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Changed line(s) 1423,1424 (click to see context) from:
** 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.
** Chaonds are the descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.
to:
** 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.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.
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* 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.
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* 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.
Changed line(s) 1432,1433 (click to see context) from:
* 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.
to:
!!Chaond
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Chaotic
The descendants of someone who survived a slaad's reproduction attempt, but had their
----
* CombatPragmatist: Their chaotic natures mean chaonds have no patience for "rules" of warfare -- they fight dirty and
* FrogMen: They're a downplayed example, but show their slaadi heritage with
* KaleidoscopeEyes: Chaonds crank this up a notch by having not just their eye color slowly shift over time, but their hair color and skin tone as well.
* MakeSomeNoise: They can cast ''shatter'' once per day on fragile objects or crystalline creatures.
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'''Playable:''' 3E\\
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!!Zenythri
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Lawful
Humanoids descended from unnamed beings of pure Law, making them strive to attain their personal perfection and gravitate towards leadership positions in their societies.
----
* AmazingTechnicolorPopulation: They look nearly human, save for the faint blue or purple tint of their skin and hair.
* CleanUpTheTown: Zenythri have an instinctive urge to impose order on their surroundings, and some go so far as to travel to lawless areas in order to bring some sort of structure to them.
* CombatClairvoyance: They can use ''true strike'' once per day to guide an attack.
* UncannyValley: Implied; 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.
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Changed line(s) 1416,1420 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage
"Planetouched" 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.\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage
"Planetouched" 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.\\
to:
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage
(3E)
"Planetouched" 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.\\\\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage
"Planetouched" 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.
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!!Gloaming
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_gloamings_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Usually contrary to the dominant Alignment in an area
Small beings descended from natives of the Plane of Shadow, making them comfortable in the Underdark.
----
* ArchEnemy: Gloamings hold a "deep-set, racial hatred of the drow," allegedly because the dark elves only learned how to cast the ''cloak of dark power'' spell by conducting torturous experiments upon captive gloamings.
* DayHurtsDarkAdjustedEyes: Due to their Shadow heritage, gloamings are blinded by sudden exposure to bright light and take a minor penalty on rolls while remaining in it.
* InnateNightVision: Downplayed; they have low-light vision, not full darkvision, though their ability to be their own light source mitigates this somewhat.
* MistakenIdentity: Most who see a gloaming can tell they're planetouched, though they're so rare that those people tend to assume they're tieflings. This might contribute with the fascination gloamings feel towards tieflings, so that they view them as kindred spirits or distant cousins.
* PhosphorEssence: They can cause their pale skin to glow, up to the brightness of a torch, until the gloaming chooses to change it (and the glow gradually fades over 10 minutes if they die). Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.
* PickyPeopleEater: Gloamings benefit from this; mind flayers find their brains unpalatable and gloamings to be problematic slaves. As a result, illithids ignore these planetouched unless provoked.
* WalkingTheEarth: They're curious and seemingly incapable of settling in any place for long, making gloamings compulsive travelers.
* WingedHumanoid: They have dark, furry insectile wings, allowing them to fly at twice their land speed.
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* PortalNetwork: These drakes can make their own, as they're able to go through any given magic ''portal'' and emerge from one they've traveled through in the past, regardless of where a ''portal'' is intended to take travelers.
to:
* PortalNetwork: These drakes can make their own, as they're able own. Once they've traveled through a given magic ''portal'', they can choose to go return to that destination when passing through any given magic other ''portal'' and emerge from one they've traveled through in the past, regardless of where a ''portal'' is intended it's set to take travelers.lead.
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Changed line(s) 1462,1463 (click to see context) from:
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1465,1466 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Challenge Rating:''' 12 (3E)\\
to:
'''Classification:''' Dragon (3E)\\
'''Challenge Rating:'''
Changed line(s) 1469 (click to see context) from:
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
to:
Changed line(s) 1471,1476 (click to see context) from:
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
to:
* AsteroidsMonster: Protean scourges' signature AmbushingEnemy: Portal drakes usually camp a teleportation ''portal'', using their "portal sight" ability is to, after taking damage, immediately split in two identical monsters, each to see through it (and any other ''portal'' they've gone through). When prey walks past one of those ''portals'' -- especially adventurers with as many hit points as a lot of magic items -- the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having portal drake jumps out, uses their own array breath weapon to incapacitate the targets, grabs their loot, and then flees back through the portal.
* BreathWeapon: Theirs is a short cone ofunspent spell slots.
poisonous gas that deals [[NonHealthDamage Strength damage]] and [[KnockoutGas induces unconsciousness.]]
*BigRedDevil: They appear DoppelgangerSpin: Portal drakes can cast ''mirror image'' once per day.
* PortalNetwork: These drakes can make their own, assuch, being {{Horned Humanoid}}s with pebbly red skin, they're able to go through any given magic ''portal'' and emerge from one they've traveled through in the past, regardless of where a ''portal'' is intended to take travelers.
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, thoughthey aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee,the accompanying illustration lakes the coppers' distinctive "fin" wings and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.facial structure.
* BreathWeapon: Theirs is a short cone of
*
* PortalNetwork: These drakes can make their own, as
* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though
* MagicKnight: Protean scourges are formidable in melee,
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
Added DiffLines:
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
----
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
----
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
[[/folder]]
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[[folder:Phaethon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaethon_3e_7.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaethon_3e_7.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
to:
[[quoteright:349:https://static.
[[quoteright:341:https://static.tvtropes.
->'''Origin:'''
Changed line(s) 1198,1202 (click to see context) from:
'''Challeng Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulNeutral
Distant relatives of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.
'''Playable:''' 3E\\
'''Alignment:''' LawfulNeutral
Distant relatives of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.
to:
Distant relatives
The descendants of
Changed line(s) 1204,1209 (click to see context) from:
* AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of their endurance, and undergo an apotheosis into a living embodiment of their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.
* BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.
to:
* AngelicTransformation: Some phaethons feel AgonyBeam: Phaerlocks can fix their gaze on a pull towards something greater as they mature, until at some point they're compelled nearby creature, which has to fly skyward towards save or share the sun, to agony of the very limit phaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for a round, and shaken for several more rounds afterward. This effect doesn't work on things without proper nervous systems like constructs, plants, undead, etc.
* ExtraEyes: Part of theirendurance, and undergo an apotheosis into a living embodiment of augmentation involved having two extra eyes implanted in their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed heads, providing phaerlocks with 30-foot flaming wingspans that deal increased damage all-around vision and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of preventing them from being flanked.
* FlayingAlive: The blood-colored organic armor plating covering theirtime on the wing patrolling bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain theirhomeland.
* BareFistedMonk: Phaethon tendancestors' ability to be spiritual and traditionalists, and hold their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
breath underwater for extended periods.
*HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing TorturedMonster: Even breathing is agonizing for these creatures, forcing them to fly either develop mental tricks to block out the pain, or add fire damage to ease their unarmed attacks or grapple actions. Those who devote themselves torment by forcing other creatures to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.experience it.
* ExtraEyes: Part of their
* FlayingAlive: The blood-colored organic armor plating covering their
* LizardFolk: Phaerlocks are derived from such, and retain their
* BareFistedMonk: Phaethon tend
*
* ImmuneToFire: They have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a ready source of molten stone and metal to craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that outsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of the god Habbakuk, the Blue Phoenix.
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[[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]]
[[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]]
to:
[[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.
Changed line(s) 1229,1233 (click to see context) from:
->'''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.
'''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:
'''Classification:''' Humanoid (3E)\\
'''Playable:''' 3E\\
'''Alignment:'''
Oversized wasps
Distant relatives of elves with
Changed line(s) 1235,1237 (click to see context) from:
* 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).
* 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.
AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of their endurance, and undergo an apotheosis into a living embodiment of their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
*MagicMissileStorm: BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: Theycan have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a pair ready source of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up molten stone and metal to about 20 creatures, craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence thatequals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (throughoutsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the planar boundary in elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of thelatter case).god Habbakuk, the Blue Phoenix.
*
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through
* SemiDivine: On Krynn, they claim to be descended from a son of the
Changed line(s) 1240,1241 (click to see context) from:
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
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to:
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Changed line(s) 1243,1247 (click to see context) from:
->'''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.
'''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 shapeshiftersTrueNeutral
Mobile, carnivorous fungus monsters thatuse 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.
'''Challenge Rating:'''
'''Alignment:'''
Amorphous shapeshifters
Mobile, carnivorous fungus monsters that
Changed line(s) 1249,1252 (click to see context) from:
* 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.
* 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 scentsmake 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 funkeep 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 aidclick 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.
* TheHedonist: They crave new experiences, from scents
* 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
* 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
* 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.
Changed line(s) 1255,1261 (click to see context) from:
[[folder:Phirblas]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
to:
[[quoteright:150:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:'''
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
Changed line(s) 1263,1270 (click to see context) from:
* CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
to:
* CompellingVoice: BigCreepyCrawlies: A non-verbal example; once per day, a phirblas phase wasp is 18 inches long.
* MagicMissileStorm: They canuse its words 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 andtelepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]],attack invisible and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other ethereal creatures (through the planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, andboundary in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.latter case).
* MagicMissileStorm: They can
* SeeTheInvisible: Phase wasps can see and
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]],
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
Changed line(s) 1273,1274 (click to see context) from:
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
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Changed line(s) 1276,1281 (click to see context) from:
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
to:
'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Also known
Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as
Changed line(s) 1283,1287 (click to see context) from:
* DeadlyGas: A phiuhl more or less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the upside, their gaseous nature makes phiuhls vulnerable to being blown around by effects such as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
to:
* DeadlyGas: A phiuhl more or less is BlobMonster: In its natural form, a sentient cloud of superheated poisonous vapor, phasm resembles an ooze and anyone within 50 feet of them has attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors tosave or take Constitution damage (in 3rd Edition), or be in danger of collapsing obscure trivia and expiring in juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to amatter of rounds (in 2nd Edition). On given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the upside, fun of it, other times they'll hire out their gaseous nature makes phiuhls vulnerable to being blown around by effects such talents as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals,spies, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, asthey're notoriously unreliable since they often operate in pairs. Night hags have been known don't feel any obligation to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into share what they learn.
* VoluntaryShapeshifting: Phasms can take theBlood War have been unsuccessful.form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.
* TheHedonist: They crave new experiences, from scents or flavors to
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals,
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as
* VoluntaryShapeshifting: Phasms can take the
Changed line(s) 1290,1297 (click to see context) from:
[[folder:Phoelarch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:'''
Phoelarchs are
Gaunt humanoids
Changed line(s) 1299,1304 (click to see context) from:
* ArtEvolution: While their 3rd Edition art depicts phoelarchs with brilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
to:
* ArtEvolution: While their 3rd Edition art depicts phoelarchs CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet withbrilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspectedfatal accidents. As such, they have little fear or understanding of being related in some way to the legendary firebirds, and death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they sharemany phoenix-like traits, particularly how with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they die. After detonating, were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form aphoelarch leaves behind a pile dizzying array of ashes words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, anda black glass egg, which in 24 hours will hatch into the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a phoera. This phoera fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, anentirely new creature, with no memories of its phoelarch "parent's" life, but once ancient demiplane that phoera has hatched, the original phoelarch cannot be brought back to life by any means short contains a veritable metropolis housing millions of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
phirblas.
*PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera SpeechBubbles: A weird variant; phirblas have a fiery BreathWeapon and can ignite foes they attack with form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their beak or claws. Both creatures intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are also used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hotenough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyonand vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.vegetarian dishes so complicated that it takes several days to prepare them.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected
* HoverSkates: In another trait they share
* MassHypnosis: Three times per day, phirblas can form a
* NoBiologicalSex: Phirblas don't have recognizable genders, and
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an
*
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot
* UndergroundMonkey: Vazalkyon
Changed line(s) 1307,1308 (click to see context) from:
[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1310,1316 (click to see context) from:
->'''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.
'''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:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Large, fiery birds capable
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of
For
Changed line(s) 1318,1328 (click to see context) from:
* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* 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.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
* 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.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* 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, with wingspans at DeadlyGas: A phiuhl more or over less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, whileupside, their eyes, beaks and talons can fetch up gaseous nature makes phiuhls vulnerable to 5000 gp apiece being blown around by effects such as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain frombuyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature overthe years. Depending intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down 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 infire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes damage, and are even able to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerfuldamage creatures of good explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable andopponents alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of evil beings, Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and as being considered omens was left ranting about "undead lords of either fortune or disasters when seen.
**brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The5th prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd 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 allowclassifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have somecontrol 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}}way to communicate with most creatures, but can "speak" one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'',phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and even ''[[{{Reincarnation}} reincarnate]]''.baatezu to bring phiuhls into the Blood War have been unsuccessful.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from
* ThePhoenix: There have been several versions and interpretations of this creature over
** 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
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and
**
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some
* 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}}
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'',
Changed line(s) 1331,1332 (click to see context) from:
[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
to:
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Changed line(s) 1334,1338 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
to:
->'''Classification:''' Monstrous Humanoid (3E)\\
Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6(3E)\\
(phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:'''ChaoticEvil
A repressed neurosis given life, hungeringChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting forthe mental energy of other creatures.freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
'''Challenge Rating:''' 6
'''Alignment:'''
A repressed neurosis given life, hungering
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for
Changed line(s) 1340,1349 (click to see context) from:
* AchillesHeel: Since they're creatures of the mind, ''feeblemind'' and ''confusion'' spells deal damage to phthisics in 2nd Edition, and nullify their HealingFactor for several rounds.
* 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 enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability 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.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
* 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 enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability 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.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
to:
* 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.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back
*
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the
* PsychicPowers: 3E phthisics have
* PlayingWithFire: Phoelarchs wield spell-like abilities such as
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only
* 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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence
*
Changed line(s) 1352,1360 (click to see context) from:
[[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), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 2E-4E\\
'''Alignment:'''
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
Changed line(s) 1362,1369 (click to see context) from:
* 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.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* 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.
* 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.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* 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 can be ground into ''dust GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to a ''staff ofdisappearance''. "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.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astrayfire. 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 likehard 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 oftheir 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 anduse 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 thepixie'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 theindividual form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself tochoose 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.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond theirhoard.
* 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: Theyfiery 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]]''.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of
*
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray
* HonestAxe: Pixies like
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their
* 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
Changed line(s) 1372,1373 (click to see context) from:
[[folder:Plague Brush]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1375,1379 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
to:
->'''Classification:''' Plant Monstrous Humanoid (3E)\\
'''Challenge Rating:'''17 6 (3E)\\
'''Alignment:'''Unaligned
35-foot wide, poisonous tumbleweeds that normally roll aboutChaoticEvil
A repressed neurosis given life, hungering for thescarlet plains mental energy of Cathrys, second layer of the Tarterian Depths of Carceri.other creatures.
'''Challenge Rating:'''
'''Alignment:'''
35-foot wide, poisonous tumbleweeds that normally roll about
A repressed neurosis given life, hungering for the
Changed line(s) 1381,1383 (click to see context) from:
* IndyEscape: They're essentially free-roaming examples, instinctively chasing down and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
to:
* IndyEscape: They're essentially free-roaming examples, instinctively chasing down AchillesHeel: Since they're creatures of the mind, ''feeblemind'' and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing''confusion'' spells deal damage to phthisics in 2nd Edition, and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract nullify their HealingFactor for several rounds.
* 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 enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb tothe plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along it, their way.corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing
* 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 enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
Changed line(s) 1386,1390 (click to see context) from:
[[folder:Planar Incarnate]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
to:
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:'''
'''Playable:''' 2E-4E\\
'''Alignment:'''
Diminutive fairies who delight in playing harmless tricks on people.
Changed line(s) 1392,1393 (click to see context) from:
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
to:
* EvilLivingFlames: Planar incarnates 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 theLower Planes surest ways to win a pixie over is by complimenting their fashion sense.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* 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 takesinister forms, roiling waves advantage of fiendish flames.
this power.
*PlayingWithFire: In response 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 beinghit by an attack roll, captured or attacked. Those who wander through a planar incarnate can magically gaze at a creature and command it to combust.pixie's glade might never see them, yet hear the occasional giggle, gasp or sigh.
* 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
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* 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
*
* 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
Changed line(s) 1396,1404 (click to see context) from:
[[folder:Planetouched]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage
"Planetouched" 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]].
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage
"Planetouched" 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:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A chaond and zenythri (3e)]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond
35-foot wide, poisonous tumbleweeds that normally roll about the
Several
Changed line(s) 1406,1417 (click to see context) from:
* 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.
* 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.
* 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.
* 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.
to:
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, IndyEscape: They're essentially free-roaming examples, instinctively chasing down and are sometimes born with flattening anything they come across. With a [[ArtificialLimbs mechanical limb]].
60-foot movement speed, escaping them is more easily said than done.
*DivineParentage: Planetouched's heritages can range from Good PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Evil Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is toLaw simply roll over other creatures, dealing damage 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 Chaospotentially causing them to get scooped up in the process.
** Shyfts are humanoids descended from a creature from the Ethereal Plane, and tend to look supernaturally unremarkable.
* 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 setstangle of vines, trapping 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,inside the plant until they get a racial bonus on Hide and Move Silently checks, and tend either extract themselves or succumb 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 otherthe plague brush's spores. In fact, these mindless plants often ignore creatures find them ''too'' perfect-looking.they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
*
* TrampledUnderfoot: These plants' primary attack is to
** 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
** Shyfts are humanoids descended from a creature from the Ethereal Plane, and tend to look supernaturally unremarkable.
* 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
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget. As such,
* 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
Changed line(s) 1420,1425 (click to see context) from:
[[folder:Plasmoid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:'''
'''Classification:'''
'''Challenge Rating:'''
Changed line(s) 1427,1428 (click to see context) from:
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
to:
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can
Changed line(s) 1431,1438 (click to see context) from:
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Spiny, barrel-shaped cacti that can explode at the slightest touch.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Unaligned
Spiny, barrel-shaped cacti that can explode at the slightest touch.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Spiny, barrel-shaped cacti that can explode at
"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond the
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
Changed line(s) 1440,1442 (click to see context) from:
* ExplodingBarrels: They're basically an organic example. Immature porcupine cacti have flat shapes and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
to:
* ExplodingBarrels: They're basically an organic example. Immature porcupine cacti ChromeChampion: Mechanatrices tend to have flat shapes a metallic sheen to their skin, and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more are sometimes born with seeds. A turgid porcupine cactus a [[ArtificialLimbs mechanical limb]].
* DivineParentage: Planetouched's heritages candetonate when struck by range from Good and Evil to Law and Chaos.
** Axani and zenythri have acreature, or 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 thepresence of 20-mile-per-hour winds or strong vibrations (such as those produced by process.
** Shyfts are humanoids descended from atunneling ashworm). This deals damage to everything in a 10-foot radius, leaves behind thorny flesh on creature from the ground Ethereal Plane, and tend to look supernaturally unremarkable.
* FrogMen: Chaonds are a downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and gravelly voices thatacts tend to come out as {{caltrops}}, 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 andmost dangerously, is likely skin tone.
* MarkOfTheSupernatural: Planetouched tend tostart have something that visibly sets them apart from normal Material Plane races, whether something as dramatic as a chain reaction among the other cacti in the patch.
different skin tone, weird eyes, or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.
*ManEatingPlant: They 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'thave mouths, but porcupine cacti seeds tend to grow get any Charisma bonus from it, and in the bodies of those slain in the detonation of fact their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.basic statline has them with lower than average Charisma, implying that other creatures find them ''too'' perfect-looking.
* DivineParentage: Planetouched's heritages can
** Axani and zenythri have a
** Chaonds are the descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the
** Shyfts are humanoids descended from a
* FrogMen: Chaonds are a downplayed example, but show their slaadi heritage with stocky bodies, wide feet, and gravelly voices that
* {{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
* MarkOfTheSupernatural: Planetouched tend to
*
* 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
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
Changed line(s) 1445,1446 (click to see context) from:
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
Changed line(s) 1448,1452 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
to:
->'''Classification:''' Monstrous Humanoid Plant (3E)\\
'''Challenge Rating:'''12 1 (3E)\\
'''Alignment:'''NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.Unaligned
Spiny, barrel-shaped cacti that can explode at the slightest touch.
'''Challenge Rating:'''
'''Alignment:'''
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
Spiny, barrel-shaped cacti that can explode at the slightest touch.
Changed line(s) 1454,1459 (click to see context) from:
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
to:
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each ExplodingBarrels: They're basically an organic example. Immature porcupine cacti have flat shapes and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with as many hit points as seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a minute and tunneling ashworm). This deals damage to everything in a 10-foot radius, leaves it helpless), behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the duplicates use a shared spell "pool" rather than each having other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of theirown array of unspent spell slots.
parent plants.
*BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chancesTheSpiny: Anyone trying to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their
*
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
----
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
----
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
[[/folder]]
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
Deleted line(s) 1484 (click to see context) :
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
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Changed line(s) 1782 (click to see context) from:
* HumanSubrace: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
to:
* HumanSubrace: HumanSubspecies: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
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Added DiffLines:
'''Playable:''' 2E-3E\\
Added DiffLines:
[[folder:Pterrax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterrax_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Large, leathery-winged reptiles made more dangerous by their innate psionics.
----
* CraftedFromAnimals: Pterrax teeth are collected by pterrans for use in their ''thanak'', an axe-like weapon, while pterrax skin is used to make ceremonial drums.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving upon opponents to rake with their claws, making flyby attacks, or even carrying off smaller prey.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterrax_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Animal (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Unaligned
Large, leathery-winged reptiles made more dangerous by their innate psionics.
----
* CraftedFromAnimals: Pterrax teeth are collected by pterrans for use in their ''thanak'', an axe-like weapon, while pterrax skin is used to make ceremonial drums.
* HorseOfADifferentColor: The aforementioned pterrans make extensive use of pterrax as flying mounts.
* PsychicPowers: As an Athasian species, pterrax are latently psychic, and can wield powers like ''psionic crush'', ''complete healing'' and ''flesh armor''.
* TerrorDactyl: They're basically psychic ''Pteranodon'' that are quite capable in combat even without their psionics, diving upon opponents to rake with their claws, making flyby attacks, or even carrying off smaller prey.
[[/folder]]
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Changed line(s) 1500 (click to see context) from:
* LizardFolk: In two of their forms, they look like reptilian humanoids with a pteranodon's beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterosaurs.
to:
* LizardFolk: In two of their forms, they look like reptilian humanoids with a pteranodon's ''Pteranodon''[='s=] beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterosaurs.
Added DiffLines:
[[folder:Pterran]]
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterran_2e.png]]
[[caption-width-right:275:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
----
* FantasticCasteSystem: Pterran society is divided into three "Life Paths," each with its own test required to join, and the eldest member of each Path serves in a tribe's Triumvirate. Most pterrans follow the Path of the Warrior, and are only accepted as such after managing to capture and tame a pterrax mount. Others follow the Path of the {{Druid}} and venerate their Earth Mother goddess, and prove themselves by surviving alone in the forest for six months, with no equipment other than what they make. Rarer still is the Path of the Psionicist, whose aspirants must prove their ability by reading the thoughts of the tribe's psionicists and telepathically sharing them with the Triumvirate.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
[[/folder]]
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterran_2e.png]]
[[caption-width-right:275:2e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Alignment:''' TrueNeutral (2E), NeutralGood (3E)
Reptilian humanoids resembling bipedal, wingless ''Pteranodon''.
----
* FantasticCasteSystem: Pterran society is divided into three "Life Paths," each with its own test required to join, and the eldest member of each Path serves in a tribe's Triumvirate. Most pterrans follow the Path of the Warrior, and are only accepted as such after managing to capture and tame a pterrax mount. Others follow the Path of the {{Druid}} and venerate their Earth Mother goddess, and prove themselves by surviving alone in the forest for six months, with no equipment other than what they make. Rarer still is the Path of the Psionicist, whose aspirants must prove their ability by reading the thoughts of the tribe's psionicists and telepathically sharing them with the Triumvirate.
* LizardFolk: Of the "dinosaur-folk" variant, though modeled off a non-dinosaur. In their home setting, pterrans look enough like pterrax that they're probably related somehow.
* MageSpecies: Like many Athasian creatures, pterrans are latent psionicists, though only a minority develop their wild talents into the actual psion class.
* PoisonedWeapons: 2nd Edition mentions that pterrans coat their melee and thrown weapons with a nasty poison that causes victims to lose 1 point of Strength and Constitution each day until they expire, a condition that can only be cured by magic.
* StarfishLanguage: The pterran tongue is a collection of hisses, pops, snarls and growls mixed with claw-clicks and taps, so it's difficult for non-pterrans to understand and impossible for the likes of humans to speak.
[[/folder]]
Is there an issue? Send a MessageReason:
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[[folder:Planar Incarnate]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
----
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
[[/folder]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any
----
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* PlayingWithFire: In response to being hit by an attack roll, a planar incarnate can magically gaze at a creature and command it to combust.
[[/folder]]
Changed line(s) 1467 (click to see context) from:
* KillAndReplace: 5th Edition adds psurlon "ringers," which can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
to:
* KillAndReplace: Psurlon ringers, added in 5th Edition adds psurlon "ringers," which Edition, can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
Changed line(s) 1490 (click to see context) from:
* LizardFolk: In two of their forms, they look like reptilian humanoids with a pteranodon's beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterodactyls.
to:
* LizardFolk: In two of their forms, they look like reptilian humanoids with a pteranodon's beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterodactyls.pterosaurs.
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Deleted line(s) 285 (click to see context) :
* 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.
Changed line(s) 292 (click to see context) from:
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by the 3E art for the susurrus).
to:
* ReflectiveTeleportation: Nerra can 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.
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art for thesusurrus).susurrus]]).
* {{Retcon}}: 4th Edition presents the nerra as the descendents of a group called the Sect of Severity, which planned to use their astral domain of the Constellation of Eyes to watch over the mortal realm. Unfortunately they were infiltrated by cultists of Asmodeus, and the resulting conflict turned the nerra into mirror-skinned creatures with an uncertain agenda, using dedicated combat forms such as the meerak and delphar. 4E also changed the nerra's appearance, going from smooth, mirror-skinned humanoids to blocky humanoid hulks (represented by [[https://static.tvtropes.org/pmwiki/pub/images/d&d_susurrus_3e.jpg the 3E art for the
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Changed line(s) 1193,1208 (click to see context) from:
[[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]]
[[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]]
to:
[[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]]
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Changed line(s) 1210,1214 (click to see context) from:
->'''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.
'''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:
'''Classification:''' Humanoid (3E)\\
'''Playable:''' 3E\\
'''Alignment:'''
Oversized wasps
Distant relatives of elves with
Changed line(s) 1216,1218 (click to see context) from:
* 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).
* 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.
AngelicTransformation: Some phaethons feel a pull towards something greater as they mature, until at some point they're compelled to fly skyward towards the sun, to the very limit of their endurance, and undergo an apotheosis into a living embodiment of their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans that deal increased damage and [[TheSpiny can harm enemies who simply come near them]], and become native outsiders who stop aging and only rarely need to eat. Councils of such elders lead phaethon communities, though other elders are more aloof and spend most of their time on the wing patrolling their homeland.
*MagicMissileStorm: BareFistedMonk: Phaethon tend to be spiritual and traditionalists, and their communities are orderly, austure and isolated, built above the treeline on mountainsides -- as such, they're natural monks. Though some phaethon abandon their Lawful traditions to make a more Chaotic "[[DanceBattler Dance of Flames]]" in combat.
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: Theycan have the fire subtype, making them immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek out active volcanoes as a pair ready source of ''magic missiles'' every few rounds. Since phase wasps live in swarms of up molten stone and metal to about 20 creatures, craft.
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence thatequals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (throughoutsiders have nothing to offer phaethons that they can't learn from their own predecessors. In 3E they retain the planar boundary in elf subtype, so are subject to anything that targets elves.
* SemiDivine: On Krynn, they claim to be descended from a son of thelatter case).god Habbakuk, the Blue Phoenix.
*
* HotWings: Their signature trait, and why phaethon architecture makes no use of wood. As a free action, a phaethon can manifest a set of blazing wings, allowing them to fly or add fire damage to their unarmed attacks or grapple actions. Those who devote themselves to Habbakuk (as Phaeran the Firebird) and complete certain religious rites have their fiery wings [[TechnicolorFire turn blue.]]
* ImmuneToFire: They
* OurElvesAreDifferent: Phaethons look like half-elves until their wings ignite, are descended from a Kagonesti elf, and have an elven fondness for nature, animals and forests... as well as a tendency towards aloofness, introversion, and the confidence that
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through
* SemiDivine: On Krynn, they claim to be descended from a son of the
Changed line(s) 1221,1222 (click to see context) from:
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phasm_3e.png]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1224,1228 (click to see context) from:
->'''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.
'''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 shapeshiftersTrueNeutral
Mobile, carnivorous fungus monsters thatuse 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.
'''Challenge Rating:'''
'''Alignment:'''
Amorphous shapeshifters
Mobile, carnivorous fungus monsters that
Changed line(s) 1230,1233 (click to see context) from:
* 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.
* 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 scentsmake 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 funkeep 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 aidclick 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.
* TheHedonist: They crave new experiences, from scents
* 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
* 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
* 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.
Changed line(s) 1236,1242 (click to see context) from:
[[folder:Phirblas]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' NeutralGood
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
to:
[[quoteright:150:https://static.
[[quoteright:349:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:'''
Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
Oversized wasps with a dangerous magical attack, and a tendency to make nests from paper stolen from libraries, magical and non-magical.
Changed line(s) 1244,1251 (click to see context) from:
* CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
to:
* CompellingVoice: BigCreepyCrawlies: A non-verbal example; once per day, a phirblas phase wasp is 18 inches long.
* MagicMissileStorm: They canuse its words 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 andtelepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]],attack invisible and rarely meet with fatal accidents. As such, they have little fear or understanding of death, which makes other ethereal creatures (through the planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, andboundary in the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.latter case).
* MagicMissileStorm: They can
* SeeTheInvisible: Phase wasps can see and
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]],
* HoverSkates: In another trait they share with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form a dizzying array of words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, and
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an ancient demiplane that contains a veritable metropolis housing millions of phirblas.
* SpeechBubbles: A weird variant; phirblas have a form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot and cold vegetarian dishes so complicated that it takes several days to prepare them.
Changed line(s) 1254,1255 (click to see context) from:
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1257,1262 (click to see context) from:
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.
to:
'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Also known
Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism as
Changed line(s) 1264,1268 (click to see context) from:
* DeadlyGas: A phiuhl more or less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the upside, their gaseous nature makes phiuhls vulnerable to being blown around by effects such as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into the Blood War have been unsuccessful.
to:
* DeadlyGas: A phiuhl more or less is BlobMonster: In its natural form, a sentient cloud of superheated poisonous vapor, phasm resembles an ooze and anyone within 50 feet of them has attacks with pseudopods.
* TheHedonist: They crave new experiences, from scents or flavors tosave or take Constitution damage (in 3rd Edition), or be in danger of collapsing obscure trivia and expiring in juicy gossip.
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to amatter of rounds (in 2nd Edition). On given situation, whether they'll attack or parley with or retreat from opponents. Sometimes phasms will team up with doppelgangers just for the upside, fun of it, other times they'll hire out their gaseous nature makes phiuhls vulnerable to being blown around by effects such talents as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals,spies, except no priest has been able to successfully turn them, and 3rd Edition classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, asthey're notoriously unreliable since they often operate in pairs. Night hags have been known don't feel any obligation to strike short-term bargains with phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and baatezu to bring phiuhls into share what they learn.
* VoluntaryShapeshifting: Phasms can take theBlood War have been unsuccessful.form of almost any other creature or object of Large size or smaller, an ability they use in combat or to aid their infiltrations.
* TheHedonist: They crave new experiences, from scents or flavors to
* ItAmusedMe: Phasms' fundamental motivation. This means that there's no telling how they'll react to a
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from the intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down on the fire damage, and are even able to damage creatures explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and was left ranting about "undead lords of brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The prevailing theory is that phiuhls are the spirits of slain elementals,
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some way to communicate with one another, as
* VoluntaryShapeshifting: Phasms can take the
Changed line(s) 1271,1278 (click to see context) from:
[[folder:Phoelarch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Classification:''' Monstrous Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6 (phoelarch) 3 (phoera) (3E); 12 (4E)\\
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:'''
Phoelarchs are
Gaunt humanoids
Changed line(s) 1280,1285 (click to see context) from:
* ArtEvolution: While their 3rd Edition art depicts phoelarchs with brilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of ashes and a black glass egg, which in 24 hours will hatch into a phoera. This phoera is an entirely new creature, with no memories of its phoelarch "parent's" life, but once that phoera has hatched, the original phoelarch cannot be brought back to life by any means short of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
* PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures are also hot enough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyon and vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.
to:
* ArtEvolution: While their 3rd Edition art depicts phoelarchs CompellingVoice: A non-verbal example; once per day, a phirblas can use its words and telepathy to make a ''suggestion''.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet withbrilliantly-colored feathers on their heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspectedfatal accidents. As such, they have little fear or understanding of being related in some way to the legendary firebirds, and death, which makes other planar travelers consider phirblas quite naive.
* HoverSkates: In another trait they sharemany phoenix-like traits, particularly how with the dabus, phirblas' feet don't touch the ground. They can't actually fly, and move about as if they die. After detonating, were walking, just slightly above the surface beneath them.
* MassHypnosis: Three times per day, phirblas can form aphoelarch leaves behind a pile dizzying array of ashes words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders, anda black glass egg, which in 24 hours will hatch into the rare cases they reproduce, do so asexually to produce [[BornAsAnAdult a phoera. This phoera fully-grown phirblas.]]
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, anentirely new creature, with no memories of its phoelarch "parent's" life, but once ancient demiplane that phoera has hatched, the original phoelarch cannot be brought back to life by any means short contains a veritable metropolis housing millions of a ''wish'' or ''miracle'' used in conjunction with ''resurrection''. If a phoera is slain, its body too immolates and leaves behind another black glass egg, which will hatch into a new phoera; once again, it is very difficult to bring back the original phoera after its "child" hatches.
phirblas.
*PlayingWithFire: Phoelarchs wield spell-like abilities such as ''scorching ray'', ''produce flame'' and ''fire shield'', while phoera SpeechBubbles: A weird variant; phirblas have a fiery BreathWeapon and can ignite foes they attack with form of telepathy that allows them to communicate by having words form in the air right above them, about ten at a time, appearing in the language of their beak or claws. Both creatures intended recipient. The nature of said script indicates the phirblas' emotional state, so flowing and elegant letters are also used for a formal address, while quick and simple text indicates a casual conversation, messy writing indicates that the phirblas is in a hurry or doesn't wish to converse, and shaky script suggests emotional distress. This trait suggests some connection between the phirblas and the dabus of Sigil, but nothing conclusive has been proven.
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hotenough to [[TheSpiny damage foes who touch them]], an ability they can choose to suppress.
* UndergroundMonkey: Vazalkyonand vazalka are cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from a different energy type, and causing foes to be shaken from cold rather than igniting from heat.vegetarian dishes so complicated that it takes several days to prepare them.
* FearlessFool: Phirblas don't fight among each other, [[TheAgeless don't seem to age]] or [[IdealIllnessImmunity contract diseases]], and rarely meet with
* DefeatEqualsExplosion: When slain, phoelarchs detonate in a 20-foot fireball.
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected
* HoverSkates: In another trait they share
* MassHypnosis: Three times per day, phirblas can form a
* NoBiologicalSex: Phirblas don't have recognizable genders, and
* PocketDimension: Though their listed environment is the Ethereal Plane, phirblas properly hail from Inphirblau, an
*
* {{Veganopia}}: The phirblas' dietary needs are met by herbariums all over their demiplane-city, and their chefs have devised mutliple hot
* UndergroundMonkey: Vazalkyon
Changed line(s) 1288,1289 (click to see context) from:
[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]
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to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1291,1297 (click to see context) from:
->'''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.
'''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:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Large, fiery birds capable
Also known as "vaporous horrors" or "lingering deaths," these murderous clouds of
For
Changed line(s) 1299,1309 (click to see context) from:
* GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* 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.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'', and even ''[[{{Reincarnation}} reincarnate]]''.
* 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.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* 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, with wingspans at DeadlyGas: A phiuhl more or over less is a sentient cloud of superheated poisonous vapor, and anyone within 50 feet of them has to save or take Constitution damage (in 3rd Edition), or be in danger of collapsing and expiring in a matter of rounds (in 2nd Edition). On the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, whileupside, their eyes, beaks and talons can fetch up gaseous nature makes phiuhls vulnerable to 5000 gp apiece being blown around by effects such as the ''gust of wind'' spell.
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain frombuyers who aren't appalled by someone killing and butchering a firebird.
* ThePhoenix: There have been several versions and interpretations of this creature overthe years. Depending intense, dessicating heat. Some phiuhls are known as "harvesters as flame" because they lack the poisonous aspect or normal phiuhls, but double down 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 infire (see the "Firenewt" entry). This is immediately contradicted by the subsequent ''Monster Manual II'' introducing actual phoenixes damage, and are even able to the game.
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerfuldamage creatures of good explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable andopponents alien minds that can drive anyone trying to make mental contact with them insane. A cambion sorcerer by the name of evil beings, Rgillyth attempted to use ''ESP'' to interrogate a phiuhl about the creature's origins, and as being considered omens was left ranting about "undead lords of either fortune or disasters when seen.
**brass," "spirits of long-dead wind dukes," and a "melded prison of steam."
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The5th prevailing theory is that phiuhls are the spirits of slain elementals, except no priest has been able to successfully turn them, and 3rd 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 allowclassifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have somecontrol 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}}way to communicate with most creatures, but can "speak" one another, as they often operate in pairs. Night hags have been known to strike short-term bargains with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'',phiuhls, usually offering larvae in exchange for safe passage or small favors, but attempts by tanar'ri and even ''[[{{Reincarnation}} reincarnate]]''.baatezu to bring phiuhls into the Blood War have been unsuccessful.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of healing'' or various curative potions, while
* EvilLivingFlames: They get in on this trope as well due to their sweltering heat, which damages anything that comes close to phiuhls. Things only get worse if a phiuhl envelops a victim in their gaseous form, dealing LevelDrain from
* ThePhoenix: There have been several versions and interpretations of this creature over
** 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
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful
* AMindIsATerribleThingToRead: Phiuhls have inscrutable and
**
* RiddleForTheAges: No one's sure what exactly phiuhls are, and mortal and fiendish scholars alike have tried to capture and study them, to little success. The
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow
* StarfishLanguage: Phiuhls speak no audible language, but appear to have some
* 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}}
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their fiery abilities, phoenixes can also wield curative magic like ''cure light wounds'', ''heal'', ''remove curse'',
Changed line(s) 1312,1313 (click to see context) from:
[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]
to:
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Changed line(s) 1315,1319 (click to see context) from:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticEvil
A repressed neurosis given life, hungering for the mental energy of other creatures.
to:
->'''Classification:''' Monstrous Humanoid (3E)\\
Humanoid/Magical Beast (3E), Natural Humanoid/Elemental Magical Beast (4E)\\
'''Challenge Rating:''' 6(3E)\\
(phoelarch) 3 (phoera) (3E); 12 (4E)\\
'''Alignment:'''ChaoticEvil
A repressed neurosis given life, hungeringChaoticGood (3E), Unaligned (4E)
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting forthe mental energy of other creatures.freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.
'''Challenge Rating:''' 6
'''Alignment:'''
A repressed neurosis given life, hungering
Phoelarchs are humanoids with avian features said to be kin to phoenixes, who wield the power of fire as they wander the world, fighting for
Changed line(s) 1321,1330 (click to see context) from:
* AchillesHeel: Since they're creatures of the mind, ''feeblemind'' and ''confusion'' spells deal damage to phthisics in 2nd Edition, and nullify their HealingFactor for several rounds.
* 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 enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability 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.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
* 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 enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability 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.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
to:
* 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.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back
*
* FeedItWithFire: Phoelarchs and phoera are healed by fire effects.
* ThePhoenix: They're suspected of being related in some way to the
* PsychicPowers: 3E phthisics have
* PlayingWithFire: Phoelarchs wield spell-like abilities such as
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only
* 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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence
*
Changed line(s) 1333,1341 (click to see context) from:
[[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), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' NeutralGood, Unaligned (4E)
Diminutive fairies who delight in playing harmless tricks on people.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:350:3e]]
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 2E-4E\\
'''Alignment:'''
For the 5E iteration of this creature, see the "Elder Elementals" section of the "Elementals" entry.
Changed line(s) 1343,1350 (click to see context) from:
* 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.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* 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.
* 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.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* 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 can be ground into ''dust GiantFlyer: Phoenixes are usually very large birds, with wingspans at or over the forty-foot range.
* OrganDrops: Phoenix feathers are useful additions to a ''staff ofdisappearance''. "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.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astrayfire. 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 likehard 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 oftheir 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 anduse 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 thepixie'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 theindividual form of spell-like abilities such as ''fire seeds'', ''incendiary cloud'' and ''pyrotechnics''.
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself tochoose 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.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond theirhoard.
* 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: Theyfiery 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]]''.
* OrganDrops: Phoenix feathers are useful additions to a ''staff of
*
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray
* HonestAxe: Pixies like
** In the first edition ''Fiend Folio'', it's stated that phoenixes are based on garbled accounts of
** 3rd Edition's ''Monster Manual II'' presents phoenixes as being powerful creatures of good and
** The 5th Edition ''Mordenkainen's Tome of Foes'' takes the
* PlayingWithFire: While the specifics vary between editions, phoenixes' ties to the element of fire typically allow them some control over flame in the
* ResurrectiveImmortality: Famously, a dying phoenix will burn itself to
* SpeaksFluentAnimal: Phoenixes use {{Telepathy}} to communicate with most creatures, but can "speak" with other avians.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* WhiteMagic: Beyond their
* 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
Changed line(s) 1353,1354 (click to see context) from:
[[folder:Plague Brush]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1356,1360 (click to see context) from:
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned
35-foot wide, poisonous tumbleweeds that normally roll about the scarlet plains of Cathrys, second layer of the Tarterian Depths of Carceri.
to:
->'''Classification:''' Plant Monstrous Humanoid (3E)\\
'''Challenge Rating:'''17 6 (3E)\\
'''Alignment:'''Unaligned
35-foot wide, poisonous tumbleweeds that normally roll aboutChaoticEvil
A repressed neurosis given life, hungering for thescarlet plains mental energy of Cathrys, second layer of the Tarterian Depths of Carceri.other creatures.
'''Challenge Rating:'''
'''Alignment:'''
35-foot wide, poisonous tumbleweeds that normally roll about
A repressed neurosis given life, hungering for the
Changed line(s) 1362,1364 (click to see context) from:
* IndyEscape: They're essentially free-roaming examples, instinctively chasing down and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along their way.
to:
* IndyEscape: They're essentially free-roaming examples, instinctively chasing down AchillesHeel: Since they're creatures of the mind, ''feeblemind'' and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing''confusion'' spells deal damage to phthisics in 2nd Edition, and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract nullify their HealingFactor for several rounds.
* 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 enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb tothe plague brush's spores. In fact, these mindless plants often ignore creatures they've rolled over or entrapped, and after tumbling through an encampment will just keep rolling along it, their way.corpses will shrivel as a side-effect of the feeding.
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing
* 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 enlarged and twisted versions of the being from which they emerged, but their 3rd Edition incarnation is much more monstrous, so that it takes a DC 25 Spot check to notice the resemblance between the phthisic and its source.
* AttackReflector: Their ''AD&D'' rules explain that phthisics are "born of turmoil, self-deprecation, and doubt," and thus have a 25% chance to reflect any offensive magic back on their casters.
* HorrorHunger: A phthisic "constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while."
* PsychicPowers: 3E phthisics have the psionic subtype, and an array of powers such as ''brain lock'', ''ego whip'' and ''mind thrust.''
* {{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 too 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 drain Intelligence from its victim. In 3rd Edition, its bite deals Intelligence damage that, should a victim reach 0 Int, becomes permanent ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb to
* {{Tulpa}}: Phthisics are spawned from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.
Changed line(s) 1367,1375 (click to see context) from:
[[folder:Planetouched]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage
"Planetouched" 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]].
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Usually 1/2 (3E)\\
'''Alignment:''' Varies by heritage
"Planetouched" 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:
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 2E-4E\\
'''Alignment:'''
"Planetouched" 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
Diminutive fairies who delight in
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed
Changed line(s) 1377,1388 (click to see context) from:
* 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.
* 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.
* 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.
* 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.
to:
* ChromeChampion: Mechanatrices tend 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.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* 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 havea metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* DivineParentage: Planetouched's heritages can rangemagical properties ranging from Good bestowing flight to putting creatures into an enchanted slumber, leading some mages and Evil monsters to Law and Chaos.
** Axani and zenythri have a touchpursue pixies to take advantage 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.
* 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 crankthis up a notch by having not just their eye color slowly shift over time, but so can their hair power.
* PaintingTheFrostOnWindows: On both the Feywild andskin tone.
* MarkOfTheSupernatural: Planetouched tend to have something that visibly sets them apart from normalMaterial 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 overlookPlane, pixies wake the birds for springtime, sprinkle dew on summer flowers, paint the autumn leaves, and forget. As such, they get a racial bonus draw frost on Hide and Move Silently checks, and tend windows during winter.
* ShrinkingViolet: They like tofind 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 thatspy on other creatures find them ''too'' perfect-looking.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.
* 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.
-->'''Rivergleam:''' Petal gowns and acorn caps are ''so'' last summer!
* 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
* DivineParentage: Planetouched's heritages can range
** Axani and zenythri have a touch
** 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.
* 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
* PaintingTheFrostOnWindows: On both the Feywild and
* MarkOfTheSupernatural: Planetouched tend to have something that visibly sets them apart from normal
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook
* ShrinkingViolet: They like to
* 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
Changed line(s) 1391,1403 (click to see context) from:
[[folder:Plasmoid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plasmoid_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.jpg]]
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Spelljammer}}''\\
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_porcupine_cactus_3e.
Changed line(s) 1406 (click to see context) from:
'''Challenge Rating:''' 1 (3E)\\
to:
'''Challenge Rating:''' 1 17 (3E)\\
Changed line(s) 1409 (click to see context) from:
Spiny, barrel-shaped cacti that can explode at the slightest touch.
to:
Changed line(s) 1411,1413 (click to see context) from:
* ExplodingBarrels: They're basically an organic example. Immature porcupine cacti have flat shapes and leathery textures, but the plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
to:
* ExplodingBarrels: IndyEscape: They're basically an organic example. Immature porcupine cacti have flat shapes essentially free-roaming examples, instinctively chasing down and leathery textures, but flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plantsswell up during the rare desert rains, sprout large flowers, often ignore creatures they've rolled over or entrapped, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the presence of 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation ofafter tumbling through an encampment will just keep rolling along their parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.way.
* PoisonousPerson: Plague brushes constantly emit a 30-foot cloud of spores that cause heavy [[NonHealthDamage Strength and Constitution damage]].
* TrampledUnderfoot: These plants' primary attack is to simply roll over other creatures, dealing damage and potentially causing them to get scooped up in the tangle of vines, trapping them inside the plant until they either extract themselves or succumb to the plague brush's spores. In fact, these mindless plants
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
Changed line(s) 1416,1423 (click to see context) from:
[[folder:Protean Scourge]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_protean_scourge_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 12 (3E)\\
'''Alignment:''' NeutralEvil
Diabolic-looking shapeshifters who love to murder, and duplicate themselves when attacked.
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
->'''Classification:'''
'''Challenge Rating:'''
'''Alignment:'''
Diabolic-looking shapeshifters who love to murder,
"Planetouched" 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
Several of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].
Changed line(s) 1425,1430 (click to see context) from:
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually fiends.
* MagicKnight: Protean scourges are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content with so long as they find chances to shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that the creature is some sort of evil outsider."
* VoluntaryShapeshifting: They can freely take the shape of any Medium-sized humanoid, and revert to their true form when slain.
to:
* AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates ChromeChampion: Mechanatrices tend to have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having metallic sheen to their own array of unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly redskin, though they aren't actually fiends.
* MagicKnight: Protean scourgesand are formidable in melee, and cast spells as 8th-level sorcerers.
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are contentsometimes born with so long as they find chances a [[ArtificialLimbs mechanical limb]].
* DivineParentage: Planetouched's heritages can range from Good and Evil toshed blood.
* SinisterScythe: An invoked trope, as protean scourges favorLaw and Chaos.
** Axani and zenythri have a touch of pure Law in their blood, while mechanatrices are specifically descended from theweapons "mostly to add to clockwork beings of Mechanus.
** Chaonds are themyth that 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 creatureis some sort of evil outsider."
* VoluntaryShapeshifting: They can freely takefrom the shape of any Medium-sized humanoid, Ethereal Plane, and revert tend to look supernaturally unremarkable.
* FrogMen: Chaonds are a downplayed example, but show theirtrue form slaadi heritage with stocky bodies, wide feet, and gravelly voices that tend to come out as croaks when slain.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.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red
* MagicKnight: Protean scourges
* PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of thieves guilds, roles they are content
* DivineParentage: Planetouched's heritages can range from Good and Evil to
* SinisterScythe: An invoked trope, as protean scourges favor
** Axani and zenythri have a touch of pure Law in their blood, while mechanatrices are specifically descended from the
** Chaonds are the
** Shyfts are humanoids descended from a creature
* VoluntaryShapeshifting: They can freely take
* FrogMen: Chaonds are a downplayed example, but show their
* {{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.
Changed line(s) 1433,1434 (click to see context) from:
[[folder:Psurlon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_5e.jpeg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_5e.jpeg]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1436,1443 (click to see context) from:
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 17 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
'''Challenge Rating:''' 5 (3E), 17 (4E), 2 (5E)\\
'''Alignment:''' LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
to:
'''Classification:''' Ooze (5E)\\
'''Challenge Rating:''' 1/4 (5E)\\
'''Alignment:''' Any
Intelligent, amoeba-like beings who can alter their body configuration at will, assuming roughly-humanoid forms or more amorphous shapes. See [[Characters/DungeonsAndDragonsRaces the Playable Races subpage]] for more information about them.
[[/folder]]
[[folder:Porcupine Cactus]]
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:'''
'''Alignment:'''
Malicious, worm-like beings with formidable mental powers.
Spiny, barrel-shaped cacti that can explode at the slightest touch.
Changed line(s) 1445,1456 (click to see context) from:
* ArtEvolution: Psurlons' depiction can vary even within an edition. In some 2nd and 3rd Edition art, they look like a clothed humanoid figure comprised of giant earthworms, but a later 3E supplement gave them a bloated, monstrous body on spidery legs, which carried over into 4th Edition. 5th Edition gives them thicker bodies with hoofed legs, but upright fronts draped in clothing.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* KillAndReplace: 5th Edition adds psurlon "ringers," which can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* 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.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* KillAndReplace: 5th Edition adds psurlon "ringers," which can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* 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.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane. They're unrepentant about this, and have no desire to return to the Material Plane... though they are interested in the world of Athas, which they think would survive another attempt to psychically link their minds together.
to:
* ArtEvolution: Psurlons' depiction can vary even within an edition. In some 2nd and 3rd Edition art, they look like a clothed humanoid figure comprised of giant earthworms, but a later 3E supplement gave them a bloated, monstrous body on spidery legs, which carried over into 4th Edition. 5th Edition gives them thicker bodies with hoofed legs, but upright fronts draped in clothing.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* KillAndReplace: 5th Edition adds psurlon "ringers," which can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* 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.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane.ExplodingBarrels: They're unrepentant about this, and basically an organic example. Immature porcupine cacti have no desire to return to flat shapes and leathery textures, but the Material Plane... though they are interested plants swell up during the rare desert rains, sprout large flowers, and soon swell even more with seeds. A turgid porcupine cactus can detonate when struck by a creature, or in the world presence of Athas, which they think would survive another attempt 20-mile-per-hour winds or strong vibrations (such as those produced by a tunneling ashworm). This deals damage to psychically link everything in a 10-foot radius, leaves behind thorny flesh on the ground that acts as {{caltrops}}, and most dangerously, is likely to start a chain reaction among the other cacti in the patch.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of theirminds together. parent plants.
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to possess mindless slug creatures on the Astral Sea. After thousands of generations, the psurlons had modified their new bodies to their liking, and now prefer their worm-like forms.
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* KillAndReplace: 5th Edition adds psurlon "ringers," which can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* 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.
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to assume humanoid form, though in 5th Edition they use ''[[LieToTheBeholder disguise self]]'' instead.
* WhereIWasBornAndRazed: The psurlons attempted to create a HiveMind amongst their race, but the psychic backlash blew up their homeworld, forcing the survivors to relocate to the Astral Plane.
* ManEatingPlant: They don't have mouths, but porcupine cacti seeds tend to grow in the bodies of those slain in the detonation of their
* TheSpiny: Anyone trying to handle (or more stupidly, make a natural melee attack against) a porcupine cactus takes damage from its thorns.
Changed line(s) 1459,1464 (click to see context) from:
[[folder:Pterafolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterafolk_3e.png]]
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1 (5E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pterafolk_3e.png]]
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
'''Challenge Rating:''' 3 (3E), 1 (5E)\\
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:Hybrid form (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
[[caption-width-right:350:3e]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:'''
Changed line(s) 1467 (click to see context) from:
Evil reptilian humanoids that use their shapeshifting to aid in their attacks on neighboring tribes.
to:
Changed line(s) 1469,1473 (click to see context) from:
* TheBeastmaster: Averted; unlike proper lycanthropes, which often take command of mundane animals related to their bestial forms, pterafolk have no particular control over proper pterodactyls and pteranodons, the latter of which actually prey upon them.
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of their forms, they look like reptilian humanoids with a pteranodon's beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterodactyls.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.
* DeathFromAbove: They often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of their forms, they look like reptilian humanoids with a pteranodon's beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that didn't evolve like their kin, or enchanted relations of pterodactyls.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from the ground.
* VoluntaryShapeshifting: Pterafolk can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.
to:
* TheBeastmaster: Averted; unlike proper lycanthropes, which often take command of mundane animals related to AsteroidsMonster: Protean scourges' signature ability is to, after taking damage, immediately split in two identical monsters, each with as many hit points as the original creature. The only downsides are that the monster can't use its shapechanging ability until its duplicates have re-merged (a process that takes a minute and leaves it helpless), and the duplicates use a shared spell "pool" rather than each having their bestial forms, pterafolk have no particular control over proper pterodactyls and pteranodons, the latter own array of which unspent spell slots.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actuallyprey upon them.
fiends.
*DeathFromAbove: They often attack by swooping on victims from above, which MagicKnight: Protean scourges are formidable in their ''AD&D'' rules deals double damage.
melee, and cast spells as 8th-level sorcerers.
*LizardFolk: In two PsychoForHire: These monsters excel as assassins, though others find work as spies or as the leaders of their forms, thieves guilds, roles they look like reptilian humanoids are content with a pteranodon's beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor so long as they find chances to proper lizard-folk shed blood.
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth thatdidn't evolve like their kin, or enchanted relations of pterodactyls.
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible fromthe ground.
creature is some sort of evil outsider."
* VoluntaryShapeshifting:Pterafolk They can naturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon freely take the shape of any Medium-sized humanoid, and revert to their true form with a 15-foot wingspan, or a hybrid between the two, replacing the humanoid arms with functional wings.when slain.
* BigRedDevil: They appear as such, being {{Horned Humanoid}}s with pebbly red skin, though they aren't actually
*
*
* SinisterScythe: An invoked trope, as protean scourges favor the weapons "mostly to add to the myth that
* TreetopTown: They make their homes in collection of huts built high in thick-trunked trees, and all but invisible from
* VoluntaryShapeshifting:
Changed line(s) 1476,1477 (click to see context) from:
[[folder:Puppeteer Parasite]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_parasite_5e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_parasite_5e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1479,1484 (click to see context) from:
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_3e.png[[/labelnote]]]]
->'''Classification:''' Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3 (5E)\\
'''Alignment:''' LawfulEvil (3E), NeutralEvil (5E)
Psionic parasites that can hijack the bodies of their hosts.
->'''Classification:''' Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3 (5E)\\
'''Alignment:''' LawfulEvil (3E), NeutralEvil (5E)
Psionic parasites that can hijack the bodies of their hosts.
to:
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_3e.org/pmwiki/pub/images/d&d_psurlons_3e.png[[/labelnote]]]]
->'''Classification:''' [[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_psurlon_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast(3E), Aberration (5E)\\
(4E)\\
'''Challenge Rating:'''1 (standard), 5 (3E), 17 (4E), 2 (flesh harrower) (3E); 3 (5E)\\
'''Alignment:'''LawfulEvil (3E), NeutralEvil (5E)
Psionic parasites that can hijack the bodies of their hosts.LawfulEvil, Evil (4E)
Malicious, worm-like beings with formidable mental powers.
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast
'''Challenge Rating:'''
'''Alignment:'''
Psionic parasites that can hijack the bodies of their hosts.
Malicious, worm-like beings with formidable mental powers.
Changed line(s) 1486,1493 (click to see context) from:
* AntiTrueSight: 3E puppeteers can hide their minds from detection by divination spells or clairsentience powers.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E 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.
* LifeDrain: In 5th Edition they can make a "Consume Life" attack against a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. 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.
** 5E puppeteer parasites are larger and harder to hide, and have a more limited capacity to control their host, as they can only cast ''suggestion'' once per day.
* ArtEvolution: In 3rd Edition they're small and leech-like, able to hide beneath a host's clothes, while in 5E they're amoeba-like creatures the size of dinner plates with a ventral surface covered in bony hooks.
* CharmPerson: 3E 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.
* LifeDrain: In 5th Edition they can make a "Consume Life" attack against a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to make physical contact with a ''charmed'' host, it'll attach itself somewhere out of sight on their body. 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.
** 5E puppeteer parasites are larger and harder to hide, and have a more limited capacity to control their host, as they can only cast ''suggestion'' once per day.
to:
* EmergencyTransformation: 4th Edition asserts that only the psurlons' minds survived the distruction of their homeworld, forcing them to
* AHeadAtEachEnd: In 5E, one in a hundred psurlons is born a mutant with a head at each end of its body, granting them superior intellects and mental powers, and making them natural leaders of their kind.
* KillAndReplace: 5th Edition adds psurlon "ringers," which can consume a Medium-sized humanoid, go into a psionic trance for 8 hours, and then physically transform into their meal's likeness. This [[EatBrainForMemories gives the psurlon access to their prey's memories]], and the resulting transformation is permanent until undone with a ''wish'' spell. Other psurlons can recognize a ringer no matter its guise.
* LampreyMouth: In some depictions, they have large, circular mouths filled with gnashing teeth.
* MonstrousCannibalism: When a psurlon dies, others lay their eggs in its corpse, which hatch into Tiny infant psurlons that consume both the corpse and each other, until seven days later a single adult psurlon emerges from the putrefying remains.
* PsychicPowers: Psurlons fight with their psionic powers, crushing foes with telekinesis or immobilising them with mental energy.
* ToServeMan: Every century or so, the psurlons leave the Astral Plane to embark on the "Feast of Worlds," spending the next seven years infiltrating various worlds and eating as many sentients as they can, particularly relishing the taste of humans and halflings.
* 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
*
* 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
* HumanShifting: Most 4th Edition psurlons can use ''change shape'' to
* LifeDrain: In
*
** If a 3E puppeteer is able
** 5E puppeteer parasites are larger and harder
Changed line(s) 1496,1503 (click to see context) from:
[[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), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
[[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), 16 (4E), 15 (5E)\\
'''Alignment:''' Unaligned
Enormous subterranean worms with armored bodies and insatiable appetites.
to:
[[quoteright:350:https://static.tvtropes.
->'''Classification:''' Magical Beast
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Shapechanger (3E),
'''Challenge Rating:'''
'''Alignment:'''
Enormous subterranean worms with armored bodies and insatiable appetites.
Evil reptilian humanoids that use their shapeshifting to aid in their attacks on neighboring tribes.
Changed line(s) 1505,1512 (click to see context) from:
* 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.
* 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.
to:
* BewareMyStingerTail: TheBeastmaster: Averted; unlike proper lycanthropes, which often take command of mundane animals related to their bestial forms, pterafolk have no particular control over proper pterodactyls and pteranodons, the latter of which actually prey upon them.
* DeathFromAbove: Theyhave a poisonous stinger at the end often attack by swooping on victims from above, which in their ''AD&D'' rules deals double damage.
* LizardFolk: In two of theirtails.
* 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 wormforms, they look like reptilian humanoids with a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous wormspteranodon's beak and crest, and potentially wings. There's in-universe speculation over whether pterafolk are a LivingRelic, a precursor to proper lizard-folk that burrow underground at didn't evolve like their kin, or enchanted relations of pterodactyls.
* TreetopTown: They make their homes in collection of huts built highspeeds, in thick-trunked trees, and which hunt by tracking prey all but invisible from below and attacking in a sudden, explosive surge through the surface.
ground.
*SwallowedWhole: With its cavernous maw, a purple worm VoluntaryShapeshifting: Pterafolk can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabitsnaturally ''polymorph'' between three forms: a fully-humanoid shape, a fully-pteranodon form with a 15-foot wingspan, or a hybrid between the shallow muck at two, replacing the bottom of bodies of water.humanoid arms with functional wings.
* DeathFromAbove: They
* LizardFolk: In two of their
* 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
* SandWorm: Giant, carnivorous worms
* TreetopTown: They make their homes in collection of huts built high
*
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that inhabits
Changed line(s) 1515,1518 (click to see context) from:
!!Q
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaggoth_5e.png]]
to:
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1520,1524 (click to see context) from:
->'''Classification:''' Humanoid (3E, 5E), Natural Humanoid (4E)\\
'''Challenge Rating:''' 3 (3E), 9 (4E), 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.
'''Challenge Rating:''' 3 (3E), 9 (4E), 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.
to:
[[caption-width-right:350:[[labelnote:3e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_puppeteer_3e.png[[/labelnote]]]]
->'''Classification:'''Humanoid (3E, 5E), Natural Humanoid (4E)\\
Magical Beast (3E), Aberration (5E)\\
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3(3E), 9 (4E), 2 (5E)\\
'''Alignment:'''TrueNeutral (1E-2E), LawfulEvil (3E), NeutralEvil (3E), Unaligned (4E), ChaoticNeutral (5E)
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in Psionic parasites that can hijack the Underdark.bodies of their hosts.
->'''Classification:'''
'''Challenge Rating:''' 1 (standard), 2 (flesh harrower) (3E); 3
'''Alignment:'''
Changed line(s) 1526,1532 (click to see context) from:
* 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.
* 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.
to:
* GoodOldWays: The great divide in the free quaggoths' society is between those who "follow magic" by using weapons and dyeing AntiTrueSight: 3E puppeteers can hide their white fur with dung, blood and mind flayer gall to help them blend in with their surroundings, and those who "follow the beast" minds from detection by fighting with their claws and eschewing camouflage.
divination spells or clairsentience powers.
*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 assumeArtEvolution: In 3rd Edition they're bipedal cave bears, but quaggoths are small and leech-like, able to hide beneath a host's clothes, while in fact sapient, though not particularly intelligent. Their Intelligence score has even been going down over 5E they're amoeba-like creatures 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 hadsize of dinner plates with 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 ventral surface elves.
covered in bony hooks.
*PsychicPowers: Thonots are quaggoths which have gained CharmPerson: 3E puppeteers know the psionic powers 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 throughexposure to direct combat if the psychic energies which permeate the Underdark.puppeteers' usual methods fail.
*TurnsRed: When LifeDrain: In 5th Edition they can make a quaggoth comes close "Consume Life" attack against a creature they're attached to, healing themselves by the amount of damage dealt.
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able todeath, it flies into make physical contact with a berserker rage, making its attacks ''charmed'' host, it'll attach itself somewhere out of sight on their body. 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.
** 5E puppeteer parasites are larger and harder to hide, and have a morepowerful and more accurate. limited capacity to control their host, as they can only cast ''suggestion'' once per day.
*
* ItCanThink: Quaggoths' bestial appearance, snarling language, and penchant for fighting unarmed and unarmored have led many to assume
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had
*
* 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
*
* PuppeteerParasite: [[ExactlyWhatItSaysOnTheTin It's in the name,]] though the mechanics differ by edition.
** If a 3E puppeteer is able to
** 5E puppeteer parasites are larger and harder to hide, and have a more
Changed line(s) 1535,1539 (click to see context) from:
[[folder:Quanlos]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quanlos_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 6 (3E)\\
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Classification:''' Magical Beast
'''Challenge Rating:'''
Changed line(s) 1542 (click to see context) from:
Insectoid monsters sometimes called "abyssal wasps" due to their ability to control other creatures, and for their gruesome reproductive method.
to:
Changed line(s) 1544,1548 (click to see context) from:
* BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses can inject a creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each day. With their Intelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.
to:
* BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder:BewareMyStingerTail: They have a rapid reproductive cycle, and quanloses implant five to ten larvae into a creature poisonous stinger at a time, but quanloses are still relatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months end of their lives.
tails.
*FaceFullOfAlienWingWong: Quanloses ExactlyWhatItSaysOnTheTin: It is a wormlike monster, and it is purple.
* FastTunneling: They have a 30-foot burrow speed, and caninject even bore through solid rock at half that rate, leaving behind a creature 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 withlarvae, a venomous sting in its tail." This was quickly dropped in later editions.
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and whichacts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage each subsequent round.]] Unless a victim is saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured hunt by tracking prey from within.
below and attacking in a sudden, explosive surge through the surface.
*MindControl: Their stingers carry SwallowedWhole: With its cavernous maw, a potent magical toxin purple worm can swallow even an ogre in one gulp.
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm thatreplicates a ''dominate monster'' spell, usable three times each day. With their Intelligence inhabits the shallow muck at the bottom of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow general commands such as attack, defend, gather food, etc. Slaying a quanlos instantly frees any mind-controlled creatures.bodies of water.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their larvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week to a month consuming their host's corpse before bursting out as Tiny quanloses that reach full adulthood in another year.
* ExplosiveBreeder:
*
* FastTunneling: They have a 30-foot burrow speed, and can
* 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
* SandWorm: Giant, carnivorous worms that burrow underground at high speeds, and which
*
* UndergroundMonkey: In older editions, mottled worms are an aquatic variant of purple worm that
Changed line(s) 1551,1559 (click to see context) from:
[[folder:Quaraphon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quaraphon_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
to:
[[folder:Quaggoth]]
[[quoteright:350:https://static.tvtropes.
->'''Classification:'''
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Blue, bellicose, centaur-like creatures that wander
Sometimes called "deep bears," these savage, 7-foot ursine humanoids eke out a primitive existence in the
Changed line(s) 1561,1567 (click to see context) from:
* AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
* DoesNotLikeMagic: Quaraphons have a superstitious distrust of arcane magic, and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
to:
* AsskickingLeadsToLeadership: 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. Theirtribes' "bullmasters" are Intelligence score has even been going down over the strongest males in them, but have to constantly defend game's editions, so their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending 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 achilling quality 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 thedesolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.psychic energies which permeate the Underdark.
*DoesNotLikeMagic: Quaraphons have TurnsRed: When a superstitious distrust of arcane magic, quaggoth comes close to death, it flies into a berserker rage, making its attacks more powerful and any of their kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.more accurate.
* 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
* MadeASlave: Approximately half the quaggoth population has been enslaved by races like the drow or illithids.
* TheMorlocks: At one point the quaggoths had a
* PsychicPowers: Thonots are quaggoths which have gained psionic powers through exposure to the
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a challenging fight.
*
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
Changed line(s) 1570,1571 (click to see context) from:
[[folder:Quesar]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quesar_3e.png]]
to:
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1573,1578 (click to see context) from:
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''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.
'''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.
to:
'''Classifiaction:''' Construct
'''Challenge Rating:'''
'''Alignment:'''
Radiant, free-willed humanoid constructs native
Insectoid monsters sometimes called "abyssal wasps" due to
Changed line(s) 1580,1587 (click to see context) from:
* 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.
* 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.
to:
* BlindedByTheLight: At will, quesars can intensify BigCreepyCrawlies: Quanloses are dog-sized insectoids with a horrific life cycle.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing theirglows sixfold, potentially blinding nearby creatures.
* HealingFactor: They constantly recover hit points so long as they're exposedlarvae in abdominal sacs. After being implanted in a victim, quanlos larvae spend a week 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 month consuming their bodies.
* InterserviceRivalry: Their ''AD&D'' write-up noteshost's corpse before bursting out as Tiny quanloses that Lawful Good celestials resent the quesars for their past rebellion. "On the planes of goodness, the aasimon are reach full adulthood in another year.
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five tobe 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 ten larvae into a quesar's power creature at a time, but quanloses are still suicidal actions.
* LightEmUp: After they've hadrelatively rare, since [[MonstrousCannibalism the bulk of quanlos larvae are consumed by other larvae while inside their blinding radiance active for a round, quesars parent]], and three-quarters of adult quanloses are slain by other quanloses within the first months of their lives.
* FaceFullOfAlienWingWong: Quanloses canreplicate inject a ''sunburst'' effect, dealing creature with larvae, which acts something like a poison that, should a victim fail their saving throw, will [[DamageOverTime deal damage to all in 30 feet.
* PhosphorEssence: Quesars constantly shed bright light ineach subsequent round.]] Unless a 20-foot radius, providing shadowy illumination 40 feet beyond that.
* ReducedToDust: A quesar's most dangerous abilityvictim is to, saved with ''neutralize poison'' or ''remove disease'', they'll slowly be devoured from within.
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times eachday, 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 ofday. With their new lives.
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially gratefulIntelligence of 1, quanloses aren't smart enough to direct their ''dominated'' minions to do more than follow their creators' commands, the quesars eventually expressed that they did not intend to exist general commands such 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 attack, defend, gather food, etc. Slaying 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.quanlos instantly frees any mind-controlled creatures.
* BizarreAlienReproduction: Though they look like insects, each quanlos is in fact a self-contained hive, reproducing asexually and storing their
* HealingFactor: They constantly recover hit points so long as they're exposed
* InterserviceRivalry: Their ''AD&D'' write-up notes
* ExplosiveBreeder: They have a rapid reproductive cycle, and quanloses implant five to
* LightEmUp: After they've had
* FaceFullOfAlienWingWong: Quanloses can
* PhosphorEssence: Quesars constantly shed bright light in
* ReducedToDust: A quesar's most dangerous ability
* MindControl: Their stingers carry a potent magical toxin that replicates a ''dominate monster'' spell, usable three times each
* SoWhatDoWeDoNow: After becoming independent, most quesars remain on Belierin, pondering the purpose of
* TurnedAgainstTheirMasters: The quesars were crafted by angels as servitors, and while the intelligent constructs were initially grateful
Changed line(s) 1590,1598 (click to see context) from:
[[folder:Quickling]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quickling_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:''' 9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their incredible speed.
to:
[[quoteright:350:https://static.tvtropes.
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Playable:''' 3E\\
'''Alignment:'''
Tiny and malicious fey notable for their incredible speed.
Blue, bellicose, centaur-like creatures that wander the plains in search of food, good fights, or wargear to steal.
Changed line(s) 1600,1603 (click to see context) from:
* 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.
* 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.
to:
* BlessedWithSuck: It is said that they were once a human-sized race AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of fey belonging dueling quaraphons can be heard for miles around, lending a chilling quality 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 desolate plains."
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for alifespan 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.challenging fight.
*TheTrickster: A quickling spends most DoesNotLikeMagic: Quaraphons have a superstitious distrust 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 accountarcane magic, and any of their hyperactive metabolism. kind who befriend a mage are deemed insane and exiled from their tribes.
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: Theydie of old age in less than twenty years.look something like centaurs with warty blue skin and highly assymetrical features.
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
* BoisterousBruiser: They're described as "belligerent, swaggering creatures" constantly looking for a
* 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.
*
* WeAreAsMayflies: Quicklings live incredibly short lives on account
* DumbMuscle: They're not too bright, and have -4 racial penalties to Intelligence and Wisdom, but compensate with a +10 bonus to Strength and +12 to Constitution.
* ExtraEyes[=/=]TooManyMouths: Quaraphons' faces have four eyes, placed seemingly at random, and two mouths positioned one on top of the other.
* OurCentaursAreDifferent: They
* SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
Changed line(s) 1606,1613 (click to see context) from:
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the waking world as well.
to:
[[quoteright:272:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Origin:'''
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Classifiaction:''' Construct (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:'''
Otherworldly and hostile entities from a realm of nightmares, who seek
Radiant, free-willed humanoid constructs native to
Changed line(s) 1615,1629 (click to see context) from:
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
to:
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori BlindedByTheLight: At will, quesars can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one ofintensify their most powerful tools for manipulating mortals.
glows sixfold, potentially blinding nearby creatures.
*EldritchAbomination: Though originally classified HealingFactor: They constantly recover hit points so long as Outsiders, quori come from a plane of dreams and nightmares, and thus tend they're exposed to look more bizarre than most fiends.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori,sunlight, or magic like ''daylight''. This functions even after a quesar has been "killed," so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magiconly way to permanently isolate Dal Quor, the plane destroy one is to keep its remains in an area of dreams, from the Material Plane. To get around this, the quori have devised new tactics darkness, forever, or to exert use magic like ''disintegrate'' to dispose of their influence over bodies.
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent thewaking world, reaching it through quesars for their past rebellion. "On the dreams planes of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.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_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challengeorg/pmwiki/pub/images/d&d_quickling_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:'''11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging9 (4E), 1 (5E)\\
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for theirfoes directly.incredible speed.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of
*
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori,
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic
* InterserviceRivalry: Their ''AD&D'' write-up notes that Lawful Good celestials resent the
!!Du'ulora
[[quoteright:349:https://static.
* 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.
[[caption-width-right:349:3e]]
->'''Challenge
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
'''Challenge Rating:'''
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging
'''Alignment:''' Evil (4E), ChaoticEvil (5E)
Tiny and malicious fey notable for their
Changed line(s) 1631,1642 (click to see context) from:
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are the loremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.
to:
* CombatTentacles: The du'ulora fights by grappling its enemies 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 tentacles formed from shadow matter.
* EyesDoNotBelongThere: Eacha 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 adu'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rageperson'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 creatures, stripping foes 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 theirability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.hyperactive metabolism. They die of old age in less than twenty years.
[[/folder]]
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs areorg/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim theloremasters and judges of the quori, studying mortals for weaknesses and ensuring that their underlings don't interfere with their race's grand schemes.waking world as well.
* EyesDoNotBelongThere: Each
* 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
* HatePlague: The du'ulora's fury aura induces rage
* WeAreAsMayflies: Quicklings live incredibly short lives on account of their
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.
[[/folder]]
[[folder:Quori]]
[[quoteright:272:https://static.tvtropes.
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Also known as "dreamstealers," hashalaqs are
[[caption-width-right:272:3e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of nightmares, who seek to claim the
Changed line(s) 1644,1655 (click to see context) from:
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Also known as "eyebinders," these are the quori ruling caste, the rare and terrible masters of Dal Quor.
to:
* CounterAttack: When a hashalaq takes damage, it can force its attacker DemonicPossession: They have the natural ability to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hardpossess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines its skill ranks with its host's, and grants its host a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however theyfall prone.
* InTheHood: In 3rd Edition they're usually depictedwish as hooded figures with [[NoFaceUnderTheMask nothing but they replicate a glowing void where ''dream'' or ''nightmare'' spell. This is one of their face should be]], though most powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In theirtrue form is home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number ofa [[CreepyCentipedes centipede]]-like creature made good-aligned quori live in self-imposed exile from Dal Quor. They often end up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attackbonding with Mind Thrust, humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychicpower that inflicts large amounts of psychic damage to abilities.
* SealedEvilInACan: In Eberron, thevictim.
* SenseFreak: Inhabiting human bodies as Inspired has grantedancient giants, with the hashalaqs a taste for assistance of the hedonistic urges dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of humanity.
!!Kalaraq
[[quoteright:350:https://static.dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:'''20 (3E), 19 (5E)
11 (3E)
Also known as"eyebinders," "blackfuries," these are the quori ruling caste, the rare and terrible masters of Dal Quor.act as battlefield commanders when they aren't engaging their foes directly.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they
* InTheHood: In 3rd Edition they're usually depicted
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams and nightmares, and thus tend to look more bizarre than most fiends.
* EternalRecurrence: In their
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of
* PsiBlast: 5th Edition hashalaqs primarily attack
* PsychicPowers: The quori are natural psions, with each type having different psychic
* SealedEvilInACan: In Eberron, the
* SenseFreak: Inhabiting human bodies as Inspired has granted
!!Kalaraq
[[quoteright:350:https://static.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.
[[caption-width-right:350:5e]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:'''
Also known as
Changed line(s) 1657,1667 (click to see context) from:
* AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
to:
* AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere:A host Each of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
du'ulora's tentacles is capped with an eyeball.
*IntangibleMan: Kalaraqs are incorporeal HatePlague: The du'ulora's fury aura induces rage in other creatures, stripping foes of their true form, allowing them ability to pass through solid matter and making it impossible to grapple use magic or restrain them.
sophisticated tactics.
*LivingShadow: A kalaraq {{Oculothorax}}: The du'ulora's body is an intangible, monstrous shadow surrounded a bulbous mass dominated by a haze of sinister light.
central eye.
*ManchurianAgent: Kalaraqs PlayingWithFire: After constricting an enemy, a du'ulora can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each hascall on its own agenda, and each hopes inner rage to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsoreva_3e.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
* EyesDoNotBelongThere:
*
*
*
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
!!Hashalaq
[[quoteright:350:https://static.tvtropes.
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->'''Challenge Rating:''' 5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
Also known as "mindblades," the tsoreva can serve as enforcers among the quori, but relish their role as shock troops.
to:
->'''Challenge Rating:''' 5 (3E)
9 (3E, 5E)
Also known as"mindblades," "dreamstealers," hashalaqs are the tsoreva can serve as enforcers among loremasters and judges of the quori, but relish studying mortals for weaknesses and ensuring that their role as shock troops.underlings don't interfere with their race's grand schemes.
Also known as
Changed line(s) 1673,1683 (click to see context) from:
* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
to:
* BloodKnight: They're bloodthirsty creatures CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard thatlive they fall prone.
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for thesensation hedonistic urges of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:3e]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:'''7 (3E, 5E)
The most numerous of20 (3E), 19 (5E)
Also known as "eyebinders," these are thequori, tsucoras are as hideous as they are cunning quori ruling caste, the rare and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.terrible masters of Dal Quor.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that
* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5th Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
!!Kalaraq
[[quoteright:350:https://static.tvtropes.
->'''Challenge Rating:'''
The most numerous of
Also known as "eyebinders," these are the
Changed line(s) 1685,1693 (click to see context) from:
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
to:
* BewareMyStingerTail: The tsucora's serpentine tail AnimalisticAbomination: 5th Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq istipped an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area witha vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror andspectral eyes, inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyesdamage and, ironically, blindness to anyone caught in every shape the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, andcolor.
each hopes to someday seize the throne of the Devourer of Dreams.
*LifeDrain: In 3rd edition, YourSoulIsMine: When a tsucora recovers hit points whenever it kalaraq kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze onsomeone in melee combat, it rips out their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsoreva
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]] org/pmwiki/pub/images/d&d_quori_tsoreva_3e.jpg]]
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and
* ExtraEyes: A tsucora's face is dotted with eyes
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and
*
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
!!Tsoreva
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1695,1697 (click to see context) from:
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
to:
->'''Challenge Rating:''' 11 5 (3E)
Also known as"dream masters," these quori are inquisitors and assassins, studying "mindblades," the dreams of mortals to identify threats to tsoreva can serve as enforcers among the quori's rule.quori, but relish their role as shock troops.
Also known as
Added DiffLines:
* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
----
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
----
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''[[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/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
to:
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreaturesA [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]] Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\[[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\
Changed line(s) 17,18 (click to see context) from:
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.
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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''.
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migrating from the Fiends page
Added DiffLines:
[[folder:Nightmare]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
----
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with a black coat and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called ''infernal tack'', after which they must answer the summons of the tack's owner and serve them as a steed.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil (1E-3E, 5E), Evil (4E)
Monstrous horses from the Lower Planes marked by jet-black coats and flaming manes and fetlocks, nightmares are favored as steeds by fiends and certain exceptionally evil mortals.
----
* BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that nightmares aren't a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are amputated and its mind corrupted by evil.
* FlamingHair: The equine version of this trope -- their manes, tails and fetlocks are depicted as being made of blazing flames.
* {{Flight}}: Nightmares are wingless, but can nonetheless fly at great speed.
* HellishHorse: A horse-like monster with a black coat and a burning mane and fetlocks, often found serving evil beings as steeds.
* PunBasedCreature: Nightmares are evil supernatural horses named after bad dreams, as a riff on the last half of "nightmare" sounding like the word for a female horse.
* SummonARide: Nightmares can be bound using a magic item called ''infernal tack'', after which they must answer the summons of the tack's owner and serve them as a steed.
[[/folder]]
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* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines it and its host's skill ranks, and grants the host a bonus to Charisma.
to:
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines it and its host's skill ranks, ranks with its host's, and grants the its host a bonus to Charisma.
Changed line(s) 1600 (click to see context) from:
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams of nightmares, and thus tend to look more bizarre than most fiends.
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* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of dreams of and nightmares, and thus tend to look more bizarre than most fiends.
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!Quori Hosts
Two groups of humanoids are closely associated with the quori, though their aims are very different.
!!Inspired
[[quoteright:351:https://static.tvtropes.org/pmwiki/pub/images/d&d_inspired_5e.png]]
[[caption-width-right:351:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 5 (3E), 2 (5E)\\
'''Alignment:''' LawfulEvil
A human subrace bred by the evil quori of Dal Quor as perfect hosts.
----
* TheBeautifulElite: By human standards, most Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
* TheEmpire: In their home setting, the Inspired are the leaders of the Unity of Riedra, an empire which rules the continent of Sarlona with an iron fist. Riedra has designs on Khorvaire and has been making subtle inroads into the continent.
* HumanSubrace: A realistic example (apart from the possession angle, anyway), as they are caused by specific breeding of desirable traits.
* PsychicPowers: Between being selectively bred for psionic ability and being possessed by the naturally psionic quori, the Inspired have many psychic powers at their disposal.
* RaisedAsAHost: The Inspired of Sarlona are humans bred to be vessels for the quori. They have no choice in this destiny, since they can't resist quori possession.
* SuperBreedingProgram: The quori picked out the humans with the strongest bodies, greatest psionic potential and [[WeakWilled weakest wills]] to possess, then had them breed to make perfect hosts.
!!Kalashtar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/b2fb494fc0191ad574093f60bb04339b.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Humanoid (3E, 5E)\\
'''Challenge Rating:''' 1/2 (3E), 1/4 (5E)\\
'''Alignment:''' LawfulGood
Humans with a hereditary bond to a benign quori spirit, whom they commune with rather than dream. For more information, see the [[Characters/DungeonsAndDragonsRaces Playable Races subpage.]]
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* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, and grants the host a bonus to Charisma.
to:
* DemonicPossession: They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, combines it and its host's skill ranks, and grants the host a bonus to Charisma.
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!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
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[[quoteright:350:https://static.tvtropes.
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->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
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->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of5 (3E)
Also known as "mindblades," the tsoreva can serve as enforcers among the quori,tsucoras are but relish their role as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.shock troops.
The most numerous of
Also known as "mindblades," the tsoreva can serve as enforcers among the quori,
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* BloodKnight: They're bloodthirsty creatures that live for the sensation of slicing through their foes.
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* LaserBlade: Their primary weapons are a pair of "mind blades" of solid psychic energy, similar to the key feature of the soulknife psionic class.
* SupernaturalFearInducer: Anyone struck by those mind blades has to save or become shaken from fear.
* WallCrawl: They're canny enough to take advantage of their climbing speed to attack enemies from high on walls or ceilings.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the quori, tsucoras are as hideous as they are cunning and cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
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!!Usvapna
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_dream_master_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "dream masters," these quori are inquisitors and assassins, studying the dreams of mortals to identify threats to the quori's rule.
----
* TheBlank: They have no heads, only a "void of inky darkness" that emanates malevolence.
* MindHive: Usvapnas habitually use their ''schism'' psi-like ability to split their minds in two before combat, allowing one mind to fight using their claws while the other uses additional psionic powers.
* PowerPincers: Theirs are powerful enough to potentially daze opponents they strike with them.
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[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
[[caption-width-right:272:3e]]
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Otherworldly and hostile entities from a realm of dreams, who seek to claim the waking world as well.
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Otherworldly and hostile entities from a realm of dreams, nightmares, who seek to claim the waking world as well.
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* DemonicPossession: In Eberron, quori are typically encountered while possessing a host body, most commonly those of the Inspired.
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* DemonicPossession: In Eberron, quori are typically encountered while They have the natural ability to possess other creatures, with the caveats that the host has to be {{willing|channeler}}, boast a Charisma score equal to or greater than the quori's, and share the same alignment. While possessing a host, a quori can use its spell-like and psionic abilities, and grants the host body, a bonus to Charisma.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their mostcommonly those powerful tools for manipulating mortals.
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane ofthe Inspired.dreams of nightmares, and thus tend to look more bizarre than most fiends.
* DreamWeaver: Quori can invade the dreams of other creatures, appearing however they wish as they replicate a ''dream'' or ''nightmare'' spell. This is one of their most
* EldritchAbomination: Though originally classified as Outsiders, quori come from a plane of
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* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
to:
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good aligned good-aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
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* HatePlague: The du'ulora's fury aura induces rage, stripping foes of their ability to use magic or sophisticated tactics.
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* HatePlague: The du'ulora's fury aura induces rage, rage in other creatures, stripping foes of their ability to use magic or sophisticated tactics.
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Loremasters and judges of the Quori, appearing in their true shape as countless tendrils they can shape however they like.
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* PsiBlast: 5th edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
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* InTheHood: In 3rd Edition they're usually depicted as hooded figures with [[NoFaceUnderTheMask nothing but a glowing void where their face should be]], though their true form is that of a [[CreepyCentipedes centipede]]-like creature made up of squirming tentacles.
* PsiBlast: 5thedition Edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* PsiBlast: 5th
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Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.
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* AnimalisticAbomination: 5th edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
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* AnimalisticAbomination: 5th edition Edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
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The most numerous of the Quori. Tsucoras are as cunning and cruel as they are hideous, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
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The most numerous of the Quori. Tsucoras quori, tsucoras are as hideous as they are cunning and cruel as they are hideous, cruel, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
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[[folder:Quori]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of dreams, who seek to claim the waking world as well.
----
* DemonicPossession: In Eberron, quori are typically encountered while possessing a host body, most commonly those of the Inspired.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
----
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Loremasters and judges of the Quori, appearing in their true shape as countless tendrils they can shape however they like.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* PsiBlast: 5th edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.
----
* AnimalisticAbomination: 5th edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the Quori. Tsucoras are as cunning and cruel as they are hideous, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
[[/folder]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
'''Alignment:''' LawfulEvil
Otherworldly and hostile entities from a realm of dreams, who seek to claim the waking world as well.
----
* DemonicPossession: In Eberron, quori are typically encountered while possessing a host body, most commonly those of the Inspired.
* EternalRecurrence: In their home cosmology, Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered evil, a number of good aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The quori are natural psions, with each type having different psychic abilities.
* SealedEvilInACan: In Eberron, the ancient giants, with the assistance of the dragons, prevented a quori invasion by using powerful magic to permanently isolate Dal Quor, the plane of dreams, from the Material Plane. To get around this, the quori have devised new tactics to exert their influence over the waking world, reaching it through the dreams of its inhabitants.
!!Du'ulora
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_duulora_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Challenge Rating:''' 11 (3E)
Also known as "blackfuries," these quori act as battlefield commanders when they aren't engaging their foes directly.
----
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_hashalaq_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 9 (3E, 5E)
Loremasters and judges of the Quori, appearing in their true shape as countless tendrils they can shape however they like.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* PsiBlast: 5th edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_kalaraq_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.
----
* AnimalisticAbomination: 5th edition depicts kalaraqs as a shadowy mixture of mantid and serpent, in contrast to the more humanoid kalaraq of earlier editions.
* EyesDoNotBelongThere: A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
* IntangibleMan: Kalaraqs are incorporeal in their true form, allowing them to pass through solid matter and making it impossible to grapple or restrain them.
* LivingShadow: A kalaraq is an intangible, monstrous shadow surrounded by a haze of sinister light.
* ManchurianAgent: Kalaraqs can implant a sinister "mind seed" into a humanoid just by touching them. if the seed is allowed to germinate, it takes over the person's body, turning them into a loyal puppet of the kalaraq.
* PsiBlast: Kalaraqs can bombard an area with spectral eyes, inflicting psychic damage and, ironically, blindness to anyone caught in the blast.
* TeethClenchedTeamwork: Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams.
* YourSoulIsMine: When a kalaraq kills someone in melee combat, it rips out their soul and shoves it into one of the many eyeballs orbiting the creature, making it almost impossible to revive them while the kalaraq still lives.
!!Tsucora
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_quori_tsucora_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 7 (3E, 5E)
The most numerous of the Quori. Tsucoras are as cunning and cruel as they are hideous, talents which serve them well as the Dreaming Dark's primary agents on the Material Plane.
----
* BewareMyStingerTail: The tsucora's serpentine tail is tipped with a vicious stinger.
* BrownNote: The prick of a tsucora's stinger ravages body and mind, instilling terror and inflicting psychic damage.
* ExtraEyes: A tsucora's face is dotted with eyes in every shape and color.
* LifeDrain: In 3rd edition, a tsucora recovers hit points whenever it kills a creature with its stinger.
* PowerPincers: Tsucoras have lobster-like pincers with which to put the squeeze on their foes.
* SupernaturalFearInducer: Tsucoras keep their humanoid chattel in line by manipulating their fears.
[[/folder]]
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->'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
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'''Classification:''' Giant (3E, 5E), Natural Humanoid (4E)\\
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* 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.
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* WasOnceAMan: The In [[TabletopGame/ForgottenRealms the Realms]], 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.
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->'''Classification:''' Fey (3E)\\
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'''Classification:''' Fey (3E)\\
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->'''Classification:''' Monstrous Humanoid (3E)\\
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'''Classification:''' Monstrous Humanoid (3E)\\
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->'''Alignment:''' Unaligned
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'''Alignment:''' Unaligned
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->'''Alignment:''' Unaligned
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'''Alignment:''' Unaligned
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[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/d&d_petal_3e.png]]
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[[caption-width-right:320:3e]]
[[caption-width-right:350:3e]]
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->'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
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'''Classification:''' Magical Beast (3E), Natural Beast (4E), Monstrosity (5E)\\
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->'''Classification:''' Aberration (3E)\\
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'''Classification:''' Aberration (3E)\\
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* SealedEvilInACan: In the TabletopGame/ForgottenRealms, most phaerimm were sealed beneath Anauroch by their ancient sharn rivals, and only a few escaped -- though some of those are working to free their kin.
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* SealedEvilInACan: In the TabletopGame/ForgottenRealms, Realms, most phaerimm were sealed beneath Anauroch by their ancient sharn rivals, and only a few escaped -- though some of those are working to free their kin.
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->'''Alignment:''' NeutralGood
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'''Alignment:''' NeutralGood
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->'''Classification:''' Aberration (3E)\\
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'''Classification:''' Aberration (3E)\\
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'''Playable:''' 3E (shadowswyft)\\
Deleted line(s) 1353 (click to see context) :
* DayHurtsDarkAdjustedEyes: 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.
Deleted line(s) 1358 (click to see context) :
** Shadowswyfts have an ancestor from the Plane of Shadow, and are most comfortable in darkness.
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->'''Classification:''' Ooze (5E)\\
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'''Classification:''' Ooze (5E)\\
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->'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
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'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
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->'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
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'''Classification:''' Shapechanger (3E), Monstrosity (5E)\\
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->'''Classifiaction:''' Construct (3E)\\
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'''Classifiaction:''' Construct (3E)\\
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->'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
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'''Classification:''' Fey Humanoid (4E), Fey (5E)\\
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Changed line(s) 19,20 (click to see context) from:
A creature entry's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30. Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of party balance. A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
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[[folder:Notes on the Entries]]
* A creature's '''Origin''' denotes the specific campaign setting it debuted in, if any. This is not to say that setting is the only place that creatureentry's can be found -- ''D&D'' has a long history of repackaging creatures from sub-settings for general use, and ultimately the DM decides what appears in a game.
* A creature's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses1-30. 1-30.
* Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of partybalance. balance.
* A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
[[/folder]]
* A creature's '''Origin''' denotes the specific campaign setting it debuted in, if any. This is not to say that setting is the only place that creature
* A creature's listed '''Challenge Rating''' may be for "baseline" examples of the monster, rather than listing every advanced variant presented in ''Monster Manual''s. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses
* Not all '''Playable''' creatures are created equal, especially in 3rd Edition, in which MonsterAdventurers can have significant Level Adjustments for the sake of party
* A creature's listed '''Alignment''' is typical for the race as a whole, not an absolute for every individual in it -- even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition, assume that the other alignment holds true for all other game editions. Finally, the "Always Neutral" alignment listed in previous editions for nonsapient creatures has been equated with the "Unaligned" alignment of recent editions.
[[/folder]]
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->'''Classification:''' Monstrous Humanoid (3E), Elemental Humanoid (4E), Humanoid (5E)\\
to:
'''Classification:''' Monstrous Humanoid (3E), Elemental Humanoid (4E), Humanoid (5E)\\
Changed line(s) 99 (click to see context) from:
* 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."
to:
* 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 feelings of guilt, remorse, relief, and joy."
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->'''Classification:''' Fey (3E)\\
to:
'''Classification:''' Fey (3E)\\
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->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' TrueNeutral
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' TrueNeutral
to:
->'''Classification:''' Plant (3E)\\
(3E, 5E)\\
'''Challenge Rating:''' 2(3E)\\
(3E); 1/2 (needle spawn), 3 (needle lord) (5E)\\
'''Alignment:'''TrueNeutral
TrueNeutral (3E), ChaoticEvil (5E)
'''Challenge Rating:''' 2
'''Alignment:'''
Changed line(s) 174 (click to see context) from:
* UnreliableIllustrator: Their art makes them look like bug-like humanoids made out of cacti, though their write-up describes bark and small leaves covering their bodies.
to:
* UnreliableIllustrator: Their 3E art makes them look like bug-like humanoids made out of cacti, though their write-up describes bark and small leaves covering their bodies.
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->'''Classification:''' Aberration (3E, 5E)\\
to:
'''Classification:''' Aberration (3E, 5E)\\
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->'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
to:
'''Classification:''' Aberration (3E, 5E), Aberrant Magical Beast (4E)\\
Changed line(s) 316 (click to see context) from:
* RatMan: They're humanoid rats that are faster and have better vision than humans, as well as racial bonuses to stealth and resisting poison, and they can deal improved unarmed damage with their claws and teeth.
to:
* RatMan: RatMen: They're humanoid rats that are faster and have better vision than humans, as well as racial bonuses to stealth and resisting poison, and they can deal improved unarmed damage with their claws and teeth.
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->'''Classification:''' Magical Beast (3E), Shadow Magical Beast (4E), Monstrosity (5E)\\
to:
'''Classification:''' Magical Beast (3E), Shadow Magical Beast (4E), Monstrosity (5E)\\
Changed line(s) 354 (click to see context) from:
* PsychicPowers: The nightmare beast debuted in ''TabletopGame/DarkSun'', and thus its original ''AD&D'' incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
to:
* PsychicPowers: The nightmare beast debuted in ''TabletopGame/DarkSun'', ''Dark Sun'', and thus its original ''AD&D'' incarnation sports a formidable repertoire of powers from the psychokinesis, psychometabolism, psychoportation and telepathy disciplines. Later editions replace these with spell-like abilities such as ''disintegrate'', ''chain lightning,'' ''dimension door'' and ''wall of fire.''
Changed line(s) 377,378 (click to see context) from:
->'''Alignment:''' NeutralEvil
to:
'''Alignment:''' NeutralEvil
Changed line(s) 429 (click to see context) from:
->'''Classification:''' Outsider (3E)\\
to:
'''Classification:''' Outsider (3E)\\
Changed line(s) 448 (click to see context) from:
->'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
to:
'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
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->'''Classification:''' Monstrous Humanoid (3E)\\
to:
'''Classification:''' Monstrous Humanoid (3E)\\
Changed line(s) 511 (click to see context) from:
* 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.
to:
* MakeMeWannaShout: SuperScream: 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.
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->'''Classification:''' Aberration (3E)\\
to:
'''Classification:''' Aberration (3E)\\
Deleted line(s) 1259 (click to see context) :
* MakeMeWannaShout: A phoenix can emit a piercing war shriek that ''slows'' opponents.
* SuperScream: A phoenix can emit a piercing war shriek that ''slows'' opponents.
Changed line(s) 1526 (click to see context) from:
* MakeMeWannaShout: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
to:
* MakeMeWannaShout: SuperScream: Once per day, a quaraphon can use its two mouths to loose a bellow that deals sonic damage and can potentially deafen those within 60 feet.
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Added DiffLines:
* {{Expy}}: In every edition, they have a remarkable resemblance to the [[Franchise/TheDarkCrystal Skeksis]]. Their state as beings who were cursed after a failed ritual can be seen as a loose allegory to the splitting of the urSkeks into urRu and Skeksis, too.
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Asskicking Equals Authority has been renamed.
Changed line(s) 1519 (click to see context) from:
* AsskickingEqualsAuthority: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
to:
* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: Their tribes' "bullmasters" are the strongest males in them, but have to constantly defend their positions from younger rivals. "The bellows of dueling quaraphons can be heard for miles around, lending a chilling quality to the desolate plains."
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Changed line(s) 213 (click to see context) from:
* 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.
to:
* 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. The one thing that makes this any less horrific is that neogi only use neogi that have gone senile this way - [[PragmaticVillainy why waste a useful one?]]
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Changed line(s) 456,457 (click to see context) from:
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. Norkers are sometimes conscripted as shock troops by a hobgoblin warhost, and some sources suggest that the norkers' deity was the first to be slain by Maglubiyet.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archmental Ogremach or the cult of the Elder Elemental Eye.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archmental Ogremach or the cult of the Elder Elemental Eye.
to:
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. Norkers are sometimes conscripted Hobgoblins will conscript norker tribes into their warhosts for use as shock troops by a hobgoblin warhost, and some sources suggest that expendable laborers, lower in the norkers' deity was the first to be slain by Maglubiyet.
hierarchy than even goblins.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of thearchmental archomental Ogremach or the cult of the Elder Elemental Eye.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the
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Deleted line(s) 602 (click to see context) :
* CraftedFromAnimals: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
Changed line(s) 604,605 (click to see context) from:
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp, loamy dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are intelligent, enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* ItCanThink: Obliviax are intelligent, enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
to:
* FantasticMedicinalBodilyProduct: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor ofdamp, loamy damp dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax areintelligent, sentient and intelligent enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of
* ItCanThink: Obliviax are
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_oblivion_moss_4e.jpg]]
[[caption-width-right:350:Mosslings (4e)]]
[[caption-width-right:350:Mosslings (4e)]]
* AchillesHeel: While enough fire damage will destroy a patch of obliviax, any amount of cold damage instantly kills it
* CraftedFromAnimals: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
* CraftedFromAnimals: Memory moss can be used to brew a ''potion of forgetfulness'', or its spores can be distilled into an elixir that can restore the memories of the senile or forgetful.
Changed line(s) 600 (click to see context) from:
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim, who takes some Wisdom damage in 3rd Edition, while the moss goes dormant for a day to "digest" its meal, while spawning a mossling to defend itself. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
to:
* HeWasRightThereAllAlong: Obliviax looks like a patch of thick, black moss with the unappetizing odor of damp, loamy dirt, difficult to distinguish from a non-magical plant (though a hungry obliviax will quiver, as if in anticipation). Any mosslings it spawns are similarly hard to distinguish from the main mass when immobile.
* ItCanThink: Obliviax are intelligent, enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients thevictim, who victim (who takes some Wisdom damage in 3rd Edition, Edition), while the moss goes dormant for a day to "digest" its meal, while spawning a mossling to defend itself.itself if attacked. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* ItCanThink: Obliviax are intelligent, enough to make the best use of their stolen spells, though they don't have a society, as each patch of moss is concerned only with stealing the best memories for themselves.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the
Changed line(s) 603 (click to see context) from:
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures.
to:
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures. Some obliviax have been known to cooperate with the likes of the cult of Zuggtmoy after being offered more mobile forms.
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Changed line(s) 599,600 (click to see context) from:
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monste wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small-to-Large combat forms that are considerably more mobile.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small-to-Large combat forms that are considerably more mobile.
to:
* EatBrainForMemories: A vegetarian variant; if someone eats a patch of oblivion moss, they can regain the lost memories -- including any stolen spells -- of the obliviax's most recent victim, though if they fail a saving throw they'll instead become poisoned. 4th Edition expands upon this, by noting that those who consume obliviax might gain hazy memories from the plant's older victims, such as the important message relayed by a courier, or the location of traps within a treasure vault, though such memories need to be acted upon quickly before they fade away.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim, who takes some Wisdom damage in 3rd Edition, while the moss goes dormant for a day to "digest" its meal, while spawning a mossling to defend itself. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a mossmonste monster wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety ofSmall-to-Large Small to Large combat forms that are considerably more mobile.mobile, and dangerous.
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures.
* LaserGuidedAmnesia: Oblivion moss is feared for its ability to steal memories from creatures that pass near it, which in most editions translates into losing all recollection of the past 24 hours... as well as all of a spellcaster's unused spells. This disorients the victim, who takes some Wisdom damage in 3rd Edition, while the moss goes dormant for a day to "digest" its meal, while spawning a mossling to defend itself. This trait means that some beings cultivate obliviax as a passive defense, especially if their lair is meant to remain hidden.
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of
* StationaryEnemy: As a moss, obliviax cannot move unless transplanted by another creature (preferrably in a lead-lined box to block its mind-stealing powers). Beyond feeding upon the mental energy of their victims, obliviax crave knowledge of the world beyond their immediate vicinity, and wish to vicariously experience what life is like for mobile creatures.
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Changed line(s) 456 (click to see context) from:
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. As such, they're sometimes conscripted as shock troops by a hobgoblin warhost, and some sources suggest that the norkers' deity was the first to be slain by Maglubiyet.
to:
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. As such, they're Norkers are sometimes conscripted as shock troops by a hobgoblin warhost, and some sources suggest that the norkers' deity was the first to be slain by Maglubiyet.
Changed line(s) 458 (click to see context) from:
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, leading them to charge into battle wearing nothing more than a loincloth.
to:
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, the equivalent to breastplates in 3rd Edition, leading them to charge into battle wearing nothing more than a loincloth.
Added DiffLines:
[[folder:Obliviax]]
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 12 (4E)\\
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies of its victims.
----
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monste wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small-to-Large combat forms that are considerably more mobile.
[[/folder]]
->'''Classification:''' Plant (3E), Magical Beast (4E)\\
'''Challenge Rating:''' 1 (3E), 12 (4E)\\
'''Alignment:''' NeutralEvil, Unaligned (4E)
Also known as "oblivion moss" or "memory moss," this magical black moss can steal memories from intelligent beings, and defend itself by spawning crude copies of its victims.
----
* MirrorMatch: While mosslings have long had the ability to use spells stolen from the minds of casters, in 4E they can also make "Simulacrum Attacks" using the at-will powers of their opponents. Their entry describes a caravan guard finding himself unable to remember his best combat moves while fighting a moss monste wielding a wooden copy of his own greatsword.
* MookMaker: Obliviax can create "mosslings," mossy mockeries of those whose memories the plant stole. In most editions these are Tiny buds on the moss' main mass that may be unable to leave it, though 4E provides a variety of Small-to-Large combat forms that are considerably more mobile.
[[/folder]]
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Added DiffLines:
[[folder:Norker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Savage subterranean goblinoids known for their tough hides.
----
* BarbarianTribe: Norkers are this compared to ordinary goblins. Their weapons are primitive, they can't cooperate enough to build anything more complicated than a rough wall or stockade, and they're too lazy to hunt, leading norkers to steal supplies from other humanoids to survive. They're also incredibly fractious and prone to infighting, resulting in smaller tribes than other goblinoids.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. As such, they're sometimes conscripted as shock troops by a hobgoblin warhost, and some sources suggest that the norkers' deity was the first to be slain by Maglubiyet.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archmental Ogremach or the cult of the Elder Elemental Eye.
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, leading them to charge into battle wearing nothing more than a loincloth.
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticEvil
Savage subterranean goblinoids known for their tough hides.
----
* BarbarianTribe: Norkers are this compared to ordinary goblins. Their weapons are primitive, they can't cooperate enough to build anything more complicated than a rough wall or stockade, and they're too lazy to hunt, leading norkers to steal supplies from other humanoids to survive. They're also incredibly fractious and prone to infighting, resulting in smaller tribes than other goblinoids.
* BattleTrophy: When two norker tribes clash, the results are usually short of a total slaughter, with the winners taking the fangs of the losers to show their dominance.
* OurGoblinsAreDifferent: They're clearly related to the likes of goblins and hobgoblins, sometimes described as resembling the latter on the scale of the former. As such, they're sometimes conscripted as shock troops by a hobgoblin warhost, and some sources suggest that the norkers' deity was the first to be slain by Maglubiyet.
* {{Retcon}}: 4th Edition casts norkers as goblins who found their way into the Elemental Chaos, taking on the strength of elemental earth to survive there. As such, their hides are literally rock-hard, and they're often minions of the archmental Ogremach or the cult of the Elder Elemental Eye.
* SuperToughness: Norkers' thick hides offer them a hefty natural armor bonus, leading them to charge into battle wearing nothing more than a loincloth.
[[/folder]]
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Deleted line(s) 1367 (click to see context) :
* AlienLunch: [[TabletopGame/DarkSun Athasian]] [[RocBirds rocs]] consider psurlons a delicacy, giving the creatures another incentive to remain on the Astral Plane.