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

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[[quoteright:155:https://static.[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/d&d_pech_5e.png]]
[[caption-width-right:325:5e]]
[[caption-width-right:325:[[labelnote:2e]]https://static.
tvtropes.org/pmwiki/pub/images/d&d_pech_2e.jpg]]
[[caption-width-right:155:2e]]
->'''Alignment:'''
jpg[[/labelnote]]]]
->'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 4 (5E)\\
'''Alignment:'''
NeutralGood



* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble -- their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons.

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* ArtEvolution: They look like fairly normal humanoids in 2E, while 5E amplifies their stony elemental traits, to the point that the example pech's hairless head has a chunk broken or chiseled off.
* AttackItsWeakPoint: The pech's extensive knowledge of stone lets them know precisely where to strike a RockMonster to reduce it to rubble -- rubble. In 2E, their attacks against the likes of stone golems or galeb duhr always deal maximium damage, even with non-magical weapons.weapons, while in 5E, attacks with their fortified pickaxes always score critical hits against Constructs and objects.
* DayHurtsDarkAdjustedEyes: They find exposure to direct sunlight nauseating, and have the Light Sensitivity rule in 5E.



* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.

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* ProphetEyes: Their eyes are large and have no visible pupils; appropriately, pech have infravision infravision/darkvision out to 120 feet, but are sensitive to light and will ask other creatures to douse their lamps.

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* LivingShadow: Shadow jellies, nonsentient masses of semisolid darkness found on the Plane of Shadow. Like undead shadows, they're capable of dealing [[NonHealthDamage Strength damage]] to those they touch.



* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that lives in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.

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* UndergroundMonkey: The more common oozes often have variants adapted to live in specific environments, usually with colors tweaked to match. Crystal oozes are an offshoot of grey oozes that lives live in the sea, dun puddings are black pudding relatives that live in sandy deserts, and white puddings are another black pudding variant found in snowy wildernesses.
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Arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.

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Arboreal Small, arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
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* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of plant, and rather than properly hunt, they mostly wander around their territory and kill anything they encounter. This "feast or famine" approach to food means that many ogres and left hungry and irritated, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only one in three ogre children survive to adulthood.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, non-sapient, predatory piles of compost.

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* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of plant, planting crops, and rather than properly hunt, they mostly wander around their territory and at night in small groups that kill anything they encounter. This "feast or famine" approach to food means that many ogres and are left hungry and irritated, explaining their hostile interactions with other beings, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only one in three ogre children survive to adulthood.
* DumbMuscle: It's mentioned that the majority of ogres can't count to ten even with their fingers in front of them. Their 5th Edition stats put them at Intelligence 5, meaning that ogres are exactly as smart as shambling mounds, which for the record are non-sapient, predatory piles of compost.



* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.

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* PrimalStance: Ogres are typically depicted standing in a bow-legged, stoop-shouldered post, posture, with their heads jutting forward and rarely above shoulder level and with their arms dragging low at their sides.
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* BarbarianTribe: Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of plant, and rather than properly hunt, they mostly wander around their territory and kill anything they encounter.

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* BarbarianTribe: They make other "barbarous" races look downright sophisticated. Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of plant, and rather than properly hunt, they mostly wander around their territory and kill anything they encounter. This "feast or famine" approach to food means that many ogres and left hungry and irritated, and tribes often resort to raiding to get through a WinterOfStarvation. It also helps explain why only one in three ogre children survive to adulthood.



* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Any loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.

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* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Any loggers Loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.

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* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."

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* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it it? The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."



* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful (CR 25 out of 30!) of their kind, serving as master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.

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* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful (CR 25 out of 30!) of their kind, kind (CR 25 on a 1-30 scale!), serving as generals and master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.



* {{Synchronization}}: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of their games with mortals (or lose their heart to one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad.

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* {{Synchronization}}: In some tellings, a nymph will sicken and perish if their her natural sanctums are despoiled, and in turn their homes her home will decay if the nymph she is injured.
* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of their games with mortals (or lose their heart to one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad.
dryad, which in that edition are more "tree folk" than "fey women."


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* BarbarianTribe: Ogres are primitive brutes, few of whom are capable of crafting anything more sophisticated than a club, and any gear they scavenge or loot is likely to end up lost or broken from poor maintenance. They rarely construct shelters, preferring to squat in caves, ruins or under the open sky, and any dwelling they try to build in imitation of other races is likely to collapse within a year. Ogres forage instead of plant, and rather than properly hunt, they mostly wander around their territory and kill anything they encounter.


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* EliteMooks: "Skullcrusher" ogres are the result of a SuperBreedingProgram to produce better ogre soldiers, and combine a normal ogre's brute strength with human-level intelligence, discipline and planning. They live in militarized warbands that constantly drill for combat, though they're just as ill-tempered as ordinary ogres, making them Neutral Evil rather than Chaotic Evil.
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[[folder:Phanaton]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_phanaton_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Mystara}}''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticGood

Arboreal humanoids resembling gliding monkey-raccoons, who keep to themselves, tending to their forest homes.
----
* ArchEnemy: Phantons hate aranea and attack the spider-folk on sight, "casting aside all tactics and stealth."
* NatureHero: They act as tenders to their home forests, keeping them healthy by "cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained." Any loggers trespassing in their woods will suffer pranks and sabotage, though anyone threatening their homes will be attacked directly. In return, phanatons have an empathic connection with forests, [[HomeFieldAdvantage resulting in a slight bonus on saving throws when inside them.]] Unsurprisingly, they get along well with the likes of sylvan elves, dryads and treants.
* NotQuiteFlight: They can use their patagia to glide, moving 20 feet forward for every 5 feet they descend.
* TrademarkFavoriteFood: Though they primarily eat plants, phanatons are omnivores who occasionally eat meat, and particularly relish spiders.
* TreetopTown: Phanatons live in such, building their villages on platforms high in the trees.
[[/folder]]
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* {{Retcon}}: 4th Edition adds an array of seasonal nymph variants, all with different combat options. Spring nymphs delight in both love and passionate struggle, and use their intoxicating scent to turn mortals against each other (while making sure to spare the comeliest or most entertaining combatant). Summer nymphs are the oldest, wisest, and most powerful (CR 25 out of 30!) of their kind, serving as master strategists in nature's campaigns. Autumn nymphs collect secrets and trade them with mortals, but the dark revelations of their whispers can be devastating. And winter nymphs are wild, whooping warriors, riding with TheWildHunt in search of worthy quarry.

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* TheFairFolk: 4th Edition plays up nymphs' fey nature, portraying them as whimsical and self-centered beings who are amused by how easily they can manipulate mortals with their looks and words. And "If the toys sometimes broke, what of it The nymphs learned that breaking their toys could be fun -- either turning mortals into broken-hearted husks of their former selves or simply shattering their feeble bodies when their capacity to amuse their mistresses ended."




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* {{Transflormation}}: 4th Edition posits that some melancholy nymphs who tire of their games with mortals (or lose their heart to one) bind themselves to a tree, becoming a wood nymph that will eventually transition into a dryad.



A Krynnish variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.

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A Krynnish variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.

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->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E)

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->'''Classification:''' Fey (3E)\\
(3E, 5E)\\
'''Challenge Rating:''' 4 (3E)\\
(3E), 2 (5E)\\
'''Alignment:''' Any Chaotic (2E), ChaoticNeutral (3E)
(3E), Any Chaotic (5E)



* SuperSpit: 2nd Edition nereids can spit a blinding venom at opponents.

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* SuperSpit: 2nd and 5th Edition nereids can spit a blinding venom at opponents.




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* PestController: They can ''summon'' or ''repel insects'' as needed.
* SummoningRitual: During planting or harvest festivals, farmers make sacrifices and promises to look after the earth in exchange for a grain nymph's presence at the gathering. If successful, the nymph appears, to the mild intoxication of the farmers (though without a hangover afterward).

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* BrownNoteBeing: In 2nd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, nymphs can suppress or resume this ability at will, and the effect is restricted to blindness.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.

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* BrownNoteBeing: In 2nd Edition and early 3rd Edition, looking at a nymph can permanently blind you, or even ''kill you'' if she's nude at the time. In 3rd Edition, Thankfully, nymphs can suppress or resume this ability at will, and the effect is restricted to blindness.
* CantLiveWithoutYou: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and
blindness in turn their homes will decay if the nymph is injured.3.5E.



** Grain nymphs are a [[TabletopGame/{{Dragonlance}} Krynnish]] variant bound to cultivated fields, who protect them and ensure an ample harvest. They consider themselves more sophisticated than woodland nymphs, and can curse those who offend them to be [[AnimalsHateHim regarded as enemies by farm animals.]]




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* {{Synchronization}}: In some tellings, a nymph will sicken and perish if their natural sanctums are despoiled, and in turn their homes will decay if the nymph is injured.

!!Grain Nymph
[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/d&d_grain_nymph_2e.jpg]]
[[caption-width-right:265:2e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Alignment:''' TrueNeutral

A Krynnish variant of nymph bound to cultivated fields, protecting them and ensuring an ample harvest.
----
* AnimalsHateHim: Anyone marked as an enemy of a grain nymph will find that no farm animal, including horses, will ever be friendly towards them again. This effect is permanent until removed by powerful magic like ''wish''.
* FantasticRacism: They don't get along with their wild cousins -- conventional nymphs think grain nymphs are snobbish, while grain nymphs consider themselves sophisiticated and "cultivated."
* FriendToAllLivingThings: Farm animals adore grain nymphs, and will rush to one's aid if she's attacked, sacrificing themselves if necessary.
* GreenThumb: So long as a grain nymph is healthy, her fields will yield double the normal harvest and survive both droughts and flooding. But a grain nymph can only remain in the same farmland for three years before leaving for a new location within 50 miles of the last one. If she can't find a new home, she'll perish, and she can only return to one of her previous fields if nine years have passed since she last protected them.
* IntoxicationEnsues: Grain nymphs have a literally intoxicating beauty. Those who pursue one into her field have to save or fall under her influence, swaying and stumbling and slurring their speech. If they fail another save a few rounds later, they collapse into a drunken stupor, and will eventually awake with a splitting hangover.

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'''Challenge Rating:''' 4 (3E), 7 (4E), 5 (5E)\\

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'''Challenge Rating:''' 4 (3E), 7 (4E), (4E); 5 (otyugh), 7 (neo-otyugh) (5E)\\



* EliteMooks: "Neo-otyughs" are a smarter breed of otyugh distinguished by larger bodies but smaller mouths. In 5E they also boast PsychicPowers, namely ''command'' and ''hold person''.



* EyeOfNewt: Averted; 2nd Edition notes that no wizards or alchemists have found any use for otyugh body parts, solely because the creatures are so disgusting that no one wants to handle their corpses.



* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.

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* HumanShield: 2nd Edition notes that neo-otyughs are smart enough to do this with victims they're grappling, giving the monsters an Armor Class bonus and letting them attempt to intercept incoming attacks with their grabbed victims.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak communicate either telepathically or through Common, and depending on edition. They can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're otyughs are capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.sewers.
* StarfishLanguage: Otyughs have their own language, which incorporates non-verbal components such as "movements of eye stalk and tentacles, or emission of certain smells" that other creatures can't replicate.
* {{Telepathy}}: Something 5E brought back from older editions was otyughs having limited telepathic abilities, letting them communicate simple messages or images to nearby beings.
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\

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* LargeAndInCharge: A 5E needle lord is the size of an ogre, compared to its human-sized minions.
* MistakenForUndead: 2E needlemen, and the needle spawn created by a 5E needle lord, look and shamble about much like zombies, but are plants.



* {{Retcon}}: 5E turns needlefolk from an elf-hating group of plant creatures to invaders from "fey domains wracked by wanton violence," who seek to conquer Material Plane forests.



* TheSpiny: Needle lords automatically damage anyone who attacks them in melee, unless they do so with disadvantage.
* VillainTeamUp: A needle lord might work with the likes of hobgoblins and kobolds, but "it sees any alliance that casts it as a lesser partner as only a temporary measure," and will betray its partner as soon as it's feasible, since there can be only one ruler of a forest.
* TheVirus: 5E needle spawn are created when a needle lord sticks seed pods into humanoid corpses, converting them into its minions.



* CanonImmigrant: The neogi originated in the ''TabletopGame/{{Spelljammer}}'' setting, but have since spread to more general ''D&D'' cosmology.

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[[folder:Needlefolk]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant (3E, 5E)\\

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[[folder:Needlefolk]]
[[folder:Needle Spawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_needle_spawn_5e.jpg]]
[[caption-width-right:350:5e]]
[[caption-width-right:350:[[labelnote:3e]]https://static.
tvtropes.org/pmwiki/pub/images/d&d_needlefolk_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:'''
jpg[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:2e]]https://static.tvtropes.org/pmwiki/pub/images/d&d_needleman_2e.jpg[[/labelnote]]]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''Classification:'''
Plant (3E, 5E)\\



'''Alignment:''' TrueNeutral (3E), ChaoticEvil (5E)

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

to:

'''Alignment:''' TrueNeutral (3E), (2E, 3E), ChaoticEvil (5E)

Sapient, bristly, Also known as needlefolk or needlemen, these humanoid plants that normally keep to themselves, unless an elf should enter their territory.bristle with dangerous spines.



* BerserkButton: Needlefolk ''hate'' elves, and can sense their presence to a range of 1500 feet, at which point the needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.

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* ArtEvolution: 2E needlemen look like spiny zombies, while needlefolk's 3E description describes leaves and bark, [[UnreliableIllustrator but their art presents them as bug-like humanoids made out of cacti]]. 5th Edition's illustration better matches their 3E description.
* BerserkButton: Needlefolk In most editions, these creatures ''hate'' elves, and elves. 3E needlefolk can sense their elves' presence to a range of 1500 feet, at which point the needlefolk will move in to attack. If the elves outnumber them, needlefolk will silently shadow a party of elves until enough other needlefolk are drawn to the elves to make an attack successful.



* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion, though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.

to:

* PlantPeople: A spindly, spiny example. Needlefolk meet their dietary needs by absorbing sunlight and eating dirt, dead leaves, and a bit of carrion, carrion (or elf flesh), though they have no roots and thus need to drink through their mouths. They're deciduous, so their leaves turn red and brown in the autumn -- the same time of year they drop their thorny seeds -- and needlefolk hibernate through the winter.



* 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.

to:

* UnreliableIllustrator: WasOnceAMan: Their 3E art makes them look like bug-like humanoids made out of cacti, though their 2E write-up describes bark and small leaves covering relates a theory that the needlemen were once a band of forest-dwelling humans who clashed with some wood elves or grugach, sought supernatural aid against their bodies.foe, and were [[{{Transflormation}} transformed]] into plant monsters by some trickster entity.
* WeakToMagic: 2E needlemen take triple damage from spells, enchanted weapons triple their damage bonus against them, spells like ''charm plants'' are triply effective against them, etc.



[[folder:Nightshade]]

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[[folder:Nightshade]][[folder:Nightshade (Torilian)]]

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* AngelicTransformation: Petitioners sent to Mount Celestia become lantern archons, who are guided by older archons until they're ready to evolve into a higher form of celestial.
* {{Animorphism}}: Petitioners who end up in the Wilderness of the Beastlands soon become ALittleBitBeastly, and eventually transform into celestial beasts after a few centuries.



* DemonOfHumanOrigin: Some petitioners sent to the Abyss (who aren't simply absorbed into the plane itself) are transformed into manes, the least of demons, and similarly mortal soul shells damned to the Nine Hells might be tortured until they're transformed into lemures.



* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities.

to:

* GhostAmnesia: While petitioners retain their mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their past, and at most have a "shadowy recollection of a previous life" that is less important than their current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities. There are exceptions to this -- the petitioners of Elysium, for example, are noted to have stronger memories of their mortal life, translating to some retained character levels that make them extra dangerous when mobilized to defend their plane.


Added DiffLines:

* WeirdCurrency: Most petitioners in the Gray Waste of Hades are mournful, ghostlike beings, but the most selfish and malicious mortal souls instead become larvae, human-sized worms [[BeastWithAHumanFace with the mortal's face.]] Larvae are traded like currency across the Lower Planes, trafficked by the likes of liches, night hags and other fiends for use as food, spell components, or the raw material from which to make a new fiend.
* WelcomeToCorneria: ''Planescape'' describes petitioners as difficult to converse with, as they're so fixated on merging with their god or home plane that they come across as monomaniacal.

Added: 9755

Changed: 31271

Removed: 8668

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Added example(s)


* CantLiveWithoutYou: An oread taken a mile away from her home mountain dies within a day.



* DepartureMeansDeath: An oread taken a mile away from her home mountain dies within a day.



[[folder:Petal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_petal_fix_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' NeutralGood

Tiny fey who, when not serving as messengers for their larger kin, work to ensure that travelers and adventurers benefit from a restful sleep, whether they want to or not.
----
* ForcedSleep: They can sing songs to duplicate ''lullaby'' and ''sleep'' spells, which they typically use one after the other. The more petals that contribute to the ''sleep'' song, the harder it is to resist.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use their sleep songs on anyone they encounter, and once their guests fall asleep, the fey remove their uncomfortable armor and clothes to garb them in [[GardenGarment clothing of leaves and garlands of flowers.]] As might be imagined, this can leave the sleepers helpless against any thieves or monsters in the area.
[[/folder]]



[[folder:Phaerimm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerimm_3e.jpg]]

to:

[[folder:Phaerimm]]
[[folder:Petal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerimm_3e.org/pmwiki/pub/images/d&d_petal_fix_3e.jpg]]



->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 5 (3E)\\
'''Alignment:''' NeutralEvil

Bizarre-looking flying beings feared for their evil natures and mastery of sorcery.

to:

->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration
->'''Classification:''' Fey (3E)\\
'''Challenge Rating:''' 5 1 (3E)\\
'''Alignment:''' NeutralEvil

Bizarre-looking flying beings feared
NeutralGood

Tiny fey who, when not serving as messengers
for their evil natures larger kin, work to ensure that travelers and mastery of sorcery.adventurers benefit from a restful sleep, whether they want to or not.



* AbsoluteXenophobe: Averted, to an extent, as their 3rd Edition write-up notes that phaerimm ''would'' like to exterminate all other life, except that would deny them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]] their victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they have a stick or something to push against the ground. And with their ''AD&D'' rules, victims ''also'' have to save to see whether they've been implanted with a viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the host.]] Thankfully, a ''cure disease'' spell kills the larva.
* SealedEvilInACan: In the 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.
* SupernaturalSensitivity: In 3rd Edition, phaerimm have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.

to:

* AbsoluteXenophobe: Averted, ForcedSleep: They can sing songs to an extent, as duplicate ''lullaby'' and ''sleep'' spells, which they typically use one after the other. The more petals that contribute to the ''sleep'' song, the harder it is to resist.
* OurPixiesAreDifferent: Petals are little fey at most a foot and a half tall, with [[PlantHair flower petals for hair]] and wings, garbed in clothes made from leaves.
* StupidGood: Petals believe everyone deserves a good sleep, and to awake refreshed and surrounded by beauty. As such, they use
their 3rd Edition write-up notes that phaerimm ''would'' like to exterminate all other life, except that would deny them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per their ''AD&D'' rules, any magic that fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster and be rebounded back
sleep songs on the caster.
* BewareMyStingerTail: They have a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're immune to polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe out all other life, except that then they [[PragmaticVillainy wouldn't have
anyone to enslave.]]
* OurMonstersAreWeird: They look like nothing less than 12-foot-long windsocks with a LampreyMouth
they encounter, and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison that both [[TheParalyzer paralyzes]]
once their victim on a failed save, guests fall asleep, the fey remove their uncomfortable armor and also causes clothes to garb them to levitate off in [[GardenGarment clothing of leaves and garlands of flowers.]] As might be imagined, this can leave the ground for potentially hours, immobilizing them unless they have a stick or something to push sleepers helpless against any thieves or monsters in the ground. And with their ''AD&D'' rules, victims ''also'' have to save to see whether they've been implanted with a viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the host.]] Thankfully, a ''cure disease'' spell kills the larva.
* SealedEvilInACan: In the 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.
* SupernaturalSensitivity: In 3rd Edition, phaerimm have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.
area.



[[folder:Phaerlock]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerlock_3e.jpg]]
[[caption-width-right:341:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' NeutralEvil

The descendants of lizardfolk modified by the phaerimm, leaving them tortured creatures wandering the Underdark in search of victims.

to:

[[folder:Phaerlock]]
[[quoteright:341:https://static.tvtropes.org/pmwiki/pub/images/d&d_phaerlock_3e.jpg]]
[[caption-width-right:341:3e]]
[[folder:Petitioner]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
''TabletopGame/{{Planescape}}''\\
'''Classification:''' Humanoid Outsider (3E)\\
'''Challenge Rating:''' 2 1 (3E)\\
'''Alignment:''' NeutralEvil

As native plane

The descendants souls of lizardfolk modified by mortals given physical form on the phaerimm, leaving them tortured creatures wandering Outer Planes, where they are rewarded or punished as their faith and actions in life determine. Their appearance and qualities can vary wildly depending on the Underdark in search of victims.Outer Plane they inhabit.



* AgonyBeam: Phaerlocks can fix their gaze on a nearby creature, which has to save or share the agony of the 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 their augmentation involved having two extra eyes implanted in their heads, providing phaerlocks with all-around vision and preventing them from being flanked.
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease their torment by forcing other creatures to experience it.

to:

* AgonyBeam: Phaerlocks can fix AscendToAHigherPlaneOfExistence: The goal of many petitioners -- at least the ones who aren't spending eternity being tortured for their gaze on a nearby creature, which has sins -- is to save become one with their patron deity, or share even their home plane itself. The petitioners of Mount Celestia take this almost literally, as they hope to develop enough virtue and enlightenment to ascend through the agony plane's layers to reach Chronias, the highest of the phaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for Seven Mounting Heavens, from which no one returns.
* DeathAmnesia: Anyone who becomes
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
petitioner, but is later restored to life by magic, loses all memory of their augmentation involved having two extra eyes implanted in time as one.
* DepartureMeansDeath: In 2nd Edition, petitioners undergo a CessationOfExistence if they ever leave
their heads, providing phaerlocks with all-around vision and preventing home plane (at least without a power sponsoring the excursion). 3E softens this to a "Planar Commitment" trait that means petitioners are teleported 100 miles in a random direction if someone attempts to move them from being flanked.
off-plane.
* FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and
GhostAmnesia: While petitioners retain their ancestors' ability to hold mannerisms, general interests, speech patterns, etc. from life, they forget most memories of their breath underwater for extended periods.
* TorturedMonster: Even breathing
past, and at most have a "shadowy recollection of a previous life" that is agonizing for these creatures, forcing them to either develop mental tricks to block out the pain, or ease less important than their torment current circumstance. Or in 3E terms, they forget all their skills, feats and class abilities.
* NoSell: Beyond an array of energy resistances and immunities, petitioners are immune to all mind-influencing effects. "This may be due to the mindless nature of their existence, devotion to their deities, or being surrounded
by forcing other creatures a similarly-aligned plane."
* SpearCarrier: The 3E ''Manual of the Planes'' directly refers
to experience it.petitioners as such, while the 2E ''Planescape'' book compares their roles on the Outer Planes to that of commoners on the Prime Material.



[[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}}''\\
'''Classification:''' Humanoid (3E)\\
'''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.

to:

[[folder:Phaethon]]
[[quoteright:349:https://static.
[[folder:Phaerimm]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_phaethon_3e_7.org/pmwiki/pub/images/d&d_phaerimm_3e.jpg]]
[[caption-width-right:349:3e]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid Aberration (3E)\\
'''Challeng '''Challenge Rating:''' 2 5 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' LawfulNeutral

Distant relatives
NeutralEvil

Bizarre-looking flying beings feared for their evil natures and mastery
of elves with the ability to manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.sorcery.



* 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.

to:

* AngelicTransformation: Some phaethons feel a pull towards something greater AbsoluteXenophobe: Averted, to an extent, 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 3rd Edition write-up notes that phaerimm ''would'' like to exterminate all other life, except that would deny them slaves they could torture to death for sport.
* AttackReflector[=/=]FeedItWithFire: As per
their gods. Those who complete this Rite of Ascension return as elder phaethons, blessed with 30-foot flaming wingspans ''AD&D'' rules, any magic that deal increased damage fails to penetrate a phaerimm's (considerable) spell resistance will both heal the monster 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 be rebounded back on the wing patrolling their homeland.
caster.
* 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
BewareMyStingerTail: They have their fiery wings [[TechnicolorFire turn blue.a poisonous sting that also [[FaceFullOfAlienWingWong implants eggs in the victim.]]
* ImmuneToFire: They have the fire subtype, making BlueAndOrangeMorality: Again, averted; "If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable."
* MageSpecies: Phaerimm are natural spellcasters, and their 3rd Edition rules let them cast sorcerer spells like they were spell-like abilities, without requiring verbal, somatic or material components, while their ''AD&D'' write-up notes that the most powerful phaerimm mages are equivalent to 22nd-to-27th level wizards. They're also egotistical about their magic, and view physical combat as a sign of weakness, an admission that their arcane power is insufficient.
* NoSell: They're
immune to fire damage but [[AchillesHeel vulnerable to cold.]] Phaethons thus seek polymorph and petrification effects.
* OmnicidalManiac: They would gladly wipe
out active volcanoes as a ready source of molten stone and metal all other life, except that then they [[PragmaticVillainy wouldn't have anyone to craft.
enslave.]]
* OurElvesAreDifferent: Phaethons OurMonstersAreWeird: They 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 less than 12-foot-long windsocks with a LampreyMouth and [[MultiArmedAndDangerous multiple humanoid arms.]]
* PoisonousPerson: A phaerimm's tail stinger carries a weird poison
that they can't learn from both [[TheParalyzer paralyzes]] their own predecessors. In 3E victim on a failed save, and also causes them to levitate off the ground for potentially hours, immobilizing them unless they retain have a stick or something to push against the elf subtype, so are subject ground. And with their ''AD&D'' rules, victims ''also'' have to anything that targets elves.
* SemiDivine: On Krynn, they claim
save to be descended from see whether they've been implanted with a son viable phaerimm egg, which will hatch after a few days, at which point the young phaerimm [[ChestBurster will begin eating its way out of the god Habbakuk, host.]] Thankfully, a ''cure disease'' spell kills the Blue Phoenix.larva.
* SealedEvilInACan: In the 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.
* SupernaturalSensitivity: In 3rd Edition, phaerimm have "full vision," allowing them to detect magic and [[SeeTheInvisible perceive ethereal or astral creatures]] out to 120 feet.



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

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

to:

[[folder:Phantom Fungus]]
[[quoteright:350:https://static.
[[folder:Phaerlock]]
[[quoteright:341:https://static.
tvtropes.org/pmwiki/pub/images/d&d_phantom_fungus_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Plant
org/pmwiki/pub/images/d&d_phaerlock_3e.jpg]]
[[caption-width-right:341:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid
(3E)\\
'''Challenge Rating:''' 3 2 (3E)\\
'''Alignment:''' TrueNeutral

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

The descendants of lizardfolk modified by the phaerimm, leaving them tortured creatures wandering the Underdark in search of victims.



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

to:

* AttackAnimal: Though only as intelligent as animals, phantom fungi are trainable, AgonyBeam: Phaerlocks can fix their gaze on a nearby creature, which has to save or share the agony of the phaerlock's existence. A failed save will leave the victim paralyzed in horrible pain for a round, and make dangerous guards since most detection magic shaken for several more rounds afterward. This effect doesn't pick them up. Their invisibility also makes training them difficult, however, leading to handlers [[SeeTheInvisible throwing flour work on them or tying ribbons around them]] to keep track things without proper nervous systems like constructs, plants, undead, etc.
* ExtraEyes: Part
of their location. Phantom fungi are often trained to click augmentation involved having two extra eyes implanted in their teeth after performing a trick, a habit which can give heads, providing phaerlocks with all-around vision and preventing them away.
from being flanked.
* InvisibleMonsters: They're under a constant ''greater invisibility'' effect, which allows FlayingAlive: The blood-colored organic armor plating covering their bodies evokes this.
* LizardFolk: Phaerlocks are derived from such, and retain their ancestors' ability to hold their breath underwater for extended periods.
* TorturedMonster: Even breathing is agonizing for these creatures, forcing
them to remain unseen even when taking actions like attacking. Since phantom fungi are pretty quiet while stalking prey, often either develop mental tricks to block out the only thing that gives them away is pain, or ease 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.
torment by forcing other creatures to experience it.



[[folder:Phase Wasp]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]

to:

[[folder:Phase Wasp]]
[[folder:Phaethon]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_phase_wasp_3e.org/pmwiki/pub/images/d&d_phaethon_3e_7.jpg]]



->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' Unaligned

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

to:

->'''Classification:''' Magical Beast ->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Humanoid
(3E)\\
'''Challenge '''Challeng Rating:''' 2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' Unaligned

Oversized wasps
LawfulNeutral

Distant relatives of elves
with a dangerous magical attack, and a tendency the ability to make nests from paper stolen from libraries, magical and non-magical.manifest wings of fire. Not be confused with the [[Characters/DungeonsAndDragonsCreaturesA abominations]] also known as phaethons.



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

to:

* BigCreepyCrawlies: A phase wasp is 18 inches long.
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:
They can 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
that equals a ''lot'' of [[AlwaysAccurateAttack unavoidable,]] NonElemental damage.
* SeeTheInvisible: Phase wasps can see and attack invisible and ethereal creatures (through
outsiders 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
the latter case).god Habbakuk, the Blue Phoenix.



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

to:

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



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

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

to:

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

Amorphous shapeshifters
TrueNeutral

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



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

to:

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



[[folder: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.

to:

[[folder:Phirblas]]
[[quoteright:150:https://static.
[[folder:Phase Wasp]]
[[quoteright:349:https://static.
tvtropes.org/pmwiki/pub/images/d&d_phirblas_2e.org/pmwiki/pub/images/d&d_phase_wasp_3e.jpg]]
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
[[caption-width-right:349:3e]]
->'''Classification:''' Magical Beast (3E)\\
'''Challenge Rating:''' 2 (3E)\\
'''Alignment:''' NeutralGood

Gaunt humanoids sometimes encountered on the Ethereal Plane, known for their unusual non-verbal method of communication.
Unaligned

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



* 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.

to:

* CompellingVoice: BigCreepyCrawlies: A non-verbal example; once per day, a phirblas phase wasp is 18 inches long.
* MagicMissileStorm: They
can use 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
and telepathy 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, and
boundary 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).



[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]

to:

[[folder:Phiuhl]]
[[folder:Phasm]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]] org/pmwiki/pub/images/d&d_phasm_3e.png]]



->'''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.

to:

->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:'''
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 11 7 (3E)\\
'''Alignment:''' NeutralEvil

Also known
ChaoticNeutral

Amorphous shapeshifters that use their ablities to devote their lives to exploration, philosophical contemplation, or pure hedonism
as "vaporous horrors" or "lingering deaths," these murderous clouds of poisonous steam haunt the Bleak Eternity of Gehenna.their whims decree.



* 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.

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
to save 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
a matter 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, as
they'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
the Blood 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.



[[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.

to:

[[folder:Phoelarch]]
[[quoteright:350:https://static.
[[folder:Phirblas]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/d&d_phoelarch_3e.org/pmwiki/pub/images/d&d_phirblas_2e.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)\\
[[caption-width-right:150:2e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Alignment:''' ChaoticGood (3E), Unaligned (4E)

Phoelarchs are
NeutralGood

Gaunt
humanoids with avian features said to be kin to phoenixes, who wield sometimes encountered on the power of fire as they wander the world, fighting Ethereal Plane, known for freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.their unusual non-verbal method of communication.



* 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.

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
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
fatal 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 share many 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
a phoelarch leaves behind a pile dizzying array of ashes words above them to replicate a ''hypnotic pattern''.
* NoBiologicalSex: Phirblas don't have recognizable genders,
and a 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, an entirely 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
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.vegetarian dishes so complicated that it takes several days to prepare them.



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

to:

[[folder:Phoenix]]
[[folder:Phiuhl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phoenix_3e.png]]org/pmwiki/pub/images/d&d_phiuhl_3e.jpg]]



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

Large, fiery birds capable of resurrecting themselves when slain.

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

to:

->'''Classification:''' Magical Beast (3E), Elemental Beast (4E)\\
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 24 (3E), 19 (4E)\\
11 (3E)\\
'''Alignment:''' NeutralGood (1E-3E), Unaligned (4E)

Large, fiery birds capable
NeutralEvil

Also known as "vaporous horrors" or "lingering deaths," these murderous clouds
of resurrecting themselves when slain.

For
poisonous steam haunt the 5E iteration Bleak Eternity of this creature, see the "Elder Elementals" section of the "Elementals" entry.Gehenna.



* 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]]''.

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, while
upside, 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
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 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 in
fire (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 powerful
damage creatures of good explicitly immune to heat.
* AMindIsATerribleThingToRead: Phiuhls have inscrutable
and opponents 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.
The 5th 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 allow
classifies them as aberrations rather than undead.
* StarfishLanguage: Phiuhls speak no audible language, but appear to have
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}}
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.



[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]

to:

[[folder:Phthisic]]
[[folder:Phoelarch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_phthisic_3e.org/pmwiki/pub/images/d&d_phoelarch_3e.jpg]]



->'''Classification:''' Monstrous Humanoid (3E)\\
'''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, hungering
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 the mental energy of other creatures.freedom. When a phoelarch is slain, its ashes give rise to a purely-avian phoera.



* 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.

to:

* 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 While 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
art depicts phoelarchs with brilliantly-colored feathers on their casters.
heads and upper bodies, 4th Edition gives them [[HotWings full-on flames]] instead.
* HorrorHunger: A phthisic "constantly craves 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 sweet nectar legendary firebirds, and they share many phoenix-like traits, particularly how they die. After detonating, a phoelarch leaves behind a pile of sanity to soothe 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 mental torment, if only for a while."
* PsychicPowers: 3E phthisics have
phoelarch "parent's" life, but once that phoera has hatched, the psionic subtype, 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 an array of powers 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 ''brain lock'', ''ego whip'' ''scorching ray'', ''produce flame'' and ''mind thrust.''
* {{Retcon}}: 2E phthisics are specifically the creations of the mind flayers, the only
''fire shield'', while phoera have a fiery BreathWeapon and can ignite foes they attack with their beak or claws. Both creatures skilled are also hot 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
[[TheSpiny damage that, should a victim reach 0 Int, becomes permanent foes who touch them]], an ability drain. Those who the phthisic is draining in this way experience a deathly chill, and should they succumb can choose to it, their corpses will shrivel as a side-effect of the feeding.
suppress.
* {{Tulpa}}: Phthisics UndergroundMonkey: Vazalkyon and vazalka are spawned cold-themed variants of phoelarchs and phoera, and are identical save for wielding and healing from the troubled psyche of intelligent beings, the physical embodiments of a repressed memory or suppressed neurosis.different energy type, and causing foes to be shaken from cold rather than igniting from heat.



[[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.

to:

[[folder:Pixie]]
[[folder:Phoenix]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pixie_5e.png]]
[[caption-width-right:350:5e]]
org/pmwiki/pub/images/phoenix_3e.png]]
[[caption-width-right:350:3e]]
->'''Classification:''' Fey (3E, 5E), Fey Humanoid Magical Beast (3E), Elemental Beast (4E)\\
'''Challenge Rating:''' 4 24 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
19 (4E)\\
'''Alignment:''' NeutralGood, NeutralGood (1E-3E), Unaligned (4E)

Diminutive fairies who delight in playing harmless tricks on people.Large, fiery birds capable of resurrecting themselves when slain.

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



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



[[folder:Plague Brush]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]

to:

[[folder:Plague Brush]]
[[folder:Phthisic]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_plague_brush_3e.org/pmwiki/pub/images/d&d_phthisic_3e.jpg]]



->'''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.

to:

->'''Classification:''' Plant Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 17 6 (3E)\\
'''Alignment:''' Unaligned

35-foot wide, poisonous tumbleweeds that normally roll about
ChaoticEvil

A repressed neurosis given life, hungering for
the scarlet plains mental energy of Cathrys, second layer of the Tarterian Depths of Carceri.other creatures.



* HomingBoulders: They're essentially free-roaming, vegetable 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.

to:

* HomingBoulders: They're essentially free-roaming, vegetable 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 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 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.



[[folder:Planar Incarnate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.png]]

to:

[[folder:Planar Incarnate]]
[[folder:Pixie]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.org/pmwiki/pub/images/d&d_pixie_5e.png]]



->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' Any

Gargantuan manfiestations of planar power, spawned at critical moments to protect their home plane from opposing forces.

to:

->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial or Fiend (5E)\\
->'''Classification:''' Fey (3E, 5E), Fey Humanoid (4E)\\
'''Challenge Rating:''' 22 4 (3E), 1 (4E), 1/4 (5E)\\
'''Playable:''' 2E-4E\\
'''Alignment:''' Any

Gargantuan manfiestations of planar power, spawned at critical moments to protect their home plane from opposing forces.
NeutralGood, Unaligned (4E)

Diminutive fairies who delight in playing harmless tricks on people.



* ContractualBossImmunity: They're immune to just about every status effect, on top of a host of damage resistances and immunities.
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* 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:

* ContractualBossImmunity: They're immune to just about every status effect, on top of a host of damage resistances and immunities.
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They
CraftedFromAnimals: Pixie wings can be considered ground into ''dust of disappearance''. "Naturally, pixies frown on this use of their wings."
* TheDandy[=/=]TheFashionista: Pixies style themselves
as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect the princes and further the virtues and vices princesses of the planes they originate upon."
* {{Omniglot}}: Planar incarnates
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 quite intelligent, ''so'' last summer!
* FairyTrickster: They amuse themselves by leading travelers astray with ''dancing lights'', sneakily tying shoelaces together, blowing out candles,
and capable so forth.
* HonestAxe: Pixies like to trick misers out
of speaking every language.
* PlayingWithFire: In response
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 hit 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.



[[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)

"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:

[[folder:Planetouched]]
[[folder:Plague Brush]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planetouched_3e.png]]
[[caption-width-right:350:A chaond and zenythri (3e)]]
org/pmwiki/pub/images/d&d_plague_brush_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)

"Planetouched" is a catch-all term describing those whose bloodlines have been touched by powers beyond
Plant (3E)\\
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' Unaligned

35-foot wide, poisonous tumbleweeds that normally roll about
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
scarlet plains of Cathrys, second layer of the most common planetouched, the aasimars, tieflings and genasi, are discussed on [[Characters/DungeonsAndDragonsRaces the Playable Races page]].Tarterian Depths of Carceri.



* DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos. Axani for example have a touch of pure Law in their blood.
* 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.

!!Chaond
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Chaotic

The descendants of someone who survived a slaad's reproduction attempt, but had their bloodline tainted with raw Chaos in the process.

to:

* DivineParentage: Planetouched's heritages can range from Good HomingBoulders: They're essentially free-roaming, vegetable examples, instinctively chasing down and Evil to Law 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 Chaos. Axani for example have a touch 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 pure Law in 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 blood.
* 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,
way.
[[/folder]]

[[folder:Planar Incarnate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.png]]
[[caption-width-right:350:5e]]
->'''Origin:''' ''TabletopGame/{{Planescape}}''\\
'''Classification:''' Celestial
or vestigial wings or horns, or something as subtle as being a little ''too'' good-looking, or strangely nondescript.

!!Chaond
->'''Challenge
Fiend (5E)\\
'''Challenge
Rating:''' 1 (3E)\\
22 (5E)\\
'''Alignment:''' Usually Chaotic

The descendants
Any

Gargantuan manfiestations
of someone who survived a slaad's reproduction attempt, but had planar power, spawned at critical moments to protect their bloodline tainted with raw Chaos in the process.home plane from opposing forces.


Added DiffLines:

* ContractualBossImmunity: They're immune to just about every status effect, on top of a host of damage resistances and immunities.
* EvilLivingFlames: Planar incarnates from the Lower Planes take sinister forms, roiling waves of fiendish flames.
* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.
* 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]]

[[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)

"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]].
----
* DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos. Axani for example have a touch of pure Law in their blood.
* 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.

!!Chaond
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' Usually Chaotic

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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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_planar_incarnates_5e.png]]
[[caption-width-right:350:5e]]




Gargantuan manfiestations of planar power, spawned at critical moments to protect their home plane from opposing forces.



* ContractualBossImmunity: They're immune to just about every status effect, on top of a host of damage resistances and immunities.



* GeniusLoci: They can be considered as such, physical embodiments of a plane's philosophy, "akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon."
* {{Omniglot}}: Planar incarnates are quite intelligent, and capable of speaking every language.



* AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as gaps in its skin, ExtraEyes that look disturbingly human, and [[TooManymouths a whole row of vestigal beaks]] running down its underside.

to:

* AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as gaps in its skin, ExtraEyes that look disturbingly human, and [[TooManymouths a whole row of vestigal vestigial beaks]] running down its underside.

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* TheBeastmaster: The nilshai are often found with other ethereal creatures -- they use ethereal marauders as pets, ethereal filchers as servants, have tamed ethereal marauders, and will sometimes use even stranger creatures as guards or soldiers.

to:

* TheBeastmaster: The nilshai are often found with other ethereal creatures -- they use ethereal marauders as pets, ethereal filchers as servants, have tamed ethereal marauders, slayers, and will sometimes use even stranger creatures as guards or soldiers.


Added DiffLines:

[[folder:Pseudonatural Creature]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_pseudonatural_creature_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' Varies by base creature's Hit Die\\
'''Alignment:''' As base creature

Entities from beyond the known planes, which assume the form and abilities of Material Plane creatures when summoned there.
----
* AFormYouAreComfortableWith: ''Attempted'', but the results tend to be gruesome regardless. For example, the pseudonatural hippogriff pictured displays BodyHorror such as gaps in its skin, ExtraEyes that look disturbingly human, and [[TooManymouths a whole row of vestigal beaks]] running down its underside.
* GameFace: As a standard action, a pseudonatural creature can drop its facade of attempted normalcy and appear "in a manner more consistent with their origins," typically a squirming mass of tentacles. This doesn't change its combat capabilities, but means other creatures receive a minor attack roll penalty against the horror.
* UndergroundMonkey: "Pseudonatural creature" is a template that can be applied to any corporeal creature, granting it additional resistances and DamageReduction, a once-per-day ''[[CombatClairvoyance true strike]]'' ability, and a very flavorful appearance, all without drastically changing how the creature runs in combat.
[[/folder]]

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moving to the new Crossover Creatures page


''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

to:

''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]] \\



[[folder:Nezumi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nezumi_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (3E)\\
'''Challenge Rating:''' 1/2 (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral

Sometimes called "ratlings," these primitive humanoids are adept survivalists and savage in combat.

to:

[[folder:Nezumi]]
[[quoteright:350:https://static.
[[folder:Night Twist]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_nezumi_3e.jpg]]
[[caption-width-right:350:3e]]
org/pmwiki/pub/images/d&d_night_twist_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Humanoid Plant (3E)\\
'''Challenge Rating:''' 1/2 12 (standard), 20 (ancient) (3E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral

Sometimes called "ratlings," these primitive humanoids are adept survivalists and savage
NeutralEvil

Black, leafless trees that lure prey
in combat.with their hauntingly horrible songs, then feed upon their victims' decaying flesh.



* {{Crossover}}: Nezumi were introduced in the 3rd Edition ''Oriental Adventures'' sourebook that was a ''D&D'' adaptation of the ''TabletopGame/LegendOfTheFiveRings'' setting.
* DarkIsNotEvil: The nezumi of Rokugon suffer FantasticRacism for their appearance, disregard for human customs, scavenging habits, and for living in the midst of the Shadowlands, but despite all that the rat folk aren't actually evil, and are in fact immune to Shadowlands taint. They're stalwart allies of the Crab clan against Shadowland incursions, and often work with Hiruma scouts.
* TheNoseKnows: They have the Scent ability.
* 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.
* SkeletonsInTheCoatCloset: Nezumi are willing to wear earrings, ornaments or armor fashioned from bones, or utilize {{kappa}} shells as tower shields.
* VerbalTic: Due to their own chittering language, nezumi speak Common punctuated "with clicks and squeals, and a peculiar stuttering repetition."
* YouDirtyRat: The nezumi subvert this in their home setting, though their entry explains that in other settings, they might be evil by nature, or simply [[ThenLetMeBeEvil because they are suspected of being evil]] by other races, who might confuse them for evil wererats or rat hengeyokai.

to:

* {{Crossover}}: Nezumi were introduced BlowYouAway: Night twists can generate a gale-force wind at will, affecting all within 120 feet, usually in the 3rd Edition ''Oriental Adventures'' sourebook order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song"
that was a ''D&D'' adaptation affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the ''TabletopGame/LegendOfTheFiveRings'' setting.
* DarkIsNotEvil: The nezumi of Rokugon suffer FantasticRacism for
point is that it's the most sorrowful sound imaginable. Those who fail their appearance, disregard for human customs, scavenging habits, and for living in the midst of the Shadowlands, but despite all that the rat folk aren't actually evil, saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are in fact immune compelled to Shadowlands taint. move toward the source of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack:
They're stalwart allies of the Crab clan against Shadowland incursions, and often work with Hiruma scouts.
* TheNoseKnows: They have the Scent ability.
* RatMen: They're humanoid rats
evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are faster and have better vision than humans, as well as racial bonuses adept at luring prey to stealth and resisting poison, and they can deal improved unarmed damage with their claws and teeth.
* SkeletonsInTheCoatCloset: Nezumi are willing to wear earrings, ornaments or armor fashioned from bones, or utilize {{kappa}} shells as tower shields.
* VerbalTic: Due to their own chittering language, nezumi speak Common punctuated "with clicks and squeals, and a peculiar stuttering repetition."
* YouDirtyRat: The nezumi subvert this in their home setting, though their entry explains that in other settings, they might be evil by nature, or simply [[ThenLetMeBeEvil because they are suspected of being evil]] by other races, who might confuse them for evil wererats or rat hengeyokai.
them.



[[folder:Night Twist]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/d&d_night_twist_3e.png]]
[[caption-width-right:300:3e]]
->'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 12 (standard), 20 (ancient) (3E)\\
'''Alignment:''' NeutralEvil

Black, leafless trees that lure prey in with their hauntingly horrible songs, then feed upon their victims' decaying flesh.

to:

[[folder:Night Twist]]
[[quoteright:300:https://static.
[[folder:Nightmare]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_night_twist_3e.png]]
[[caption-width-right:300:3e]]
org/pmwiki/pub/images/nightmare_d&d.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Plant (3E)\\
Outsider (3E), Shadow Magical Beast (4E), Fiend (5E)\\
'''Challenge Rating:''' 12 (standard), 20 (ancient) (3E)\\
5 (3E), 3 (5E)\\
'''Alignment:''' NeutralEvil

Black, leafless trees that lure prey in with their hauntingly horrible songs, then feed upon their victims' decaying flesh.
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.



* BlowYouAway: Night twists can generate a gale-force wind at will, affecting all within 120 feet, usually in order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song" that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point is that it's the most sorrowful sound imaginable. Those who fail their saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are compelled to move toward the source of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that aren't very mobile (their speed is only 10 feet per round), but are adept at luring prey to them.

to:

* BlowYouAway: Night twists can generate a gale-force wind at will, affecting all within 120 feet, usually in order to [[WeakToFire extinguish flames]].
* CompellingVoice: After sunset, a night twist emits a "despair song"
BeingTorturedMakesYouEvil: The 5th Edition ''Monster Manual'' states that affects all creatures with an Intelligence of 6 or greater within a miles-wide radius. This song sounds different to each listener -- some hear a woman weeping, others a cold wind blowing over a cemetery, but the point is that it's the most sorrowful sound imaginable. Those who fail their saving throws are hit by a ''[[EmotionBomb crushing despair]]'' effect and are compelled to move toward the source of the song, neglecting food or sleep, and even take damage if they're restrained from seeking out the night twist. Those who reach the plant are promptly attacked by its spells or slam attacks.
* DyingCurse: Whoever deals the death blow to a night twist has to save or become cursed by a ''nightmare'' effect, suffering hideous dreams each night that prevent rest and deal damage. This curse can only be removed by a ''limited wish'' or more powerful magic, and should a victim succumb to it, one month after their burial, [[TheVirus a night twist sapling will sprout on their grave.]]
* ImaginaryEnemy: Night twists can use ''phantasmal killer'' to create illusions that may cause victims to die of fright.
* OneHitKill: Ancient night twists can alternatively use ''circle of death'' to snuff out the lives of their victims.
* WhenTreesAttack: They're evil, carnivorous trees that
nightmares aren't very mobile (their speed is only 10 feet per round), a naturally occurring species, but an evil creature can create one by subjecting a {{pegasus}} to a humiliating ritual in which its wings are adept 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 luring prey to them.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: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]]

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None


[[folder:Nimblewright]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nimblewright_3e.jpg]]

to:

[[folder:Nimblewright]]
[[folder:Nilshai]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_nimblewright_3e.org/pmwiki/pub/images/d&d_nilshai_3e.jpg]]



->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)

Human-sized constructs that use their speed, spells and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.

to:

->'''Classification:''' Construct (3E, 5E)\\
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
(3E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)

Human-sized constructs that use their speed, spells and swordsmanship
LawfulEvil

Also known as ethereal theurges, these bizarre beings live in alien cities on the Ethereal Plane, but visit the Material Plane
to serve their creators as bodyguards spy on the locals, secure magic items, or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.capture intelligent slaves.



* AchillesHeel: Cold damage ''slows'' a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.

to:

* AchillesHeel: Cold damage ''slows'' a nimblewright for ArchEnemy: In the Realms, the nilshai have an obsession with the star elves' demiplane of Sildëyuir, and have constructed several rounds, while fire damage stuns them ''portals'' allowing access to it from the Ethereal Plane. The aberrations have launched several invasions of the demiplane, each worse than the last, and have established enough footholds there that some star elves have proposd abandoning Sildëyuir for a round.
the Material Plane.
* DualWielding: Nimblewrights can fight TheBeastmaster: The nilshai are often found with both rapier-hands other ethereal creatures -- they use ethereal marauders as pets, ethereal filchers as servants, have tamed ethereal marauders, and will sometimes use even stranger creatures as guards or soldiers.
* EldritchAbomination: Their bodies are trilaterally-symmetrical trunks with three wings, three tentacle-arms, and three eyestalks on a bulbous head. Between this and their alien minds, nilshais are so adept
at once without penalty.
multitasking that they're able to take an additional partial action each round, such as to cast a second spell, use a magic item, or ready ''{{dispel magic}}'' to {{counterspell}} an enemy mage.
* {{Glamour}}: {{Intangibility}}: They can use ''alter self'' ''ethereal jaunt'' at will will, materializing from the Ethereal Plane as a free action or returning to disguise their construct nature, or to aid in an infiltration.
the Ethereal Plane as a move action.
* {{Golem}}: MageSpecies: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility
natural arcanists, casting spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
as an 8th-level sorcerer.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives NoSell: Nilshais are under a constant ''mind blank'' effect, rendering them a 45% chance immune to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
divination magic or mental influences.



[[folder:Nishruu]]
[[quoteright:334:https://static.tvtropes.org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticNeutral

Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.

to:

[[folder:Nishruu]]
[[quoteright:334:https://static.
[[folder:Nimblewright]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
org/pmwiki/pub/images/d&d_nimblewright_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 6 (3E)\\
7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticNeutral

Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out
ChaoticNeutral (3E), Unaligned (5E)

Human-sized constructs that use their speed, spells
and consume magical energy.swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.



* AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.

to:

* AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has Cold damage ''slows'' a 1-in-20 chance of destroying nimblewright for several rounds, while fire damage stuns them for a nishruu outright, round.
* DualWielding: Nimblewrights can fight
with no harm done both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will
to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from
the item.
Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* CompositeCharacter: MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman:
In 2nd 3rd Edition, nishruu nimblewrights have feats like Improved Disarm and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within Expertise, their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it
Augmented Critial ability gives them a 45% chance to gain hit points, score a CriticalHit with the exception of magical fire their rapiers, and cold they can make trip attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate
with them have failed.as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.



[[folder:Norker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''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.

to:

[[folder:Norker]]
[[quoteright:350:https://static.
[[folder:Nishruu]]
[[quoteright:334:https://static.
tvtropes.org/pmwiki/pub/images/d&d_norker_3e.org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:350:3e]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
''TabletopGame/ForgottenRealms''\\
'''Classification:''' Humanoid (3E, 5E), Elemental Humanoid (4E)\\
Outsider (3E)\\
'''Challenge Rating:''' 1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
6 (3E)\\
'''Alignment:''' ChaoticEvil

Savage subterranean goblinoids known for their tough hides.
ChaoticNeutral

Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.



* 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. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the 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 the archomental Ogremach or the cult of the Elder Elemental Eye.
* 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.

to:

* BarbarianTribe: Norkers AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars
are this compared distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it
to ordinary goblins. Their gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic
weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu
are primitive, they can't cooperate enough immune to build anything more complicated than a rough wall or stockade, any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're too lazy close enough to hunt, leading norkers hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts
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,
damage them with the winners taking the fangs physical objects, salt is highly poisonous to them, and a thrown handful 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. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the 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 the archomental Ogremach or the cult of the Elder Elemental Eye.
* 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
stuff can deal more damage than a loincloth. blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.


Added DiffLines:

[[folder:Norker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''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. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the 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 the archomental Ogremach or the cult of the Elder Elemental Eye.
* 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.
[[/folder]]

Added: 1779

Changed: 3710

Removed: 576

Is there an issue? Send a MessageReason:
Added example(s), Added image


[[folder:Ormyrr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ormyrr_3e.png]]

to:

[[folder:Ormyrr]]
[[folder:Orglash]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_ormyrr_3e.org/pmwiki/pub/images/d&d_orglash_3e.png]]



'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' LawfulNeutral

Huge, amphibious beings that live in rivers, and are notably obsessed with acquiring magic.

to:

'''Classification:''' Monstrous Humanoid Elemental (3E)\\
'''Challenge Rating:''' 6 As base creature +1 (3E)\\
'''Alignment:''' LawfulNeutral

Huge, amphibious beings
ChaoticNeutral

Ice spirits
that live in rivers, and are notably obsessed with acquiring magic.roam cold places, attacking those they deem a threat to the land.



* ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and are depicted a vivid shade of blue.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it. They do whatever they can to acquire magical items, and hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that they're from another plane in 2nd Edition, though 3rd Edition treats them as Monstrous Humanoids rather than Outsiders.
* OutOfCharacterMoment: The normally-reasonable ormyrr have been known to lie, steal, or launch an unprovoked attack to acquire magical items. That said, their Lawful natures mean that should someone appeal to the ormyrr's sense of right and wrong, the creatures might give a stolen magic item back.

to:

* ArtEvolution: 2nd Edition ormyrr have legless, snake-like bodies with pale or purplish colorations, while 3rd Edition ormyrrs have grub-like bodies and are depicted a vivid shade of blue.
* CallOfTheWildBlueYonder: Beyond their fascination with magic, ormyrr dream of developing the power of flight, either by acquiring enough magic items, or by developing wings. They've even been desperate enough to (unsuccessfully) attempt to mate with wyverns and other aerial creatures to breed wings into their race.
* MageSpecies: Pointedly inverted; ormyrr have no aptitude for magic at all, but remain fascinated by it.
ElementalEmbodiment: They do whatever they can to acquire magical items, look like whirls of wind and hope to someday develop a unique form of ormyrr magic.
* MultiArmedAndDangerous: Ormyrr have two sets of arms, which are dexterous enough to fight with mutliple weapons without penalty,
snow, and strong enough to grab and crush opponents.
* OurMonstersAreWeird: Ormyrr have elongated bodies up to 25 feet long, toadlike heads full of teeth, and two sets of humanoid arms. There's speculation that they're from another plane in 2nd Edition, though
3rd Edition treats them "orglash" as Monstrous Humanoids rather than Outsiders.
a template that can be applied to any elemental with the air subtype.
* OutOfCharacterMoment: The normally-reasonable ormyrr GuardianEntity: In their home setting, orglash are elemental beings native to Rashemen, and seem to have the innate ability to sense foreigners. But while the orglash have helped defend their homeland against the likes of the Red Wizards of Thay for centuries, the Rashemaar view the unpredictable spirits as a mixed blessing, since orglash have been known to lie, steal, or launch an unprovoked attack them as well.
* HealingFactor: In freezing environments, orglash constantly recover hit points.
* AnIcePerson: Orglash have the cold subtype, attack with ice shards propelled by frigid winds, and can cast ''cone of cold'' a few times each day. They are expectedly WeakToFire as well, and in 2nd Edition take constant damage in temperatures above 60 degrees Fahrenheit -- in areas over 100 degrees, orglash dissipate entirely, and must return
to acquire magical items. That said, a near-freezing environment to reform their Lawful natures mean that should someone appeal to the ormyrr's sense of right and wrong, the creatures might give a stolen magic item back.bodies.



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

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

to:

[[folder:Otyugh]]
[[folder:Ormyrr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_otyugh_5e.org/pmwiki/pub/images/d&d_ormyrr_3e.png]]
[[caption-width-right:350:5e]]
->'''Classification:''' Aberration (3E, 5E), Natural Beast (4E)\\
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E), 7 (4E), 5 (5E)\\
6 (3E)\\
'''Alignment:''' TrueNeutral, Unaligned (4E)

Sometimes called gulguthra, these carrion-eaters
LawfulNeutral

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



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

to:

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


Added DiffLines:

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

Sometimes called gulguthra, these carrion-eaters are often used as living garbage disposals in dungeons.
----
* BigEater: Otyughs require plenty of waste, carrion and meat. Would-be otyugh masters can easily underestimate the quantity of food necessary to keep an otyugh from wandering off.
* CombatTentacles: Otyughs shove food into their maw with two rubbery tentacles that end in spiky, leaf-like appendages.
* ExtremeOmnivore: Otyughs can eat almost all kinds of refuse, making them a vital if unappreciated part of dungeon ecology.
* HeWasRightThereAllAlong: They often hide by covering themselves in refuse, using their [[EyeOnAStalk eye-stalk]] to spy on their surroundings until prey comes by.
* ItCanThink: They look monstrous, but otyughs are intelligent enough to speak Common, and can even form symbiotic relationships with creatures that give them food and leave them in their refuse. If trained, they're capable of following complex instructions about who to attack and ignore, and thus make surprisingly good guard animals to prevent thieves from accessing garbage chutes or sewers.
[[/folder]]
Is there an issue? Send a MessageReason:
None


''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

to:

''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | '''N to Q''' | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsGiants Giants]] | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Qlippoth]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/d&d_qlippoth_3e.png]]
[[caption-width-right:250:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Classification:''' Plant (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' NeutralEvil

Often called "Zivilyn's Bane," these 15-foot-tall ambulatory plants stupefy victims with their foul fruit and sap, then beat them to death for use as fertilizer.
----
* PoisonousPerson: Qlippoths' fruit carries a potent [[NonHealthDamage Wisdom-damaging]] poison, which can easily render victims unconscious and helpless. The plant can cause a fruit to burst and splash an adjacent attacker, or hurl its fruit at distant foes.
* WeaponizedStench: The boils and pustules that cover a qlippoth's bark emit such foul-smelling juices that all within 10 feet of the plant must save or suffer a ''confusion'' effect so long as they're close to it.
* WhenTreesAttack: They're thought to be the result of some Black Robe wizard experimenting on plants, giving rise to evil, diseased-looking plant monsters. Qlippoths can try to hide among normal trees, but only the most desperate of creatures will try to eat their foul fruit, leaving the plants to actively seek out victims.
[[/folder]]

Added: 109

Changed: 85

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[[caption-width-right:350:A varoot (left), kalareem (middle) and sillit (right) (3e)]]

to:

[[caption-width-right:350:A varoot (left), (bottom-left), kalareem (middle) (upper-middle) and sillit (right) (3e)]]



* MirrorMonster: They're reflective humanoids with sinister intentions who lurk on the other side of mirrors.



* ReviveKillsZombie: Subverted; these oozes have the "between worlds" trait, so they're healed by both ''cure'' and ''inflict wounds'' spells.

to:

* ReviveKillsZombie: Subverted; these MortalityGreyArea: These oozes have the "between worlds" trait, so they're healed by both ''cure'' and ''inflict wounds'' spells.



* 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.

to:

* IndyEscape: HomingBoulders: They're essentially free-roaming free-roaming, vegetable examples, instinctively chasing down and flattening anything they come across. With a 60-foot movement speed, escaping them is more easily said than done.

Added: 314

Changed: 7670

Removed: 2321

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moving to "goblin" folder


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

A goblin possessed by a nameless trickster deity that grants them strange powers, allowing them to sow chaos amongst their hobgoblin abusers and oppressors.

to:

[[folder:Nilbog]]
[[quoteright:349:https://static.
[[folder:Nimblewright]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_nilbog_5e.png]]
[[caption-width-right:349:5e]]
org/pmwiki/pub/images/d&d_nimblewright_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Humanoid (5E)\\
Construct (3E, 5E)\\
'''Challenge Rating:''' 1 7 (3E), 4 (5E)\\
'''Alignment:''' ChaoticEvil

A goblin possessed by a nameless trickster deity
ChaoticNeutral (3E), Unaligned (5E)

Human-sized constructs
that grants them strange powers, allowing them to sow chaos amongst use their hobgoblin abusers speed, spells and oppressors.swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.



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

to:

* CharmPerson: Anything that attempts to attack a nilbog has to save or become charmed by it, forcing them to praise the creature instead.
* CourtJester: The nilbog's very existence has led to the practice of hobgoblins appointing one lucky gobbo to be an official jester, allowed to do or say as they please and cause a moderate amount of disruption that is preferable to the chaos caused by a nilbog.
* DemonicPossession: A nilbog is an invisible spirit, the splintered form of a goblin trickster god, that possesses only goblins.
* HealingShiv: Enforced with their "Reversal of Fortune" reaction, which allows the nilbog to reduce an incoming attack's
AchillesHeel: Cold damage to zero and instead heal from it. This is in fact the ''only'' way ''slows'' a nilbog nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights
can recover health.
fight with both rapier-hands at once without penalty.
* KarmicTrickster: Nilbogs exist {{Glamour}}: They can use ''alter self'' at will to wreak havoc among the brutally disciplined hobgoblin legions, as a direct response to disguise their abuses against their goblin conscripts. construct nature, or to aid in an infiltration.
* {{Golem}}:
They're difficult similar to even attack, much less harm, and standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights
can use obnoxious buff and utility spells like ''mage hand'', ''Tasha's hideous laughter'' or ''vicious mockery'' ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* SdrawkcabName: It's "goblin" backwards.
MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* SpeakOfTheDevil: The goblins never speak the name RetractableWeapon: A nimblewright's rapiers are actually parts of the trickster god that empowers nilbogs, lest it allow the hobgoblin deity Maglubiyet their body, able to finally defeat him.fold up into their forearms until needed.



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

Human-sized constructs that use their speed, spells and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.

to:

[[folder:Nimblewright]]
[[quoteright:350:https://static.
[[folder:Nishruu]]
[[quoteright:334:https://static.
tvtropes.org/pmwiki/pub/images/d&d_nimblewright_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Classification:''' Construct (3E, 5E)\\
org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 7 (3E), 4 (5E)\\
6 (3E)\\
'''Alignment:''' ChaoticNeutral (3E), Unaligned (5E)

Human-sized constructs that use their speed, spells
ChaoticNeutral

Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out
and swordsmanship to serve their creators as bodyguards or assassins. Unlike most constructs, they are intelligent, creative, and have distinct personalities.consume magical energy.



* AchillesHeel: Cold damage ''slows'' a nimblewright for several rounds, while fire damage stuns them for a round.
* DualWielding: Nimblewrights can fight with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman: In 3rd Edition, nimblewrights have feats like Improved Disarm and Expertise, their Augmented Critial ability gives them a 45% chance to score a CriticalHit with their rapiers, and they can make trip attacks with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.

to:

* AchillesHeel: Cold damage ''slows'' A ''rod of absorption'' or ''ring of spell turning'' has a nimblewright for several rounds, while fire damage stuns them for 1-in-20 chance of destroying a round.
* DualWielding: Nimblewrights can fight
nishruu outright, with both rapier-hands at once without penalty.
* {{Glamour}}: They can use ''alter self'' at will
no harm done to disguise their construct nature, or to aid in an infiltration.
* {{Golem}}: They're similar to standard golems in that nimblewrights are constructs animated by a bound elemental spirit, but theirs is from
the Elemental Plane of Water rather than Earth. They also never go berserk during combat, but lack a normal golem's resistance/immunity to most magic.
item.
* MagicKnight: Nimblewrights can use buff and utility spells like ''haste'', ''entropic shield'', ''cat's grace'' and ''featherfall'' at will.
* MasterSwordsman:
CompositeCharacter: In 3rd 2nd Edition, nimblewrights have feats like Improved Disarm nishruu and Expertise, hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their Augmented Critial ability gives them a 45% chance misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it
to score a CriticalHit gain hit points, with their rapiers, the exception of magical fire and they can make trip cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate
with them as well.
* RetractableWeapon: A nimblewright's rapiers are actually parts of their body, able to fold up into their forearms until needed.
have failed.



[[folder:Nishruu]]
[[quoteright:334:https://static.tvtropes.org/pmwiki/pub/images/d&d_hakeashar_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 6 (3E)\\
'''Alignment:''' ChaoticNeutral

Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.

to:

[[folder:Nishruu]]
[[quoteright:334:https://static.
[[folder:Norker]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_hakeashar_3e.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:334:Hakeashar (3e)]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
''TabletopGame/{{Greyhawk}}''\\
'''Classification:''' Outsider (3E)\\
Humanoid (3E, 5E), Elemental Humanoid (4E)\\
'''Challenge Rating:''' 6 (3E)\\
1/2 (3E, 5E), 12 (4E)\\
'''Playable:''' 3E\\
'''Alignment:''' ChaoticNeutral

Extraplanar creatures resembling 12-foot-wide, glowing, misty red spheres, which seek out and consume magical energy.
ChaoticEvil

Savage subterranean goblinoids known for their tough hides.



* AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic weapons temporarily gain the ''spell storing'' trait for a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if they're close enough to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts to damage them with physical objects, salt is highly poisonous to them, and a thrown handful of the stuff can deal more damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.

to:

* AchillesHeel: A ''rod of absorption'' or ''ring of spell turning'' has a 1-in-20 chance of destroying a nishruu outright, with no harm done to the item.
* CompositeCharacter: In 2nd Edition, nishruu and hakeashars
BarbarianTribe: Norkers are distinct but related creatures, and while each has its own ''Monstrous Manual'' entry, they are functionally identical, differing only slightly in appearance. 3rd Edition decided hakeshars are just a subspecies of nishruu characterized by having a bunch of grasping claws, gnashing mouths and staring eyes visible within their misty forms.
* FeedItWithFire: Any spells cast on nishruu simply cause it
this compared to gain hit points, with the exception of magical fire and cold attacks (though the latter energy type does reduced damage).
* MagicEater: Nishruu feed on magic, though none have been observed starving for lack of magic, or suffering any effects from overfeeding. Any magic items they come in contact with [[ManaDrain lose charges every round,]] or have their power negated until a few rounds after the nishruu moves on -- the latter applies even to artifacts. This is in fact the nishruu's only way of interacting with the material world, as they have no offensive attacks or other abilities. But as a consequence of this, should a nishruu be destroyed, any magic items in contact with its body as it dissipates are empowered by the energy released, so that those that use charges gain some, and any magic
ordinary goblins. Their weapons temporarily gain the ''spell storing'' trait for are primitive, they can't cooperate enough to build anything more complicated than a few days.
* ManaBurn: Any spellcasters who come into contact with a nishruu lose a random spell each round,
rough wall or stockade, and worse, have to save to avoid a ''feeblemind'' effect.
* NoSell: Nishruu are immune to any mental effects, and are quite difficult to harm with nonenchanted weapons (and enchanted weapons won't be functional for long if
they're close enough too lazy to hit a nishruu).
* SaltSolution: While nishruu mostly ignore attempts
hunt, leading norkers to damage them 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 physical objects, salt is highly poisonous to them, and a thrown handful the winners taking the fangs of the stuff can deal 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. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the 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 the archomental Ogremach or the cult of the Elder Elemental Eye.
* 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 damage than a blow from a greatsword.
* StarfishLanguage: Nishruu are intelligent and presumably have their own language, but all attempts to communicate with them have failed.
loincloth.



[[folder:Norker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_norker_3e.png]]
[[caption-width-right:350:3e]]
->'''Origin:''' ''TabletopGame/{{Greyhawk}}''\\
'''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. Hobgoblins will conscript norker tribes into their warhosts for use as expendable laborers, lower in the 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 the archomental Ogremach or the cult of the Elder Elemental Eye.
* 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.
[[/folder]]

Added: 1573

Changed: 361

Removed: 105

Is there an issue? Send a MessageReason:
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[[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.

to:

[[folder:Quori]]
[[quoteright:272:https://static.
[[folder:Quill]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/d&d_the_quori_3e.png]]
[[caption-width-right:272:3e]]
org/pmwiki/pub/images/d&d_quill_2e.jpg]]
[[caption-width-right:300:2e]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Classification:''' Outsider (3E), Aberration (5E)\\
''TabletopGame/{{Planescape}}''\\
'''Alignment:''' LawfulEvil

Otherworldly
Unaligned

Herbivores hardy enough to survive in the most hospitable parts of the Great Wheel. They're one of the few known species that can eat razorvine,
and hostile entities from a realm of nightmares, who seek are even willing to claim the waking world as well.nibble on predatory plant monsters like bloodthorns and ironmaws.


Added DiffLines:

* BewareMyStingerTail: Their spine-studded tails are capable of killing an armored human.
* CraftedFromAnimals: A quill's quills can be converted into blowgun darts or other light weapons. While some people will also attach these spines to their armor, the efficacy of such efforts is questionable, though it at least looks intimidating.
* ImpaledWithExtremePrejudice: Anyone who ends up with a quill's spine in them will find them wickedly barbed, so that removing the spine deals additional damage on a failed check, while leaving it inside the victim runs the risk of causing the wound to fester.
* MixAndMatchCritters: They're four-foot-long porcupines with the leathery armored shell of an armadillo.
* SpikeShooter: Unlike normal porcupines, quills can fire their spines at aggressors within 20 feet, though the creatures aren't very accurate with this attack.
* TheSpiny: Those foolish enough to attack a quill bare-handed or with a natural weapon run the risk of getting stuck with one to three spines.
* WeirdWorldWeirdFood: Most people dislike the flavor of quill meat, but sometimes a planewalker can't afford to be picky, and some denizens of the Lower Planes consider quill a delicacy.
[[/folder]]

[[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.
----
Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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 to 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 intensity, or they die and the glow gradually fades over 10 minutes if they die).minutes. Gloamings are known to get tattoos specifically to cause interesting shading effects when they make their skin glow.



* ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while modrons and inevitables consider them "tainted and impure."

to:

* ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while modrons and inevitables Mechanus' natives consider them "tainted and impure."



Planetouched descended from a race of the Ethereal Plane, allowing them to move between it and the Material Plane

to:

Planetouched descended Seemingly-human planetouched with an ancestor from a race of the Ethereal Plane, allowing them to move between it and the Material PlanePlane.



* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lakes the coppers' distinctive "fin" wings and facial structure.

to:

* UnreliableIllustrator: Their entry describes them as looking like light gray copper dragons, though the accompanying illustration lakes lacks the coppers' distinctive "fin" wings and facial structure.structure and manta-like wings.

Added: 1868

Changed: 175

Is there an issue? Send a MessageReason:
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!!Shyft

to:

!!Shyft!!Shadowswyft
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_shadowswyft_3e.jpg]]
[[caption-width-right:350:3e]]



'''Alignment:''' TrueNeutral

Planetouched descended from a race of the Ethereal Plane, allowing them to move between it and the Material Plane

to:

'''Playable:''' 3E\\
'''Alignment:''' TrueNeutral

Planetouched descended
Any Chaotic

Lanky, dark-hued planetouched
from a race of the Ethereal Plane, allowing them Plane of Shadow, quick to move between it take action and the Material Planenaturally adventurous.


Added DiffLines:

* AttentionDeficitOohShiny: They generally have short attention spans, and even their associations with other creatures rarely last long before the shadowswyft moves on.
* DayHurtsDarkAdjustedEyes: Shadowswyfts are blinded for a round upon being exposed to bright light, and dazzled so long as they stay in it.
* FragileSpeedster: Their base speed is an impressive 40 feet (compared to standard races' 30 feet), and they have a racial bonus to Dexterity and initiative checks, but shadowswyfts also take a penalty to their Constitution.
* InnateNightVision: They have both low-light vision and superior darkvision, and can see twice as far in total darkness as the likes of dwarves and tieflings.
* LeeroyJenkins: Shadowswyfts tend to be mercurial in temperament and prone to acting with little regard for consequences -- "In the amount of time it takes to formulate and evaluate a plan, worlds could be won or lost."
* StarfishLanguage: Downplayed; the shadowswyft language utilizes both sound and kinesics such as body language and [[FacialDialogue facial expressions]]. This means that Shadowswyft's written form includes multiple symbols to show the connotations for each word, while their names tend to be accompanied by a signifying gesture: Brot (''point right index finger''), Gheer (''headshake''), T'Har (''wink''), Phaer (''touch chin''), etc.
* SneakySpySpecies: Shadowswyfts have racial bonuses to Hide and Move Silently checks, and favor the rogue class.

!!Shyft
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral

Planetouched descended from a race of the Ethereal Plane, allowing them to move between it and the Material Plane
----

Added: 1737

Changed: 648

Removed: 540

Is there an issue? Send a MessageReason:
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* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* DivineParentage: Planetouched's heritages can range from Good and Evil to Law and Chaos.
** Axani have a touch of pure Law in their blood, while mechanatrices are specifically descended from the clockwork beings of Mechanus.
** Shyfts are humanoids descended from a creature from the Ethereal Plane, and tend to look supernaturally unremarkable.
* {{Intangibility}}: Shyfts can use ''ethereal jaunt'' once per day.

to:

* 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.
**
Chaos. Axani for example have a touch of pure Law in their blood, while mechanatrices are specifically descended from the clockwork beings of Mechanus.
** Shyfts are humanoids descended from a creature from the Ethereal Plane, and tend to look supernaturally unremarkable.
* {{Intangibility}}: Shyfts can use ''ethereal jaunt'' once per day.
blood.



* 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.]]

to:

* 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.]]



!!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.

to:

!!Zenythri
!!Mechanatrix
->'''Challenge Rating:''' 1 1/2 (3E)\\
'''Alignment:''' Usually Lawful

LawfulNeutral

Humanoids descended from unnamed with an ancestor among the clockwork beings of pure Law, making Mechanus, giving them strive to attain their personal perfection inorganic features and gravitate towards leadership positions in their societies.a coldly rational approach to life.


Added DiffLines:

* ChildOfTwoWorlds: They're hit particularly hard by this, as humans tend to shun mechanatrices, while modrons and inevitables consider them "tainted and impure."
* ChromeChampion: Mechanatrices tend to have a metallic sheen to their skin, and are sometimes born with a [[ArtificialLimbs mechanical limb]].
* FeedItWithFire: They're healed by electricity, recovering a hit point for every three points of damage an electrical effect would have dealt them.
* ReluctantWarrior: These planetouched consider fighting to be "destructive and wasteful," and try to avoid it whenever possible. But when pressed, mechanatrices are shrewd tacticians, and their innate knack for engineering and crafts makes them excellent siege engineers.
* ShockAndAwe: Mechanatrices can use ''shocking grasp'' once per day.

!!Shyft
->'''Challenge Rating:''' 1 (3E)\\
'''Alignment:''' TrueNeutral

Planetouched descended from a race of the Ethereal Plane, allowing them to move between it and the Material Plane
----
* {{Intangibility}}: They can make an ''ethereal jaunt'' once per day, allowing shyfts to eavesdrop out of sight on the Ethereal Plane or use it to make an attack or escape as needed.
* TheNondescript: Shyfts look remarkably unremarkable, easy to overlook and forget, and prefer to wear dark, simple clothes that don't attract attention.
* SneakySpySpecies: They get a racial bonus to Hide and Move Silently checks, and tend to find employment as thieves or spies, selling their services to the highest bidder.

!!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.
----

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