, or stone rollers to replace their lower torsos and allow the maug to [[SquashedFlat crush enemies like a steamroller.]]
* DoubleWeapon: Maugs commonly wield Huge double-bladed swords.
* HealingFactor: Unusually for constructs, maugs slowly recover hit points while resting, and heal faster if someone helps repair them.
* NeglectfulPrecursors: As best sages can tell, the maugs were created by some ancient civilization as shock troops for a terrible war, then afterward were dumped on Thuldanin, the second layer of Acheron and the junkyard for the multiverse's wars. Since maugs are creatures of stone themselves, they were immune to Thuldanin's petrification effect, and they eventually figured out how to make more of themselves, taking on jobs as hired soldiers to get the money needed for the process.
* PrivateMilitaryContractors: Maugs serve any master willing to pay the price, and never care about right or wrong. They're even willing to fight other maugs employed by the opposing side, resulting 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 surviving maugs are liable to group up and go off to find a new war to fight in as if nothing happened.
* RockMonster: Maugs' bodies are cut from the stone of Acheron.
* UndyingLoyalty: In battle, maugs are unflinchingly loyal to their employer, making them perfect mercenaries.
* {{Cyborg}}: There's a whole range of maug grafts they use to improve and augment themselves, such as fists that lock closed around weapons to prevent disarming, vibrating plates of shale that confer tremorsense, or stone rollers to replace their lower torsos and allow the maug to [[SquashedFlat crush enemies like a steamroller.]]
* DoubleWeapon: Maugs commonly wield Huge double-bladed swords.
* HealingFactor: Unusually for constructs, maugs slowly recover hit points while resting, and heal faster if someone helps repair them.
* NeglectfulPrecursors: As best sages can tell, the maugs were created by some ancient civilization as shock troops for a terrible war, then afterward were dumped on Thuldanin, the second layer of Acheron and the junkyard for the multiverse's wars. Since maugs are creatures of stone themselves, they were immune to Thuldanin's petrification effect, and they eventually figured out how to make more of themselves, taking on jobs as hired soldiers to get the money needed for the process.
* PrivateMilitaryContractors: Maugs serve any master willing to pay the price, and never care about right or wrong. They're even willing to fight other maugs employed by the opposing side, resulting 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 surviving maugs are liable to group up and go off to find a new war to fight in as if nothing happened.
* RockMonster: Maugs' bodies are cut from the stone of Acheron.
* UndyingLoyalty: In battle, maugs are unflinchingly loyal to their employer, making them perfect mercenaries.
to:
* ArmorPiercingAttack: They can make BlessedWithSuck: Black mastyrials have a "Pulverize" action three times per day, touching an object and negating its Hardness value so the maug can more easily destroy it.
* {{Cyborg}}: There's a whole rangesort of maug grafts they use to improve and augment themselves, such as fists GeneticMemory, in that lock closed around weapons to prevent disarming, vibrating plates every encounter with a type of shale that confer tremorsense, or stone rollers to replace their lower torsos and allow creature becomes information stored in the maug to [[SquashedFlat crush pack's collective consciousness. While this will grant the pack combat bonuses against those types of enemies like a steamroller.]]
in future encounters, unfortunately "This contact conflicts with their genetic desire to be independent, which has basically caused them to become insane."
*DoubleWeapon: Maugs DigAttack: They commonly wield Huge double-bladed swords.
begin combat by bursting out from the sand or rock to ambush prey.
*HealingFactor: Unusually for constructs, maugs slowly recover hit points HiveMind: Black mastyrials are not just [[ItCanThink more intelligent than normal animals]], they're also in constant psychic contact with each other, giving them a collective consciousness -- while resting, an individual black mastyrial has an Intelligence score between 5 and heal faster if someone helps repair them.
* NeglectfulPrecursors: As best sages can tell,7, the maugs were created by some ancient civilization as shock troops for a terrible war, then afterward were dumped on Thuldanin, the second layer pack's sense of Acheron history and the junkyard for the multiverse's wars. Since maugs are creatures of stone themselves, they were immune to Thuldanin's petrification effect, and they eventually figured out how to make more of themselves, taking on jobs as hired soldiers to get the money needed for the process.
learning far exceeds their individual low intelligence.
*PrivateMilitaryContractors: Maugs serve any master willing to pay the price, and never care about right or wrong. ScaryScorpions: They're even giant scorpions, with rending pincers and poisonous stingers. They help keep Athas' population of oversized insectoids under control, but are willing to fight other maugs employed by go after humanoid prey as well.
* ShorterMeansSmarter: Black mastyrials are half theopposing side, resulting in horrendous casualties as the maugs lead size of their troops desert-dwelling cousins.
* SuperSenses: Desert mastyrials use echolocation (in 2nd Edition) or tremorsense (in 3rd) toclash repeatedly until one or both sides is ground down to nearly nothing. Then the surviving maugs help detect prey. Black mastyrials are liable to group up totally blind and go off to find a new war to fight in as if nothing happened.
* RockMonster: Maugs' bodies are cut from the stone of Acheron.
* UndyingLoyalty: In battle, maugs are unflinchingly loyal torely upon these senses and their employer, making them perfect mercenaries.psionics to hunt.
* {{Cyborg}}: There's a whole range
*
*
* NeglectfulPrecursors: As best sages can tell,
*
* ShorterMeansSmarter: Black mastyrials are half the
* SuperSenses: Desert mastyrials use echolocation (in 2nd Edition) or tremorsense (in 3rd) to
* RockMonster: Maugs' bodies are cut from the stone of Acheron.
* UndyingLoyalty: In battle, maugs are unflinchingly loyal to
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[[folder:Maulgoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_maulgoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' NeutralEvil
Huge amalgamations of flesh and stone, these beings are among the most dangerous inhabitants of the Underdark.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_maulgoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' NeutralEvil
Huge amalgamations of flesh and stone, these beings are among the most dangerous inhabitants of the Underdark.
to:
[[quoteright:350:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Huge amalgamations
Hulking creatures of
Changed line(s) 328,333 (click to see context) from:
* {{Druid}}: It's noted that maulgoths have a druid's power over the natural world, thanks to spell-like abilities such as ''[[GreenThumb control plants]]'', ''[[TheBeastmaster dominate animal]]'' and ''[[DishingOutDirt stone shape]]'', but the creatures have none of a true druid's love and respect for their environment, and callously manipulate their surroundings to aid in hunts or to protect themselves.
* DungeonBypass: Maulgoths can glide through solid stone like a xorn, which they use to launch ambushes or escape losing battles.
* SiliconBasedLife: They're roughly rhino-shaped monsters with bodies covered in rocky spikes and protrusions all but indistinguishable from stone.
* TentacleRope: They can grapple and constrict opponents with their tentacles.
* WallCrawl: Maulgoths can move at full speed up walls and across ceilings.
* WeaponizedTeleportation: They can make an "ethereal jolt" attack by striking a foe with a tentacle, potentially shunting them onto the Ethereal Plane.
* DungeonBypass: Maulgoths can glide through solid stone like a xorn, which they use to launch ambushes or escape losing battles.
* SiliconBasedLife: They're roughly rhino-shaped monsters with bodies covered in rocky spikes and protrusions all but indistinguishable from stone.
* TentacleRope: They can grapple and constrict opponents with their tentacles.
* WallCrawl: Maulgoths can move at full speed up walls and across ceilings.
* WeaponizedTeleportation: They can make an "ethereal jolt" attack by striking a foe with a tentacle, potentially shunting them onto the Ethereal Plane.
to:
* {{Druid}}: It's noted that maulgoths have a druid's power over the natural world, thanks to spell-like abilities such as ''[[GreenThumb control plants]]'', ''[[TheBeastmaster dominate animal]]'' and ''[[DishingOutDirt stone shape]]'', but the creatures have none of a true druid's love and respect for their environment, and callously manipulate their surroundings to aid in hunts or to protect themselves.
* DungeonBypass: Maulgoths can glide through solid stone like a xorn, which they use to launch ambushes or escape losing battles.
* SiliconBasedLife: They're roughly rhino-shaped monsters with bodies covered in rocky spikes and protrusions all but indistinguishable from stone.
* TentacleRope: They can grapple and constrict opponents with their tentacles.
* WallCrawl: Maulgoths can move at full speed up walls and across ceilings.
* WeaponizedTeleportation:ArmorPiercingAttack: They can make a "Pulverize" action three times per day, touching an "ethereal jolt" attack object and negating its Hardness value so the maug can more easily destroy it.
* {{Cyborg}}: There's a whole range of maug grafts they use to improve and augment themselves, such as fists that lock closed around weapons to prevent disarming, vibrating plates of shale that confer tremorsense, or stone rollers to replace their lower torsos and allow the maug to [[SquashedFlat crush enemies like a steamroller.]]
* DoubleWeapon: Maugs commonly wield Huge double-bladed swords.
* HealingFactor: Unusually for constructs, maugs slowly recover hit points while resting, and heal faster if someone helps repair them.
* NeglectfulPrecursors: As best sages can tell, the maugs were created bystriking some ancient civilization as shock troops for a foe with terrible war, then afterward were dumped on Thuldanin, the second layer of Acheron and the junkyard for the multiverse's wars. Since maugs are creatures of stone themselves, they were immune to Thuldanin's petrification effect, and they eventually figured out how to make more of themselves, taking on jobs as hired soldiers to get the money needed for the process.
* PrivateMilitaryContractors: Maugs serve any master willing to pay the price, and never care about right or wrong. They're even willing to fight other maugs employed by the opposing side, resulting 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 surviving maugs are liable to group up and go off to find atentacle, potentially shunting new war to fight in as if nothing happened.
* RockMonster: Maugs' bodies are cut from the stone of Acheron.
* UndyingLoyalty: In battle, maugs are unflinchingly loyal to their employer, making themonto the Ethereal Plane.perfect mercenaries.
* DungeonBypass: Maulgoths can glide through solid stone like a xorn, which they use to launch ambushes or escape losing battles.
* SiliconBasedLife: They're roughly rhino-shaped monsters with bodies covered in rocky spikes and protrusions all but indistinguishable from stone.
* TentacleRope: They can grapple and constrict opponents with their tentacles.
* WallCrawl: Maulgoths can move at full speed up walls and across ceilings.
* WeaponizedTeleportation:
* {{Cyborg}}: There's a whole range of maug grafts they use to improve and augment themselves, such as fists that lock closed around weapons to prevent disarming, vibrating plates of shale that confer tremorsense, or stone rollers to replace their lower torsos and allow the maug to [[SquashedFlat crush enemies like a steamroller.]]
* DoubleWeapon: Maugs commonly wield Huge double-bladed swords.
* HealingFactor: Unusually for constructs, maugs slowly recover hit points while resting, and heal faster if someone helps repair them.
* NeglectfulPrecursors: As best sages can tell, the maugs were created by
* PrivateMilitaryContractors: Maugs serve any master willing to pay the price, and never care about right or wrong. They're even willing to fight other maugs employed by the opposing side, resulting 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 surviving maugs are liable to group up and go off to find a
* RockMonster: Maugs' bodies are cut from the stone of Acheron.
* UndyingLoyalty: In battle, maugs are unflinchingly loyal to their employer, making them
Added DiffLines:
[[folder:Maulgoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_maulgoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' NeutralEvil
Huge amalgamations of flesh and stone, these beings are among the most dangerous inhabitants of the Underdark.
----
* {{Druid}}: It's noted that maulgoths have a druid's power over the natural world, thanks to spell-like abilities such as ''[[GreenThumb control plants]]'', ''[[TheBeastmaster dominate animal]]'' and ''[[DishingOutDirt stone shape]]'', but the creatures have none of a true druid's love and respect for their environment, and callously manipulate their surroundings to aid in hunts or to protect themselves.
* DungeonBypass: Maulgoths can glide through solid stone like a xorn, which they use to launch ambushes or escape losing battles.
* SiliconBasedLife: They're roughly rhino-shaped monsters with bodies covered in rocky spikes and protrusions all but indistinguishable from stone.
* TentacleRope: They can grapple and constrict opponents with their tentacles.
* WallCrawl: Maulgoths can move at full speed up walls and across ceilings.
* WeaponizedTeleportation: They can make an "ethereal jolt" attack by striking a foe with a tentacle, potentially shunting them onto the Ethereal Plane.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_maulgoth_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' NeutralEvil
Huge amalgamations of flesh and stone, these beings are among the most dangerous inhabitants of the Underdark.
----
* {{Druid}}: It's noted that maulgoths have a druid's power over the natural world, thanks to spell-like abilities such as ''[[GreenThumb control plants]]'', ''[[TheBeastmaster dominate animal]]'' and ''[[DishingOutDirt stone shape]]'', but the creatures have none of a true druid's love and respect for their environment, and callously manipulate their surroundings to aid in hunts or to protect themselves.
* DungeonBypass: Maulgoths can glide through solid stone like a xorn, which they use to launch ambushes or escape losing battles.
* SiliconBasedLife: They're roughly rhino-shaped monsters with bodies covered in rocky spikes and protrusions all but indistinguishable from stone.
* TentacleRope: They can grapple and constrict opponents with their tentacles.
* WallCrawl: Maulgoths can move at full speed up walls and across ceilings.
* WeaponizedTeleportation: They can make an "ethereal jolt" attack by striking a foe with a tentacle, potentially shunting them onto the Ethereal Plane.
[[/folder]]