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[[folder:Puppeteer]]
[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_3e.png]]
[[caption-width-right:325:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E)\\
'''Alignment:''' LawfulEvil

Leech-like beings that can psionically take control over their hosts.
----
* AntiTrueSight: They can hide their minds from detection by divination spells or clairsentience powers.
* CharmPerson: Puppeteers know the psionic version of ''charm person'', and use it to take over a host by asking to be picked up by it.
* DumbMuscle: Comparatively speaking; a puppeteer variant known as flesh harrowers lack the ability to psychically dominate a host, but are larger and much more physically capable than their kin, possessing a maw of fearsome teeth and a twin-bladed tail. They're used to deal with threats through direct combat if the puppeteers' usual methods fail.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name.]] After charming a host, if the puppeteer is able to make physical contact, it'll attach itself somewhere out of sight on their body and enthrall their new host. The parasite will drain a negligible amount of nutrients from the host creature, but so long as the puppeteer is attached, the host creature is mentally dominated by it. Once they have hosts, puppeteers strive to take control of a society to ensure a steady supply of bodies for their kind.
[[/folder]]

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* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."



* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can cause permanent Intelligence drain. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent drain.

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* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only creatures skilled enough to draw them from the minds of their thralls. In 3rd Edition, phthisics' origins are unknown, though speculated to be the product of a variant of ''psychic chirurgery''.
* SoulJar: In 2nd Edition, phthisics are bound to complex psionic circuitry affixed to an inanimate object. While this means they can't move more than three miles away from this source, or spend to long apart from it, the phthisic can instantly teleport back to its lair, and perceive everything around its psionic circuitry. But destroying the psinoic circuitry will instantly destroy the phthisic (in contrast to killing the creature from which the phthisic is spawned, whose death does nothing to the phthisic).
* StupidityInducingAttack: A phthisics' bite attacks cause a ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the monster can cause permanent Intelligence drain. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to it, their corpses will shrivel as a side-effect of the feeding.

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[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 1/4 (5E)\\
'''Alignment:''' NeutralGood

Diminutive fairies who delight in playing harmless tricks on people.

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[[folder:Pixie]]
[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E, 5E)\\
Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E), 1/4 (5E)\\
6 (3E)\\
'''Alignment:''' NeutralGood

Diminutive fairies who delight in playing harmless tricks on people.
ChaoticEvil

A repressed neurosis given life, hungering for the mental energy of other creatures.



* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.

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* CraftedFromAnimals: Pixie wings can be ground into ''dust AchillesHeel: Since they're creatures of disappearance''. "Naturally, pixies frown on this use of the mind, ''feeblemind'' and ''confusion'' spells deal damage to phthisics in 2nd Edition, and nullify their wings."
HealingFactor for several rounds.
* TheDandy[=/=]TheFashionista: Pixies style AnIcePerson: In 2nd Edition, phthisics can, once per hour, surround themselves with an aura of cold strong enough to deal damage to anything within 10 feet, though only for a single round.
* ArtEvolution: 2nd Edition phthisics appear
as the princes enlarged and princesses twisted versions of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted being from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers,
which they emerged, but their overwhelming urge 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to introduce themselves notice the resemblance between the phthisic and strike up its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have
a friendship is only controlled by 25% chance to reflect any offensive magic back on their casters.
* PsychicPowers: 3E phthisics have
the fear psionic subtype, and an array of being captured or attacked. Those who wander through powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* StupidityInducingAttack: A phthisics' bite attacks cause
a pixie's glade might never see them, yet hear ''feeblemind'' effect in 2nd Edition, and if it's able to feed in peace, the occasional giggle, gasp monster can cause permanent Intelligence drain. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent drain.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory
or sigh. suppressed neurosis.



[[folder:Planetouched]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage

"Planetoched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].

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[[folder:Planetouched]]
[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E)\\
Fey (3E, 5E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
4 (3E), 1/4 (5E)\\
'''Alignment:''' Varies by heritage

"Planetoched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as
NeutralGood

Diminutive fairies who delight
in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed
playing harmless tricks on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].people.


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* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
[[/folder]]

[[folder:Planetouched]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage

"Planetoched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
----
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* OneHitKill: Anything engulfed by a flesh jelly has to save or die instantly as they're absorbed into its mass. While their belongings get spat out a few rounds later, only a ''wish'' or ''miracle'' can bring the victim back to life after they're absorbed.

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* OneHitKill: Anything engulfed by a flesh jelly has to save or die instantly as they're absorbed into its mass. While their belongings get spat out a few rounds later, only a ''wish'' or ''miracle'' can bring the victim back to life after they're absorbed.absorption.



* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders. Oreads can also move throw solid stone as easily as a fish moves through water, without leaving a tunnel behind them.

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* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders. Oreads can also move throw through solid stone as easily as a fish moves through water, without leaving a tunnel behind them.

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Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be more hospitable home.

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Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be a more hospitable home.



[[folder:Peryton]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Stag-headed birds of prey that feed on human hearts.

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[[folder:Peryton]]
[[quoteright:350:https://static.
[[folder:Peltast]]
[[quoteright:305:https://static.
tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Stag-headed birds of prey
org/pmwiki/pub/images/d&d_peltast_2e.png]]
[[caption-width-right:305:2e]]
->'''Alignment:''' Unaligned

Shapeshifting parasites
that feed on human hearts.take the form of enticing items, so they'll be picked up and carried by their hosts. Standard peltasts take the form of leather goods, while greater peltasts resemble gemstones.



* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.

to:

* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- ArtifactOfDeath: Greater peltasts have magical abilities they use to maximize bloodshed and the fangs bodies upon which they can feed, and use a variant of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for
''summon monster'' to make hostile creatures attack their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of hosts, or make ''suggestions'' to encourage violence.
* IAteWhat: Peltasts expel
their shadows -- some believe waste when immersed in water, tainting it so that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated any drinkers become nauseated for several rounds.
* NoSell: Peltasts are immune
to some day bring about the fall of the great city of Roma.
poison or crushing effects.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need These creatures primarily feed upon humans and goblinoids -- they'll allow themselves to eat them before being able to reproduce. Their first action after making a kill is to tear out be picked up by the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those likes of elves and fairies.dwarves, but never feed upon them, and will try to find a better host as soon as one presents itself.
* TheSymbiote: Peltasts feed by applying a liquid that serves as an anaesthetic and also dissolves a patch of their host's skin, allowing the creature to absorb nutrients from its blood. This deals a single hit point of damage each day, which many hosts don't even notice, while in exchange, the peltast neutralizes any poisons in its host, shares its minor spell resistance, and in emergencies can inject a few hit points back into its host, once per day. It's a little more obvious when a greater peltasts feeds, as the blood can be seen collecting within their crystalline forms, which also grow larger after feeding -- as such, they prefer to feed upon sleeping or dying hosts.
* VoluntaryShapeshifting: Peltasts can change their forms over two rounds, usually to take the shape of an item it sees a perspective host drop, so that the parasite might be mistaken for it.


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[[folder:Peryton]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Stag-headed birds of prey that feed on human hearts.
----
* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
[[/folder]]

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Also called "rolling graveyards," these 30-foot-wide masses of goo have dozens of partially-digested bones within their masses.

to:

Also called "rolling graveyards," these 30-foot-wide masses globs of pallid goo have dozens of partially-digested bones within their masses.



* ArchEnemy: Oreads are sworn enemies of races with a penchant for mining and tunneling, such as dwarves, gnomes or goblins, as well as creatures like xorn that might eat their gemstones.

to:

* ArchEnemy: Oreads are sworn enemies of races with a penchant for mining and tunneling, such as dwarves, gnomes or goblins, gnomes, goblins and pech, as well as creatures like xorn that might eat their gemstones.



* ChestMonster: Rumors abound of entire libraries filled with palimpsets, in volumes with enticing titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.



* SchmuckBait: Rumors abound of entire libraries filled with palimpsets, in volumes with titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.


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[[folder:Pech]]
[[quoteright:155:https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg]]
[[caption-width-right:155:2e]]
->'''Alignment:''' NeutralGood

Small humanoid elemental-kin from the Elemental Plane of Earth, who often find the depths of the Material Plane to be more hospitable home.
----
* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble -- their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons.
* DishingOutDirt: The pech have power over rock and stone, and each can cast ''stone shape'' and ''stone tell'' several times per day. By working together, pech can use more powerful magic such as ''wall of stone'' or ''flesh to stone''.
* NoSell: Pech are immune to petrification effects.
* PintSizedPowerhouse: They're at most four feet tall, but pech are quite strong for their size, and their flesh is nearly as hard as granite.
* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.
[[/folder]]

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* LogicalWeakness: All those bones inside their pallid goo give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.

to:

* LogicalWeakness: All those absorbed bones inside their pallid goo give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.



* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain.

to:

* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain. A few rounds later, the ooze expels the victim's fleshy parts and equipment.



[[/folder]]

[[folder:Ophidian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ophidian_3e.png]]

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[[/folder]]

[[folder:Ophidian]]

!!Flesh Jelly
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ophidian_3e.png]] org/pmwiki/pub/images/d&d_flesh_jelly_3e.jpg]]



->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticNeutral

Snake-like humanoids with stunted arms and legs, usually found in the service of more intelligent creatures.

to:

->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge
->'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' ChaoticNeutral

Snake-like humanoids
19 (3E)

Gargantuan mounds of stinking skin and hair, bulging
with stunted arms and legs, usually found in the service of more intelligent creatures.loose bones.



* ChameleonCamouflage: They can change the color of their scales to blend in with their surroundings.
* HappinessInSlavery: While they weren't deliberately created as a ServantRace, ophidians are naturally servile, and are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll [[GiantAnimalWorship worship their patron, providing offerings of food and treasure.]]
* SnakePeople: They have a strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course they have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as they're compelled to return to the place they were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only a ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: The first ophidians were a human tribe in the TabletopGame/ForgottenRealms setting, who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins, and were trasnformed into serpent people themselves.

to:

* ChameleonCamouflage: They can change the color of their scales to blend in with their surroundings.
* HappinessInSlavery: While they weren't deliberately created as
OneHitKill: Anything engulfed by a ServantRace, ophidians are naturally servile, and are thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll [[GiantAnimalWorship worship their patron, providing offerings of food and treasure.]]
* SnakePeople: They have a strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course they have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite
flesh jelly has to save or transform over the next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade die instantly as they're compelled to return to the place they were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, absorbed into its mass. While their belongings get spat out a few rounds later, only a ''wish'' or ''miracle'' can restore bring the victim.
victim back to life after they're absorbed.
* WasOnceAMan: The first ophidians were a human tribe in PoisonousPerson: These oozes' slam attacks carry filth fever, which can cause [[NonHealthDamage Dexterity and Constitution damage]].
* SwallowedWhole[=/=]TrampledUnderfoot: Flesh jellies can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage and have to save against disease each round, and become subject to
the TabletopGame/ForgottenRealms setting, who devoted themselves ooze's "absorb" attack.
* WeaponizedStench: Anything coming within 50 feet of a flesh jelly has
to a snake cult, found a powerful artifact in some yuan-ti ruins, save or become nauseated for several rounds, able only to stagger around and were trasnformed into serpent people themselves.take a single move action.



[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)

Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]

to:

[[folder:Orc]]
[[folder:Ophidian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)

Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
org/pmwiki/pub/images/d&d_ophidian_3e.png]]



->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral

Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of their wortlings.

to:

->'''Classification:''' Plant Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) 2 (3E)\\
'''Alignment:''' TrueNeutral

Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance
ChaoticNeutral

Snake-like humanoids with stunted arms and legs, usually found
in the shape service of their wortlings.more intelligent creatures.



* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.

to:

* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles
ChameleonCamouflage: They can change the color of their parent tree are scales to blend in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow
their wortlings from pods on their branches, which fall to the ground surroundings.
* HappinessInSlavery: While they weren't deliberately created as a ServantRace, ophidians are naturally servile,
and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll go dormant [[GiantAnimalWorship worship their patron, providing offerings of food and grow into treasure.]]
* SnakePeople: They have
a new orcwort over the strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round,
they also have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has
to save or become [[TheParalyzer paralyazed]] by transform over the same digestive juices, which can leave them helpless while next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous trees that can lash and grab prey with their vines for transfer
compelled to their pitchers. Though quite hard return to kill, the place they are very slow, moving were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: The first ophidians were a human tribe in the TabletopGame/ForgottenRealms setting, who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins,
and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
were trasnformed into serpent people themselves.



[[folder:Oread]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.jpg]]

to:

[[folder:Oread]]
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)

Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.
jpg]]



->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulNeutral

Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.

to:

->'''Classification:''' Fey Plant (3E)\\
'''Challenge Rating:''' 7 3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' LawfulNeutral

Stone-skinned fey embodying specific mountains, who use
TrueNeutral

Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of
their magic to defend their homes from despoilers.wortlings.


Added DiffLines:

* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and excel at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
[[/folder]]

[[folder:Oread]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oread_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulNeutral

Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.
----

Added: 1872

Changed: 276

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* EnemySummoner: As can be guessed, this is the trait of the summoning ooze, which has the power to cast spells from the ''summon monster'' line mutliple times per day.



* {{Intangibility}}: Ethereal oozes are flesh-colored, cube-shaped oozes that lurk on the Ethereal Plane, manifest on the Material Plane to engulf prey, and then "etherealize" their victim, bringing it back to the Ethereal Plane with them -- and potentially stranding the creature there if it manages to fight free of the ooze.



!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 5 (5E)

The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.

to:

!!Dragonblood !!Bone Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.org/pmwiki/pub/images/d&d_bone_ooze_3e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 5 (5E)

The result of unwise alchemical experiments,
21 (3E)

Also called "rolling graveyards,"
these animate 30-foot-wide masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.goo have dozens of partially-digested bones within their masses.


Added DiffLines:

* DamageOverTime: Their bodies are studded with bone shards, and so their slam or engulf attacks cause cumulative bleeding damage, until the victim receives natural or magical healing.
* LogicalWeakness: All those bones inside their pallid goo give them a lot more structure than most oozes, so while bone oozes can still squeeze through a gap as small as five by five feet square, it takes a full round for them to do so.
* NonHealthDamage: These oozes absorb part of their victims' bone structure with each slam attack, dealing Strength, Dexterity and Constitution damage.
* OneHitKill: Their most fearsome attack is to attempt to absorb the entire skeleton of an engulfed creature, and should said creature fail their saving throw, they're instantly slain.
* SwallowedWhole[=/=]TrampledUnderfoot: Bone oozes can engulf victims they move over, trapping them inside their bodies, where they'll take automatic slam damage each round, and be subject to their "bone meld" attack.

!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 5 (5E)

The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.
----

Added: 2448

Changed: 4474

Removed: 52

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->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' Unaligned

to:

->'''Classification:''' Ooze (3E)\\
'''Challenge
->'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' Unaligned
(3E)



->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' Unaligned

to:

->'''Classification:''' Ooze (5E)\\
'''Challenge
->'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' Unaligned
(5E)



[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.

to:

[[folder:Otyugh]]
[[folder:Ormyrr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.org/pmwiki/pub/images/d&d_ormyrr_3e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
6 (3E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters
LawfulNeutral

Huge, amphibious beings that live in rivers, and
are often used as living garbage disposals in dungeons.notably obsessed with acquiring magic.



* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.

to:

* BigEater: Otyughs require plenty of waste, carrion ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and meat. Would-be otyugh masters can easily underestimate are depicted a vivid shade of blue.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing
the quantity power of food necessary flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food
(unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
race.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong:
MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] do whatever they can to spy on their surroundings until prey comes by.
acquire magical items, and hope to someday develop a unique form of ormyrr magic.
* ItCanThink: They look monstrous, but otyughs MultiArmedAndDangerous: Ormyrr have two sets of arms, which are intelligent dexterous enough to speak Common, and can even form symbiotic relationships fight with creatures mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation
that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who from another plane in 2nd Edition, though 3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known
to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the ormyrr's sense of right and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.wrong, the creatures might give a stolen magic item back.



[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\

to:

[[folder:Owlbear]]
[[quoteright:300:https://static.
[[folder:Otyugh]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Aberration (3E, 5E), Natural Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
(4E)\\
'''Challenge Rating:''' 4 (3E), 3 5 (5E)\\



Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.

to:

Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.



* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.

to:

* AttackAnimal: It's ''theoretically'' possible BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to train keep an owlbear, otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous,
but they don't need otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions on how about who to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known
and feared for their ferocity, aggressiveness ignore, and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt
thus make surprisingly good guard animals to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings prevent thieves from accessing garbage chutes or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
sewers.


Added DiffLines:

[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
----
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]

Added: 1317

Changed: 751

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* ArchEnemy: Oreads are sworn enemies of races with a penchant for mining and tunneling, such as dwarves, gnomes or goblins, as well as creatures like xorn that might eat their gemstones.



* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders.

to:

* DishingOutDirt: They can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to drive off intruders. Oreads can also move throw solid stone as easily as a fish moves through water, without leaving a tunnel behind them.



* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' is useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.

to:

* FantasticRacism: Oreads don't get along with sylphs, who like the view from their mountains, but tease and harrass them for being earthbound.
* MagicMusic: In ''AD&D'', oreads can sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their saving throws must serve the oread for a full year, and become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' is are useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and are willing to ransom them back to their families before the year is up.up.
* NeverMessWithGranny: The snowhair are ancient oreads, craggy, stooped and white-haired, who instead of protecting a single mountain act as the guardians of entire mountain ranges. They're the leaders of their kind, and responsible for taking oreads who come of age away from their mothers to be given their own mountains to protect. Snowhairs are much more powerful than ordinary oreads, and can [[TakenForGranite turn enemies into boulders with a touch.]]

Added: 2639

Changed: 4486

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None


[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.

to:

[[folder:Otyugh]]
[[folder:Oread]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_oread_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
Fey (3E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
7 (3E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
LawfulNeutral

Stone-skinned fey embodying specific mountains, who use their magic to defend their homes from despoilers.



* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.

to:

* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh CantLiveWithoutYou: An oread taken a mile away from wandering off.
her home mountain dies within a day.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs
CharmPerson: 3rd Edition oreads can eat almost all kinds of refuse, making cast ''charm monster'' three times per day, and usually employ the spell on lone miners to deliver warnings and send them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy
on their surroundings until prey comes by.
way, or have them lead a larger party into an ambush. 2nd Edition goes a step further, as seen below.
* ItCanThink: DishingOutDirt: They look monstrous, but otyughs are intelligent enough can use magic like ''spike stones'', ''stone shape'', or ''earthquake'' to speak Common, drive off intruders.
* EatDirtCheap: Oreads eat certain minerals,
and particularly enjoy clear gemstones such as diamonds, emeralds, quartz, sapphires and topaz. They'll accept such gifts from visitors, or will bluntly ask for the gems if not offered them.
* MagicMusic: In ''AD&D'', oreads
can even form symbiotic relationships with creatures that give them food and leave them sing the ''song of stone'' once per day, which sounds like "a fast mountain brook, like the rushing wind in trees, like the clatter of stones in a rockslide." Those who fail their refuse. If trained, they're capable of following complex instructions about who to attack saving throws must serve the oread for a full year, and ignore, become so devoted to their mistress that they'll lay down their lives for her -- ''dispel magic'' or ''remove curse'' is useless against this ability, only the likes of ''limited wish'' or ''holy word'' can break an oread's control over her charmed subject. Thankfully, oreads generally keep a single servant at a time, and thus make surprisingly good guard animals are willing to prevent thieves ransom them back to their families before the year is up.
* OneGenderRace: Like dryads, oreads are exclusively female. They mate with satyrs or korreds, and any females
from accessing garbage chutes or sewers.such unions will grow into oreads themselves.
* OurNymphsAreDifferent: They're essentially to mountains what dryads are to oaks, and appear as women with stony skin, wearing clothing and jewelry made from the metals and gems inside their mountains.
* PlantHair: Oreads' hair looks like stringy lichen, unless their mountain is snowcapped, in which case their hair turns white.



[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\

to:

[[folder:Owlbear]]
[[quoteright:300:https://static.
[[folder:Otyugh]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Aberration (3E, 5E), Natural Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
(4E)\\
'''Challenge Rating:''' 4 (3E), 3 5 (5E)\\



Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.

to:

Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.



* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.

to:

* AttackAnimal: It's ''theoretically'' possible BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to train keep an owlbear, otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous,
but they don't need otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions on how about who to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known
and feared for their ferocity, aggressiveness ignore, and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt
thus make surprisingly good guard animals to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings prevent thieves from accessing garbage chutes or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
sewers.


Added DiffLines:

[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
----
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]

Added: 5931

Changed: 22823

Removed: 4064

Is there an issue? Send a MessageReason:
None


[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)

Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]

to:

[[folder:Orc]]
[[folder:Ophidian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)

Brutish humanoids who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
org/pmwiki/pub/images/d&d_ophidian_3e.png]]



->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral

Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in the shape of their wortlings.

to:

->'''Classification:''' Plant Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 3 (wortling), 20 (orcwort) 2 (3E)\\
'''Alignment:''' TrueNeutral

Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance
ChaoticNeutral

Snake-like humanoids with stunted arms and legs, usually found
in the shape service of their wortlings.more intelligent creatures.



* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most 5 days, but if commanded to root themselves before their lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous trees that can lash and grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and excelt at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.

to:

* ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles
ChameleonCamouflage: They can change the color of their parent tree are scales to blend in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow
their wortlings from pods on their branches, which fall to the ground surroundings.
* HappinessInSlavery: While they weren't deliberately created as a ServantRace, ophidians are naturally servile,
and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most 5 days, but if commanded to root themselves before their lifespans are up, thus almost always encountered serving yuan-ti, nagas, dragons, or even giant serpents. In some cases they'll go dormant [[GiantAnimalWorship worship their patron, providing offerings of food and grow into treasure.]]
* SnakePeople: They have
a new orcwort over the strong serpentine appearance, though their bodies are thicker and shorter than true snakes', and of course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside their pitchers is not only subjected to [[AcidAttack acid damage]] every round,
they also have arms and legs.
* TheVirus: Ophidians bear a serpentine curse, so that any humanoid they bite has
to save or become [[TheParalyzer paralyazed]] by transform over the same digestive juices, which can leave them helpless while next two to five days -- their skin grows scaly, their tongue becomes forked, their legs fuse together, and their memories fade as they're digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous trees that can lash and grab prey with their vines for transfer
compelled to their pitchers. Though quite hard return to kill, the place they are very slow, moving were bitten. Once the transformation is complete, the new ophidian is adopted by any ophidian clan in the area. Magic like ''heal'' or ''regeneration'' can reverse this transformation while it's progressing, but once it finishes, only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, ''wish'' or ''miracle'' can restore the victim.
* WasOnceAMan: The first ophidians were a human tribe in the TabletopGame/ForgottenRealms setting, who devoted themselves to a snake cult, found a powerful artifact in some yuan-ti ruins,
and excelt at mobbing and subduing prey for their parent to eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.
were trasnformed into serpent people themselves.



[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
----
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.

to:

[[folder:Otyugh]]
[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Aberration Humanoid (3E, 5E), Natural Beast (4E)\\
5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (3E), 5 (war chief) (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
----
* BigEater: Otyughs require plenty of waste, carrion
LawfulEvil (2E), ChaoticEvil (3E-5E)

Brutish humanoids who raid
and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food
pillage those around them, or gather into their maw with two rubbery tentacles howling hordes that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions
overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.them.



[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.

to:

[[folder:Owlbear]]
[[quoteright:300:https://static.
[[folder:Orcwort]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
Plant (3E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
(wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Infamously vicious carnivores with
TrueNeutral

Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance in
the front half shape of a flightless owl and the hindquarters of a bear.their wortlings.



* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.

to:

* AttackAnimal: It's ''theoretically'' possible ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to train an owlbear, 10 minutes.
* HiveMind: All wortlings within 15 miles of their parent tree are in constant communication with one another, and under the command of the orcwort.
* MookMaker: Orcworts can grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a time, and live for at most five days,
but they don't need instructions on how if commanded to maul something, root themselves before their lifespans are up, they'll go dormant and it's not productive to try to teach them grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and
anything else. That said, if raised from chicks, owlbears will at least bond with inside their trainers, but pitchers is not only subjected to [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can leave them helpless while they're sullen when performing most tricks, digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous trees that can lash
and it takes special effort grab prey with their vines for transfer to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears
their pitchers. Though quite hard to kill, they are known very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and feared excel at mobbing and subduing prey for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt
parent to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack eat.
* YouShallNotEvadeMe: Orcworts can use
their riders if they ever sense weakness, i.e. if their rider takes a moderate amount roots to hold any creatures within 15 feet of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created
them in place, as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by per the fey, however, who claim ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so
that owlbears have always existed in three of them can occupy the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by same space on a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, battle map, and gain a "prehistoric monster" that was bonus when working together to grapple a knock-off {{Kaiju}} design.foe.



!!P

[[folder:Palimpset]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.png]]
[[caption-width-right:300:2e]]
->'''Alignment:''' TrueNeutral

Sheets of rune-inscribed paper or parchment that have become carnivorous predators.

to:

!!P

[[folder:Palimpset]]
[[quoteright:300:https://static.
[[folder:Otyugh]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:300:2e]]
->'''Alignment:''' TrueNeutral

Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.



* AchillesHeel: Electricity attacks not only deal damage to palimpsets, they have a chance, increasing with the attack's severity, to make them spit out any creatures they're currently digesting.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown about by a stray breeze.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they can be restored using a specific sequence of spells: a ''remove curse'' to animate their illustration, ''abjure'' to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
* SchmuckBait: Rumors abound of entire libraries filled with palimpsets, in volumes with titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.

to:

* AchillesHeel: Electricity attacks not only deal damage BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to palimpsets, they have a chance, increasing keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw
with the attack's severity, to make two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making
them spit out any a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with
creatures that give them food and leave them in their refuse. If trained, they're currently digesting.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown
capable of following complex instructions about by a stray breeze.
* NoBodyLeftBehind: This is what makes it so difficult
who to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they can be restored using a specific sequence of spells: a ''remove curse'' attack and ignore, and thus make surprisingly good guard animals to animate their illustration, ''abjure'' to lift them prevent thieves from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch
accessing garbage chutes or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
* SchmuckBait: Rumors abound of entire libraries filled with palimpsets, in volumes with titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
sewers.



[[folder:Pegasus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pegasus_d&d.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:''' Magical Beast (3E), Celestial (5E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticGood

Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult and winning its trust harder still.

to:

[[folder:Pegasus]]
[[quoteright:350:https://static.
[[folder:Owlbear]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/pegasus_d&d.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Celestial Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 4 (3E), 2 3 (5E)\\
'''Alignment:''' ChaoticGood

Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult
TrueNeutral (1E-3E, 5E), Unaligned (4E)

Infamously vicious carnivores with the front half of a flightless owl
and winning its trust harder still.the hindquarters of a bear.



* AnimalJingoism: Pegasi normally reserve their enmity for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to their fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.

to:

* AnimalJingoism: Pegasi normally reserve AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their enmity trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared
for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to their fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated
ferocity, aggressiveness and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
foul tempers.
* HorseOfADifferentColor: Pegasi Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are popular flying hateful mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses
with bird a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head,
wings and with feathers making up their manes claws and fetlocks.
a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* WhaleEgg: In early editions, despite being primarily mammals with AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a few bird parts tacked on, pegasi reproduce result of experimentation or some long-forgotten project by laying eggs. 5th changes this to them giving live birth like normal horses.ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.



[[folder:Peryton]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Stag-headed birds of prey that feed on human hearts.

to:

[[folder:Peryton]]
[[quoteright:350:https://static.
!!P

[[folder:Palimpset]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Stag-headed birds
org/pmwiki/pub/images/d&d_palimpset_2e.png]]
[[caption-width-right:300:2e]]
->'''Alignment:''' TrueNeutral

Sheets
of prey rune-inscribed paper or parchment that feed on human hearts.have become carnivorous predators.



* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.

to:

* MixAndMatchCritters: They resemble enormous eagles AchillesHeel: Electricity attacks not only deal damage to palimpsets, they have a chance, increasing with the heads of stags -- some early art also gives attack's severity, to make them cervine legs -- and the fangs of predatory mammals.
spit out any creatures they're currently digesting.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown about by a stray breeze.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while
being digested, they can be restored using a specific sequence of spells: a ''remove curse'' to animate their illustration, ''abjure'' to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully avian except for their stag heads. They're ChaoticEvil digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing
as a rule, and are gluttonous eaters of hearts sketch or illumination upon it -- especially human ones. There's "mice screeching to get out, or a great deal of in-universe debate about scribe screaming in terror among the nature of their shadows -- some believe that a peryton casts fanciful scrollwork." After one day per Hit Dice, the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of is fully "digested" and vanishes from the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath paper. Fortunately, sometimes the waves, absorption attempt fails and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making
only deals a kill is to tear out the desired organ, after nasty paper cut (in which they abandon case the carcass blood is quickly absorbed by the monster), and fly off. They're also fairly picky about even if successful, absorption takes two rounds over which the provenance of these hearts; they prize human ones above all others, but never eat those of elves monster is helpless and fairies.vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
* SchmuckBait: Rumors abound of entire libraries filled with palimpsets, in volumes with titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.



[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral

Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.

to:

[[folder:Phantom Fungus]]
[[folder:Pegasus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/pegasus_d&d.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:''' Plant (3E)\\
Magical Beast (3E), Celestial (5E)\\
'''Challenge Rating:''' 3 (3E)\\
(3E), 2 (5E)\\
'''Alignment:''' TrueNeutral

Mobile, carnivorous fungus monsters that
ChaoticGood

Intelligent winged horses. Pegasi
are naturally invisible, greatly prized as aerial steeds, although finding one can be quite difficult and remain so even while attacking.winning its trust harder still.



* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.

to:

* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are
AnimalJingoism: Pegasi normally only visible when slain.reserve their enmity for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to their fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.



[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned

Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.

to:

[[folder:Phase Wasp]]
[[quoteright:349:https://static.
[[folder:Peryton]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E)\\
(3E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 2 (3E)\\
(5E)\\
'''Alignment:''' Unaligned

Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
ChaoticEvil

Stag-headed birds of prey that feed on human hearts.



* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the planar boundary in the latter case).

to:

* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm:
MixAndMatchCritters: They can fire a pair resemble enormous eagles with the heads of ''magic missiles'' every few rounds. Since phase wasps live in swarms stags -- some early art also gives them cervine legs -- and the fangs of up to predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate
about 20 creatures, the nature of their shadows -- some believe that equals a ''lot'' peryton casts the shadow of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see
the last creature whose heart it ate, while others say that they always cast human shadows and attack invisible yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and ethereal creatures (through as being fated to some day bring about the planar boundary in fall of the latter case).great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.



[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]

to:

[[folder:Phasm]]
[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]



->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral

Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.

to:

->'''Classification:''' Aberration Plant (3E)\\
'''Challenge Rating:''' 7 3 (3E)\\
'''Alignment:''' ChaoticNeutral

Amorphous shapeshifters
TrueNeutral

Mobile, carnivorous fungus monsters
that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.are naturally invisible, and remain so even while attacking.



* BlobMonster: In its natural form, a phasm resembles an ooze and attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out their talents as spies, except they're notoriously unreliable since they don't feel any obligation to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.

to:

* BlobMonster: In its natural form, a phasm resembles an ooze AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents
make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or flavors tying ribbons around them]] to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun
keep track of it, other times they'll hire out their talents as spies, except they're notoriously unreliable since they don't feel any obligation location. Phantom fungi are often trained to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid
click their infiltrations.teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.



[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]

to:

[[folder:Phoenix]]
[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned

Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
----
* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the planar boundary in the latter case).
[[/folder]]

[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]org/pmwiki/pub/images/d&d_phasm_3e.png]]



->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)

Large, fiery birds capable of resurrecting themselves when slain.

For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.

to:

->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
Aberration (3E)\\
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
7 (3E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)

Large, fiery birds capable of resurrecting themselves when slain.

For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
ChaoticNeutral

Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.



* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* MakeMeWannaShout: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while their eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.

to:

* GiantFlyer: Phoenixes are usually very large birds, BlobMonster: In its natural form, a phasm resembles an ooze and attacks with wingspans at pseudopods.
* TheHedonist: They crave new experiences, from scents
or over the forty-foot range.
flavors to obscure trivia and juicy gossip.
* MakeMeWannaShout: A phoenix can emit a piercing war shriek ItAmusedMe: Phasms' fundamental motivation. This means that ''slows'' opponents.
* OrganDrops: Phoenix feathers are useful additions
there's no telling how they'll react to a ''staff given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of healing'' or various curative potions, while it, other times they'll hire out their eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition,
talents as spies, except they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard notoriously unreliable since they don't feel any obligation to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
share what they learn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in VoluntaryShapeshifting: Phasms can take the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with
almost any other avians.
* WhiteMagic: Beyond
creature or object of Large size or smaller, an ability they use in combat or to aid their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.infiltrations.



[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 1/4 (5E)\\
'''Alignment:''' NeutralGood

Diminutive fairies who delight in playing harmless tricks on people.

to:

[[folder:Pixie]]
[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/phoenix_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E, 5E)\\
Magical Beast (3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 4 24 (3E), 1/4 (5E)\\
19 (4E)\\
'''Alignment:''' NeutralGood

Diminutive fairies who delight in playing harmless tricks on people.
NeutralGood (1E-3E), Unaligned (4E)

Large, fiery birds capable of resurrecting themselves when slain.

For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.



* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.

to:

* CraftedFromAnimals: Pixie wings GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* MakeMeWannaShout: A phoenix
can be ground into ''dust emit a piercing war shriek that ''slows'' opponents.
* OrganDrops: Phoenix feathers are useful additions to a ''staff
of disappearance''. "Naturally, pixies frown on this use of healing'' or various curative potions, while their wings."
eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* TheDandy[=/=]TheFashionista: Pixies style themselves as ThePhoenix: There have been several versions and interpretations of this creature over the princes and princesses years. Depending on the edition, they're either NeutralGood inhabitants of the sky, and dress accordingly in sparkling silken gowns and doublets, Upper Planes or in outfits crafted from leaves, tree bark and small animal pelts. One destructive {{Elemental Embodiment}}s of the surest ways to win a pixie over is by complimenting their fashion sense.
* FairyTrickster: They amuse themselves by leading travelers astray
fire. Either way, they're usually very large, with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, red-gold plumage, extremely powerful, and so forth.
* HonestAxe: Pixies like
hard to trick misers out keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts
of their treasure, accumulate it reptilian ostrich-like monsters called giant striders bathing in a small hoard, fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good
and use it to taunt other greedy people. But if one opponents of their victims evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes''
takes the pixie's pranks in good humor and shows no greed when led ElementalEmbodiment aspect to the treasure pile, extreme with an elder elemental called the fey may phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically
allow them some control over flame in the individual form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself
to choose an item ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* WhiteMagic: Beyond
their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They
fiery abilities, phoenixes can also wield curative magic like to spy on other creatures ''cure light wounds'', ''heal'', ''remove curse'', and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh. even ''[[{{Reincarnation}} reincarnate]]''.



[[folder:Planetouched]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage

"Planetoched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].

to:

[[folder:Planetouched]]
[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E)\\
Fey (3E, 5E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
4 (3E), 1/4 (5E)\\
'''Alignment:''' Varies by heritage

"Planetoched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as
NeutralGood

Diminutive fairies who delight
in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed
playing harmless tricks on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].people.


Added DiffLines:

* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
[[/folder]]

[[folder:Planetouched]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage

"Planetoched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
----

Added: 2475

Changed: 4388

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* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.

to:

* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and of either sex mating with humans, Medium-sized goblinoids goblinoids, or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.



Brutish humanoids that raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.

to:

Brutish humanoids that who raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.



[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.

to:

[[folder:Otyugh]]
[[folder:Orcwort]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_orcwort_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
Plant (3E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
3 (wortling), 20 (orcwort) (3E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals
TrueNeutral

Enormous, predatory pitcher plants that sprout humanoid minions to help capture prey. They have no relation to actual orcs, beyond a vague resemblance
in dungeons.the shape of their wortlings.



* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.

to:

* BigEater: Otyughs require plenty ForcedSleep: A wortlings' claw attacks deliver a poison that induces ''sleep'' for up to 10 minutes.
* HiveMind: All wortlings within 15 miles
of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into
their maw parent tree are in constant communication with two rubbery tentacles that end in spiky, leaf-like appendages.
one another, and under the command of the orcwort.
* ExtremeOmnivore: Otyughs MookMaker: Orcworts can eat almost all kinds of refuse, making them grow their wortlings from pods on their branches, which fall to the ground and "hatch" into lumpen, featureless humanoids utterly loyal to their parent tree. These wortlings are spawned about twenty at a vital time, and live for at most 5 days, but if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering
commanded to root themselves in refuse, using before their [[EyeOnAStalk eye-stalk]] to spy on lifespans are up, they'll go dormant and grow into a new orcwort over the course of a year.
* SwallowedWhole: Orcworts' maws can accomodate even Huge creatures, and anything inside
their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough
pitchers is not only subjected to speak Common, and [[AcidAttack acid damage]] every round, they also have to save or become [[TheParalyzer paralyazed]] by the same digestive juices, which can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, helpless while they're capable of following complex instructions about who to attack digested alive.
* WhenTreesAttack: Orcworts are Colossal, carnivorous trees that can lash
and ignore, grab prey with their vines for transfer to their pitchers. Though quite hard to kill, they are very slow, moving only 10 feet each round -- unfortunately, their wortling minions are much faster with a speed of 30 feet, and thus make surprisingly good guard animals excelt at mobbing and subduing prey for their parent to prevent thieves from accessing garbage chutes or sewers.eat.
* YouShallNotEvadeMe: Orcworts can use their roots to hold any creatures within 15 feet of them in place, as per the ''entangling roots'' spell.
* ZergRush: Wortlings are adept at swarming over each other, so that three of them can occupy the same space on a battle map, and gain a bonus when working together to grapple a foe.



[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\

to:

[[folder:Owlbear]]
[[quoteright:300:https://static.
[[folder:Otyugh]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Aberration (3E, 5E), Natural Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
(4E)\\
'''Challenge Rating:''' 4 (3E), 3 5 (5E)\\



Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.

to:

Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.



* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.

to:

* AttackAnimal: It's ''theoretically'' possible BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to train keep an owlbear, otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous,
but they don't need otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions on how about who to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known
and feared for their ferocity, aggressiveness ignore, and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt
thus make surprisingly good guard animals to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings prevent thieves from accessing garbage chutes or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
sewers.


Added DiffLines:

[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
----
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]

Added: 1712

Changed: 40

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* NightmareWeaver: These beasts' signature ability is to torment the dreams of every intelligent creature that falls asleep within 10 miles of them. Those creatures who fail their saving throws will suffer horribly vivid nightmares of being stalked and devoured, which prevents them from properly resting (and, in arcane spellcasters' cases, recovering their daily spells), as well as dealing a bit of damage.

to:

* NightmareWeaver: These beasts' signature ability is to torment the dreams of every intelligent creature that falls asleep within 10 miles of them. Those creatures who fail their saving throws will suffer horribly vivid nightmares of being stalked and devoured, which prevents them from properly resting (and, in arcane spellcasters' cases, recovering their daily spells), as well as dealing a bit of damage.



* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or has its power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.

to:

* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or has its have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.



These fey are nearly as beautiful as their relatives, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.

to:

These fey are nearly as beautiful as their relatives, other nymphs, but are in every other way their exact opposites, seeking to corrupt all that is good and beautiful in nature.



* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in their corner of the dungeon, and will only retreat if faced with certain death.

to:

* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in their its corner of the dungeon, and will only retreat if faced with certain death.


Added DiffLines:

[[folder:Ocean Strider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ocean_strider_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 18 (3E)\\
'''Alignment:''' ChaoticNeutral

Giant fey resembling humanoid orcas, who protect stretches of ocean from exploitation and pollution.
----
* BeastMan: They're Huge humanoids with the rubbery skin, black-and-white markings, and stubby tail of an orca.
* GaiasVengeance: Ocean striders take it upon themselves to defend the seas from plunderers, viewing anything not native to the area's water or skies as an intruder. They are, however, willing to negotiate, and will let ships through if their captains promise not to kill more marine life than they can eat, or dump their trash overboard. Such captains would be wise to fulfil their end of the bargain, as ocean striders are known to shadow ships for miles if they have doubts about the crew's trustworthiness.
* SupernaturalFearInducer: They have a frightful presence that affects creatures up to 100 feet away.
* UseYourHead: Ocean striders can make ram attacks, either dealing damage to a single creature, or potentially hulling a ship so that it sinks in a matter of minutes. Even if the fey fails their Strength check to break a ship's hull, those aboard must make their own saves to either take damage from being thrown about, or ending up overboard on a failure.
* WalkOnWater: They get their name from their ability to walk atop the waves as easily as they stride along the sea floor.
* WeatherManipulation: Ocean striders can use spell-like abilities such as ''control water'', ''ice storm'', or ''obscuring mist'' several times each day.
[[/folder]]

Added: 631

Changed: 684

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[[caption-width-right:334:A hakeashar variant (3e)]]

to:

[[caption-width-right:334:A hakeashar variant [[caption-width-right:334:Hakeashar (3e)]]



* CompositeCharacter: In 2nd Edition, nishruu and hakeashars got distinct ''Monstrous Manual'' entries, but were noted to be related and were functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars were just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.

to:

* CompositeCharacter: In 2nd Edition, nishruu and hakeashars got are distinct but related creatures, and while each has its own ''Monstrous Manual'' entries, but were noted to be related and were entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars were are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.



* BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also barrages a 30-foot radius with ''magic missiles''.

to:

* BizarreAlienReproduction: Once a nyth absorbs enough extra hit points, it splits into two nyths in an explosion of light that also barrages bombards a 30-foot radius with ''magic missiles''.



* {{Invisibility}}: They can damp their glows for up to eight rounds at a time, effectively becoming invisible, though they pulse with light whenever they fire their ''magic missile''.



* WillOTheWisp: They're related to such creatures, and can communicate with them via pulses of light, but nyths differ from will-o-wisps by operating in daylight (and often attacking prey with the sun behind them), and rather than absorbing a dying creature's life essence, nyths hunt and eat small game like rodents, birds and insects.

to:

* ProtectThisHouse: Their ''AD&D'' entry notes that nyths can make for good guardians, should some dungeon keeper designate an area their "home" and supply them with food (both conventional as well as flames or electricity they can feed on). Afterward, a nyth will take pride in cunningly defeating those who trespass in their corner of the dungeon, and will only retreat if faced with certain death.
* {{Telepathy}}: 2nd Edition nyths communicate this way, while in 3rd Edition they can speak Common.
* WillOTheWisp: They're related to such creatures, and can communicate with them via pulses of light, but nyths differ from will-o-wisps by operating in daylight (and often attacking prey with the sun behind them), and rather than absorbing a dying creature's life essence, nyths hunt and physically eat small game like rodents, birds and insects.

Added: 3716

Changed: 11149

Removed: 1173

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!!O

[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\

to:

!!O

[[folder:Oblex]]
[[folder:Nyth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
org/pmwiki/pub/images/d&d_nyth_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (5E)\\
Aberration (3E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\(3E)\\



Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.

to:

Intelligent oozes Glowing globes of light that hunger for other creatures' memories, and can manifest copies of their victims.hunt prey with ''magic missiles''.



* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.

to:

* AttackReflector: Anyone targeting a nyth with a ''magic missile'' of their own will have the spell reflected right back at them.
* BizarreAlienReproduction: As Once a nyth absorbs enough extra hit points, it splits into two nyths in an oblex devours memories, it grows larger explosion of light that also barrages a 30-foot radius with ''magic missiles''.
* FeedItWithFire: Nyths absorb electricity
and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to
fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
gaining rather than losing hit points from such effects.
* ReplicantSnatching: MagicMissileStorm: They can create fire a simulacrum basic ''magic missle'' every other round.
* NoSell: Nyths' strange minds make them immune to mental effects like charms, phantasms or morale effects.
* WillOTheWisp: They're related to such creatures, and can communicate with them via pulses
of a creature whose memories they've absorbed light, but nyths differ from will-o-wisps by operating in daylight (and thus usually, but not always, someone they've killed), which is indistinguishable from often attacking prey with the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements sun behind them), and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent
rather than absorbing a dying creature's memories, dealing psychic damage life essence, nyths hunt and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic eat small game like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes,
rodents, birds and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.insects.



[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.

to:

[[folder:Ogre]]
!!O

[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
Ooze (5E)\\
'''Challenge Rating:''' 3 (3E), 2 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' ChaoticEvil

Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even
LawfulEvil

Intelligent oozes
that the likes of hill giants hunger for other creatures' memories, and trolls -- and consequently are often found serving greater giants. When on can manifest copies of their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.victims.



* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.

to:

* ArtEvolution: 1E BizarreAlienReproduction: As an oblex devours memories, it grows larger and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost becomes able to mimic multiple distinct personalities. Eventually it reaches the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that the majority of ogres can't count
point where it has to ten even with their fingers in front of them. shed a personality or go insane, which spawns a new oblex.
* BlobMonster:
Their 5th Edition stats put them amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it
at Intelligence 5, meaning that ogres will.
* GlamourFailure: An oblex's simulacra
are near-perfect copies of its victims, looking, sounding, and even feeling exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are
like them. However, they do not smell like whoever they're impersonating: these duplicates always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in
carry a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use
faint whiff of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
sulfur.
* WhoEvenNeedsABrain: IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The 3.5th Edition ''Monster Manual IV'' mentions sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have
an ogre variant dubbed aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create
a guard thrall. Ogres simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they
are in fact ''so'' stupid the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.predations.



[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
'''Challenge Rating:''' 8 (3E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.

to:

[[folder:Oni]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.
org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.
tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 8 3 (3E), 7 2 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids
ChaoticEvil

Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even
that combine an ogre's the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with a terrible cunning and fearsome magical powers.their fellow low-ranking giant-kin the trolls.



* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.

to:

* EatsBabies: The 5th edition ''Monster Manual'' notes ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned
that they find human babies delicious.the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.

* {{Flight}}: They have WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions
illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this regeneration could be halted by acid or fire, while leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have
mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called
ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding
thrall's skull will "echo" an illithid's ''mind blast'' attack (which the truth and created an openly "oni" monster category. While there are several types, such as thrall is immune to, being mindless) if the night haunter and thrall is in the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form area of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on
effect, potentially stunning anything that shrugged off the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack. initial psionic assault.



[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned

Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.

to:

[[folder:Ooze]]
[[quoteright:349:https://static.
[[folder:Oni]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Ooze Giant (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) 8 (3E), 7 (5E)\\
'''Alignment:''' Unaligned

Whether they're labeled oozes, jellies, puddings or slimes, there is
LawfulEvil
Large humanoids that combine an ogre's strength with
a dangerous assortment of mindless blobs to threaten adventurers in dungeons.terrible cunning and fearsome magical powers.


Added DiffLines:

* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
[[/folder]]

[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned

Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
----

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* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the ability to suppress or resume this ability at will, and the effect is restricted to blindness.

to:

* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the ability to can suppress or resume this ability at will, and the effect is restricted to blindness.



While most nymphs are, if not benign, then at least not malicious, some delight in corrupting all that is beautiful and good in nature.

to:

While most nymphs are, if not benign, then at least not malicious, some delight These fey are nearly as beautiful as their relatives, but are in corrupting every other way their exact opposites, seeking to corrupt all that is good and beautiful and good in nature.



* EvilCounterpart: They're such to normal nymphs.

to:

* EvilCounterpart: They're such to normal nymphs. It's noted that unseelie nymphs are ''almost'' as lovely as their kin, but their beauty is marred by fleeting sardonic glints in their eyes, or brief, calculating smiles.
* TheVamp: In contrast to their kin, unseelie nymphs are this, using their beauty to manipulate and corrupt other creatures.



* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless a powerful druid takes charge of the area to heal it.

to:

* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless countered with powerful magic like ''wish'', or a powerful druid takes charge of the area to heal it.
Is there an issue? Send a MessageReason:
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Added DiffLines:


!!Unseelie Nymph
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/d&d_unseelie_nymph_2e.jpg]]
[[caption-width-right:230:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil

While most nymphs are, if not benign, then at least not malicious, some delight in corrupting all that is beautiful and good in nature.
----
* CharmPerson: Anyone who sees an unseelie nymph, regardless of gender or orientation, has to save or fall in love with her, viewing the fey as the center of their universe. Those who succumb to this effect will not willingly leave their mistress' side, and fight to the death to defend her. ''AD&D'' notes that this effect is so powerful that it can overcome elves' normal resistance to charms.
* DirtyCoward: Unseelie nymphs avoid fighting whenever possible, as they usually have minions to do that for them, and "they prize their own beauty too highly to risk it in combat." When things turn against them, they'll use ''dimension door'' to slip away.
* EvilCounterpart: They're such to normal nymphs.
* VampiricDraining: Enthralled creatures who linger around an unseelie nymph have their [[NonHealthDamage Charisma and Constitution]] drained away by her -- males in particular have a penalty on the save to resist this effect, as "they would willingly give the unseelie nymph anything it requests."
* WalkingWasteland: An unseelie nymph's presence gradually deforms and kills plants, and fouls water so that nothing can live in it, resulting in a twisted, lifeless landscape. The affected area spreads only 150 feet a week, but can eventually encompass several miles before the evil nymph moves on to befoul another site, and the effects are permanent unless a powerful druid takes charge of the area to heal it.
Is there an issue? Send a MessageReason:
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Added DiffLines:

[[folder:Nycter]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nycter_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' TrueNeutral

Small, bat-like humanoids who build communities in caves, avoiding conflict whenever possible.
----
* BatPeople: They're a smaller example than the desmodus, though unlike them, the nycters can actually fly.
* FantasticRacism: Nycters view their desmodu cousins as barbaric savages, much like how humans view ogres (ironic, given that desmodus are actually much smarter than nycters, with an Intelligence of 15 to the average nycter's 10). The desmodus in turn deride nycters as lesser bat-folk, lacking brains and ambition.
* MakeMeWannaShout: A nycter can emit a hunting cry at will, dealing sonic damage in a cone and potentially paralyzing targets -- though should anything successfully save against those effects, they become immune to that nycter's hunting cry for the next 24 hours.
* SuperSenses: As expected, these bat-folk can use echolocation to detect creatures in the dark, out to 60 feet.
[[/folder]]

Added: 795

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* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly disrupting to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.

to:

* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly disrupting poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.


Added DiffLines:

* EvilSmellsBad: They reek of decay, like a corpse left to rot in the water, a strench "so strong and oppressive that it can be felt and tasted."
* MakeThemRot: Nuckalavees are surrounded by a minor death aura, so that any Tiny animals who come within 120 feet of them quickly perish, taking a few points of damage each round until they succumb. This may be part of the reason that undead never attack a nuckalavee unless magically compelled to do so.
* NoSell: They're immune to poison attacks, and highly resistant to fire damage.


Added DiffLines:

* UnreliableIllustrator: While nuckalavees in both editions are described as having transparent flesh, revealing their ropy white muscles, pulsing organs, and black blood, their 3rd Edition ''Magazine/{{Dragon}}'' magazine illustration gives them opaque blue flesh.

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[[caption-width-right:334:3e]]

to:

[[caption-width-right:334:3e]][[caption-width-right:334:A hakeashar variant (3e)]]



* StarfishLanguage: Nishruu are intelligent and have their own language, but all attempts to communicate with them have failed.

to:

* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly disrupting to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.


Added DiffLines:

[[folder:Nuckalavee]]
[[quoteright:291:https://static.tvtropes.org/pmwiki/pub/images/d&d_nuckalavee_2e.jpg]]
[[caption-width-right:291:2e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil

Grotesque amphibious monsters, similar in shape to centaurs, who despise living creatures and try to exterminate them whenever possible.
----
* AnIcePerson: Their BreathWeapon is a ''cone of cold'' in 2nd Edition, and a cone of frigid water in 3rd Edition.
* CannotCrossRunningWater: 2nd Edition nuckalavees cannot cross flowing fresh water, while 3rd Edition expands this to a phobia for all fresh water. Nuckalavees aren't harmed by freshwater or anything, they just will never willingly enter it.
* {{Nuckelavee}}: Besides the different spelling, these nuckalavees deviate from their mythological source by being centaur-like creatures whose humanoid torsos replace the horse's neck at the front of their equine bodies, rather than sitting atop the spine like a rider. Their breath weapon is also a blast of cold damage rather than a breath of sickness and decay, though the latter aspect is represented by their "Death Aura" ability.
* OurCentaursAreDifferent: A minority of sages suggest that nuckalavees are the descendents of evil centaurs who fled into the ocean and evolved into horrible, aquatic forms. Centaurs hotly contest this, and insist that nuckalavees are some evil power's CopycatMockery of proper centaurs.
* SupernaturalFearInducer: Nuckalavees are surrounded by a ''fear'' aura.
[[/folder]]

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* TheNoseKnows: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.



* SuperSenses: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.



* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which it employs in combat.

to:

* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which it employs are employed in combat.



[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)

Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.

to:

[[folder:Nothic]]
[[quoteright:320:https://static.
[[folder:Nishruu]]
[[quoteright:334:https://static.
tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:3e]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
Outsider (3E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
6 (3E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)

Wretched, cyclopean
ChaoticNeutral

Extraplanar
creatures created when wizards delve too deeply into knowledge they shouldn't resembling 12-foot-wide, glowing, misty red spheres, which seek out and powers they cannot control.consume magical energy.



* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.

to:

* {{Cyclops}}: AchillesHeel: A nothic's face is dominated ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars got distinct ''Monstrous Manual'' entries, but were noted to be related and were functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars were just a subspecies of nishruu characterized
by having a single, immense, bunch of grasping claws, gnashing mouths and staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away
eyes visible within their flesh misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or has its power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world,
as they live.
* SeeingThroughAnothersEyes: Nothics
have no offensive attacks or other abilities. But as a strong psychic connection to Vecna consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that allows him those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have
to see through save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* StarfishLanguage: Nishruu are intelligent and have
their eyes, and the god often uses own language, but all attempts to communicate with them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
have failed.



[[folder:Nymph]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E)

Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.

to:

[[folder:Nymph]]
[[quoteright:349:https://static.
[[folder:Nothic]]
[[quoteright:320:https://static.
tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
org/pmwiki/pub/images/nothic_5e.png]]
->'''Classification:''' Fey (3E)\\
Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 7 (3E)\\
3 (3E), 2 (5E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E)

Fey embodying the beauty of nature,
Any Evil (3E), Unaligned (4E), NeutralEvil (5E)

Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek
and who can be quite literally drop-dead gorgeous.powers they cannot control.



* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the ability to suppress or resume this ability at will, and the effect is restricted to blindness.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.

to:

* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the ability to suppress or resume this ability at will, and the effect {{Cyclops}}: A nothic's face is restricted to blindness.
* CantLiveWithoutYou: In some tellings,
dominated by a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
single, immense, staring eye.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature with a look.
it can fix its sight on.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all
MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
flesh as they live.
* MagicHair: A lock of SeeingThroughAnothersEyes: Nothics have a nymph's hair can be used strong psychic connection to brew a sleeping potion, or be enchanted and woven into a cloak Vecna that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance
allows him to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect see through their splendor. They eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic
can be kind and graceful magically divine information about any creature it can see, becoming privy to mortals they regard as allies of nature, particularly elves and druids, but nymphs a single secret or insight about them.
* WasOnceAMan: Nothics
are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter
creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of love''.their former selves, beyond a vague sense of having once been something greater.



!!O

[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil

Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.

to:

!!O

[[folder:Oblex]]
[[quoteright:350:https://static.
[[folder:Nymph]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Ooze (5E)\\
Fey (3E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
7 (3E)\\
'''Alignment:''' LawfulEvil

Intelligent oozes that hunger for other creatures' memories,
TrueNeutral (2E), ChaoticGood (3E)

Fey embodying the beauty of nature,
and who can manifest copies of their victims.be quite literally drop-dead gorgeous.



* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.

to:

* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed BrownNoteBeing: In 2nd Edition, looking at a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies
nymph can squeeze through an inch-wide gap without difficulty, permanently blind you, or even ''kill you'' if she's nude at the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes
time. In 3rd Edition, nymphs have an aversion to fire, and will have disadvantage on attack rolls and the ability checks after taking fire damage.
to suppress or resume this ability at will, and the effect is restricted to blindness.
* ReplicantSnatching: They CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph
can create a simulacrum of stun a creature whose with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling
memories they've absorbed (and thus usually, but not always, someone they've killed), for the rest of the day, which is indistinguishable from can be problematic depending on the original save situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known
for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements being incredibly beautiful. They dwell in and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage
protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and also imposing penalties on may in fact spontaneously form in such places to reflect their attack rolls splendor. They can be kind and ability checks as graceful to mortals they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware
regard as allies of it, they nature, particularly elves and druids, but nymphs are the result of illithid experimentation on Underdark oozes, also wild and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.



[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.

to:

[[folder:Ogre]]
!!O

[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
Ooze (5E)\\
'''Challenge Rating:''' 3 (3E), 2 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' ChaoticEvil

Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even
LawfulEvil

Intelligent oozes
that the likes of hill giants hunger for other creatures' memories, and trolls -- and consequently are often found serving greater giants. When on can manifest copies of their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.victims.



* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.

to:

* ArtEvolution: 1E BizarreAlienReproduction: As an oblex devours memories, it grows larger and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost becomes able to mimic multiple distinct personalities. Eventually it reaches the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that the majority of ogres can't count
point where it has to ten even with their fingers in front of them. shed a personality or go insane, which spawns a new oblex.
* BlobMonster:
Their 5th Edition stats put them amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it
at Intelligence 5, meaning that ogres will.
* GlamourFailure: An oblex's simulacra
are near-perfect copies of its victims, looking, sounding, and even feeling exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are
like them. However, they do not smell like whoever they're impersonating: these duplicates always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in
carry a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use
faint whiff of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
sulfur.
* WhoEvenNeedsABrain: IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The 3.5th Edition ''Monster Manual IV'' mentions sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have
an ogre variant dubbed aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create
a guard thrall. Ogres simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they
are in fact ''so'' stupid the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.predations.



[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
'''Challenge Rating:''' 8 (3E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.

to:

[[folder:Oni]]
[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.
org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.
tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 8 3 (3E), 7 2 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids
ChaoticEvil

Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even
that combine an ogre's the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with a terrible cunning and fearsome magical powers.their fellow low-ranking giant-kin the trolls.



* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.

to:

* EatsBabies: The 5th edition ''Monster Manual'' notes ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned
that they find human babies delicious.the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.

* {{Flight}}: They have WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions
illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this regeneration could be halted by acid or fire, while leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have
mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called
ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding
thrall's skull will "echo" an illithid's ''mind blast'' attack (which the truth and created an openly "oni" monster category. While there are several types, such as thrall is immune to, being mindless) if the night haunter and thrall is in the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form area of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on
effect, potentially stunning anything that shrugged off the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack. initial psionic assault.



[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned

Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.

to:

[[folder:Ooze]]
[[quoteright:349:https://static.
[[folder:Oni]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Ooze Giant (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) 8 (3E), 7 (5E)\\
'''Alignment:''' Unaligned

Whether they're labeled oozes, jellies, puddings or slimes, there is
LawfulEvil
Large humanoids that combine an ogre's strength with
a dangerous assortment of mindless blobs to threaten adventurers in dungeons.terrible cunning and fearsome magical powers.


Added DiffLines:

* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
[[/folder]]

[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned

Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
----

Added: 1101

Changed: 1847

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[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]

to:

[[folder:Nightseed]]
[[folder:Nightmare Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.org/pmwiki/pub/images/d&d_nightmare_beast_3e.png]]



->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned

Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.

to:

->'''Classification:''' Ooze Magical Beast (3E)\\
'''Challenge Rating:''' 14 15 (3E)\\
'''Alignment:''' Unaligned

Huge, roving blots of hungry darkness spawned by
ChaoticEvil

Fanged, tusked behemoths that terrorize prey in their dreams before tearing them apart in
the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.flesh.



* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.

to:

* AcidAttack: A nightseed secretes GoombaStomp: They have a digestive acid variant of a trample attack that dissolves organic material except clothing.
* BlobMonster: A nightseed is
involves a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger
running start and always move toward food, except when deterred by sunlight.
pouncing on a victim up to 35 feet away.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives NightmareWeaver: These beasts' signature ability is to torment the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use dreams of every intelligent creature that falls asleep within 10 miles of them. Those creatures who fail their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds
saving throws will suffer horribly vivid nightmares of being stalked and eventually causes devoured, which prevents them from properly resting (and, in arcane spellcasters' cases, recovering their daily spells), as well as dealing a bit of damage.
* MonsterMouth: They have a formidable array of foot-long teeth, as well as a pair of tusks the length of cavalry lances, all of which it employs in combat.
* NoBodyLeftBehind: Their 2nd Edition write-up notes that nightmare beasts aren't suitable as a food source because their bodies decay unnaturally quickly once the magic sustaining their lives has faded.
* PsychicPowers: The ''AD&D'' version of the nightmare beast is specifically from [[TabletopGame/DarkSun Athas]], and thus sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. 3rd Edition changes these
to evaporate entirely.spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''



[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned

Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]



* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 60% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.

to:

* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 60% 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.

Added: 1232

Changed: 20

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* OurSirensAreDifferent: Nereids have notably lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey. Nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.

to:

* OurSirensAreDifferent: Nereids have notably lovely singing voices, and have been known to tempt amorous sailors to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey. Nereids Most nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.



* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should a creature succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."

to:

* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should a creature someone succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."


Added DiffLines:

[[folder:Nethersight Mastiff]]
[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/d&d_nethersight_mastiff_3e.png]]
[[caption-width-right:285:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' TrueNeutral

Great magical wolfhounds uniquely suited to hunting ethereal prey.
----
* IntellectualAnimal: With an Intelligence score of 6 they're a little smarter than the average ogre, and nethersight mastiffs are fully capable of speaking Common.
* SeeTheInvisible: As per their name, they have a natural ''true seeing'' effect that allows them to see ethereal creatures.
* SuperSenses: For more mundane prey, nethersight mastiffs are capable of tracking creatures by scent.
* TouchTheIntangible: Their glowing teeth act like ''ghost touch'' weapons, and can affect ethereal creatures without difficulty. More than that, nethersight mastiffs have learned how to latch onto ethereal foes and wrench them across the planar boundary, potentially stranding them on the Material Plane.
* TrademarkFavoriteFood: Nethersight mastiffs love the flesh of ethereal creatures, and will often pass over easy prey on the Material Plane in favor of hunting something on the Ethereal Plane.
[[/folder]]

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* AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to study its ability to extract brains at long range, and also get to eat the brains the neh-thalggu disdains to add to its collection.
* BrainTheft: The neh-thalggu's most feared ability is to, every few rounds, attempt to use psionics to cause a victim's brain to fly out of their skull through extradimensional means, allowing the brain collector to swallow the purloined brain for storage within a bulge upon its head. Neh-thalggu can store up to 13 brains in this way, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), or even cast wizard spells of up to 3rd level from them (in 2nd Edition).

to:

* AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to study its ability to extract brains at long range, and who also get to eat the brains the neh-thalggu disdains to add to its collection.
* BlueAndOrangeMorality: Their ''AD&D'' write-up insists that neh-thalggu are more Neutral than Evil, despite their habit of stealing brains -- "The Neh-thalggu do not have hostile intentions as such; rather, they do not seem to regard humans or or other humanoids as people." Instead, brain collectors see Material Plane races as things to be studied and exploited, something like cattle.
*
BrainTheft: The neh-thalggu's most feared ability is to, every few rounds, attempt to use psionics to cause a victim's brain to fly out of In 2nd Edition, neh-thalggu surgically remove their skull through extradimensional means, allowing the brain collector to victims' brains and swallow the purloined brain them for storage within a bulge upon its head. their heads. In 3rd Edition they are even more dangerous, and every few rounds can attempt to use psionics to make a victim's brain phase through their skull to be sucked up by the brain collector (thankfully, a ''dimensional anchor'' effect will block this ability). Neh-thalggu can store up to 13 stolen brains in this way, within their bodies, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), or even cast wizard spells of up to 3rd level from them (in 2nd Edition).



* {{Teleportation}}: They can use a quickened ''dimension door'' every round, and cast ''teleport without error'' or ''plane shift'' at will.



* YourSoulIsMine: In 3rd Edition, anyone whose brain is in the body of a neh-thalggu cannot be raised from the dead, as the creatures use their victims' souls when drawing upon the brains' stored knowledge. Some neh-thalggu have been known to barter for the return of a specific brain, but only in exchange for a more desirable specimen.



* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male forms when interacting with groups of women, but most of the time those guises are unsuccessful at getting women to lower their guard.

to:

* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male forms guises when interacting with groups of women, females, but most of the time those guises are unsuccessful at getting other women to can tell there's something off about them, and won't lower their guard.



* OurSirensAreDifferent: Nereids have notably lovely singing voices, and have been known to tempt sailors in pursuit of a kiss to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey.

to:

* OurSirensAreDifferent: Nereids have notably lovely singing voices, and have been known to tempt amorous sailors in pursuit of a kiss to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey.fey. Nereids are in fact shy and would prefer to hide from a potential threat rather than draw someone into a fight.

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[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]

to:

[[folder:Neogi]]
[[folder:Neh-thalggu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]] org/pmwiki/pub/images/d&d_brain_collector_3e.png]]



->'''Classification:''' Aberration (3.5E, 5E), Magical Beast (4E)\\
'''Challenge Rating:''' 1/4 (hatchling), 4 (neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (neogi), 4 (master) (5E)\\
'''Alignment:''' LawfulEvil

Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.

to:

->'''Classification:''' Aberration (3.5E, 5E), Magical Beast (4E)\\
(3E)\\
'''Challenge Rating:''' 1/4 (hatchling), 4 (neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (neogi), 4 (master) (5E)\\
26 (3E)\\
'''Alignment:''' LawfulEvil

Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of
ChaoticNeutral (2E), ChaoticEvil, or NeutralEvil (3E)

Monsters from a nightmare realm whose activities on
the Material Plane, hated by all they meet but always able Plane have led to find customers.their nickname, "Brain Collectors."



* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.

to:

* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread
AdmiringTheAbomination: Brain collectors may attract a retinue of mind flayers who wish to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the
study its ability to control minds, extract brains at long range, and also get to eat the brains the neh-thalggu disdains to add to its collection.
* BrainTheft: The neh-thalggu's most feared ability is to, every few rounds, attempt to use psionics to cause a victim's brain to fly out of their skull through extradimensional means,
allowing the brain collector to swallow the purloined brain for storage within a bulge upon its head. Neh-thalggu can store up to 13 brains in this way, and can draw upon the captured brains' cumulative ranks in Knowledge skills (in 3rd Edition), or even cast wizard spells of up to 3rd level from them to subjugate physically superior beings.
(in 2nd Edition).
* ChestBurster: Neogi reproduce by laying their eggs {{Cephalothorax}}: Neh-thalggu are essentially Huge, bloated, tentacled heads atop a collection of spiderlike legs.
* {{Intangibility}}: Brain collectors are always partly
within another member of dimension, and are thus naturally incorporeal.
* NoSell: Neh-thalggu's alien, amorphous physiology makes them immune to critical hits, sneak attacks, death from massive damage, or coup de grace attempts.
* NonHealthDamage: Apart from its poison, a neh-thalggu's tentacles dessicate and dehydrate its opponents, dealing both normal damage and permanently draining
their species, derisively called Strength, Dexterity and Constitution as they wither away.
* PercentDamageAttack: A brain collector's bite carries
a "great old master" by poison that damages half of a victim's Constitution as an initial effect on a failed saving throw, and if they fail a second save a minute later, they lose the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many
other sapients they have forced into their service -- half.
* TouchTheIntangible: Neh-thalggu are often incorporeal, but
they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave manifest their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so mouths physically to bite creatures on the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
Material Plane.



[[folder:Nereid]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nereid_2e.jpg]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E)

Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane waters, leading to stories of them luring sailors to their dooms.

to:

[[folder:Nereid]]
[[quoteright:300:https://static.
[[folder:Neogi]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_nereid_2e.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
[[caption-width-right:300:Nereid with water weird (2e)]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
Aberration (3.5E, 5E), Magical Beast (4E)\\
'''Challenge Rating:''' 1/4 (hatchling), 4 (3E)\\
(neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (neogi), 4 (master) (5E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E)

Capricious fey from
LawfulEvil

Creatures with spider-like bodies but eel-like heads and necks,
the Elemental Plane of Water neogi are slavers and traders who sometimes explore wander through and between the worlds of the Material Plane waters, leading Plane, hated by all they meet but always able to stories of them luring sailors to their dooms.find customers.


Added DiffLines:

* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
[[/folder]]

[[folder:Nereid]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_nereid_2e.jpg]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E)

Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane waters, leading to stories of them luring sailors to their dooms.
----

Added: 1086

Changed: 830

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Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane seas, where they infamously lure sailors to their dooms.

to:

Capricious fey from the Elemental Plane of Water who sometimes explore Material Plane seas, where they infamously lure waters, leading to stories of them luring sailors to their dooms.



* MakingASplash: They can control the waters of their homes, either to amuse themselves by sculpting shapes from waves, or to impede attackers with rough surf.

to:

* TheBeastmaster: Nereids can ''speak with animals'' at will, and in 2nd Edition are often accompanied by "pets" like a dolphin, giant octopus or stingray, who assist them in battle.
* EnemySummoner: 3rd Edition nereids can summon one or more water elementals once per day.
* MakingASplash: They can control the waters of their homes, either to amuse themselves by sculpting shapes from waves, waves into shapes, or to impede attackers with rough surf.



* OurNymphsAreDifferent: They're extraplanar fey who are sustained by clean water, and want nothing more than to splash and cavort in the waves. Since they can be found in both salt- and freshwater, they're effectively fusions of the Greek nereids and naiads. Nereids usually live alone or in small groups, and might be related to tritons, though the nereids have not moved permanently to the Material Plane.



* SuperSpit: 2nd Edition nerids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should a creature succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."

to:

* SoulJar: Nereids always carry or wear a delicate shawl of seaform white, and will quickly die, dissolving into water within an hour, should that shawl ever be destroyed. Some evil individuals thus steal a nereid's shawl and use it to enslave the fey.
* SuperSpit: 2nd Edition nerids nereids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should a creature succeed his saving throw from being kissed by a nereid, "he finds total ecstasy." "
* VoluntaryShapeshifting: In their natural forms, nereids are nearly impossible to distinguish from water, but upon exposure to air will assume a comely humanoid shape.

Added: 2147

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* LonersAreFreaks: In ''AD&D'', certain gods inflict the nagpa curse upon "especially selfish mages who disdain the company of others," making them twisted creatures compelled to kill any who learn of their shameful existence.



[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (left), kalareem (middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E)\\
'''Alignment:''' TrueNeutral

Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.

to:

[[folder:Nerra]]
[[quoteright:350:https://static.
[[folder:Nereid]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.org/pmwiki/pub/images/d&d_nereid_2e.jpg]]
[[caption-width-right:350:A varoot (left), kalareem (middle) and sillit (right) (3e)]]
[[caption-width-right:300:Nereid with water weird (2e)]]
->'''Classification:''' Outsider Fey (3E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) 4 (3E)\\
'''Alignment:''' TrueNeutral

Enigmatic, reflective-skinned humanoids
Any Chaotic (2E), ChaoticNeutral (3E)

Capricious fey
from the Elemental Plane of Mirrors, Water who observe the sometimes explore Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as seas, where they infamously lure sailors to their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.dooms.


Added DiffLines:

* MakingASplash: They can control the waters of their homes, either to amuse themselves by sculpting shapes from waves, or to impede attackers with rough surf.
* OneGenderRace: Nereids are all female; their ''AD&D'' rules let them assume male forms when interacting with groups of women, but most of the time those guises are unsuccessful at getting women to lower their guard.
* OurSirensAreDifferent: Nereids have notably lovely singing voices, and have been known to tempt sailors in pursuit of a kiss to their watery deaths, but they don't have any actual supernatural singing ability -- that trait belongs to sirines, a distinctly different kind of fey.
* SuperSpit: 2nd Edition nerids can spit a blinding venom at opponents.
* SupernaturalSuffocation: A nereid's kiss (i.e. touch attack) can fill an enemy's lungs with water, forcing them to save or drown. Though 2nd Edition notes that should a creature succeed his saving throw from being kissed by a nereid, "he finds total ecstasy."
* WouldNotHitAGirl: Enforced in 2nd Edition, in which "All males that look at a nereid find themselves incapable of harming the creature (no saving throw), and it seems to be a shy and flirtatious girl playing by the shore."
[[/folder]]

[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (left), kalareem (middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E)\\
'''Alignment:''' TrueNeutral

Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.
----

Added: 2503

Changed: 3429

Removed: 362

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Nagpas have appeared sporadically throughout the game's history; their lore tends to fluctuate, but they're typically former humanoids who meddled with things they shouldn't have and were cursed by angry gods. In their most recent lore, they were a cabal of wizards who betrayed the elf mage who would become the Raven Queen, and were cursed to be able to learn nothing unless they plucked it from the ruins of civilizations.

to:

Nagpas have appeared sporadically throughout the game's history; their lore tends to fluctuate, but they're typically former Former humanoids who meddled with things they shouldn't have and were cursed by angry gods. In their most recent lore, they were a cabal of wizards who betrayed the elf mage who would become the Raven Queen, and were cursed to be able to learn nothing unless they plucked it from the ruins of civilizations.gods.



* CreativeSterility: In 5th Edition, the Raven Queen cursed them to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.

to:

* CreativeSterility: In 5th Edition, nagpas were a cabal of wizards who betrayed the elf mage who would become the Raven Queen Queen, who cursed them to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.civilizations.
* SpeakOfTheDevil: In 2nd Edition, nagpas can sense when other creatures are talking about them, to a range of 100 miles, and will seek out and murder those creatures before departing "consumed with feeings of guilt, remorse, relief, and joy."



[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]

to:

[[folder:Neogi]]
[[folder:Needlefolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg]]



->'''Classification:''' Aberration (3.5E, 5E), Magical Beast (4E)\\
'''Challenge Rating:''' 1/4 (hatchling), 4 (neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (neogi), 4 (master) (5E)\\
'''Alignment:''' LawfulEvil

Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.

to:

->'''Classification:''' Aberration (3.5E, 5E), Magical Beast (4E)\\
Plant (3E)\\
'''Challenge Rating:''' 1/4 (hatchling), 4 (neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (neogi), 4 (master) (5E)\\
2 (3E)\\
'''Alignment:''' LawfulEvil

Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able
TrueNeutral

Sapient, bristly, humanoid plants that normally keep
to find customers.themselves, unless an elf should enter their territory.



* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.

to:

* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master BerserkButton: Needlefolk ''hate'' elves, and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying
can sense their eggs within another member presence to a range of 1500 feet, at which point the needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.
* HeWasRightThereAllAlong: When dormant, a needlefolk resembles a tree with two branches and a face-like outline in its bark near the top of its trunk. They also gain a hefty bonus to Hide checks in
their species, derisively called a "great old master" home forests.
* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs
by the others. The resulting spawn gestate within the adult neogi's body, absorbing sunlight and eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers,
dirt, dead leaves, and measure their place in society by how many other sapients a bit of carrion, though they have forced into no roots and thus need to drink through their service mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.
* SpikeShooter: Their signature attack is launching a volley of needles from their bodies, which
they can even psychically dominate other beings to aid this endeavor. This do each round.
* UnreliableIllustrator: Their art
makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave look like bug-like humanoids made out of cacti, though their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of write-up describes bark and small leaves covering their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
bodies.



[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (left), kalareem (middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E)\\
'''Alignment:''' TrueNeutral

Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.

to:

[[folder:Nerra]]
[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
[[caption-width-right:350:A varoot (left), kalareem (middle) and sillit (right) (3e)]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
Aberration (3.5E, 5E), Magical Beast (4E)\\
'''Challenge Rating:''' 1 (varoot), 1/4 (hatchling), 4 (neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (kalareem), 6 (sillit) (3E)\\
(neogi), 4 (master) (5E)\\
'''Alignment:''' TrueNeutral

Enigmatic, reflective-skinned humanoids from
LawfulEvil

Creatures with spider-like bodies but eel-like heads and necks,
the Plane of Mirrors, neogi are slavers and traders who observe wander through and between the worlds of the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer Plane, hated by all they meet but always able to the leadership of the sillits.find customers.


Added DiffLines:

* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
[[/folder]]

[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (left), kalareem (middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E)\\
'''Alignment:''' TrueNeutral

Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.
----
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[[WMG:[[center: [- ''TabletopGame/DungeonsAndDragons'' '''[[Characters/DungeonsAndDragons Main Characters Index]]'''\\
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]

This page covers general ''TabletopGame/DungeonsAndDragons'' monsters such as can be found in the ''Monster Manual'' or in setting-agnostic books such as ''Volo's Guide to Monsters'' or ''Mordenkainen's Tome of Foes''. The creatures on this page can be found in any world of the ''D&D'' multiverse and can be encountered in just about any campaign.

For the game's iconic dragons, see ''Characters/DungeonsAndDragonsDragons''. For demons and devils, see ''Characters/DungeonsAndDragonsFiends''. For the various undead creatures, see ''Characters/DungeonsAndDragonsUndead''. For creatures found only in specific settings, see ''Characters/DungeonsAndDragonsSettingSpecificCreatures''.

[[foldercontrol]]

!!N

[[folder:Naga]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_spirit_naga_5e.png]]
[[caption-width-right:349:Spirit naga (5e)]]
->'''Classification:''' Aberration (3E); Monstrosity (all), Undead (bone) (5E)\\
'''Challenge Rating:''' 8 (dark, iridescent), 9 (spirit), 10 (guardian), 18 (nagahydra), 22 (ha-naga) (3E); 4 (bone), 8 (dark, spirit), 10 (guardian) (5E)\\
'''Alignment:''' LawfulGood (guardian), ChaoticGood (iridescent), TrueNeutral (nagahydra), LawfulEvil (bone, dark), ChaoticEvil (spirit, ha-naga)

Serpentine creatures with human faces, as well as great wisdom and magical power. They tend to become the unquestioned rulers of their territories, though whether they are benevolent or tyrannical depends on the naga.
----
* ArchEnemy: Nagas don't get along with the yuan-ti, the other race of serpent people that happen to share the nagas' preferred territory and consider themselves the epitome of snakedom. In rare cases the two will cooperate, but the yuan-ti always chafe under a naga's authority.
* AttackOfTheFiftyFootWhatever: Most nagas are fairly large compared to humans, but the ha-naga is massive: the thing is a hundred feet long.
* ChameleonCamouflage: A ha-naga adapts the hues and shades of its scales to match its environment, in a manner compared to a chameleon's camouflage.
* CollectorOfTheStrange: A ha-naga colelcts the art, fine jewellery, and the recorded history of a civilisation it destroyed together as a tribute to its own prowess.
* {{Flight}}: Ha-nagas can fly through the air in a way compared to a snake swimming through the water.
* ForcedSleep: A dark naga's bite forces its victims to lapse into a nightmare-haunted sleep.
* HealingFactor: Nagahydras steadily regenerate health in general, and will grow back severed heads within a few rounds.
* LanguageEqualsThought: Nagas are supremely arrogant beings, and each views themself as incarnate perfection, other members of its specific breed as nearly so, other nagas as further flawed, and non-nagas as increasingly imperfect. Consequently, they have no concept of equal rank, and their language has no word for "peer".
* LargeAndInCharge: Ha-nagas are immense, towering above the lesser nagas that serve them and worship them as gods.
* NonHumanUndead: Bone nagas are skeletal undead servitors transformed by a necromantic ritual for the purpose of halting their resurrection. In 3rd edition, they are transformed by other dark nagas, while in 5th edition, this ritual was devised by the yuan-ti.
* OurHydrasAreDifferent: Nagahydras are a large variant of naga whose bodies fork into multiple necks and heads, each of a different color, which will grow back if severed unless the stump is seared with fire.
* PoisonousPerson: All nagas have a venomous bite.
* ResurrectiveImmortality: 5th edition nagas come back to life within days of being killed. Only powerful magic, such as a yuan-ti necromancy ritual or the ''wish'' spell, can prevent a slain naga's resurrection.
* RoyalWe: Nagas tend to believe themselves, personally, the pinnacle of creation, and usually refer to themselves in the plural. Most go further and specifically call themselves ''Ssa'Naja'', "We the Ideal".
* ServantRace: In ''Forgotten Realms'', the nagas were created by the sarrukh to serve as explorers, scouts, and magical researchers.
* SnakePeople: Nagas are at the far snake end of this, usually resembling giant snakes with human heads or faces.
* SuperSpit: Guardian nagas can spit their venom at up to thirty feet away from themselves.
* {{Telepathy}}: Dark nagas can constantly detect the thoughts of nearby creatures.
* WalkingTheEarth: Iridescent nagas spend their lives wandering the world, searching for new discoveries and beauty.
[[/folder]]

[[folder:Nagpa]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/nagpa_5e.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Monstrous Humanoid (3E), Elemental Humanoid (4E), Humanoid (5E)\\
'''Challenge Rating:''' 11 (3E), 17 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Evil (4E), NeutralEvil (5E)

Nagpas have appeared sporadically throughout the game's history; their lore tends to fluctuate, but they're typically former humanoids who meddled with things they shouldn't have and were cursed by angry gods. In their most recent lore, they were a cabal of wizards who betrayed the elf mage who would become the Raven Queen, and were cursed to be able to learn nothing unless they plucked it from the ruins of civilizations.
----
* BalefulPolymorph: In most iterations of their lore, the nagpas were once humanoid beings who were cursed into twisted birdlike forms after offending divine powers.
* BirdPeople: Nagpas resemble hunched, wingless humanoid vultures.
* TheChessmaster: From the shadows, nagpas manipulate events to bring about ruin. Extremely patient, they have several plots working simultaneously, so if one plan goes awry, they can shift their focus to another.
* CreativeSterility: In 5th Edition, the Raven Queen cursed them to be unable to gather, expand or create new knowledge of their own or to learn it from the living, forcing them to scavenge tidbits of lore from the ruins of fallen civilizations.
[[/folder]]

[[folder:Neogi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_neogi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3.5E, 5E), Magical Beast (4E)\\
'''Challenge Rating:''' 1/4 (hatchling), 4 (neogi), 6 (master) (3.5E); 1/8 (hatchling), 3 (neogi), 4 (master) (5E)\\
'''Alignment:''' LawfulEvil

Creatures with spider-like bodies but eel-like heads and necks, the neogi are slavers and traders who wander through and between the worlds of the Material Plane, hated by all they meet but always able to find customers.
----
* BlueAndOrangeMorality: They cannot comprehend any social bond aside from master and slave.
* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.
* CharmPerson: Neogi have the ability to control minds, allowing them to subjugate physically superior beings.
* ChestBurster: Neogi reproduce by laying their eggs within another member of their species, derisively called a "great old master" by the others. The resulting spawn gestate within the adult neogi's body, eating it from the inside out before chewing their way to freedom.
* MadeASlave: Neogi are enthusiastic slavers, and measure their place in society by how many other sapients they have forced into their service -- they can even psychically dominate other beings to aid this endeavor. This makes dealing with them extremely dangerous, as even neogi who present a reasonable and mercantile facade will attempt to enslave their trading partners as soon as opportunity arises. Neogi who are enslaved are ''not'' forbidden from owning property, including slaves of their own, so the entire neogi culture is one giant chain of masters and slaves.
* MixAndMatchCritters: Neogi resemble eels sprouting from the bodies of giant spiders.
* SuperSpit: All neogi have venomous bites, but a few develop the ability to spit this venom as a ranged attack.
* WeaponizedOffspring: When attacked, great old masters -- the neogi reproductive stage -- can release clutches of aggressive, vicious spawn as a defense mechanism.
[[/folder]]

[[folder:Nerra]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nerra_3e.jpg]]
[[caption-width-right:350:A varoot (left), kalareem (middle) and sillit (right) (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 1 (varoot), 3 (kalareem), 6 (sillit) (3E)\\
'''Alignment:''' TrueNeutral

Enigmatic, reflective-skinned humanoids from the Plane of Mirrors, who observe the Material Plane and kidnap key individuals, presumably in preparation of an invasion. The varoots are the most common of the nerra, acting as their primary infiltrators, while kalareems are their soldiers and guardians of the Plane of Mirrors, and both defer to the leadership of the sillits.
----
* AbsurdlySharpBlade: The nerra's signature weapons are shard swords and daggers made out of the mirror-like substance of the Plane of Mirrors. They're enchanted weapons that inflict terrible bleeding wounds for a DamageOverTime effect.
* AchillesHeel: Nerra take additional damage from sonic attacks.
* AttackReflector: Any spell that a nerra saves against instead affects the caster, and they're similarly immune to gaze effects, which affect the source creature instead.
* DoppelgangerSpin: Appropriately enough, all nerra can cast ''mirror image'' once per day, or at will in the case of the sillits.
* DualWielding: The kalareems usually wield two shard swords at once.
* DumbMuscle: Kalareems, the biggest and strongest nerra, have an averge Intelligence score compared to the varoot and especially the brilliant sillits, and lack most of the other nerra's spell-like abilities.
* ExtraDimensionalShortcut: The nerra's home plane is one to begin with, and they can also magically jump between mirrors (or potentially highly reflective surfaces like still pools of water, or shiny metal) in a variant of the ''shadow walk'' spell, emerging up to a mile away.
* FlechetteStorm: A few times each day, kalareems and sillits can spray a cone of mirror-like shards from their hands, which both deals damage and inflicts a bleed effect similar to their signatue weapons.
* InTheHood: Sillits distinguish themselves from varoots with their fine black silk robes.
* TheInfiltration: The varoots are the nerra most commonly encountered on other planes, where they masquerade as native creatures and infiltrate a variety of organizations. The nerra's use of captives' mirror-selves only adds to this.
* LieToTheBeholder: Varoots and sillits can cast ''change self'' at will to aid their infiltrations.
* MirrorSelf: They actively create these, by abducting Material Plane creatures and bringing them to the Plane of Mirrors. This spawns a mirror replica of the nerra's victim, which [[KillAndReplace kills and replaces]] the original creature, then follows the nerra's orders regardless of alignment.
* NoBodyLeftBehind: When a nerra is slain, their bodies shatter into a thousand mirror-like shards, which ten minutes later melt into pools of quicksilver before evaporating.
* SinisterSurveillance: Any mirror, anywhere, might have a nerra spying from the other side of it.
[[/folder]]

[[folder:Nightseed]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nightseed_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 14 (3E)\\
'''Alignment:''' Unaligned

Huge, roving blots of hungry darkness spawned by the Far Realm, which haunt the darkest depths of the earth or the surface on moonless nights.
----
* AcidAttack: A nightseed secretes a digestive acid that dissolves organic material except clothing.
* BlobMonster: A nightseed is a vast sack of pulsing hunger.
* HungryMenace: Nightseeds are driven by hunger and always move toward food, except when deterred by sunlight.
* SwallowedWhole: Rather than battering foes with acidic slam attacks, a nightseed can simply engulf something smaller than it. This deals a massive amount of damage, [[LifeDrain gives the nightseed temporary hit points]], and if its victims are spellcasters or psions, [[PowerParasite lets the nightseed use their spells or powers.]]
* WeakenedByTheLight: Natural sunlight slows down nightseeds and eventually causes them to evaporate entirely.
[[/folder]]

[[folder:Nilbog]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nilbog_5e.png]]
[[caption-width-right:349:5e]]
->'''Classification:''' Humanoid (5E)\\
'''Challenge Rating:''' 1 (5E)\\
'''Alignment:''' ChaoticEvil

A goblin possessed by a nameless trickster deity that grants them strange powers, allowing them to sow chaos amongst their hobgoblin abusers and oppressors.
----
* CharmPerson: Anything that attempts to attack a nilbog has to save or become charmed by it, forcing them to praise the creature instead.
* CourtJester: The nilbog's very existence has led to the practice of hobgoblins appointing one lucky gobbo to be an official jester, allowed to do or say as they please and cause a moderate amount of disruption that is preferable to the chaos caused by a nilbog.
* DemonicPossession: A nilbog is an invisible spirit, the splintered form of a goblin trickster god, that possesses only goblins.
* HealingShiv: Enforced with their "Reversal of Fortune" reaction, which allows the nilbog to reduce an incoming attack's damage to zero and instead heal from it. This is in fact the ''only'' way a nilbog can recover health.
* KarmicTrickster: Nilbogs exist to wreak havoc among the brutally disciplined hobgoblin legions, as a direct response to their abuses against their goblin conscripts. They're difficult to even attack, much less harm, and can use obnoxious spells like ''mage hand'', ''Tasha's hideous laughter'' or ''vicious mockery'' at will.
* SdrawkcabName: It's "goblin" backwards.
* SpeakOfTheDevil: The goblins never speak the name of the trickster god that empowers nilbogs, lest it allow the hobgoblin deity Maglubiyet to finally defeat him.
[[/folder]]

[[folder:Nimblewright]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nimblewright_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)

Human-sized constructs that use their speed, spells and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.
----
* AchillesHeel: Cold damage ''slows'' a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 60% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
[[/folder]]

[[folder:Nothic]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/nothic_5e.png]]
->'''Classification:''' Aberration (3E, 5E), Aberrant Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' Any Evil (3E), Unaligned (4E), NeutralEvil (5E)

Wretched, cyclopean creatures created when wizards delve too deeply into knowledge they shouldn't seek and powers they cannot control.
----
* {{Cyclops}}: A nothic's face is dominated by a single, immense, staring eye.
* DeadlyGaze: A nothic's gaze is its strongest weapon, as it's able to inflict necrosis on any creature it can fix its sight on.
* MakeThemRot: A nothic's gaze causes necrotic damage in beings caught in its line of sight, rotting away their flesh as they live.
* SeeingThroughAnothersEyes: Nothics have a strong psychic connection to Vecna that allows him to see through their eyes, and the god often uses them to keep tabs on his cults in this manner.
* {{Seers}}: A nothic can magically divine information about any creature it can see, becoming privy to a single secret or insight about them.
* WasOnceAMan: Nothics are creeping, tormented monsters transformed by Vecna's curse from wizards who devote their lives to unearthing arcane secrets. Nothics retain no awareness of their former selves, beyond a vague sense of having once been something greater.
[[/folder]]

[[folder:Nymph]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_nymph_2e.jpg]]
[[caption-width-right:349:2e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' TrueNeutral (2E), ChaoticGood (3E)

Fey embodying the beauty of nature, and who can be quite literally drop-dead gorgeous.
----
* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs have the ability to suppress or resume this ability at will, and the effect is restricted to blindness.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* DeadlyGaze: When they aren't inverting the trope with their blinding beauty, an angry nymph can stun a creature with a look.
* FriendToAllLivingThings: Wild animals flock to a nymph's sanctum to enjoy her company and receive healing, and will ignore any natural hostility towards each other when around her.
* LaserGuidedAmnesia: Their old lore holds that a nymph's kiss will cause a man to forget all their painful and troubling memories for the rest of the day, which can be problematic depending on the situation.
* MagicHair: A lock of a nymph's hair can be used to brew a sleeping potion, or be enchanted and woven into a cloak that enhances the wearer's Charisma.
* OurNymphsAreDifferent: Nymphs are nature spirits with some resemblance to elven women, known for being incredibly beautiful. They dwell in and protect places of unspoiled natural beauty such as groves, pools or mountain peaks, and may in fact spontaneously form in such places to reflect their splendor. They can be kind and graceful to mortals they regard as allies of nature, particularly elves and druids, but nymphs are also wild and mercurial as nature itself.
* SwissArmyTears: A nymph's tears can be used as an ingredient in a ''philter of love''.
[[/folder]]

!!O

[[folder:Oblex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblex_5e.png]]
[[caption-width-right:350:Elder oblex (5e)]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (spawn), 5 (adult), 10 (elder) (5E)\\
'''Alignment:''' LawfulEvil

Intelligent oozes that hunger for other creatures' memories, and can manifest copies of their victims.
----
* BizarreAlienReproduction: As an oblex devours memories, it grows larger and becomes able to mimic multiple distinct personalities. Eventually it reaches the point where it has to shed a personality or go insane, which spawns a new oblex.
* BlobMonster: Their amorphous bodies can squeeze through an inch-wide gap without difficulty, even the Huge elder oblexes.
* CharmPerson: Adult oblexes can cast the spell three times per day, while elder oblexes can use it at will.
* GlamourFailure: An oblex's simulacra are near-perfect copies of its victims, looking, sounding, and even feeling exactly like them. However, they do not smell like whoever they're impersonating: these duplicates always carry a faint whiff of sulfur.
* IngestingKnowledge: Oblexes feed on thoughts and memories, leaving their prey befuddled and confused. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets.
* KillItWithFire: Oblexes have an aversion to fire, and will have disadvantage on attack rolls and ability checks after taking fire damage.
* ReplicantSnatching: They can create a simulacrum of a creature whose memories they've absorbed (and thus usually, but not always, someone they've killed), which is indistinguishable from the original save for a slimy tendril extending up to 120 feet to the oblex's main body. The oozes use these simulacra to infiltrate settlements and lure in additional victims.
* StupidityInducingAttack: An oblex can eat an adjacent creature's memories, dealing psychic damage and also imposing penalties on their attack rolls and ability checks as they forget how to fight. Each time a victim suffers this effect, the penalties get worse until they ultimately lose consciousness after five attacks. Fortunately, a rest or magic like ''greater restoration'' or ''heal'' will set them right.
* UnwittingPawn: Though the oblexes don't seem aware of it, they are the result of illithid experimentation on Underdark oozes, and Mordenkainen suspects that the mind flayers' elder brains are psychically monitoring the oblexes' progress, co-opting whatever they learn through their predations.
[[/folder]]

[[folder:Ogre]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_5e.png]]
[[caption-width-right:350:5E]]
[[caption-width-right:350:[[labelnote:[=3E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:[=2E=]]]https://static.tvtropes.org/pmwiki/pub/images/ogre_d&d_2e.png[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Hulking, dimwitted brutes with a taste for humanoid flesh. Fearsome as they may seem to humans, ogres are some of the smallest and least of the giant-kin, and occupy the absolute lowest rung of the Ordning -- lower even that the likes of hill giants and trolls -- and consequently are often found serving greater giants. When on their own, ogres mostly associate with orcs and goblinoids, where depending on the specific dynamics they may either use their size and strength to seize control of the smaller humanoids' tribes or be themselves bullied into serving as bruisers and war animals, and with their fellow low-ranking giant-kin the trolls.
----
* ArtEvolution: 1E and 2E ogres are essentially just big humans. 3E ogres have a much more monstrous, bestial appearance, with pronounced muzzles, thick manes, large ears, and arms dragging almost to the ground. 4E and 5E ogres take a middle road, being less animalistic than the 3E design but retaining thickly muscled bodies, hunched heads, and thick jaws filled with large fangs.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.
* HorseOfADifferentColor: Goblins are known to use ogres as mounts, either by strapping themselves (or being strapped) to an ogre's back and wielding a crossbow as a tail gunner, or constructing a howdah on the ogre's shoulders that can hold up to four goblins at once.
* NonHumanHumanoidHybrid: In older materials, "ogrillons" are half-ogre variants produced from the union of a male ogre and female orc, and are always sterile, while "orogs" are born from male orcs and female ogres. Nowadays, "ogrillon" is just another name for "half-ogre," and can be born from ogres and humans, Medium-sized goblinoids or orcs, while orogs are orcs seemingly blessed by the goddess Luthic with enhanced strength and intelligence.
* OurOgresAreDifferent: Simple-minded, short-tempered, and always hungry. Ogre magi also exist, based on the oni; see below.
* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
* PrimitiveClubs: Typically, when ogres are shown using any weapons at all, these tend to be giant clubs made from tree limbs or entire trees, sometimes enhanced with metal spikes and similar touches, which make good use of their wielder's immense strength without being held back by their general lack of intelligence. That said, some work out how to use more interesting weapons on the battlefield: {{battering ram}}s, [[ChainPain huge iron chains]], or a ballista carried with the ease of a crossbow.
* SmashMook: Big, strong, dim and with a marked tendency to fight smaller enemies with gigantic clubs, maces and similar blunt weapons, ogres are usually very straightforward bruisers with little tactical acumen or fancy tricks.
* WhoEvenNeedsABrain: The 3.5th Edition ''Monster Manual IV'' mentions an ogre variant dubbed a guard thrall. Ogres are in fact ''so'' stupid that the illithids discovered that an ogre can actually survive having most of its brain bitten out and eaten. While this leaves a basic ogre comatose, through breeding experiments the illithids were able to produce mindless ogre bodyguards that, with the help of a psionic crystal implanted in their mostly-empty skulls, will follow a nearby mind flayer's psychic commands. Even more dangerously, that crystal in the ogre thrall's skull will "echo" an illithid's ''mind blast'' attack (which the thrall is immune to, being mindless) if the thrall is in the area of effect, potentially stunning anything that shrugged off the initial psionic assault.
[[/folder]]

[[folder:Oni]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oni_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:"Ogre mage" (3e)]]https://static.tvtropes.org/pmwiki/pub/images/d&d_ogre_mage_3e.jpg[[/labelnote]]]]
->'''Classification:''' Giant (3E, 5E)\\
'''Challenge Rating:''' 8 (3E), 7 (5E)\\
'''Alignment:''' LawfulEvil
Large humanoids that combine an ogre's strength with a terrible cunning and fearsome magical powers.
----
* EatsBabies: The 5th edition ''Monster Manual'' notes that they find human babies delicious.
* {{Flight}}: They have the power to fly.
* HealingFactor: Oni often have regenerative powers. In older editions this regeneration could be halted by acid or fire, while in 5th edition they just keep regaining hit points on each of their turns as long as they're above 0 hp.
* MagicKnight: Oni have the strength and combat prowess you'd expect of a hulking ogre, and also have potent magical abilities. A lone oni can obliterate an entire party of low-level adventurers in one turn if it decides to cast ''cone of cold''. They also covet magical items, and are willing to work for a wizard who supplies them with some.
* NonIndicativeName: Oni are sometimes called ogre mages because of their resemblance to ogres, even though they are only distantly related to true ogres.
* {{Oni}}: They have a giant's strength but are also intelligent and possess dangerous magic, and appropriately enough spent several editions classified as "ogres." 4e decided there was no point hiding the truth and created an openly "oni" monster category. While there are several types, such as the night haunter and the spirit master, they are all explicitly described as evil creatures with a vaguely ogre-like appearance and invariably some form of shapeshifting or illusion type power they used to deceive humanoids.
* VoluntaryShapeshifting: Oni can take on the form of humanoids of Small to Medium size or of any Large-sized giant, an ability they use to case a settlement in preparation of an attack.
[[/folder]]

[[folder:Ooze]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_black_pudding_5e.png]]
[[caption-width-right:349:Black pudding (5e)]]
->'''Classification:''' Ooze (3E, 5E)\\
'''Challenge Rating:''' 1/2 (gray ooze), 2 (ochre jelly, gelatinous cube), 4 (black pudding) (5E)\\
'''Alignment:''' Unaligned

Whether they're labeled oozes, jellies, puddings or slimes, there is a dangerous assortment of mindless blobs to threaten adventurers in dungeons.
----
* AcidAttack: Nearly every variety of ooze uses acid to dissolve and digest their victims.
* AquaticMook: Crystal oozes are an offshoot of gray ooze which live in lakes and seas, and which are translucent to make themselves more difficult to spot underwater.
* AsteroidsMonster: Some oozes, such as the ochre jelly, split into multiple enemies when subjected to certain attacks, distributing their hit points between them. Other oozes like the mustard jelly can split and reform themselves at will as they hunt their prey.
* BlobMonster: A wide variety of amorphous creatures with the shape and consistency of overcooked puddings. Most are mobile enough to pursue prey, but never quickly.
* ColorCodedForYourConvenience: One of the most characteristic traits of the ooze and jelly family is that its branches come in numerous color-coded variants, each with very specific traits, strengths and weaknesses. During a dungeon delve, being able to quickly recognize the sometimes very specific shade of the slimy mess that's bubbling up through the floor and which list of traits it's associated with is often a matter of life or death -- if it's black, it will dissolve everything that's not stone; if it's brown, it will dissolve anything organic but leave metal alone; if it's gray, it's the other way around; if it's green, it will turn you into more of itself but cold and fire will kill it; if it's olive, it will turn you into a zombie first; if it's mustard, ItCanThink; and so on and so forth.
* DeathFromAbove: Green slime is otherwise immobile, save for its practice of dropping down from ceilings or high walls on victims passing beneath it.
* HeWasRightThereAllAlong: Several kinds of oozes use their natural coloration to blend in with their environments and ambush unsuspecting prey.
** In dimly-lit passages, a black pudding looks much like a dark patch of shadow.
** Crystal and flotsam oozes are nearly transparent, making them very difficult to see in the water where they live.
** Gelatinous cubes are for the most part transparent, leading some inobservant creatures to simply walk right into them to be engulfed.
** Gray ooze at rest is indistinguishable from a wet rock or oily pool.
** Mustard jelly is nearly translucent, and can be easier to detect by its signature mustard-like odor than by sight.
** Snowflake oozes and white puddings look like ordinary snowbanks.
** Stunjellies are perhaps the most insidious, as these offshoots of gelatinous cubes were altered by a mage to look like a ten-foot stretch of stone wall, and only a close light source will reveal their slightly translucent nature.
* ItCanThink: Mustard jellies stand out for being predatory oozes with a human-level intelligence, enough to recognize the value of treasure as bait to lure in more victims. They are thought to have come about when a young wizard attempted to ''polymorph'' herself into an ochre jelly.
* LivingLava: Lava oozes are living masses of molten rock, mostly found lurking in volcanic caverns.
* MooksAteMyEquipment: Black pudding and gray ooze both corrode metal, and will damage weapons used to strike at them.
* MurderWater: Brine oozes resemble large patches of animated briny water with a taste for blood.
* TheParalyzer: Stunjellies live up to their name by paralyzing those in contact with them.
* PuppeteerParasite: Olive slime is a variant of green slime that drops down onto a passing creature, uses a numbing poison to avoid detection, then extends parasitic tendrils into the host and tries to fuse with their spinal column. If successful, the host is complelled to protect the slime, until a few days later the host is transformed into a mindless, plant-like creature, before ultimately collapsing and expiring, creating a new patch of olive slime.
* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that lives in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
* VampiricDraining: Bloodbloaters are transparent oozes that latch onto other creatures and drain them of blood, turning red as they do so.

!!Arcane Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_arcane_ooze_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Ooze (3E)\\
'''Challenge Rating:''' 9 (3E)\\
'''Alignment:''' Unaligned

Fluid masses of green protoplasm with a strange affinity for arcane magic.
----
* FeedItWithFire: They're healed by any magic that deals acid damage, while lightning damage will grant them a ''haste'' effect.
* MagicEater: These oozes have the strange ability to siphon arcane spells. Any arcane spellcaster within 60 feet of an arcane ooze has to make a saving throw each round or lose one of their highest-level spells as the creature absorbs its magical energy, gaining temporary hit points from the effect.
* NoSell: Arcane oozes are unaffected by most arcane magic.

!!Dragonblood Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dragonblood_ooze.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 5 (5E)\\
'''Alignment:''' Unaligned

The result of unwise alchemical experiments, these animate masses of congealed dragon blood struggle to form a coherent shape, lash out with caustic psuedopods, and instinctively attempt to use breath weapons they do not possess.
----
* BloodyMurder: Dragons don't normally spawn enemies when their blood is shed, but some alchemist has done the next best thing.
* BreathWeapon: Dragonblood oozes try to manifest a dragon's breath weapon, but only manage to expel a spray of their own gelatinous mass.
* WallCrawl: They can freely scale sheer surfaces or move upside-down across ceilings.
[[/folder]]

[[folder:Orc]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_orc_2e.jpg]]
[[caption-width-right:350:2e]]
->'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E); 1/2 (standard) to 4 (war chief) (5E)\\
'''Alignment:''' LawfulEvil (2E), ChaoticEvil (3E-5E)

Brutish humanoids that raid and pillage those around them, or gather into howling hordes that overrun civilization. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]

[[folder:Otyugh]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
'''Challenge Rating:''' 4 (3E), 5 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
----
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
[[/folder]]

[[folder:Owlbear]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/owlbear.png]]
[[caption-width-right:300:5e]]
->'''Classification:''' Magical Beast (3E), Fey Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 4 (3E), 3 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E, 5E), Unaligned (4E)

Infamously vicious carnivores with the front half of a flightless owl and the hindquarters of a bear.
----
* AttackAnimal: It's ''theoretically'' possible to train an owlbear, but they don't need instructions on how to maul something, and it's not productive to try to teach them anything else. That said, if raised from chicks, owlbears will at least bond with their trainers, but they're sullen when performing most tricks, and it takes special effort to make them ''not'' attack something.
* BearsAreBadNews: Much like full bears, owlbears are known and feared for their ferocity, aggressiveness and foul tempers.
* HorseOfADifferentColor: Some brave/foolish individuals attempt to train owlbears as mounts, but this is a difficult process that requires either regular, vicious beatings or magical coercion, and in the latter case the owlbear will forget its training and revert to its savage nature the instant the spell wears off. Even if conventionally trained, owlbears are hateful mounts with a tendency to throw and attack their riders if they ever sense weakness, i.e. if their rider takes a moderate amount of damage.
* MixAndMatchCritters: They have an owl's head, wings and claws and a bear's torso and legs. This incidentally gives owlbears an odd sleep cycle - they wake at noon, hunt through nightfall, and go to sleep at midnight.
* AWizardDidIt: In-universe scholars generally believe owlbears to have been created as a result of experimentation or some long-forgotten project by ancient wizards. This point is disputed by the fey, however, who claim that owlbears have always existed in the Feywild. The [[WatsonianVersusDoylist Doylist]] explaination is that the creature is inspired by a cheap plastic toy Creator/GaryGygax picked up for his ''Chainmail'' games, a "prehistoric monster" that was a knock-off {{Kaiju}} design.
[[/folder]]

!!P

[[folder:Palimpset]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_palimpset_2e.png]]
[[caption-width-right:300:2e]]
->'''Alignment:''' TrueNeutral

Sheets of rune-inscribed paper or parchment that have become carnivorous predators.
----
* AchillesHeel: Electricity attacks not only deal damage to palimpsets, they have a chance, increasing with the attack's severity, to make them spit out any creatures they're currently digesting.
* AnimateInanimateObject: Palimpsets are slow but ambulatory, moving as if blown about by a stray breeze.
* NoBodyLeftBehind: This is what makes it so difficult to resurrect someone who's been absorbed by a palimpset. If they're found while being digested, they can be restored using a specific sequence of spells: a ''remove curse'' to animate their illustration, ''abjure'' to lift them from the sheet as a colorless, lifeless paper doll, and then ''resurrection'' to restore them to normal. But if a palimpset has fully digested someone, then only a ''wish'' can bring them back.
* NoSell: Counterintuitively, palimpsets are immune to fire and attacks with edged weapons.
* PortalBook: A sinister variant. Prey that makes contact with a palimpset is in danger of being absorbed by the creature, appearing as a sketch or illumination upon it -- "mice screeching to get out, or a scribe screaming in terror among the fanciful scrollwork." After one day per Hit Dice, the victim is fully "digested" and vanishes from the paper. Fortunately, sometimes the absorption attempt fails and only deals a nasty paper cut (in which case the blood is quickly absorbed by the monster), and even if successful, absorption takes two rounds over which the monster is helpless and vulnerable to attack. For this reason, palimpsets prefer attacking lone victims.
* SchmuckBait: Rumors abound of entire libraries filled with palimpsets, in volumes with titles such as ''Manual of Bodily Health'', ''Libram of Gainful Conjuration'', and ''Elminster's Black Book''.
[[/folder]]

[[folder:Pegasus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pegasus_d&d.png]]
[[caption-width-right:350:''"Behold the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"'' -- Tyllenvane d'Orien]]
->'''Classification:''' Magical Beast (3E), Celestial (5E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' ChaoticGood

Intelligent winged horses. Pegasi are greatly prized as aerial steeds, although finding one can be quite difficult and winning its trust harder still.
----
* AnimalJingoism: Pegasi normally reserve their enmity for evil beings, but bear a particularly deep-seated hatred of griffins and hippogriffs due to their fondness for equine prey.
* BeingTorturedMakesYouEvil: According to the 5th edition monster manual, [[HellishHorse Nightmares]] are pegasi that have had their wings amputated and been tortured into evil.
* GameplayAndStoryIntegration: In the 5th edition monster manual, a note contains a quote from a [[TabletopGame/{{Eberron}} House Orien scion]] who boasts that the pegasus can outrace a dragon in the open sky. True enough, the pegasus' flying speed of 90 is 10 feet faster than the fastest dragon in the book.
* HorseOfADifferentColor: Pegasi are popular flying mounts for good-aligned characters.
* {{Pegasus}}: Goodly white horses with bird wings and with feathers making up their manes and fetlocks.
* WhaleEgg: In early editions, despite being primarily mammals with a few bird parts tacked on, pegasi reproduce by laying eggs. 5th changes this to them giving live birth like normal horses.
[[/folder]]

[[folder:Peryton]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peryton_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' ChaoticEvil

Stag-headed birds of prey that feed on human hearts.
----
* MixAndMatchCritters: They resemble enormous eagles with the heads of stags -- some early art also gives them cervine legs -- and the fangs of predatory mammals.
* OurPerytonsAreDifferent:[[invoked]] They're more bird-heavy than typical deceptions, being fully avian except for their stag heads. They're ChaoticEvil as a rule, and are gluttonous eaters of hearts -- especially human ones. There's a great deal of in-universe debate about the nature of their shadows -- some believe that a peryton casts the shadow of the last creature whose heart it ate, while others say that they always cast human shadows and yet others that they only cast their own shadow after killing a victim but before devouring it. "Ecology of the Peryton", in ''Dragon'' #82, describes a colony of perytons having invaded an island-nation named Atlantis on a far-off world before it sank beneath the waves, and as being fated to some day bring about the fall of the great city of Roma.
* PickyPeopleEater: Perytons crave humanoid hearts over everything else, as female perytons need to eat them before being able to reproduce. Their first action after making a kill is to tear out the desired organ, after which they abandon the carcass and fly off. They're also fairly picky about the provenance of these hearts; they prize human ones above all others, but never eat those of elves and fairies.
[[/folder]]

[[folder:Phantom Fungus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 3 (3E)\\
'''Alignment:''' TrueNeutral

Mobile, carnivorous fungus monsters that are naturally invisible, and remain so even while attacking.
----
* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, and make dangerous guards since most detection magic doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour on them or tying ribbons around them]] to keep track of their location. Phantom fungi are often trained to click their teeth after performing a trick, a habit which can give them away.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often the only thing that gives them away is their strange, moldy odor.
* ManEatingPlant: Fungus, but close enough. They have bizarre bodies with four stumpy legs supporting a green-brown mass, a toothy mouth, and a cluster of nodules that serve as sensory organs, but are normally only visible when slain.
[[/folder]]

[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned

Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
----
* BigCreepyCrawlies: A phase wasp is 18 inches long.
* MagicMissileStorm: They can fire a pair of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up to about 20 creatures, that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through the planar boundary in the latter case).
[[/folder]]

[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' ChaoticNeutral

Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as their whims decree.
----
* BlobMonster: In its natural form, a phasm resembles an ooze and attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors to obscure trivia and juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the fun of it, other times they'll hire out their talents as spies, except they're notoriously unreliable since they don't feel any obligation to share what they learn.
* VoluntaryShapeshifting: Phasms can take the form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.
[[/folder]]

[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)

Large, fiery birds capable of resurrecting themselves when slain.

For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
----
* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* MakeMeWannaShout: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while their eyes, beaks and talons can fetch up to 5000 gp apiece from buyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature over the years. Depending on the edition, they're either NeutralGood inhabitants of the Upper Planes or destructive {{Elemental Embodiment}}s of fire. Either way, they're usually very large, with red-gold plumage, extremely powerful, and hard to keep dead.%%In-universe alignment.
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of reptilian ostrich-like monsters called giant striders bathing in fire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and opponents of evil beings, and as being considered omens of either fortune or disasters when seen.
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the ElementalEmbodiment aspect to the extreme with an elder elemental called the phoenix. It's pretty damn intense, powerful enough to rival an ancient red dragon, and desires to see everything burn.
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to ashes and then rise to new life from its own remains. In 3rd Edition, this isn't quite an AutoRevive, but a full-round action the phoenix can take when death is near.
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
[[/folder]]

[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E)\\
'''Challenge Rating:''' 4 (3E), 1/4 (5E)\\
'''Alignment:''' NeutralGood

Diminutive fairies who delight in playing harmless tricks on people.
----
* CraftedFromAnimals: Pixie wings can be ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves as the princes and princesses of the sky, and dress accordingly in sparkling silken gowns and doublets, or in outfits crafted from leaves, tree bark and small animal pelts. One of the surest ways to win a pixie over is by complimenting their fashion sense.
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles, and so forth.
* HonestAxe: Pixies like to trick misers out of their treasure, accumulate it in a small hoard, and use it to taunt other greedy people. But if one of their victims takes the pixie's pranks in good humor and shows no greed when led to the treasure pile, the fey may allow the individual to choose an item from their hoard.
* OurPixiesAreDifferent: Pixies resemble diminutive elves with bright, luminous gossamer wings and an assortment of magical powers. They use their spells for harmless pranks, though their pixie dust is said to have magical properties ranging from bestowing flight to putting creatures into an enchanted slumber, leading some mages and monsters to pursue pixies to take advantage of this power.
* PaintingTheFrostOnWindows: On both the Feywild and Material Plane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and draw frost on windows during winter.
* ShrinkingViolet: They like to spy on other creatures and can barely contain their excitement upon seeing interlopers, but their overwhelming urge to introduce themselves and strike up a friendship is only controlled by the fear of being captured or attacked. Those who wander through a pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
[[/folder]]

[[folder:Planetouched]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage

"Planetoched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the Material Plane. Though this effect is not as pronounced as in a half-celestial or cambion, this extraplanar heritage manifests in supernatural abilities and physical traits for many generations.\\
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
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* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos.
** Axani and zenythri have a touch of pure Law in their blood, while mechanatrices are specifically descended from the clockwork beings of Mechanus.
** Chaonds are the descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.
** Shyfts are humanoids descended from a creature from the Ethereal Plane, and tend to look supernaturally unremarkable.
** Shadowswyfts have an ancestor from the Plane of Shadow, and are most comfortable in darkness.
* FrogMen: Chaonds are a downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and gravelly voices that tend to come out as croaks when they're excited.
* {{Intangibility}}: Shyfts can use ''ethereal jaunt'' once per day.
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but so can their hair and skin tone.
* MarkOfTheSupernatural: Planetouched tend to have something that visibly sets them apart from normal Material Plane races, whether something as dramatic as a different skin tone, weird eyes, or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget. As such, they get a racial bonus on Hide and Move Silently checks, and tend to find employment as thieves or spies.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day, and [[FeedItWithFire are healed by electricity effects.]]
* UncannyValley: In-universe; zenythri are noted for their flawless features and hair that naturally falls into place, but don't get any Charisma bonus from it, and in fact their basic statline has them with lower than average Charisma, implying that other creatures find them ''too'' perfect-looking.
* WeakenedByTheLight: Shadowswyfts have superior darkvision, but are blinded by sudden exposure to bright light, and will be dazzled so long as they remain in the area.
[[/folder]]

[[folder:Psurlon]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png]]
[[caption-width-right:310:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (average), 8 (elder), 11 (giant) (3E)\\
'''Alignment:''' LawfulEvil

Malicious, worm-like creatures that use their formidable mental powers to kill or drive off any humanoids they encounter. Many live solitary lives, but others form clusters with other psurlons.
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* LampreyMouth: The psurlon has a large, circular mouth filled with gnashing teeth.
* LetsYouAndHimFight: Between powers like ''suggestion'' and ''dominate'' and their natural skill as misleading and deceit, psurlons are adept at setting their foes against each other.
* PsychicPowers: Psurlons fight with their psionic powers, battering foes with telekinetic blasts or immobilising them with mental energy.
* StrongerWithAge: Psurlon elders are simply ordinary psurlons that have developed even more psionic powers as they aged. Other psurlons instead undertake a rapid physical growth into giant psurlons the size of ogres.
* SuperSenses: They have darkvision thanks to the sensory organs round their mouths, as well as blindsight due to being able to detect foes by scent, sound and vibration.
[[/folder]]

[[folder:Purple Worm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_purple_worm_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
'''Challenge Rating:''' 12 (3E), 15 (5E)\\
'''Alignment:''' TrueNeutral (1E-3E), Unaligned (4E-5E)

Enormous subterranean worms with armored bodies and insatiable appetites.
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* BewareMyStingerTail: They have a poisonous stinger at the end of their tails.
* ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and can even bore through solid rock at half that rate, leaving behind a 10-foot-wide tunnel.
* HorseOfADifferentColor: It's impossible to ride a purple worm normally, but the mind flayers have developed an odd way to use one as a mount. If an irritant is placed in the purple worm's throat, it will develop a cyst that can be drained and used as a driver's compartment. Though since purple worms are mindless, illithids have to resort to speaking Undercommon to give them commands, and the rider's cyst prevents the worm from swallowing Large creatures, while smaller ones might make an attack of opportunity at the worm's rider as they're swallowed.
* OurDragonsAreDifferent: A little-known fact is that the purple worm is referred to as the purple ''dragon'' in Gary Gygax's notes: "the purple, or mottled, dragon is a rare, flightless worm with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which hunt by tracking prey from below and attacking in a sudden, explosive surge through the surface.
* SwallowedWhole: With its cavernous maw, a purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits the shallow muck at the bottom of bodies of water.
[[/folder]]

!!Q

[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 2 (5E)\\
'''Alignment:''' TrueNeutral (1E-2E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)

Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the Underdark.
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* GoodOldWays: The great divide in the free quaggoths' society is between those who "follow magic" by using weapons and dyeing their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" by fighting with their claws and eschewing camouflage.
* ImAHumanitarian: When they can't find food, quaggoths prey on each other. A thonot that fails the tribe is devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume they're bipedal cave bears, but quaggoths are in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over the game's editions, so their current stats only make them slightly smarter than ogres.
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a more advanced society on the surface, before being driven underground by the elves and falling into cannibalistic savagery. For this reason, quaggoths captured by the drow need little prompting to join raids against surface elves.
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the psychic energies which permeate the Underdark.
* TurnsRed: When a quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and more accurate.
[[/folder]]

[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[caption-width-right:350:3e]]
->'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' NeutralGood

Radiant, free-willed humanoid constructs native to the marshes of Belierin, third layer of the Blessed Fields of Elysium.
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* BlindedByTheLight: At will, quesars can intensify their glows sixfold, potentially blinding nearby creatures.
* HealingFactor: They constantly recover hit points so long as they're exposed to sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the only way to permanently destroy one is to keep its remains in an area of darkness, forever, or to use magic like ''disintegrate'' to dispose of their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are to be obeyed without question. Those that do not adhere to that stricture are not well liked." This lack of support can result in proactive quesars leading one-person crusades against the Lower Planes, which for all a quesar's power are still suicidal actions.
* LightEmUp: After they've had their blinding radiance active for a round, quesars can replicate a ''sunburst'' effect, dealing damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light in a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous ability is to, three times each day, unleash a burst of energy so intense that it subjects every creature and object within 15 feet to a ''disintegrate'' effect, dealing heavy damage and reducing those that succumb to ash.
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful enough to follow their creators' commands, the quesars eventually expressed that they did not intend to exist as slaves. This offended the angels -- "The clockworks do not tell the clock maker what to do. The clay does not instruct the sculptor." -- and so there was a brief war in Elysium before the local deities intervened, chiding the angels that the quesars were not creatures of order, and the quesars that they should not foment chaos by rashly causing conflict with those who had treated them well. Thus the angels wordlessly departed Belierin, leaving the quesars to figure out what to do with their independence.
[[/folder]]

[[folder:Quickling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (5E)\\
'''Challenge Rating:''' 1 (5E)\\
'''Alignment:''' ChaoticEvil

Tiny and malicious fey notable for their incredible speed.
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* BlessedWithSuck: It is said that they were once a human-sized race of fey belonging to the Gloaming Court, but they were lazy and blew off their Queen's summons once too often. To quicken their pace and teach them to mind her will, she sped up their internal clocks. This gave quicklings their characteristic fast pace, but also sped up their aging process, leaving them with a lifespan of twenty years at best.
* SuperSpeed: In 5th edition they can move 120 feet per round without dashing, and their sheer speed imposes disadvantage on all attack rolls made against them.
* TheTrickster: A quickling spends most of its time perpetrating acts of mischief on slower creatures: tying a person's bootlaces together, unbuckling a saddle while no one's looking, or planting a stolen item in someone's bag. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways. Quicklings enjoy causing suffering that transcends mere mischief, especially when they can create discord by blaming others for their actions.
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their hyperactive metabolism. They die of old age in less than twenty years.
[[/folder]]

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