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migrating this tree
Changed line(s) 27,30 (click to see context) from:
[[folder:Black Willow]]
->'''Classification:''' Plant (3E)
->'''Challenge Rating:''' 1 (3E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Plant (3E)
->'''Challenge Rating:''' 1 (3E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
->'''Challenge
'''Challenge Rating:'''
->'''Alignment:''' NeutralEvil
'''Alignment:''' ChaoticEvil
Changed line(s) 32,34 (click to see context) from:
* ForcedSleep: A black willow exudes an aura that puts nearby creatures to sleep.
* ManEatingPlant: Black willows can use their branches to capture prey, and possess a cavity containing digestive juices.
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.
* ManEatingPlant: Black willows can use their branches to capture prey, and possess a cavity containing digestive juices.
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.
to:
* ForcedSleep: A black willow exudes an aura that puts nearby creatures to sleep.
BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
*ManEatingPlant: Black willows can use {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their branches to capture prey, former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, andpossess a cavity containing digestive juices.
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.so do the zombies created by its breath weapon.
*
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.
Deleted line(s) 37,46 (click to see context) :
[[folder:Death Dragon]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 10 (lesser), 14 (greater) (5E)\\
'''Alignment:''' ChaoticEvil
----
* BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
* {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and so do the zombies created by its breath weapon.
[[/folder]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 10 (lesser), 14 (greater) (5E)\\
'''Alignment:''' ChaoticEvil
----
* BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
* {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and so do the zombies created by its breath weapon.
[[/folder]]
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migrating this snek
Changed line(s) 802,807 (click to see context) from:
[[folder:Sarrukh]]
->'''Classification:''' Monstrous Humanoid (3E)
->'''Challenge Rating:''' 21
->'''Alignment:''' NeutralEvil
One of the five progenitor races of the Forgotten Realms, the sarrukh once ruled the continent of Faerûn before a variety of factors led to their decline. They created most of the world's intelligent reptilian creatures to act as their servants.
->'''Classification:''' Monstrous Humanoid (3E)
->'''Challenge Rating:''' 21
->'''Alignment:''' NeutralEvil
One of the five progenitor races of the Forgotten Realms, the sarrukh once ruled the continent of Faerûn before a variety of factors led to their decline. They created most of the world's intelligent reptilian creatures to act as their servants.
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
One of the five progenitor races of the Forgotten Realms, the sarrukh once ruled the continent of Faerûn before a variety of factors led to their decline. They created most of the world's intelligent reptilian creatures to act as their servants.
Changed line(s) 809,816 (click to see context) from:
* CreatingLife: The nagas, yuan-ti and lizardfolk are the result of sarrukh breeding and experiments.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
to:
* CreatingLife: The nagas, yuan-ti MuckMonster: Formed from bodies left to putrefy in water and lizardfolk are the result filth, skuz consists of sarrukh breeding equal parts liquefied corpse, stagnant water and experiments.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.rotten vegetation.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
Changed line(s) 819,822 (click to see context) from:
[[folder:Skuz]]
->'''Classification:''' Undead (3E)
->'''Challenge Rating:''' 3
->'''Alignment:''' ChaoticEvil
->'''Classification:''' Undead (3E)
->'''Challenge Rating:''' 3
->'''Alignment:''' ChaoticEvil
to:
!TabletopGame/{{Ghostwalk}}
[[folder:Ghost]]
->'''Classification:'''
Changed line(s) 824 (click to see context) from:
* MuckMonster: Formed from bodies left to putrefy in water and filth, skuz consists of equal parts liquefied corpse, stagnant water and rotten vegetation.
to:
* MuckMonster: Formed from bodies left OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they are not tied to putrefy one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like living characters, but can only gain levels in water and filth, skuz consists of equal parts liquefied corpse, stagnant water and rotten vegetation.the eidolon or eidoloncer classes.
Deleted line(s) 827,835 (click to see context) :
!TabletopGame/{{Ghostwalk}}
[[folder:Ghost]]
->'''Classification:''' Outsider (3E)
->'''Alignment:''' Any
----
* OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they are not tied to one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like living characters, but can only gain levels in the eidolon or eidoloncer classes.
[[/folder]]
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migrating whatever this is
Deleted line(s) 894,900 (click to see context) :
[[folder:Unspeakable Horror]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
----
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
[[/folder]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
----
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
[[/folder]]
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Migrating this squid
Deleted line(s) 180,188 (click to see context) :
[[folder:Wyndlass]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
----
* {{Mutants}}: Wyndlasses are thought to be mutated giant squid that have adapted to life on land, very possibly by some wizard's bold experiments or the passage of the Graygem.
* TentacledTerror: The wyndlass is a tentacled horror that resembles a giant spiky cephalopod, and has been known to strike at unwary travellers and adventurers who do not see it until it is too late.
[[/folder]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
----
* {{Mutants}}: Wyndlasses are thought to be mutated giant squid that have adapted to life on land, very possibly by some wizard's bold experiments or the passage of the Graygem.
* TentacledTerror: The wyndlass is a tentacled horror that resembles a giant spiky cephalopod, and has been known to strike at unwary travellers and adventurers who do not see it until it is too late.
[[/folder]]
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Migrating onto the main list
Changed line(s) 145,147 (click to see context) from:
[[folder:Forestmaster]]
->'''Classification:''' Magical Beast (3E)
->'''Alignment:''' TrueNeutral
->'''Classification:''' Magical Beast (3E)
->'''Alignment:''' TrueNeutral
to:
->'''Classification:'''
->'''Challenge Rating:''' 8 (3E)
->'''Alignment:'''
Changed line(s) 149,150 (click to see context) from:
* GuardianEntity: Forestmasters are appointed by Chislev to preserve a stretch of land.
* NonIndicativeName: Despite their name, forestmasters can be found in any natural environment.
* NonIndicativeName: Despite their name, forestmasters can be found in any natural environment.
to:
* GuardianEntity: Forestmasters are appointed by Chislev NeverSmileAtACrocodile: The hatori is a territorial predator that looks like a monstrous alligator.
* RentAZilla: Tales speak of 200-foot-long hatori that possess scales the size of boulders and jaws large enough topreserve a stretch of land.
* NonIndicativeName: Despite their name, forestmasters can be found in any natural environment.swallow entire caravans whole.
* RentAZilla: Tales speak of 200-foot-long hatori that possess scales the size of boulders and jaws large enough to
* NonIndicativeName: Despite their name, forestmasters can be found in any natural environment.
Changed line(s) 153,156 (click to see context) from:
[[folder:Hatori]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 8 (3E)
->'''Alignment:''' ChaoticNeutral
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 8 (3E)
->'''Alignment:''' ChaoticNeutral
to:
->'''Classification:'''
->'''Challenge
'''Challenge Rating:'''
->'''Alignment:''' ChaoticNeutral
'''Alignment:''' Unaligned
Changed line(s) 158,159 (click to see context) from:
* NeverSmileAtACrocodile: The hatori is a territorial predator that looks like a monstrous alligator.
* RentAZilla: Tales speak of 200-foot-long hatori that possess scales the size of boulders and jaws large enough to swallow entire caravans whole.
* RentAZilla: Tales speak of 200-foot-long hatori that possess scales the size of boulders and jaws large enough to swallow entire caravans whole.
to:
* NeverSmileAtACrocodile: The hatori is a territorial predator that looks like a monstrous alligator.
* RentAZilla: Tales speak of 200-foot-long hatori that possess scales the size of bouldersMechanicalInsects: Istarian drones resemble short, stout mantises. They have four scuttling insectile legs and jaws large enough to swallow entire caravans whole. barbed, scythe-shaped arms.
* RentAZilla: Tales speak of 200-foot-long hatori that possess scales the size of boulders
Deleted line(s) 162,169 (click to see context) :
[[folder:Istarian Drone]]
->'''Classification:''' Construct (5E)\\
'''Challenge Rating:''' 6 (5E)\\
'''Alignment:''' Unaligned
----
* MechanicalInsects: Istarian drones resemble short, stout mantises. They have four scuttling insectile legs and barbed, scythe-shaped arms.
[[/folder]]
->'''Classification:''' Construct (5E)\\
'''Challenge Rating:''' 6 (5E)\\
'''Alignment:''' Unaligned
----
* MechanicalInsects: Istarian drones resemble short, stout mantises. They have four scuttling insectile legs and barbed, scythe-shaped arms.
[[/folder]]
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more migrating
Changed line(s) 179,182 (click to see context) from:
[[folder:Mewling Troll]]
->'''Classification:''' Giant (3E)
->'''Challenge Rating:''' 11 (3E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Giant (3E)
->'''Challenge Rating:''' 11 (3E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 184,186 (click to see context) from:
* BlackSpeech: Mewling trolls don't speak any languages; instead, they can utter gibbering sounds that can hypnotise foes.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted with vines and leaves.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted with vines and leaves.
to:
* BlackSpeech: Mewling trolls don't speak any languages; instead, they HorseOfADifferentColor: Tylors are prized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and canutter gibbering sounds that can hypnotise foes.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is mattedbreed true with vines and leaves.other tylors descended from the same dragon species.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted
Changed line(s) 189,192 (click to see context) from:
[[folder:Tylor]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 6 (3E)
->'''Alignment:''' Same as parent dragon
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 6 (3E)
->'''Alignment:''' Same as parent dragon
to:
->'''Classification:'''
->'''Challenge
'''Challenge Rating:'''
->'''Alignment:''' Same as parent dragon
'''Alignment:''' TrueNeutral
Changed line(s) 194,195 (click to see context) from:
* HorseOfADifferentColor: Tylors are prized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can breed true with other tylors descended from the same dragon species.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can breed true with other tylors descended from the same dragon species.
to:
* HorseOfADifferentColor: Tylors {{Mutants}}: Wyndlasses are prized thought to be mutated giant squid that have adapted to life on land, very possibly by many as mounts.
* TrueBreedingHybrid: Tylors aresome wizard's bold experiments or the result passage of interbreeding between hatori the Graygem.
* TentacledTerror: The wyndlass is a tentacled horror that resembles a giant spiky cephalopod, andtrue dragons, has been known to strike at unwary travellers and can breed true with other tylors descended from the same dragon species.adventurers who do not see it until it is too late.
* TrueBreedingHybrid: Tylors are
* TentacledTerror: The wyndlass is a tentacled horror that resembles a giant spiky cephalopod, and
Deleted line(s) 198,206 (click to see context) :
[[folder:Wyndlass]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
----
* {{Mutants}}: Wyndlasses are thought to be mutated giant squid that have adapted to life on land, very possibly by some wizard's bold experiments or the passage of the Graygem.
* TentacledTerror: The wyndlass is a tentacled horror that resembles a giant spiky cephalopod, and has been known to strike at unwary travellers and adventurers who do not see it until it is too late.
[[/folder]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
----
* {{Mutants}}: Wyndlasses are thought to be mutated giant squid that have adapted to life on land, very possibly by some wizard's bold experiments or the passage of the Graygem.
* TentacledTerror: The wyndlass is a tentacled horror that resembles a giant spiky cephalopod, and has been known to strike at unwary travellers and adventurers who do not see it until it is too late.
[[/folder]]
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migrating
Changed line(s) 884,885 (click to see context) from:
[[folder:Backward Man]]
->'''Classification:''' Aberration (3E)\\
->'''Classification:''' Aberration (3E)\\
to:
->'''Classification:'''
Changed line(s) 887 (click to see context) from:
'''Alignment:''' ChaoticEvil
to:
'''Alignment:''' ChaoticEvilTrueNeutral
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
Changed line(s) 889,890 (click to see context) from:
* CombatTentacles: Backward men and shoot out tentacles from their mouths to attack at a distance.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, only to turn invisible, then intrude into their mark's home, rearranging furniture, taking valuables, and making ghostly noises.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, only to turn invisible, then intrude into their mark's home, rearranging furniture, taking valuables, and making ghostly noises.
to:
* CombatTentacles: Backward men and shoot out tentacles GoodCounterpart: Unusually for a creature from their mouths ''Ravenloft'', which normally has creatures that are an EvilCounterpart to attack at a distance.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, onlyan ordinarily-good monster, Bruja are hags that decided to turn invisible, then intrude into good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time and manner of their mark's home, rearranging furniture, taking valuables, own death. This haunts them so badly that it leads them to develop a sense of compassion, and making ghostly noises.to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, only
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
Changed line(s) 893,897 (click to see context) from:
[[folder:Bruja]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
to:
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Though
The remnants of those who let vengeance consume them, the
Changed line(s) 899,900 (click to see context) from:
* GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time and manner of their own death. This haunts them so badly that it leads them to develop a sense of compassion, and to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
to:
* GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures FlyingFace: The Dullahan can summon three Death's Head, one that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags bites, one that decided to turn good for whatever reason. It is said to stem from a curse rams and one that befalls some hags, which shows them the time and manner of their own death. This haunts them so badly petrifies.
* HeadlessHorseman: Headless riders thatit leads them to develop a sense of compassion, run around and to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
murder innocents.
*GoodIsNotNice: HellishHorse: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as not mentioned in the bruja's dinner.Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
* HeadlessHorseman: Headless riders that
*
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
Changed line(s) 903,904 (click to see context) from:
[[folder:Dullahan]]
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
to:
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
Changed line(s) 906,909 (click to see context) from:
* FlyingFace: The Dullahan can summon three Death's Head, one that bites, one that rams and one that petrifies.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
to:
* FlyingFace: The Dullahan can summon three Death's Head, one BlobMonster: A blood elemental is formed from blood or water drawn from the lungs of the drowned.
* LifeDrain: A blood elemental thatbites, one that rams slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie andone that petrifies.
* HeadlessHorseman: Headless riders that run aroundskeleton, which bursts into flames, and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.randomly attacks creatures and sets fire until it burns away.
* LifeDrain: A blood elemental that
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and
* HeadlessHorseman: Headless riders that run around
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
Changed line(s) 912,914 (click to see context) from:
[[folder:Dread Elemental]]
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
to:
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
Changed line(s) 916,918 (click to see context) from:
* BlobMonster: A blood elemental is formed from blood or water drawn from the lungs of the drowned.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
to:
* BlobMonster: A blood elemental is formed Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return fromblood or dead within the week, unless their remains are splashed with holy water drawn from or hallowed. Unfortunately, such is uncommon in the lungs Domains of the drowned.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.Dread.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
Changed line(s) 921,922 (click to see context) from:
[[folder:Necrichor]]
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
to:
Undead formed from
The domains of dread are not the
Changed line(s) 924,927 (click to see context) from:
* BlobMonster: Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
to:
* BlobMonster: Necrichors EldritchAbomination: Dear ''god'', these things are essentially oozes made horrifying. Shaped of blood, and even the mists themselves, the Unspeakable Horrors have no obligation to to obey the signature ooze ability Pseudopod.
laws of nature.
*PeoplePuppets: They TakenForGranite: One of the Hexes the horror can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead withinuse is the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.Petrifying Hex, which does exactly what it sounds like.
*
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within
Deleted line(s) 930,936 (click to see context) :
[[folder:Unspeakable Horror]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
----
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
[[/folder]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
----
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
[[/folder]]
Is there an issue? Send a MessageReason:
more migrating
Changed line(s) 903,907 (click to see context) from:
[[folder:Carrionette]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Dolls brought to life by the Dark Powers as answers to the wishes of the lonely. Like everything touched by the mists, however, carrionettes are far from friendly. They desire real bodies, and do so through their silver needles, which lets them swap souls with a victim.
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Dolls brought to life by the Dark Powers as answers to the wishes of the lonely. Like everything touched by the mists, however, carrionettes are far from friendly. They desire real bodies, and do so through their silver needles, which lets them swap souls with a victim.
to:
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Dolls brought to life by
The remnants of those who let vengeance consume them, the
Changed line(s) 909,911 (click to see context) from:
* AndIMustScream: Once a carrionette has taken over someone's body, they lock that person's soul in their old toy shell, usually locking that toy in a box somewhere and forgetting about them.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes are usually dolls, and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swap their souls with a victim, using their silver needle.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes are usually dolls, and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swap their souls with a victim, using their silver needle.
to:
* AndIMustScream: Once a carrionette has taken over someone's body, they lock FlyingFace: The Dullahan can summon three Death's Head, one that person's soul in their old toy shell, usually locking bites, one that toy in a box somewhere rams and forgetting about them.
one that petrifies.
*CreepyDoll: Though they can technically be any kind of toy, carrionettes are usually dolls, HeadlessHorseman: Headless riders that run around and they revel in committing murder while using innocents.
* HellishHorse: While they are not mentioned in thebody of some poor schmuck.
Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
*GrandTheftMe: Carrionette can swap their souls HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with a victim, using their silver needle.three death's heads around it.
*
* HellishHorse: While they are not mentioned in the
*
Changed line(s) 914,915 (click to see context) from:
[[folder:Dullahan]]
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
to:
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
Changed line(s) 917,920 (click to see context) from:
* FlyingFace: The Dullahan can summon three Death's Head, one that bites, one that rams and one that petrifies.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
to:
* FlyingFace: The Dullahan can summon three Death's Head, one BlobMonster: A blood elemental is formed from blood or water drawn from the lungs of the drowned.
* LifeDrain: A blood elemental thatbites, one that rams slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie andone that petrifies.
* HeadlessHorseman: Headless riders that run aroundskeleton, which bursts into flames, and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.randomly attacks creatures and sets fire until it burns away.
* LifeDrain: A blood elemental that
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and
* HeadlessHorseman: Headless riders that run around
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
Changed line(s) 923,925 (click to see context) from:
[[folder:Dread Elemental]]
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
to:
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
Changed line(s) 927,929 (click to see context) from:
* BlobMonster: A blood elemental is formed from blood or water drawn from the lungs of the drowned.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
to:
* BlobMonster: A blood elemental is formed Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return fromblood or dead within the week, unless their remains are splashed with holy water drawn from or hallowed. Unfortunately, such is uncommon in the lungs Domains of the drowned.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.Dread.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
Changed line(s) 932,933 (click to see context) from:
[[folder:Necrichor]]
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
to:
Undead formed from
The domains of dread are not the
Changed line(s) 935,938 (click to see context) from:
* BlobMonster: Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
to:
* BlobMonster: Necrichors EldritchAbomination: Dear ''god'', these things are essentially oozes made horrifying. Shaped of blood, and even the mists themselves, the Unspeakable Horrors have no obligation to to obey the signature ooze ability Pseudopod.
laws of nature.
*PeoplePuppets: They TakenForGranite: One of the Hexes the horror can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead withinuse is the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.Petrifying Hex, which does exactly what it sounds like.
*
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within
Deleted line(s) 941,947 (click to see context) :
[[folder:Unspeakable Horror]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
----
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
[[/folder]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
----
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
[[/folder]]
Is there an issue? Send a MessageReason:
migrating off the page
Changed line(s) 893,894 (click to see context) from:
[[folder:Bodytaker Plant]]
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
to:
A strange growth that abducts innocents
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Though the Demiplane of Dread is a place of horror and
Changed line(s) 896,900 (click to see context) from:
* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect creature type.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect creature type.
to:
* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: WhenGoodCounterpart: Unusually for a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detectcreature type.from ''Ravenloft'', which normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time and manner of their own death. This haunts them so badly that it leads them to develop a sense of compassion, and to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
Deleted line(s) 903,912 (click to see context) :
[[folder:Bruja]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
----
* GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time and manner of their own death. This haunts them so badly that it leads them to develop a sense of compassion, and to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
[[/folder]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
----
* GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time and manner of their own death. This haunts them so badly that it leads them to develop a sense of compassion, and to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
[[/folder]]
Is there an issue? Send a MessageReason:
Migrating off the page
Changed line(s) 854,859 (click to see context) from:
[[folder:Song Dragon]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 2-24 (3E, varies with age category)
->'''Alignment:''' ChaoticNeutral (2E), ChaoticGood or ChaoticNeutral (3E)
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 2-24 (3E, varies with age category)
->'''Alignment:''' ChaoticNeutral (2E), ChaoticGood or ChaoticNeutral (3E)
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
to:
!TabletopGame/{{Ghostwalk}}
[[folder:Ghost]]
->'''Classification:'''
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
Changed line(s) 861,867 (click to see context) from:
* ArtEvolution: The 2E weredragon is wingless and serpentine, with a very long tail. The 3E song dragon is instead winged, and largely resembles a smaller copper dragon with silvery scales.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
to:
* ArtEvolution: The 2E weredragon is wingless and serpentine, with OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a very long tail. The 3E song dragon is instead winged, and largely resembles a smaller copper dragon with silvery scales.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provideliving body for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragonsan indefinite time. Unlike standard ''D&D'' ghosts, they are immune not tied to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humansone site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assumeacquire experience points like living characters, but can only gain levels in the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.eidolon or eidoloncer classes.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide
* ImmuneToMindControl: Song dragons
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume
Deleted line(s) 870,877 (click to see context) :
!TabletopGame/{{Ghostwalk}}
[[folder:Ghost]]
->'''Classification:''' Outsider (3E)
->'''Alignment:''' Any
----
* OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they are not tied to one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like living characters, but can only gain levels in the eidolon or eidoloncer classes.
[[/folder]]
[[folder:Ghost]]
->'''Classification:''' Outsider (3E)
->'''Alignment:''' Any
----
* OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they are not tied to one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like living characters, but can only gain levels in the eidolon or eidoloncer classes.
[[/folder]]
Is there an issue? Send a MessageReason:
Blade On A Stick is now a disambig
Changed line(s) 1333,1334 (click to see context) from:
* BladeOnAStick: An archon of falling stars wields a spear whose brilliance rivals that of Heliod's.
to:
Is there an issue? Send a MessageReason:
Disambiguated.
Changed line(s) 235 (click to see context) from:
* OrganicTechnology: The daelkyr created many symbionts, living organisms which bond to another creature and act as tools or equipment. Examples include the [[WhipItGood tentacle whip]] and the [[BioArmor living breastplate]]. These symbionts are often superior to their inorganic, non-magical equivalents, but often carry nasty drawbacks like being [[ClingyCostume difficult to remove]] or attempting to brainwash their wielders.
to:
* OrganicTechnology: The daelkyr created many symbionts, living organisms which bond to another creature and act as tools or equipment. Examples include the [[WhipItGood [[CombatTentacles tentacle whip]] and the [[BioArmor living breastplate]]. These symbionts are often superior to their inorganic, non-magical equivalents, but often carry nasty drawbacks like being [[ClingyCostume difficult to remove]] or attempting to brainwash their wielders.
Is there an issue? Send a MessageReason:
None
Changed line(s) 18,21 (click to see context) from:
[[folder:Black Willow]]
->'''Classification:''' Plant (3E)
->'''Challenge Rating:''' 1 (3E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Plant (3E)
->'''Challenge Rating:''' 1 (3E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
->'''Challenge
'''Challenge Rating:'''
->'''Alignment:'''
'''Alignment:''' NeutralEvil
Changed line(s) 23,25 (click to see context) from:
* ForcedSleep: A black willow exudes an aura that puts nearby creatures to sleep.
* ManEatingPlant: Black willows can use their branches to capture prey, and possess a cavity containing digestive juices.
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.
* ManEatingPlant: Black willows can use their branches to capture prey, and possess a cavity containing digestive juices.
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.
to:
* ForcedSleep: A black willow exudes an aura that puts nearby HorrorHunger: Anhkoloxes are driven by territorial instinct and a predatory urge to hunt and devour living prey.
* RaisingTheSteaks: Anhkoloxes are vicious undead creaturesto sleep.
* ManEatingPlant: Black willows can use their branches to capture prey, and possess a cavity containing digestive juices.
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.created from the bones of beasts, usually bears.
* RaisingTheSteaks: Anhkoloxes are vicious undead creatures
* ManEatingPlant: Black willows can use their branches to capture prey, and possess a cavity containing digestive juices.
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.
Changed line(s) 28,31 (click to see context) from:
[[folder:Death Dragon]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 10 (lesser), 14 (greater) (5E)\\
'''Alignment:''' ChaoticEvil
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 10 (lesser), 14 (greater) (5E)\\
'''Alignment:''' ChaoticEvil
to:
->'''Classification:'''
'''Challenge
->'''Challenge Rating:'''
'''Alignment:''' ChaoticEvil
->'''Alignment:''' NeutralEvil
Changed line(s) 33,35 (click to see context) from:
* BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
* {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and so do the zombies created by its breath weapon.
* {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and so do the zombies created by its breath weapon.
to:
* BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
ForcedSleep: A black willow exudes an aura that puts nearby creatures to sleep.
*{{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of ManEatingPlant: Black willows can use their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire,branches to capture prey, and so do the zombies created by its breath weapon.possess a cavity containing digestive juices.
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.
*
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire,
* WhenTreesAttack: Black widows are evil plants that can move on stubby legs, and enjoy wantonly killing hapless creatures.
Added DiffLines:
[[folder:Death Dragon]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 10 (lesser), 14 (greater) (5E)\\
'''Alignment:''' ChaoticEvil
----
* BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
* {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and so do the zombies created by its breath weapon.
[[/folder]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 10 (lesser), 14 (greater) (5E)\\
'''Alignment:''' ChaoticEvil
----
* BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
* {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and so do the zombies created by its breath weapon.
[[/folder]]
Added DiffLines:
[[folder:Wyndlass]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
----
* {{Mutants}}: Wyndlasses are thought to be mutated giant squid that have adapted to life on land, very possibly by some wizard's bold experiments or the passage of the Graygem.
* TentacledTerror: The wyndlass is a tentacled horror that resembles a giant spiky cephalopod, and has been known to strike at unwary travellers and adventurers who do not see it until it is too late.
[[/folder]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' TrueNeutral
----
* {{Mutants}}: Wyndlasses are thought to be mutated giant squid that have adapted to life on land, very possibly by some wizard's bold experiments or the passage of the Graygem.
* TentacledTerror: The wyndlass is a tentacled horror that resembles a giant spiky cephalopod, and has been known to strike at unwary travellers and adventurers who do not see it until it is too late.
[[/folder]]
Is there an issue? Send a MessageReason:
Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process
Changed line(s) 1128,1129 (click to see context) from:
* UncannyValley: InUniverse. The izzet mechanics gave it a humanoid facemask, but it makes people more freaked out than comforted.
to:
* UncannyValley: InUniverse. The izzet mechanics gave it a humanoid facemask, but it makes people more freaked out than comforted.
Is there an issue? Send a MessageReason:
move to player races
Changed line(s) 161,162 (click to see context) from:
[[folder:Kender]]
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
to:
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
->'''Classification:''' Magical Beast (3E)
->'''Challenge Rating:''' 5 (3E)
->'''Alignment:''' ChaoticNeutral
Changed line(s) 164,179 (click to see context) from:
* BeautyEqualsGoodness: Well, "Cuteness Equals Goodness", but the same principle applies. The fact that kender are so childlike and cute is pointed out as part of their fundamental goodness and why they are an important part of the world around them.
* BerserkButton: Don't call a kender a thief. It's one of the few things that makes them mad.
* CuriousAsAMonkey: So curious that they examine the contents of other people's pockets.
* CuteCrittersActChildlike: They're small people, and tend to be playful, curious, and lacking in self-preservation. The novels and gamebooks are adamant that this is supposed to be perceived as endearing.
* ChaoticStupid: This is how they're perceived both InUniverse and out; a near-total lack of fear, combined with intense curiosity, a short attention span, and a low tolerance for boredom, means kenders are very prone to doing dangerous things just because they can or because it amused them. There's a reason there's a Krynnish saying that amounts to "the most terrifying sound in the world is a Kender saying 'oops'."
* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth... at least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.
* FragileSpeedster: They are small, childlike, dexterous rogues, so naturally they can't take a lot of punishment.
* GameplayAndStoryIntegration:
** Kender were literally created by the Hickmans asking themselves "okay, halflings in ''D&D'' 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.
** In a reversal of the usual use of this trope, fans of ''TabletopGame/DungeonsAndDragons'' have been known to create house rules to reflect their propensity to pull random crap out of their pockets and pouches. Also, literally their only rule difference to normal halflings relates to their unique abilities, such as taunting and fear resistance.
* {{Hobbits}}: They were designed to fill the same niche as ''D&D'''s halflings, but bear little resemblance to Tolkien's hobbits apart from size.
* {{Hypocrite}}: As mentioned above, kender hate thievery and thieves, but are incapable of keeping out of peoples' homes and pockets. They protest that they always intend to return the things they steal, but that doesn't change the fact that they steal them in the first place.
* InterspeciesRomance: Would you believe they can have children with humans? Because it's true.
* KleptomaniacHero: Kender players are ''encouraged'' to act like this, simply because kender always grab whatever looks interesting and then stick it in their pocket.
* TheLoonie: The game-designer's intention for the kender is for them to be harmless versions of this trope. By canon, kender are supposed to steal interesting knicknacks, like shiny pebbles, chunks of glass, and other bits and bobs that look neat but aren't actually worth anything. Naturally, there are players who seized upon their kleptomanical fluff to both pilfer everything that might be valuable, and to harass the party by stealing anything and everything belonging to other members of the party. Additionally, they are supposed be a race designed for comedic mischief and a good way to keep the game interesting, but other players could instead wind up as disruptive and annoying.
* StickyFingers: This is pretty much their most defining trait, to the point the "typical kender greeting" from other races is to curse at the kender and protectively grab their pockets or pouches.
* BerserkButton: Don't call a kender a thief. It's one of the few things that makes them mad.
* CuriousAsAMonkey: So curious that they examine the contents of other people's pockets.
* CuteCrittersActChildlike: They're small people, and tend to be playful, curious, and lacking in self-preservation. The novels and gamebooks are adamant that this is supposed to be perceived as endearing.
* ChaoticStupid: This is how they're perceived both InUniverse and out; a near-total lack of fear, combined with intense curiosity, a short attention span, and a low tolerance for boredom, means kenders are very prone to doing dangerous things just because they can or because it amused them. There's a reason there's a Krynnish saying that amounts to "the most terrifying sound in the world is a Kender saying 'oops'."
* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth... at least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.
* FragileSpeedster: They are small, childlike, dexterous rogues, so naturally they can't take a lot of punishment.
* GameplayAndStoryIntegration:
** Kender were literally created by the Hickmans asking themselves "okay, halflings in ''D&D'' 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.
** In a reversal of the usual use of this trope, fans of ''TabletopGame/DungeonsAndDragons'' have been known to create house rules to reflect their propensity to pull random crap out of their pockets and pouches. Also, literally their only rule difference to normal halflings relates to their unique abilities, such as taunting and fear resistance.
* {{Hobbits}}: They were designed to fill the same niche as ''D&D'''s halflings, but bear little resemblance to Tolkien's hobbits apart from size.
* {{Hypocrite}}: As mentioned above, kender hate thievery and thieves, but are incapable of keeping out of peoples' homes and pockets. They protest that they always intend to return the things they steal, but that doesn't change the fact that they steal them in the first place.
* InterspeciesRomance: Would you believe they can have children with humans? Because it's true.
* KleptomaniacHero: Kender players are ''encouraged'' to act like this, simply because kender always grab whatever looks interesting and then stick it in their pocket.
* TheLoonie: The game-designer's intention for the kender is for them to be harmless versions of this trope. By canon, kender are supposed to steal interesting knicknacks, like shiny pebbles, chunks of glass, and other bits and bobs that look neat but aren't actually worth anything. Naturally, there are players who seized upon their kleptomanical fluff to both pilfer everything that might be valuable, and to harass the party by stealing anything and everything belonging to other members of the party. Additionally, they are supposed be a race designed for comedic mischief and a good way to keep the game interesting, but other players could instead wind up as disruptive and annoying.
* StickyFingers: This is pretty much their most defining trait, to the point the "typical kender greeting" from other races is to curse at the kender and protectively grab their pockets or pouches.
to:
* BeautyEqualsGoodness: Well, "Cuteness Equals Goodness", but the same principle applies. The fact BearsAreBadNews: Mandibears resemble giant stuffed bears, and are violently territorial creatures that kender are so childlike and cute is pointed out as part of their fundamental goodness and why they are an important part of the world around them.
* BerserkButton: Don't call a kender a thief. It's one of the few things that makes them mad.
* CuriousAsAMonkey: So curious that they examine the contents of other people's pockets.
* CuteCrittersActChildlike: They're small people, and tend to be playful, curious, and lacking in self-preservation. The novels and gamebooks are adamant that this is supposed to bewill hunt down any perceived as endearing.
* ChaoticStupid: This is how they're perceived both InUniverse and out; a near-total lack of fear, combined with intense curiosity, a short attention span, and a low tolerance for boredom, means kenders are very prone to doing dangerous things just because they can or because it amused them. There's a reason there's a Krynnish saying that amounts to "the most terrifying sound in the world is a Kender saying 'oops'."
* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth... at least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.
* FragileSpeedster: They are small, childlike, dexterous rogues, so naturally they can't take a lot of punishment.
* GameplayAndStoryIntegration:
** Kender were literally created by the Hickmans asking themselves "okay, halflings in ''D&D'' 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.
** In a reversal of the usual use of this trope, fans of ''TabletopGame/DungeonsAndDragons'' have been known to create house rules to reflect their propensity to pull random crap out of their pockets and pouches. Also, literally their only rule difference to normal halflings relates to their unique abilities, such as taunting and fear resistance.
* {{Hobbits}}: They were designed to fill the same niche as ''D&D'''s halflings, but bear little resemblance to Tolkien's hobbits apart from size.
* {{Hypocrite}}: As mentioned above, kender hate thievery and thieves, but are incapable of keeping out of peoples' homes and pockets. They protest that they always intend to return the things they steal, but that doesn't change the fact that they steal them in the first place.
* InterspeciesRomance: Would you believe they can have children with humans? Because it's true.
* KleptomaniacHero: Kender players are ''encouraged'' to act like this, simply because kender always grab whatever looks interesting and then stick itintruders in their pocket.
* TheLoonie: The game-designer's intention forterritory as soon as they catch the kender is for them to be harmless versions of this trope. By canon, kender are supposed to steal interesting knicknacks, like shiny pebbles, chunks of glass, and other bits and bobs that look neat but aren't actually worth anything. Naturally, there are players who seized upon slightest scent.
* KillerRabbit: Many adventurers have met theirkleptomanical fluff deaths due to both pilfer everything that might be valuable, and to harass the party by stealing anything and everything belonging to other members of the party. Additionally, they are supposed be a race designed for comedic mischief and a good way to keep the game interesting, but other players could instead wind up as disruptive and annoying.
* StickyFingers: This is pretty much their most defining trait, to the point the "typical kender greeting" from other races is to curse at the kender and protectively grab their pockets or pouches.mandibears' disarmingly cuteness.
* BerserkButton: Don't call a kender a thief. It's one of the few things that makes them mad.
* CuriousAsAMonkey: So curious that they examine the contents of other people's pockets.
* CuteCrittersActChildlike: They're small people, and tend to be playful, curious, and lacking in self-preservation. The novels and gamebooks are adamant that this is supposed to be
* ChaoticStupid: This is how they're perceived both InUniverse and out; a near-total lack of fear, combined with intense curiosity, a short attention span, and a low tolerance for boredom, means kenders are very prone to doing dangerous things just because they can or because it amused them. There's a reason there's a Krynnish saying that amounts to "the most terrifying sound in the world is a Kender saying 'oops'."
* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth... at least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.
* FragileSpeedster: They are small, childlike, dexterous rogues, so naturally they can't take a lot of punishment.
* GameplayAndStoryIntegration:
** Kender were literally created by the Hickmans asking themselves "okay, halflings in ''D&D'' 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.
** In a reversal of the usual use of this trope, fans of ''TabletopGame/DungeonsAndDragons'' have been known to create house rules to reflect their propensity to pull random crap out of their pockets and pouches. Also, literally their only rule difference to normal halflings relates to their unique abilities, such as taunting and fear resistance.
* {{Hobbits}}: They were designed to fill the same niche as ''D&D'''s halflings, but bear little resemblance to Tolkien's hobbits apart from size.
* {{Hypocrite}}: As mentioned above, kender hate thievery and thieves, but are incapable of keeping out of peoples' homes and pockets. They protest that they always intend to return the things they steal, but that doesn't change the fact that they steal them in the first place.
* InterspeciesRomance: Would you believe they can have children with humans? Because it's true.
* KleptomaniacHero: Kender players are ''encouraged'' to act like this, simply because kender always grab whatever looks interesting and then stick it
* TheLoonie: The game-designer's intention for
* KillerRabbit: Many adventurers have met their
* StickyFingers: This is pretty much their most defining trait, to the point the "typical kender greeting" from other races is to curse at the kender and protectively grab their pockets or pouches.
Changed line(s) 182,185 (click to see context) from:
[[folder:Mandibear]]
->'''Classification:''' Magical Beast (3E)
->'''Challenge Rating:''' 5 (3E)
->'''Alignment:''' ChaoticNeutral
->'''Classification:''' Magical Beast (3E)
->'''Challenge Rating:''' 5 (3E)
->'''Alignment:''' ChaoticNeutral
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 187,188 (click to see context) from:
* BearsAreBadNews: Mandibears resemble giant stuffed bears, and are violently territorial creatures that will hunt down any perceived intruders in their territory as soon as they catch the slightest scent.
* KillerRabbit: Many adventurers have met their deaths due to mandibears' disarmingly cuteness.
* KillerRabbit: Many adventurers have met their deaths due to mandibears' disarmingly cuteness.
to:
* BearsAreBadNews: Mandibears resemble giant stuffed bears, and are violently territorial creatures BlackSpeech: Mewling trolls don't speak any languages; instead, they can utter gibbering sounds that will hunt down any perceived intruders can hypnotise foes.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on theirterritory as soon as they catch the slightest scent.
body.
*KillerRabbit: Many adventurers have met their deaths due to mandibears' disarmingly cuteness.TheSymbiote: A mewling troll's hide is matted with vines and leaves.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their
*
Changed line(s) 191,194 (click to see context) from:
[[folder:Mewling Troll]]
->'''Classification:''' Giant (3E)
->'''Challenge Rating:''' 11 (3E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Giant (3E)
->'''Challenge Rating:''' 11 (3E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 196,198 (click to see context) from:
* BlackSpeech: Mewling trolls don't speak any languages; instead, they can utter gibbering sounds that can hypnotise foes.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted with vines and leaves.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted with vines and leaves.
to:
* BlackSpeech: Mewling trolls don't speak any languages; instead, they HorseOfADifferentColor: Tylors are prized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and canutter gibbering sounds that can hypnotise foes.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is mattedbreed true with vines and leaves.other tylors descended from the same dragon species.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted
Deleted line(s) 201,209 (click to see context) :
[[folder:Tylor]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 6 (3E)
->'''Alignment:''' Same as parent dragon
----
* HorseOfADifferentColor: Tylors are prized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can breed true with other tylors descended from the same dragon species.
[[/folder]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 6 (3E)
->'''Alignment:''' Same as parent dragon
----
* HorseOfADifferentColor: Tylors are prized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can breed true with other tylors descended from the same dragon species.
[[/folder]]
Changed line(s) 814,816 (click to see context) from:
[[folder:Sarrukh]]
->'''Classification:''' Monstrous Humanoid (3E)
->'''Challenge Rating:''' 21
->'''Classification:''' Monstrous Humanoid (3E)
->'''Challenge Rating:''' 21
to:
->'''Classification:'''
->'''Challenge Rating:'''
Deleted line(s) 818,819 (click to see context) :
One of the five progenitor races of the Forgotten Realms, the sarrukh once ruled the continent of Faerûn before a variety of factors led to their decline. They created most of the world's intelligent reptilian creatures to act as their servants.
Changed line(s) 821,828 (click to see context) from:
* CreatingLife: The nagas, yuan-ti and lizardfolk are the result of sarrukh breeding and experiments.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
to:
* CreatingLife: The nagas, yuan-ti and lizardfolk are the result of sarrukh breeding and experiments.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: TheyBoulderBludgeon: A charnel custodian can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created mostpluck a mass of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting sculpted rock from its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
to throw at enemies.
*NoSelfBuffs: The touch of a sarrukh DueToTheDead: Charnel custodians form where great injustice was committed upon the dead interred there, and can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but itonly works on beings native be put to the Forgotten Realms. rest by setting right said injustice.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They
* MakerOfMonsters: They created most
*
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it
Changed line(s) 831,836 (click to see context) from:
[[folder:Song Dragon]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 2-24 (3E, varies with age category)
->'''Alignment:''' ChaoticNeutral (2E), ChaoticGood or ChaoticNeutral (3E)
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 2-24 (3E, varies with age category)
->'''Alignment:''' ChaoticNeutral (2E), ChaoticGood or ChaoticNeutral (3E)
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
Changed line(s) 838,844 (click to see context) from:
* ArtEvolution: The 2E weredragon is wingless and serpentine, with a very long tail. The 3E song dragon is instead winged, and largely resembles a smaller copper dragon with silvery scales.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
to:
* ArtEvolution: SupernaturalFearInducer: The 2E weredragon is wingless and serpentine, with a very long tail. The 3E song dragon is instead winged, and largely resembles a smaller copper dragon with silvery scales.
view of an inquisitor's face inspires terror.
*BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming TortureTechnician: Inquisitors exist solely to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.extract information from torture victims.
*
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
Changed line(s) 847,850 (click to see context) from:
!TabletopGame/{{Ghostwalk}}
[[folder:Ghost]]
->'''Classification:''' Outsider (3E)
->'''Alignment:''' Any
[[folder:Ghost]]
->'''Classification:''' Outsider (3E)
->'''Alignment:''' Any
to:
[[folder:Ghost]]
->'''Classification:'''
->'''Challenge Rating:''' 21
->'''Alignment:'''
One of the five progenitor races of the Forgotten Realms, the sarrukh once ruled the continent of Faerûn before a variety of factors led to their decline. They created most of the world's intelligent reptilian creatures to act as their servants.
Changed line(s) 852 (click to see context) from:
* OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they are not tied to one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like living characters, but can only gain levels in the eidolon or eidoloncer classes.
to:
* OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' CreatingLife: The nagas, yuan-ti and lizardfolk are spirits the result of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they sarrukh breeding and experiments.
* DyingRace: The sarrukh arenot tied to one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like living characters, but can only gain levels nearly extinct in the eidolon present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs oreidoloncer classes.a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
* DyingRace: The sarrukh are
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
Changed line(s) 855,860 (click to see context) from:
!TabletopGame/{{Ravenloft}}
[[folder:Akikage]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
[[folder:Akikage]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
to:
[[folder:Akikage]]
->'''Classification:''' Undead
'''Challenge
->'''Challenge Rating:'''
'''Alignment:''' LawfulEvil
->'''Alignment:''' ChaoticEvil
Changed line(s) 862,865 (click to see context) from:
* AssassinOutclassin: Akikage arise from the souls of assassins who failed to kill their targets and died for their troubles.
* AnIcePerson: Akikage can attempt to incapacitate or kill foes with a chilling touch attack.
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
* AnIcePerson: Akikage can attempt to incapacitate or kill foes with a chilling touch attack.
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
to:
* AssassinOutclassin: Akikage arise MuckMonster: Formed from the souls of assassins who failed bodies left to kill their targets putrefy in water and died for their troubles.
* AnIcePerson: Akikage can attempt to incapacitate or kill foes with a chilling touch attack.
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.filth, skuz consists of equal parts liquefied corpse, stagnant water and rotten vegetation.
* AnIcePerson: Akikage can attempt to incapacitate or kill foes with a chilling touch attack.
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
Changed line(s) 868,870 (click to see context) from:
[[folder:Animator]]
->'''Classification:''' Undead (3E)\\
'''Alignment:''' ChaoticEvil
->'''Classification:''' Undead (3E)\\
'''Alignment:''' ChaoticEvil
to:
->'''Classification:'''
'''Alignment:''' ChaoticEvil
->'''Challenge Rating:''' 2-24 (3E, varies with age category)
->'''Alignment:''' ChaoticNeutral (2E), ChaoticGood or ChaoticNeutral (3E)
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
Changed line(s) 872,873 (click to see context) from:
* AnimateInanimateObject: Animators possess objects and cause them to move around like puppets.
* EmotionEater: Animators feed on negative emotions, and are drawn towards people surrounded by these emotions.
* EmotionEater: Animators feed on negative emotions, and are drawn towards people surrounded by these emotions.
to:
* AnimateInanimateObject: Animators possess objects ArtEvolution: The 2E weredragon is wingless and cause them to move around like puppets.
* EmotionEater: Animators feed on negative emotions,serpentine, with a very long tail. The 3E song dragon is instead winged, and largely resembles a smaller copper dragon with silvery scales.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons aredrawn towards people surrounded immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce bythese emotions.mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
* EmotionEater: Animators feed on negative emotions,
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are
* OneGenderRace: Song dragons are always female, and chiefly reproduce by
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
Changed line(s) 876,879 (click to see context) from:
[[folder:Backward Man]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
to:
[[folder:Ghost]]
->'''Classification:'''
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
->'''Alignment:''' Any
Changed line(s) 881,882 (click to see context) from:
* CombatTentacles: Backward men and shoot out tentacles from their mouths to attack at a distance.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, only to turn invisible, then intrude into their mark's home, rearranging furniture, taking valuables, and making ghostly noises.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, only to turn invisible, then intrude into their mark's home, rearranging furniture, taking valuables, and making ghostly noises.
to:
* CombatTentacles: Backward men and shoot out tentacles from their mouths OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they are not tied to attack at a distance.
* {{Gaslighting}}: Backward men preferone site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, acquire experience points like living characters, but can only to turn invisible, then intrude into their mark's home, rearranging furniture, taking valuables, and making ghostly noises.gain levels in the eidolon or eidoloncer classes.
* {{Gaslighting}}: Backward men prefer
Changed line(s) 885,886 (click to see context) from:
[[folder:Bodytaker Plant]]
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
to:
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
[[folder:Akikage]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
Changed line(s) 888,892 (click to see context) from:
* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect creature type.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect creature type.
to:
* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishableAssassinOutclassin: Akikage arise from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] souls of assassins who failed to kill their targets and ping as plants if you have a way died for their troubles.
* AnIcePerson: Akikage can attempt todetect creature type.incapacitate or kill foes with a chilling touch attack.
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable
* AnIcePerson: Akikage can attempt to
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
Changed line(s) 895,899 (click to see context) from:
[[folder:Bruja]]
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
to:
->'''Classification:'''
'''Challenge Rating:''' 4
'''Alignment:'''
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
Changed line(s) 901,902 (click to see context) from:
* GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time and manner of their own death. This haunts them so badly that it leads them to develop a sense of compassion, and to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
to:
* GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time AnimateInanimateObject: Animators possess objects and manner of their own death. This haunts them so badly that it leads cause them to develop a sense of compassion, move around like puppets.
* EmotionEater: Animators feed on negative emotions, andto seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligneddrawn towards people surrounded by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.these emotions.
* EmotionEater: Animators feed on negative emotions, and
* GoodIsNotNice: While they are good-aligned
Changed line(s) 905,907 (click to see context) from:
[[folder:Carrionette]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
to:
->'''Classification:'''
'''Challenge Rating:'''
Deleted line(s) 909 (click to see context) :
Dolls brought to life by the Dark Powers as answers to the wishes of the lonely. Like everything touched by the mists, however, carrionettes are far from friendly. They desire real bodies, and do so through their silver needles, which lets them swap souls with a victim.
Changed line(s) 911,913 (click to see context) from:
* AndIMustScream: Once a carrionette has taken over someone's body, they lock that person's soul in their old toy shell, usually locking that toy in a box somewhere and forgetting about them.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes are usually dolls, and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swap their souls with a victim, using their silver needle.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes are usually dolls, and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swap their souls with a victim, using their silver needle.
to:
* AndIMustScream: Once a carrionette has taken over someone's body, they lock that person's soul in CombatTentacles: Backward men and shoot out tentacles from their old toy shell, usually locking that toy in mouths to attack at a box somewhere distance.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects andforgetting about them.
* CreepyDoll: Though they can technicallyallow themselves to be any kind of toy, carrionettes are usually dolls, and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swaptemporarily seen from afar, only to turn invisible, then intrude into their souls with a victim, using their silver needle.mark's home, rearranging furniture, taking valuables, and making ghostly noises.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and
* CreepyDoll: Though they can technically
* GrandTheftMe: Carrionette can swap
Changed line(s) 916,917 (click to see context) from:
[[folder:Dullahan]]
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
to:
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering
A strange growth that abducts innocents
Changed line(s) 919,922 (click to see context) from:
* FlyingFace: The Dullahan can summon three Death's Head, one that bites, one that rams and one that petrifies.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
to:
* FlyingFace: The Dullahan can summon three Death's Head, one that bites, one that rams AssimilationPlot: Bodytaker plants usually set up near communities and one that petrifies.
systematically go about replacing every denizen.
*HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentionedGenreRefugee: Bodytaker plants seem completely out of place in the Dullahan's statblock, GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, theillustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan getsearth in which it grew must be soaked in poison, or it will simply get back up again, with three death's heads around it.again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect creature type.
*
* HellishHorse: While they are not mentioned
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect creature type.
Changed line(s) 925,927 (click to see context) from:
[[folder:Dread Elemental]]
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:'''
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
Changed line(s) 929,931 (click to see context) from:
* BlobMonster: A blood elemental is formed from blood or water drawn from the lungs of the drowned.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
to:
* BlobMonster: A blood elemental is formed GoodCounterpart: Unusually for a creature from blood or water drawn from the lungs of the drowned.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton,''Ravenloft'', which bursts into flames, and randomly attacks normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time and sets fire until manner of their own death. This haunts them so badly that it burns away.leads them to develop a sense of compassion, and to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton,
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
Changed line(s) 934,935 (click to see context) from:
[[folder:Necrichor]]
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
to:
Undead formed
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Dolls brought to life by the Dark Powers as answers to the wishes of the lonely. Like everything touched by the mists, however, carrionettes are far from
Changed line(s) 937,940 (click to see context) from:
* BlobMonster: Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
to:
* BlobMonster: Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unlessAndIMustScream: Once a carrionette has taken over someone's body, they lock that person's soul in their remains old toy shell, usually locking that toy in a box somewhere and forgetting about them.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes aresplashed usually dolls, and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swap their souls withholy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.a victim, using their silver needle.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless
* CreepyDoll: Though they can technically be any kind of toy, carrionettes are
* GrandTheftMe: Carrionette can swap their souls with
Changed line(s) 943,944 (click to see context) from:
[[folder:Unspeakable Horror]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
to:
The
Changed line(s) 946,947 (click to see context) from:
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
to:
* EldritchAbomination: Dear ''god'', these things FlyingFace: The Dullahan can summon three Death's Head, one that bites, one that rams and one that petrifies.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they arehorrifying. Shaped of not mentioned in the mists themselves, Dullahan's statblock, the Unspeakable Horrors have no obligation to to obey illustration shows the laws of nature.
dullahan riding a nightmare.
*TakenForGranite: One of HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.Dullahan gets back up again, with three death's heads around it.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are
*
Changed line(s) 950,954 (click to see context) from:
!Ravnica
[[folder:Angel]]
->'''Classification:''' Celestial (5E)
Though they look like the angels of other planes, their origin is different. These winged women are created in the image of Razia, founder of the Boros, and all serve her ideals.
[[folder:Angel]]
->'''Classification:''' Celestial (5E)
Though they look like the angels of other planes, their origin is different. These winged women are created in the image of Razia, founder of the Boros, and all serve her ideals.
to:
[[folder:Angel]]
->'''Classification:'''
Though they look like the angels of other planes, their origin is different. These winged women are created in the image of Razia, founder of the Boros, and all serve her ideals.
'''Alignment:''' NeutralEvil
Changed line(s) 956,962 (click to see context) from:
* OneGenderRace: All angels take the form of human women.
* OurAngelsAreDifferent: Ravnican angels embody of the principles of justice and righteousness. Originally, they were created in the image of Razia, the Boros parun, but after her death, most of the original generation of angels died of, with Feather being the only survivor. Feather created the next generation, who still serve the same ideals set forth by Razia.
* WingedHumanoid: Angels of Ravnica look like human women with two large feathered wings, and have the full range of human height, weight and skin colours. The first generation had four wings, but now only Feather remains of them.
!!Firemane Angel
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticGood
* OurAngelsAreDifferent: Ravnican angels embody of the principles of justice and righteousness. Originally, they were created in the image of Razia, the Boros parun, but after her death, most of the original generation of angels died of, with Feather being the only survivor. Feather created the next generation, who still serve the same ideals set forth by Razia.
* WingedHumanoid: Angels of Ravnica look like human women with two large feathered wings, and have the full range of human height, weight and skin colours. The first generation had four wings, but now only Feather remains of them.
!!Firemane Angel
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticGood
to:
* OneGenderRace: All angels take BlobMonster: A blood elemental is formed from blood or water drawn from the form of human women.
* OurAngelsAreDifferent: Ravnican angels embodylungs of the principles of justice and righteousness. Originally, they were created in the image of Razia, the Boros parun, but after her death, most of the original generation of angels died of, with Feather being the only survivor. Feather created the next generation, who still serve the same ideals set forth by Razia.
drowned.
*WingedHumanoid: Angels of Ravnica look like human women with two large feathered wings, and have the full range of human height, weight and LifeDrain: A blood elemental that slams a foe can drink blood from its skin colours. The first generation had four wings, but now only Feather remains to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
[[/folder]]
[[folder:Necrichor]]
Undead formed from the ichor ofthem.
!!Firemane Angel
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticGoodevil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
* OurAngelsAreDifferent: Ravnican angels embody
*
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
[[/folder]]
[[folder:Necrichor]]
Undead formed from the ichor of
!!Firemane Angel
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticGood
Changed line(s) 964,971 (click to see context) from:
* LastChanceHitPoint: If a firemane angel is reduced to 0 hit points by an attack that deals 21 damage or less, she is reduced to 1 hit point instead.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve the Boros Legion, but some abandon their ideals in favor of greed and self-interest. These angels usually join the Orzhov syndicate, where they gain great wealth and power.
----
* FallenAngel: Angels that submit to cynicism, doubt or corruption are welcomed with open arms by the Orzhov Syndicate, a society fundamentally antithetical to the nature of angels.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve the Boros Legion, but some abandon their ideals in favor of greed and self-interest. These angels usually join the Orzhov syndicate, where they gain great wealth and power.
----
* FallenAngel: Angels that submit to cynicism, doubt or corruption are welcomed with open arms by the Orzhov Syndicate, a society fundamentally antithetical to the nature of angels.
to:
* LastChanceHitPoint: If a firemane angel is reduced to 0 hit points by an attack that deals 21 damage or less, she is reduced to 1 hit point instead.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serveBlobMonster: Necrichors are essentially oozes made of blood, and even have the Boros Legion, but some abandon signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless theirideals in favor of greed and self-interest. These angels usually join the Orzhov syndicate, where they gain great wealth and power.
----
* FallenAngel: Angels that submit to cynicism, doubt or corruptionremains are welcomed splashed with open arms by holy water or hallowed. Unfortunately, such is uncommon in the Orzhov Syndicate, a society fundamentally antithetical to the nature Domains of angels.Dread.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their
----
* FallenAngel: Angels that submit to cynicism, doubt or corruption
Changed line(s) 974,978 (click to see context) from:
[[folder:Archon of the Triumvirate]]
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulNeutral
Archons are embodiments of the harshest elements of the law, often serving with the Azorius senate but sometimes working as vigilantees.
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulNeutral
Archons are embodiments of the harshest elements of the law, often serving with the Azorius senate but sometimes working as vigilantees.
to:
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulNeutral
Archons
Changed line(s) 980,983 (click to see context) from:
* AnthropomorphicPersonification: Archons embody Law, specifically the harshest and most strict aspects of it.
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them are ''so'' fanatical in their pursuit of the law that even the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a rigid sense of justice and ruthlessly punish those who break the law.
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who have seen beneath an archon's hood describe a stern face with blank white eyes.
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them are ''so'' fanatical in their pursuit of the law that even the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a rigid sense of justice and ruthlessly punish those who break the law.
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who have seen beneath an archon's hood describe a stern face with blank white eyes.
to:
* AnthropomorphicPersonification: Archons embody Law, specifically the harshest and most strict aspects of it.
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of themEldritchAbomination: Dear ''god'', these things are ''so'' fanatical in their pursuit horrifying. Shaped of the law that even mists themselves, the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a rigid sense of justice and ruthlessly punish those who break the law.
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those whoUnspeakable Horrors have seen beneath an archon's hood describe a stern face with blank white eyes. no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a rigid sense of justice and ruthlessly punish those who break the law.
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
Changed line(s) 986,990 (click to see context) from:
[[folder:Arclight Phoenix]]
->'''Classification:''' Elemental (5E)
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticNeutral
Strange elemental creatures that sail through thunderstorms, casting lightning upon the ground beneath them.
->'''Classification:''' Elemental (5E)
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticNeutral
Strange elemental creatures that sail through thunderstorms, casting lightning upon the ground beneath them.
to:
[[folder:Angel]]
->'''Classification:'''
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticNeutral
Strange elemental creatures that sail through thunderstorms, casting lightning upon
Though they look like the
Changed line(s) 992,1000 (click to see context) from:
* ThePhoenix: An arclight phoenix is variously said to be a byproduct of lightning striking an aviary, a failed effort to create a translocation device, or an artificial bird-like elemental. Like normal phoenixes, when they die, arclight phoenixes leave behind an egg that can hatch into a new arclight phoenix.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through the sky.
[[/folder]]
[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
->'''Challenge Rating:''' 9 (5E)
->'''Alignment:''' LawfulGood
Living spirits of nature that serve with the Selesnya Conclave, working to enforce the conclave's goals of peace and unity. By force.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through the sky.
[[/folder]]
[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
->'''Challenge Rating:''' 9 (5E)
->'''Alignment:''' LawfulGood
Living spirits of nature that serve with the Selesnya Conclave, working to enforce the conclave's goals of peace and unity. By force.
to:
* ThePhoenix: An arclight phoenix is variously said to be a byproduct OneGenderRace: All angels take the form of lightning striking an aviary, a failed effort to create a translocation device, or an artificial bird-like elemental. Like normal phoenixes, when human women.
* OurAngelsAreDifferent: Ravnican angels embody of the principles of justice and righteousness. Originally, theydie, arclight phoenixes leave behind an egg that can hatch into a new arclight phoenix.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies throughwere created in the sky.
[[/folder]]
[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
image of Razia, the Boros parun, but after her death, most of the original generation of angels died of, with Feather being the only survivor. Feather created the next generation, who still serve the same ideals set forth by Razia.
* WingedHumanoid: Angels of Ravnica look like human women with two large feathered wings, and have the full range of human height, weight and skin colours. The first generation had four wings, but now only Feather remains of them.
!!Firemane Angel
->'''Challenge Rating:'''9 12 (5E)
->'''Alignment:'''LawfulGood
Living spirits of nature that serve with the Selesnya Conclave, working to enforce the conclave's goals of peace and unity. By force.ChaoticGood
* OurAngelsAreDifferent: Ravnican angels embody of the principles of justice and righteousness. Originally, they
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through
[[/folder]]
[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
* WingedHumanoid: Angels of Ravnica look like human women with two large feathered wings, and have the full range of human height, weight and skin colours. The first generation had four wings, but now only Feather remains of them.
!!Firemane Angel
->'''Challenge Rating:'''
->'''Alignment:'''
Living spirits of nature that serve with the Selesnya Conclave, working to enforce the conclave's goals of peace and unity. By force.
Changed line(s) 1002,1003 (click to see context) from:
* AntiMagic: Conclave dryads can negate the magical properties of magic items.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matter and imbued with a fey spirit.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matter and imbued with a fey spirit.
to:
* AntiMagic: Conclave dryads can negate LastChanceHitPoint: If a firemane angel is reduced to 0 hit points by an attack that deals 21 damage or less, she is reduced to 1 hit point instead.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve themagical properties Boros Legion, but some abandon their ideals in favor of magic items.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant mattergreed and imbued self-interest. These angels usually join the Orzhov syndicate, where they gain great wealth and power.
----
* FallenAngel: Angels that submit to cynicism, doubt or corruption are welcomed with open arms by the Orzhov Syndicate, afey spirit.society fundamentally antithetical to the nature of angels.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve the
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matter
----
* FallenAngel: Angels that submit to cynicism, doubt or corruption are welcomed with open arms by the Orzhov Syndicate, a
Changed line(s) 1006,1010 (click to see context) from:
[[folder:Demon]]
->'''Classification:''' Fiend (5E)
->'''Alignment:''' ChaoticEvil
Demons of Ravnica (and other planes like it) come not from the Abyss, but they are still embodiments of chaos and cruelty that crave the souls of mortals.
->'''Classification:''' Fiend (5E)
->'''Alignment:''' ChaoticEvil
Demons of Ravnica (and other planes like it) come not from the Abyss, but they are still embodiments of chaos and cruelty that crave the souls of mortals.
to:
->'''Classification:'''
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:'''
Demons of Ravnica (and other planes like it) come not from the Abyss, but they
Archons are
Changed line(s) 1012,1016 (click to see context) from:
* OurDemonsAreDifferent: Ravnican demons embody depraved impulses like selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos, and might have been created by Rakdos.
!!Cackler
->'''Challenge Rating:''' 1/2 (5E)
A minor demon that mostly delight in causing suffering directly, lacking the power for more intimate schemes or influence.
!!Cackler
->'''Challenge Rating:''' 1/2 (5E)
A minor demon that mostly delight in causing suffering directly, lacking the power for more intimate schemes or influence.
to:
* OurDemonsAreDifferent: Ravnican demons AnthropomorphicPersonification: Archons embody depraved impulses like selfishness, cruelty, hatred, greed, Law, specifically the harshest and lust for power. Demons are strongly associated most strict aspects of it.
* EveryoneHasStandards: Archons usually work with theCult Azorius, but not always. Some of Rakdos, them are ''so'' fanatical in their pursuit of the law that even the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law andmight order, espouse a rigid sense of justice and ruthlessly punish those who break the law.
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who havebeen created by Rakdos.
!!Cackler
seen beneath an archon's hood describe a stern face with blank white eyes.
[[/folder]]
[[folder:Arclight Phoenix]]
->'''Classification:''' Elemental (5E)
->'''Challenge Rating:'''1/2 12 (5E)
A minor demon ->'''Alignment:''' ChaoticNeutral
Strange elemental creatures thatmostly delight in causing suffering directly, lacking sail through thunderstorms, casting lightning upon the power for more intimate schemes or influence.ground beneath them.
* EveryoneHasStandards: Archons usually work with the
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who have
!!Cackler
[[/folder]]
[[folder:Arclight Phoenix]]
->'''Classification:''' Elemental (5E)
->'''Challenge Rating:'''
Strange elemental creatures that
Changed line(s) 1018,1020 (click to see context) from:
* EvilLaugh: Cacklers are small, jabbering jesters whose incessant cackling can inspire uncontrollable laughter by making everything, no matter how terrifying, seem hilarious.
!!Master of Cruelties
!!Master of Cruelties
to:
* EvilLaugh: Cacklers are small, jabbering jesters whose incessant cackling ThePhoenix: An arclight phoenix is variously said to be a byproduct of lightning striking an aviary, a failed effort to create a translocation device, or an artificial bird-like elemental. Like normal phoenixes, when they die, arclight phoenixes leave behind an egg that can inspire uncontrollable laughter by making everything, no matter how terrifying, seem hilarious.
!!Master of Crueltieshatch into a new arclight phoenix.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through the sky.
[[/folder]]
[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
!!Master of Cruelties
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through the sky.
[[/folder]]
[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
Changed line(s) 1022 (click to see context) from:
Powerful demons that enjoy spectacle, serving as ringmasters in Rakdos circuses, often whipping the audiences up in a frenzy.
to:
Living spirits of nature that
Changed line(s) 1024,1030 (click to see context) from:
* CharmPerson: A master of cruelties' captivating presenec commands the full attention of the audience. Onlookers lust for more violence, and those who get too caught up in the revelry feel compelled to kill.
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
->'''Challenge Rating:''' 12 (5E)
----
* MindRape: Occasionally, cultists bring would-be recruits to a sire of insanity, who breaks the new cultist's mind.
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
->'''Challenge Rating:''' 12 (5E)
----
* MindRape: Occasionally, cultists bring would-be recruits to a sire of insanity, who breaks the new cultist's mind.
to:
* CharmPerson: A master of cruelties' captivating presenec commands AntiMagic: Conclave dryads can negate the full attention magical properties of the audience. Onlookers lust for more violence, and those who get too caught up in the revelry feel compelled to kill.
magic items.
*RepulsiveRingmaster: Masters of Cruelties can often be found HorseOfADifferentColor: When leading Rakdos cult circuses. Being demons, they do its guild into battle, a good job at it. Assuming you're on the right end dryad rides a magically summoned creature woven of the joke, that is.
!!Sire of Insanity
->'''Challenge Rating:''' 12 (5E)
----
* MindRape: Occasionally, cultists bring would-be recruits toplant matter and imbued with a sire of insanity, who breaks the new cultist's mind.fey spirit.
*
!!Sire of Insanity
->'''Challenge Rating:''' 12 (5E)
----
* MindRape: Occasionally, cultists bring would-be recruits to
Changed line(s) 1033,1037 (click to see context) from:
[[folder:Devkarin Lich]]
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' NeutralEvil
Mighty spellcasters of the Golgari who have chosen to leave behind mortality for an undead existence.
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' NeutralEvil
Mighty spellcasters of the Golgari who have chosen to leave behind mortality for an undead existence.
to:
->'''Classification:'''
->'''Challenge Rating:''' 14
->'''Alignment:'''
Mighty spellcasters
Demons of Ravnica (and other planes like it) come not from the
Changed line(s) 1039,1049 (click to see context) from:
* HealingFactor: Unlike normal liches, the fungal nature of a Devkarin lich gives it constant health regeneration. Fire and radiant damage can shut this healing factor down, however.
* LastChanceHitPoint: Like the zombies of 5th edition, a Devkarin lich can withstand attacks that would normally reduce it to 0 hit points by succeeding on a Constitution saving throw.
* NonHumanUndead: Devkarin liches are undead elves, and retain the elven grace and stature.
* OurLichesAreDifferent: Powerful Devkarin elf spellcasters, steeped in Golgari magic, can transcend death to become liches. They retain their memories, personalities and ambition. Unlike normal liches, their souls are not tied to a phylactery.
* PoisonousPerson: The touch of a Devkarin lich is highly poisonous, and they can also cast spells like ''[[DeadlyGas cloudkill]]'' and ''poison spray''.
[[/folder]]
[[folder:Felidar]]
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:''' 5 (5E)
->'''Alignment:''' LawfulNeutral
* LastChanceHitPoint: Like the zombies of 5th edition, a Devkarin lich can withstand attacks that would normally reduce it to 0 hit points by succeeding on a Constitution saving throw.
* NonHumanUndead: Devkarin liches are undead elves, and retain the elven grace and stature.
* OurLichesAreDifferent: Powerful Devkarin elf spellcasters, steeped in Golgari magic, can transcend death to become liches. They retain their memories, personalities and ambition. Unlike normal liches, their souls are not tied to a phylactery.
* PoisonousPerson: The touch of a Devkarin lich is highly poisonous, and they can also cast spells like ''[[DeadlyGas cloudkill]]'' and ''poison spray''.
[[/folder]]
[[folder:Felidar]]
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:''' 5 (5E)
->'''Alignment:''' LawfulNeutral
to:
* HealingFactor: Unlike normal liches, the fungal nature of a Devkarin lich gives it constant health regeneration. Fire and radiant damage can shut this healing factor down, however.
* LastChanceHitPoint: Like the zombies of 5th edition, a Devkarin lich can withstand attacks that would normally reduce it to 0 hit points by succeeding on a Constitution saving throw.
* NonHumanUndead: Devkarin liches are undead elves, and retain the elven grace and stature.
* OurLichesAreDifferent: Powerful Devkarin elf spellcasters, steeped in Golgari magic, can transcend death to become liches. They retain their memories, personalities and ambition. Unlike normal liches, their souls are not tied to a phylactery.
* PoisonousPerson: The touch of a Devkarin lich is highly poisonous, and they can also cast spellsOurDemonsAreDifferent: Ravnican demons embody depraved impulses like ''[[DeadlyGas cloudkill]]'' selfishness, cruelty, hatred, greed, and ''poison spray''.
[[/folder]]
[[folder:Felidar]]
->'''Classification:''' Celestial (5E)
lust for power. Demons are strongly associated with the Cult of Rakdos, and might have been created by Rakdos.
!!Cackler
->'''Challenge Rating:'''5 1/2 (5E)
->'''Alignment:''' LawfulNeutralA minor demon that mostly delight in causing suffering directly, lacking the power for more intimate schemes or influence.
* LastChanceHitPoint: Like the zombies of 5th edition, a Devkarin lich can withstand attacks that would normally reduce it to 0 hit points by succeeding on a Constitution saving throw.
* NonHumanUndead: Devkarin liches are undead elves, and retain the elven grace and stature.
* OurLichesAreDifferent: Powerful Devkarin elf spellcasters, steeped in Golgari magic, can transcend death to become liches. They retain their memories, personalities and ambition. Unlike normal liches, their souls are not tied to a phylactery.
* PoisonousPerson: The touch of a Devkarin lich is highly poisonous, and they can also cast spells
[[/folder]]
[[folder:Felidar]]
->'''Classification:''' Celestial (5E)
!!Cackler
->'''Challenge Rating:'''
Changed line(s) 1051,1057 (click to see context) from:
* HorseOfADifferentColor: Winged felidars often serve as mounts for archons of the Triumvirate. The bond between an archon and its felidar mount is so close that the two are sometimes considered a single being, acting with a single mind.
* PantheraAwesome: A felidar resembles an enormous cat with two pairs of downward-sloping horns, prominent teeth, and a thick white mane falling in an orderly fashion around its shoulders.
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant (5E)
The giants of Ravnica are a single race, unlike the five giant races of most worlds of the multiverse. As an independent species with no inherent alignment, they often join whatever guild they feel align best with their interests.
* PantheraAwesome: A felidar resembles an enormous cat with two pairs of downward-sloping horns, prominent teeth, and a thick white mane falling in an orderly fashion around its shoulders.
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant (5E)
The giants of Ravnica are a single race, unlike the five giant races of most worlds of the multiverse. As an independent species with no inherent alignment, they often join whatever guild they feel align best with their interests.
to:
* HorseOfADifferentColor: Winged felidars EvilLaugh: Cacklers are small, jabbering jesters whose incessant cackling can inspire uncontrollable laughter by making everything, no matter how terrifying, seem hilarious.
!!Master of Cruelties
->'''Challenge Rating:''' 9 (5E)
Powerful demons that enjoy spectacle, serving as ringmasters in Rakdos circuses, oftenserve as mounts for archons of whipping the Triumvirate. The bond between an archon and its felidar mount is so close that the two are sometimes considered a single being, acting with a single mind.
* PantheraAwesome: A felidar resembles an enormous cat with two pairs of downward-sloping horns, prominent teeth, and a thick white mane fallingaudiences up in an orderly fashion around its shoulders.
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant (5E)
The giants of Ravnica area single race, unlike the five giant races of most worlds of the multiverse. As an independent species with no inherent alignment, they often join whatever guild they feel align best with their interests.frenzy.
!!Master of Cruelties
->'''Challenge Rating:''' 9 (5E)
Powerful demons that enjoy spectacle, serving as ringmasters in Rakdos circuses, often
* PantheraAwesome: A felidar resembles an enormous cat with two pairs of downward-sloping horns, prominent teeth, and a thick white mane falling
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant (5E)
The giants of Ravnica are
Changed line(s) 1059,1063 (click to see context) from:
!!Bloodfray Giant
->'''Challenge Rating:''' 6 (5E)
->'''Alignment:''' ChaoticEvil
Some giants enjoy chaos and destruction, reveling in pain and spectacle. These giants join the Rakdos cults, where they help out as stagehands and bouncers.
to:
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
->'''Challenge Rating:'''
->'''Alignment:''' ChaoticEvil
Some giants enjoy chaos and destruction, reveling in pain and spectacle. These giants join the Rakdos cults, where they help out as stagehands and bouncers.
Changed line(s) 1065,1070 (click to see context) from:
* ChainPain: Bloodfray giants bludgeon and grapple their enemies with chains.
!!Guardian Giant
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:''' LawfulNeutral
Giants that feel a strong adherence to law and order, as well as a desire to protect and serve join the Boros, serving as some of the army's most powerful mortal soldiers.
!!Guardian Giant
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:''' LawfulNeutral
Giants that feel a strong adherence to law and order, as well as a desire to protect and serve join the Boros, serving as some of the army's most powerful mortal soldiers.
to:
* ChainPain: Bloodfray giants bludgeon and grapple their enemies with chains.
!!Guardian Giant
MindRape: Occasionally, cultists bring would-be recruits to a sire of insanity, who breaks the new cultist's mind.
[[/folder]]
[[folder:Devkarin Lich]]
->'''Classification:''' Undead (5E)
->'''Challenge Rating:'''8 14 (5E)
->'''Alignment:'''LawfulNeutral
Giants that feel a strong adherence to law and order, as well as a desire to protect and serve join the Boros, serving as someNeutralEvil
Mighty spellcasters of thearmy's most powerful mortal soldiers.Golgari who have chosen to leave behind mortality for an undead existence.
!!Guardian Giant
[[/folder]]
[[folder:Devkarin Lich]]
->'''Classification:''' Undead (5E)
->'''Challenge Rating:'''
->'''Alignment:'''
Giants that feel a strong adherence to law and order, as well as a desire to protect and serve join the Boros, serving as some
Mighty spellcasters of the
Changed line(s) 1072,1077 (click to see context) from:
* LuckilyMyShieldWillProtectMe: Guardian giants use their shields to protect smaller soldiers fighting alongside them.
!!Orzhov Giant
->'''Challenge Rating:''' 6 (5E)
->'''Alignment:''' LawfulEvil
* Some giants are more invested in personal gain. These join the Orzhov as enforcers.
!!Orzhov Giant
->'''Challenge Rating:''' 6 (5E)
->'''Alignment:''' LawfulEvil
* Some giants are more invested in personal gain. These join the Orzhov as enforcers.
to:
* LuckilyMyShieldWillProtectMe: Guardian giants use HealingFactor: Unlike normal liches, the fungal nature of a Devkarin lich gives it constant health regeneration. Fire and radiant damage can shut this healing factor down, however.
* LastChanceHitPoint: Like the zombies of 5th edition, a Devkarin lich can withstand attacks that would normally reduce it to 0 hit points by succeeding on a Constitution saving throw.
* NonHumanUndead: Devkarin liches are undead elves, and retain the elven grace and stature.
* OurLichesAreDifferent: Powerful Devkarin elf spellcasters, steeped in Golgari magic, can transcend death to become liches. They retain theirshields memories, personalities and ambition. Unlike normal liches, their souls are not tied to protect smaller soldiers fighting alongside them.
!!Orzhov Giant
a phylactery.
* PoisonousPerson: The touch of a Devkarin lich is highly poisonous, and they can also cast spells like ''[[DeadlyGas cloudkill]]'' and ''poison spray''.
[[/folder]]
[[folder:Felidar]]
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:'''6 5 (5E)
->'''Alignment:'''LawfulEvil
* Some giants are more invested in personal gain. These join the Orzhov as enforcers.LawfulNeutral
* LastChanceHitPoint: Like the zombies of 5th edition, a Devkarin lich can withstand attacks that would normally reduce it to 0 hit points by succeeding on a Constitution saving throw.
* NonHumanUndead: Devkarin liches are undead elves, and retain the elven grace and stature.
* OurLichesAreDifferent: Powerful Devkarin elf spellcasters, steeped in Golgari magic, can transcend death to become liches. They retain their
!!Orzhov Giant
* PoisonousPerson: The touch of a Devkarin lich is highly poisonous, and they can also cast spells like ''[[DeadlyGas cloudkill]]'' and ''poison spray''.
[[/folder]]
[[folder:Felidar]]
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:'''
->'''Alignment:'''
* Some giants are more invested in personal gain. These join the Orzhov as enforcers.
Changed line(s) 1079,1086 (click to see context) from:
* ProtectionRacket: The presence of Orzhov giants in markets and streets reminds business owners to keep their payments to the Orzhov Syndicate up to date.
!!Sunder Shaman
->'''Challenge Rating:''' 10 (5E)
->'''Alignment:''' ChaoticNeutral
The giants of the Gruul clans look for omens in the rubble of the broken city.
----
* AntiStructure: A sunder shaman's attacks deal double damage to structures and objects.
!!Sunder Shaman
->'''Challenge Rating:''' 10 (5E)
->'''Alignment:''' ChaoticNeutral
The giants of the Gruul clans look for omens in the rubble of the broken city.
----
* AntiStructure: A sunder shaman's attacks deal double damage to structures and objects.
to:
* ProtectionRacket: The presence of Orzhov giants in markets and streets reminds business owners to keep their payments to the Orzhov Syndicate up to date.
!!Sunder Shaman
->'''Challenge Rating:''' 10 (5E)
->'''Alignment:''' ChaoticNeutral
The giantsHorseOfADifferentColor: Winged felidars often serve as mounts for archons of the Gruul clans look for omens in Triumvirate. The bond between an archon and its felidar mount is so close that the rubble two are sometimes considered a single being, acting with a single mind.
* PantheraAwesome: A felidar resembles an enormous cat with two pairs ofthe broken city.
----
* AntiStructure: A sunder shaman's attacks deal double damage to structuresdownward-sloping horns, prominent teeth, and objects.a thick white mane falling in an orderly fashion around its shoulders.
!!Sunder Shaman
->'''Challenge Rating:''' 10 (5E)
->'''Alignment:''' ChaoticNeutral
The giants
* PantheraAwesome: A felidar resembles an enormous cat with two pairs of
----
* AntiStructure: A sunder shaman's attacks deal double damage to structures
Changed line(s) 1089,1092 (click to see context) from:
[[folder:Horror]]
->'''Classification:''' Aberration (5E)
->'''Challenge Rating:''' 3 (flying), 9 (shadow), 15 (skittering) (5E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Aberration (5E)
->'''Challenge Rating:''' 3 (flying), 9 (shadow), 15 (skittering) (5E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
->'''Alignment:''' NeutralEvil
Changed line(s) 1094,1101 (click to see context) from:
* OurMonstersAreWeird: Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features.
[[/folder]]
[[folder:Indentured Spirit]]
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' Any
The Orzhov syndicate will always offer a loan to those in need, but they expect to be paid back in full. If you are unfortunate enough to die before the debt is paid in full, then you better be prepared to spend the afterlife atoning for that.
[[/folder]]
[[folder:Indentured Spirit]]
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' Any
The Orzhov syndicate will always offer a loan to those in need, but they expect to be paid back in full. If you are unfortunate enough to die before the debt is paid in full, then you better be prepared to spend the afterlife atoning for that.
to:
[[/folder]]
[[folder:Indentured Spirit]]
->'''Classification:''' Undead (5E)
!!Bloodfray Giant
->'''Challenge Rating:'''
->'''Alignment:'''
The Orzhov syndicate will always offer a loan to those
Some giants enjoy chaos and destruction, reveling in
Changed line(s) 1103,1110 (click to see context) from:
* OurGhostsAreDifferent: Indentured spirits are those die with unpaid debts to the Orzhov Syndicate and don't get a reprieve, but have to continue working until their obligation is paid. Sometimes that means existing as an indentured spirit for millennia.
[[/folder]]
[[folder:Izzet Weird]]
->'''Classification:''' Elemental (5E)
->'''Alignment:''' ChaoticNeutral
A bizarre creature of two combined opposing natures. Naturally, they're [[MadScientist Izzet]] creations.
[[/folder]]
[[folder:Izzet Weird]]
->'''Classification:''' Elemental (5E)
->'''Alignment:''' ChaoticNeutral
A bizarre creature of two combined opposing natures. Naturally, they're [[MadScientist Izzet]] creations.
to:
* OurGhostsAreDifferent: Indentured spirits are those die with unpaid debts to the Orzhov Syndicate ChainPain: Bloodfray giants bludgeon and don't get a reprieve, but have to continue working until grapple their obligation is paid. Sometimes that means existing as an indentured spirit for millennia.
[[/folder]]
[[folder:Izzet Weird]]
->'''Classification:''' Elementalenemies with chains.
!!Guardian Giant
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:'''ChaoticNeutral
A bizarre creatureLawfulNeutral
Giants that feel a strong adherence to law and order, as well as a desire to protect and serve join the Boros, serving as some oftwo combined opposing natures. Naturally, they're [[MadScientist Izzet]] creations.the army's most powerful mortal soldiers.
[[/folder]]
[[folder:Izzet Weird]]
->'''Classification:''' Elemental
!!Guardian Giant
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:'''
A bizarre creature
Giants that feel a strong adherence to law and order, as well as a desire to protect and serve join the Boros, serving as some of
Changed line(s) 1112,1115 (click to see context) from:
* HybridMonster: Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating more stable and predictable elementals. The outcome was the exact opposite: weirds are even wilder and more unpredictable than normal elementals.
!!Blistercoil Weird
->'''Challenge Rating:''' 4 (5E)
!!Blistercoil Weird
->'''Challenge Rating:''' 4 (5E)
to:
* HybridMonster: Weirds are the products of Izzet League experiments intended LuckilyMyShieldWillProtectMe: Guardian giants use their shields to combine two opposing elemental types in the hope of creating more stable and predictable elementals. The outcome was the exact opposite: weirds are even wilder and more unpredictable than normal elementals.
!!Blistercoil Weird
protect smaller soldiers fighting alongside them.
!!Orzhov Giant
->'''Challenge Rating:'''4 (5E)6 (5E)
->'''Alignment:''' LawfulEvil
* Some giants are more invested in personal gain. These join the Orzhov as enforcers.
!!Blistercoil Weird
!!Orzhov Giant
->'''Challenge Rating:'''
->'''Alignment:''' LawfulEvil
* Some giants are more invested in personal gain. These join the Orzhov as enforcers.
Changed line(s) 1117,1120 (click to see context) from:
* PhlebotinumOverload: A blistercoil weird absorbs energy from magical fire, causing its oozelike body to increase in size. If it grows too big, it releases all its excess energy in an enormous explosion and returns to its original size.
!!Fluxcharger
->'''Challenge Rating:''' 7 (5E)
!!Fluxcharger
->'''Challenge Rating:''' 7 (5E)
to:
* PhlebotinumOverload: A blistercoil weird absorbs energy from magical fire, causing its oozelike body to increase ProtectionRacket: The presence of Orzhov giants in size. If it grows too big, it releases all its excess energy in an enormous explosion markets and returns streets reminds business owners to its original size.
!!Fluxcharger
keep their payments to the Orzhov Syndicate up to date.
!!Sunder Shaman
->'''Challenge Rating:'''7 (5E)10 (5E)
->'''Alignment:''' ChaoticNeutral
The giants of the Gruul clans look for omens in the rubble of the broken city.
!!Fluxcharger
!!Sunder Shaman
->'''Challenge Rating:'''
->'''Alignment:''' ChaoticNeutral
The giants of the Gruul clans look for omens in the rubble of the broken city.
Changed line(s) 1122,1128 (click to see context) from:
* ChainLightning: Fluxchargers can fire a bolt of lightning that jumps from the target to one creature of the fluxcharger's choice that it can see.
* UncannyValley: InUniverse. The izzet mechanics gave it a humanoid facemask, but it makes people more freaked out than comforted.
!!Galvanice Weird
->'''Challenge Rating:''' 1 (5E)
----
* DefeatEqualsExplosion: If a galvanice weird is destroyed, its icy body shatters and lightning crackles outward in a dangerous explosion.
* UncannyValley: InUniverse. The izzet mechanics gave it a humanoid facemask, but it makes people more freaked out than comforted.
!!Galvanice Weird
->'''Challenge Rating:''' 1 (5E)
----
* DefeatEqualsExplosion: If a galvanice weird is destroyed, its icy body shatters and lightning crackles outward in a dangerous explosion.
to:
* ChainLightning: Fluxchargers can fire a bolt of lightning that jumps from the target AntiStructure: A sunder shaman's attacks deal double damage to one creature of the fluxcharger's choice that it can see.
* UncannyValley: InUniverse. The izzet mechanics gave it a humanoid facemask, but it makes people more freaked out than comforted.
!!Galvanice Weird
->'''Challenge Rating:''' 1 (5E)
----
* DefeatEqualsExplosion: If a galvanice weird is destroyed, its icy body shattersstructures and lightning crackles outward in a dangerous explosion.objects.
* UncannyValley: InUniverse. The izzet mechanics gave it a humanoid facemask, but it makes people more freaked out than comforted.
!!Galvanice Weird
->'''Challenge Rating:''' 1 (5E)
----
* DefeatEqualsExplosion: If a galvanice weird is destroyed, its icy body shatters
Changed line(s) 1131,1134 (click to see context) from:
[[folder:Krasis]]
->'''Challenge Rating:''' 1 (category 1), 6 (category 2), 16 (category 3) (5E)
->'''Alignment:''' Unaligned
The Simic Combine are always seeking to further evolution, and sometimes that involves creating new creatures. The krasis are the natural assault.
->'''Challenge Rating:''' 1 (category 1), 6 (category 2), 16 (category 3) (5E)
->'''Alignment:''' Unaligned
The Simic Combine are always seeking to further evolution, and sometimes that involves creating new creatures. The krasis are the natural assault.
to:
->'''Classification:''' Aberration (5E)
->'''Challenge Rating:'''
->'''Alignment:'''
The Simic Combine are always seeking to further evolution, and sometimes that involves creating new creatures. The krasis are the natural assault.
Changed line(s) 1136,1137 (click to see context) from:
* MixAndMatchCritters: Krasis are created through coaxing new morphologies from existing creatures or combining traits from multiple organisms into one. A few examples are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (a shambleshark-octopus).
* TrueBreedingHybrid: Some krasis can produce offspring and become part of the Simic Combine's standard menagerie.
* TrueBreedingHybrid: Some krasis can produce offspring and become part of the Simic Combine's standard menagerie.
to:
* MixAndMatchCritters: Krasis are created through coaxing new morphologies from existing creatures OurMonstersAreWeird: Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or combining traits from multiple organisms into one. A few examples are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (a shambleshark-octopus).
* TrueBreedingHybrid: Some krasis can produce offspring and become part of the Simic Combine's standard menagerie.reptilian features.
* TrueBreedingHybrid: Some krasis can produce offspring and become part of the Simic Combine's standard menagerie.
Changed line(s) 1140,1142 (click to see context) from:
[[folder:Kraul]]
->'''Classification:''' Humanoid (5E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Humanoid (5E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:'''
The Orzhov syndicate will always offer a loan to those in need, but they expect to be paid back in full. If you are unfortunate enough to die before the debt is paid in full, then you better be prepared to spend the afterlife atoning for that.
Changed line(s) 1144,1145 (click to see context) from:
* BigCreepyCrawlies: Kraul are a species of human-sized, six-legged, insectile humanoids.
* LiteralMinded: Kraul are hard-headed, and hardly understand metaphor or nuance.
* LiteralMinded: Kraul are hard-headed, and hardly understand metaphor or nuance.
to:
* BigCreepyCrawlies: Kraul OurGhostsAreDifferent: Indentured spirits are a species of human-sized, six-legged, insectile humanoids.
* LiteralMinded: Kraul are hard-headed,those die with unpaid debts to the Orzhov Syndicate and hardly understand metaphor or nuance.don't get a reprieve, but have to continue working until their obligation is paid. Sometimes that means existing as an indentured spirit for millennia.
* LiteralMinded: Kraul are hard-headed,
Changed line(s) 1148,1151 (click to see context) from:
[[folder:Nightveil Specter]]
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 10 (5E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 10 (5E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
->'''Challenge Rating:''' 10
->'''Alignment:'''
A bizarre creature of two combined opposing natures. Naturally, they're [[MadScientist Izzet]] creations.
Changed line(s) 1153,1159 (click to see context) from:
* LaserGuidedAmnesia: Nightveil specters track those who have stolen secrets of House Dimir, and wipe them from their victims' minds to ensure that they are never leaked.
* WasOnceAMan: Nightveil specters are what you get when the dimir completely delete someone's personality.
!!Gloamwing
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:''' NeutralEvil
* WasOnceAMan: Nightveil specters are what you get when the dimir completely delete someone's personality.
!!Gloamwing
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:''' NeutralEvil
to:
* LaserGuidedAmnesia: Nightveil specters track those who have stolen secrets HybridMonster: Weirds are the products of House Dimir, Izzet League experiments intended to combine two opposing elemental types in the hope of creating more stable and wipe them from their victims' minds to ensure that they predictable elementals. The outcome was the exact opposite: weirds are never leaked.
* WasOnceAMan: Nightveil specters are what you get when the dimir completely delete someone's personality.
!!Gloamwing
->'''Classification:''' Undead (5E)
even wilder and more unpredictable than normal elementals.
!!Blistercoil Weird
->'''Challenge Rating:'''8 (5E)
->'''Alignment:''' NeutralEvil4 (5E)
* WasOnceAMan: Nightveil specters are what you get when the dimir completely delete someone's personality.
!!Gloamwing
->'''Classification:''' Undead (5E)
!!Blistercoil Weird
->'''Challenge Rating:'''
->'''Alignment:''' NeutralEvil
Changed line(s) 1161,1166 (click to see context) from:
* HorseOfADifferentColor: Gloamwings, which serve as mounts for Nightveil specters, have a ratlike head, prominent teeth, leathery skin stretched tight over their skull, empty eye sockets, bony plates and great wings.
[[/folder]]
[[folder:Nivix Cyclops]]
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:''' Unaligned
[[/folder]]
[[folder:Nivix Cyclops]]
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:''' Unaligned
to:
* HorseOfADifferentColor: Gloamwings, which serve as mounts for Nightveil specters, have a ratlike head, prominent teeth, leathery skin stretched tight over their skull, empty eye sockets, bony plates PhlebotinumOverload: A blistercoil weird absorbs energy from magical fire, causing its oozelike body to increase in size. If it grows too big, it releases all its excess energy in an enormous explosion and great wings.
[[/folder]]
[[folder:Nivix Cyclops]]
returns to its original size.
!!Fluxcharger
->'''Challenge Rating:'''8 (5E)
->'''Alignment:''' Unaligned7 (5E)
[[/folder]]
[[folder:Nivix Cyclops]]
!!Fluxcharger
->'''Challenge Rating:'''
->'''Alignment:''' Unaligned
Changed line(s) 1168,1169 (click to see context) from:
* CoolHelmet: Nivix cyclopes wear telescopic helmets to mitigate the disadvantages of their monocular vision.
* OutOfTurnInteraction: The Nivix cyclops' Spell Vitalization reaction lets it move and attack in response to someone casting a spell.
* OutOfTurnInteraction: The Nivix cyclops' Spell Vitalization reaction lets it move and attack in response to someone casting a spell.
to:
* CoolHelmet: Nivix cyclopes wear telescopic helmets to mitigate ChainLightning: Fluxchargers can fire a bolt of lightning that jumps from the disadvantages target to one creature of their monocular vision.
the fluxcharger's choice that it can see.
*OutOfTurnInteraction: UncannyValley: InUniverse. The Nivix cyclops' Spell Vitalization reaction lets izzet mechanics gave it move a humanoid facemask, but it makes people more freaked out than comforted.
!!Galvanice Weird
->'''Challenge Rating:''' 1 (5E)
----
* DefeatEqualsExplosion: If a galvanice weird is destroyed, its icy body shatters andattack lightning crackles outward in response to someone casting a spell.dangerous explosion.
*
!!Galvanice Weird
->'''Challenge Rating:''' 1 (5E)
----
* DefeatEqualsExplosion: If a galvanice weird is destroyed, its icy body shatters and
Changed line(s) 1172,1174 (click to see context) from:
[[folder:Skyjek Roc]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 2 (5E)
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 2 (5E)
to:
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:'''
The Simic Combine are always seeking to further evolution, and sometimes that involves creating new creatures. The krasis are the natural assault.
Changed line(s) 1177 (click to see context) from:
* HorseOfADifferentColor: The Boros Legion's skyknights take to the air mounted on Skyjek rocs. The shape of a Skyjek roe's body makes it relatively easy to saddle and ride.
to:
* HorseOfADifferentColor: The Boros Legion's skyknights take to MixAndMatchCritters: Krasis are created through coaxing new morphologies from existing creatures or combining traits from multiple organisms into one. A few examples are the air mounted on Skyjek rocs. The shape battering krasis (a fusion of a Skyjek roe's body makes it relatively easy to saddle hammerhead shark and ride.a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (a shambleshark-octopus).
* TrueBreedingHybrid: Some krasis can produce offspring and become part of the Simic Combine's standard menagerie.
* TrueBreedingHybrid: Some krasis can produce offspring and become part of the Simic Combine's standard menagerie.
Changed line(s) 1180,1183 (click to see context) from:
[[folder:Skyswimmer]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 13 (5E)
->'''Alignment:''' Unaligned
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 13 (5E)
->'''Alignment:''' Unaligned
to:
->'''Classification:'''
->'''Challenge Rating:''' 13
->'''Alignment:'''
Changed line(s) 1185 (click to see context) from:
* GiantFlyer: Skyswimmers are enormous, predatory leviathans that soar through the clouds above Ravnica.
to:
* GiantFlyer: Skyswimmers BigCreepyCrawlies: Kraul are enormous, predatory leviathans that soar through the clouds above Ravnica.a species of human-sized, six-legged, insectile humanoids.
* LiteralMinded: Kraul are hard-headed, and hardly understand metaphor or nuance.
* LiteralMinded: Kraul are hard-headed, and hardly understand metaphor or nuance.
Changed line(s) 1188,1192 (click to see context) from:
[[folder:Thrull]]
->'''Classification:''' Construct (5E)
->'''Challenge Rating:''' 1/4 (servitor thrull), 1/2 (winged thrull) (5E)
->'''Alignment:''' Unaligned
While the spirit of a debtor is taken to serve as an indentured spirit, the Orzhov's motto is waste not, want more, and they are not ones to waste a body or two.
->'''Classification:''' Construct (5E)
->'''Challenge Rating:''' 1/4 (servitor thrull), 1/2 (winged thrull) (5E)
->'''Alignment:''' Unaligned
While the spirit of a debtor is taken to serve as an indentured spirit, the Orzhov's motto is waste not, want more, and they are not ones to waste a body or two.
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
While the spirit of a debtor is taken to serve as an indentured spirit, the Orzhov's motto is waste not, want more, and they are not ones to waste a body or two.
Changed line(s) 1194 (click to see context) from:
* FleshGolem: Thrulls are constructs created from the corpses of those whose soul was ripped from the body by the Orzhov Syndicate.
to:
* FleshGolem: Thrulls are constructs created from the corpses of LaserGuidedAmnesia: Nightveil specters track those whose soul was ripped who have stolen secrets of House Dimir, and wipe them from their victims' minds to ensure that they are never leaked.
* WasOnceAMan: Nightveil specters are what you get when thebody by the Orzhov Syndicate.dimir completely delete someone's personality.
!!Gloamwing
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:''' NeutralEvil
----
* HorseOfADifferentColor: Gloamwings, which serve as mounts for Nightveil specters, have a ratlike head, prominent teeth, leathery skin stretched tight over their skull, empty eye sockets, bony plates and great wings.
* WasOnceAMan: Nightveil specters are what you get when the
!!Gloamwing
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 8 (5E)
->'''Alignment:''' NeutralEvil
----
* HorseOfADifferentColor: Gloamwings, which serve as mounts for Nightveil specters, have a ratlike head, prominent teeth, leathery skin stretched tight over their skull, empty eye sockets, bony plates and great wings.
Changed line(s) 1197,1200 (click to see context) from:
[[folder:Undercity Medusa]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 6 (5E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 6 (5E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1202,1203 (click to see context) from:
* OneGenderRace: The medusas of Ravnica, often called gorgons, appear superficially similar to human women.
* TakenForGranite: Like most medusas, they can petrify people. They also control it, and don't risk petrifying people on accident.
* TakenForGranite: Like most medusas, they can petrify people. They also control it, and don't risk petrifying people on accident.
to:
* OneGenderRace: CoolHelmet: Nivix cyclopes wear telescopic helmets to mitigate the disadvantages of their monocular vision.
* OutOfTurnInteraction: Themedusas of Ravnica, often called gorgons, appear superficially similar to human women.
* TakenForGranite: Like most medusas, they can petrify people. They also control it,Nivix cyclops' Spell Vitalization reaction lets it move and don't risk petrifying people on accident.attack in response to someone casting a spell.
* OutOfTurnInteraction: The
* TakenForGranite: Like most medusas, they can petrify people. They also control it,
Changed line(s) 1206 (click to see context) from:
[[folder:Wurm]]
to:
Changed line(s) 1208 (click to see context) from:
->'''Challenge Rating:''' 14 (5E)
to:
->'''Challenge Rating:''' 14 2 (5E)
Changed line(s) 1211 (click to see context) from:
* SandWorm: Wurms are huge creatures resembling limbless, wingless dragons that burrow through the earth and eat virtually anything they come across.
to:
* SandWorm: Wurms are huge creatures resembling limbless, wingless dragons that burrow through HorseOfADifferentColor: The Boros Legion's skyknights take to the earth air mounted on Skyjek rocs. The shape of a Skyjek roe's body makes it relatively easy to saddle and eat virtually anything they come across.ride.
Changed line(s) 1214,1220 (click to see context) from:
!Strixhaven
[[folder:Archaic]]
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:''' 18 (5E)
->'''Alignment:''' TrueNeutral
Strange, many-limed beings with bodies made from stone. Archaics are the world's most ancient beings, and possess untold wisdom and magical skill. If they can be convinced to part with it.
[[folder:Archaic]]
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:''' 18 (5E)
->'''Alignment:''' TrueNeutral
Strange, many-limed beings with bodies made from stone. Archaics are the world's most ancient beings, and possess untold wisdom and magical skill. If they can be convinced to part with it.
to:
[[folder:Archaic]]
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Strange, many-limed beings with bodies made from stone. Archaics are the world's most ancient beings, and possess untold wisdom and magical skill. If they can be convinced to part with it.
Changed line(s) 1222,1226 (click to see context) from:
* CrypticConversation: Archaics tend to speak in riddles, since they're careful to avoid revealing too much of their knowledge to mortals.
* GravityMaster: An archaic can reverse gravity for another creature it can see.
* MultiArmedAndDangerous: An archaic can fight with six arms.
* PowerCopying: Immediately after another creature casts a spell of at most 5th level, an archaic can react by casting the same spell.
* {{Reincarnation}}: Archaics are the reincarnated souls of the oracles of Strixhaven.
* GravityMaster: An archaic can reverse gravity for another creature it can see.
* MultiArmedAndDangerous: An archaic can fight with six arms.
* PowerCopying: Immediately after another creature casts a spell of at most 5th level, an archaic can react by casting the same spell.
* {{Reincarnation}}: Archaics are the reincarnated souls of the oracles of Strixhaven.
to:
* CrypticConversation: Archaics tend to speak in riddles, since they're careful to avoid revealing too much of their knowledge to mortals.
* GravityMaster: An archaic can reverse gravity for another creature it can see.
* MultiArmedAndDangerous: An archaic can fight with six arms.
* PowerCopying: Immediately after another creature casts a spell of at most 5th level, an archaic can react by castingGiantFlyer: Skyswimmers are enormous, predatory leviathans that soar through the same spell.
* {{Reincarnation}}: Archaics are the reincarnated souls of the oracles of Strixhaven.clouds above Ravnica.
* GravityMaster: An archaic can reverse gravity for another creature it can see.
* MultiArmedAndDangerous: An archaic can fight with six arms.
* PowerCopying: Immediately after another creature casts a spell of at most 5th level, an archaic can react by casting
* {{Reincarnation}}: Archaics are the reincarnated souls of the oracles of Strixhaven.
Changed line(s) 1229,1231 (click to see context) from:
[[folder:Brackish Trudge]]
->'''Classification:''' Plant (5E)
->'''Challenge Rating:''' 3 (5E)
->'''Classification:''' Plant (5E)
->'''Challenge Rating:''' 3 (5E)
to:
->'''Classification:'''
->'''Challenge Rating:'''
While the spirit of a debtor is taken to serve as an indentured spirit, the Orzhov's motto is waste not, want more, and they are not ones to waste a body or two.
Changed line(s) 1234,1235 (click to see context) from:
* LastChanceHitPoint: Trudges are notoriously hard to kill; their Fungal Fortitude ability grants them a chance to survive at 1 hit point when they would otherwise be dropped to 0 HP.
* TheSymbiote: Brackish trudges are masses of intelligent plants and fungi. Plants grow on their backs, necks and heads; when they die and decay, they become habitat for the fungi.
* TheSymbiote: Brackish trudges are masses of intelligent plants and fungi. Plants grow on their backs, necks and heads; when they die and decay, they become habitat for the fungi.
to:
* LastChanceHitPoint: Trudges FleshGolem: Thrulls are notoriously hard to kill; their Fungal Fortitude ability grants them a chance to survive at 1 hit point when they would otherwise be dropped to 0 HP.
* TheSymbiote: Brackish trudges are masses of intelligent plants and fungi. Plants grow on their backs, necks and heads; when they die and decay, they become habitat forconstructs created from the fungi.corpses of those whose soul was ripped from the body by the Orzhov Syndicate.
* TheSymbiote: Brackish trudges are masses of intelligent plants and fungi. Plants grow on their backs, necks and heads; when they die and decay, they become habitat for
Changed line(s) 1238,1242 (click to see context) from:
[[folder:Daemogoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/daemogoth.png]]
->'''Classification:''' Fiend (5E)
->'''Challenge Rating:''' 10 (daemogoth), 16 (daemogoth titan) (5E)
->'''Alignment:''' LawfulEvil (daemogoth), ChaoticEvil (daemogoth titan)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/daemogoth.png]]
->'''Classification:''' Fiend (5E)
->'''Challenge Rating:''' 10 (daemogoth), 16 (daemogoth titan) (5E)
->'''Alignment:''' LawfulEvil (daemogoth), ChaoticEvil (daemogoth titan)
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/daemogoth.png]]
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1244,1246 (click to see context) from:
* CastFromHitPoints: A daemogoth can forge a pact of pain with a willing creature, who gains access to a spell that inflicts damage to it when cast, as the daemogoth feeds on its agony.
* EmotionEater: Daemogoths feed on negative emotions, like misery.
* OurDemonsAreDifferent: Daemogoths are fiendish creatures that feed on negative emotions and lurk in the dark corners of the world, most commonly battlefields. In 5th Edition, they are classified as fiends.
* EmotionEater: Daemogoths feed on negative emotions, like misery.
* OurDemonsAreDifferent: Daemogoths are fiendish creatures that feed on negative emotions and lurk in the dark corners of the world, most commonly battlefields. In 5th Edition, they are classified as fiends.
to:
* CastFromHitPoints: A daemogoth can forge a pact OneGenderRace: The medusas of pain with a willing creature, who gains access Ravnica, often called gorgons, appear superficially similar to a spell that inflicts damage to it when cast, as the daemogoth feeds on its agony.
human women.
*EmotionEater: Daemogoths feed on negative emotions, like misery.
* OurDemonsAreDifferent: Daemogoths are fiendish creatures that feed on negative emotions and lurk in the dark corners of the world,TakenForGranite: Like most commonly battlefields. In 5th Edition, medusas, they are classified as fiends.can petrify people. They also control it, and don't risk petrifying people on accident.
*
* OurDemonsAreDifferent: Daemogoths are fiendish creatures that feed on negative emotions and lurk in the dark corners of the world,
Changed line(s) 1249 (click to see context) from:
[[folder:Mage Hunter]]
to:
Changed line(s) 1251,1253 (click to see context) from:
->'''Challenge Rating:''' 5 (5E)
->'''Alignment:''' LawfulEvil
Constructs created by the Oriq cult to hunt down mages that oppose them.
->'''Alignment:''' LawfulEvil
Constructs created by the Oriq cult to hunt down mages that oppose them.
to:
->'''Challenge Rating:''' 5 14 (5E)
->'''Alignment:'''LawfulEvil
Constructs created by the Oriq cult to hunt down mages that oppose them.Unaligned
->'''Alignment:'''
Constructs created by the Oriq cult to hunt down mages that oppose them.
Changed line(s) 1255,1258 (click to see context) from:
* AttackReflector: As a reaction, a mage hunter can reflect half of the damage it takes from a spell back at the caster.
* MageKiller: As their name would indicate, mage hunters are employed to hunt down spellcasters.
* TrackingSpell: A mage hunter can mystically mark spellcasters, preventing them from hiding themselves from the hunter, who in turns always knows the distance and direction to its quarry as long as both are on the same plane.
* WallCrawl: In its spider-legged form, a mage hunter can effortlessly climb difficult surfaces.
* MageKiller: As their name would indicate, mage hunters are employed to hunt down spellcasters.
* TrackingSpell: A mage hunter can mystically mark spellcasters, preventing them from hiding themselves from the hunter, who in turns always knows the distance and direction to its quarry as long as both are on the same plane.
* WallCrawl: In its spider-legged form, a mage hunter can effortlessly climb difficult surfaces.
to:
* AttackReflector: As a reaction, a mage hunter can reflect half of SandWorm: Wurms are huge creatures resembling limbless, wingless dragons that burrow through the damage it takes from a spell back at the caster.
* MageKiller: As their name would indicate, mage hunters are employed to hunt down spellcasters.
* TrackingSpell: A mage hunter can mystically mark spellcasters, preventing them from hiding themselves from the hunter, who in turns always knows the distanceearth and direction to its quarry as long as both are on the same plane.
* WallCrawl: In its spider-legged form, a mage hunter can effortlessly climb difficult surfaces.eat virtually anything they come across.
* MageKiller: As their name would indicate, mage hunters are employed to hunt down spellcasters.
* TrackingSpell: A mage hunter can mystically mark spellcasters, preventing them from hiding themselves from the hunter, who in turns always knows the distance
* WallCrawl: In its spider-legged form, a mage hunter can effortlessly climb difficult surfaces.
Changed line(s) 1261,1262 (click to see context) from:
[[folder:Mascot]]
->'''Challenge Rating:''' 1/4 (5E)
->'''Challenge Rating:''' 1/4 (5E)
to:
[[folder:Archaic]]
->'''Classification:''' Celestial (5E)
->'''Challenge Rating:'''
Strange, many-limed beings with bodies made from stone. Archaics are the world's most ancient beings, and possess untold wisdom and magical skill. If they can be convinced to part with it.
Changed line(s) 1265,1268 (click to see context) from:
* BlobMonster: Inkling mascots are living blobs of shadowy ink, and are classified as oozes.
* DefeatEqualsExplosion: When an art elemental mascot dies, it explodes in a burst of light.
* LivingStatue: A spirit statue mascot is the spirit of a dead creature, housed within a statue.
* SizeShifter: Because of their arithmetic basis, fractal mascots can change their size.
* DefeatEqualsExplosion: When an art elemental mascot dies, it explodes in a burst of light.
* LivingStatue: A spirit statue mascot is the spirit of a dead creature, housed within a statue.
* SizeShifter: Because of their arithmetic basis, fractal mascots can change their size.
to:
* BlobMonster: Inkling mascots are living blobs of shadowy ink, and are classified as oozes.
* DefeatEqualsExplosion: When an art elemental mascot dies, it explodesCrypticConversation: Archaics tend to speak in a burst of light.
* LivingStatue: A spirit statue mascot is the spirit of a dead creature, housed within a statue.
* SizeShifter: Becauseriddles, since they're careful to avoid revealing too much of their arithmetic basis, fractal mascots knowledge to mortals.
* GravityMaster: An archaic canchange their size.reverse gravity for another creature it can see.
* MultiArmedAndDangerous: An archaic can fight with six arms.
* PowerCopying: Immediately after another creature casts a spell of at most 5th level, an archaic can react by casting the same spell.
* {{Reincarnation}}: Archaics are the reincarnated souls of the oracles of Strixhaven.
* DefeatEqualsExplosion: When an art elemental mascot dies, it explodes
* LivingStatue: A spirit statue mascot is the spirit of a dead creature, housed within a statue.
* SizeShifter: Because
* GravityMaster: An archaic can
* MultiArmedAndDangerous: An archaic can fight with six arms.
* PowerCopying: Immediately after another creature casts a spell of at most 5th level, an archaic can react by casting the same spell.
* {{Reincarnation}}: Archaics are the reincarnated souls of the oracles of Strixhaven.
Changed line(s) 1271,1273 (click to see context) from:
!Theros
[[folder:Anvilwrought]]
->'''Classification:''' Construct (5E)
[[folder:Anvilwrought]]
->'''Classification:''' Construct (5E)
to:
[[folder:Anvilwrought]]
->'''Classification:'''
->'''Challenge Rating:''' 3 (5E)
Changed line(s) 1276,1278 (click to see context) from:
!!Anvilwrought Raptor
->'''Challenge Rating:''' 1/2 (5E)
to:
* TheSymbiote: Brackish trudges are masses of intelligent plants and fungi. Plants grow on their backs, necks and heads; when they die and decay, they become habitat for the fungi.
[[/folder]]
[[folder:Daemogoth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/daemogoth.png]]
->'''Classification:''' Fiend (5E)
->'''Challenge Rating:'''
->'''Alignment:''' LawfulEvil (daemogoth), ChaoticEvil (daemogoth titan)
Changed line(s) 1280,1284 (click to see context) from:
* {{Familiar}}: Some anvilwrought raptors are created expressly to be familiars.
* VoiceChangeling: An anvilwrought raptor can mimic any sound, including voices, it has heard in the last 24 hours.
!!Bronze Sable
->'''Challenge Rating:''' 1 (5E)
* VoiceChangeling: An anvilwrought raptor can mimic any sound, including voices, it has heard in the last 24 hours.
!!Bronze Sable
->'''Challenge Rating:''' 1 (5E)
to:
* {{Familiar}}: Some anvilwrought raptors CastFromHitPoints: A daemogoth can forge a pact of pain with a willing creature, who gains access to a spell that inflicts damage to it when cast, as the daemogoth feeds on its agony.
* EmotionEater: Daemogoths feed on negative emotions, like misery.
* OurDemonsAreDifferent: Daemogoths arecreated expressly to be familiars.
* VoiceChangeling: An anvilwrought raptor can mimic any sound, including voices, it has heardfiendish creatures that feed on negative emotions and lurk in the last 24 hours.
!!Bronze Sable
dark corners of the world, most commonly battlefields. In 5th Edition, they are classified as fiends.
[[/folder]]
[[folder:Mage Hunter]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:'''1 (5E)5 (5E)
->'''Alignment:''' LawfulEvil
Constructs created by the Oriq cult to hunt down mages that oppose them.
* EmotionEater: Daemogoths feed on negative emotions, like misery.
* OurDemonsAreDifferent: Daemogoths are
* VoiceChangeling: An anvilwrought raptor can mimic any sound, including voices, it has heard
!!Bronze Sable
[[/folder]]
[[folder:Mage Hunter]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:'''
->'''Alignment:''' LawfulEvil
Constructs created by the Oriq cult to hunt down mages that oppose them.
Changed line(s) 1286,1289 (click to see context) from:
* ThatsNoMoon: A motionless bronze sable is indistinguishable from a normal statue until it attacks.
!!Burnished Hart
->'''Challenge Rating:''' 2 (5E)
!!Burnished Hart
->'''Challenge Rating:''' 2 (5E)
to:
* ThatsNoMoon: A motionless bronze sable is indistinguishable AttackReflector: As a reaction, a mage hunter can reflect half of the damage it takes from a normal statue until it attacks.
!!Burnished Hart
spell back at the caster.
* MageKiller: As their name would indicate, mage hunters are employed to hunt down spellcasters.
* TrackingSpell: A mage hunter can mystically mark spellcasters, preventing them from hiding themselves from the hunter, who in turns always knows the distance and direction to its quarry as long as both are on the same plane.
* WallCrawl: In its spider-legged form, a mage hunter can effortlessly climb difficult surfaces.
[[/folder]]
[[folder:Mascot]]
->'''Challenge Rating:'''2 (5E)1/4 (5E)
->'''Alignment:''' TrueNeutral
!!Burnished Hart
* MageKiller: As their name would indicate, mage hunters are employed to hunt down spellcasters.
* TrackingSpell: A mage hunter can mystically mark spellcasters, preventing them from hiding themselves from the hunter, who in turns always knows the distance and direction to its quarry as long as both are on the same plane.
* WallCrawl: In its spider-legged form, a mage hunter can effortlessly climb difficult surfaces.
[[/folder]]
[[folder:Mascot]]
->'''Challenge Rating:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 1291,1297 (click to see context) from:
* HornAttack: Burnished harts attack with their antlers.
!!Gold-Forged Sentinel
->'''Challenge Rating:''' 5 (5E)
----
* AttackReflector: Gold-forged sentinels have the ability to turn 4th-level spells cast on them on their original casters.
* BreathWeapon: Gold-forged sentinels can belch cones of fire.
!!Gold-Forged Sentinel
->'''Challenge Rating:''' 5 (5E)
----
* AttackReflector: Gold-forged sentinels have the ability to turn 4th-level spells cast on them on their original casters.
* BreathWeapon: Gold-forged sentinels can belch cones of fire.
to:
* HornAttack: Burnished harts attack with BlobMonster: Inkling mascots are living blobs of shadowy ink, and are classified as oozes.
* DefeatEqualsExplosion: When an art elemental mascot dies, it explodes in a burst of light.
* LivingStatue: A spirit statue mascot is the spirit of a dead creature, housed within a statue.
* SizeShifter: Because of theirantlers.
!!Gold-Forged Sentinel
->'''Challenge Rating:''' 5 (5E)
----
* AttackReflector: Gold-forged sentinels have the ability to turn 4th-level spells cast on them onarithmetic basis, fractal mascots can change their original casters.
* BreathWeapon: Gold-forged sentinels can belch cones of fire.size.
* DefeatEqualsExplosion: When an art elemental mascot dies, it explodes in a burst of light.
* LivingStatue: A spirit statue mascot is the spirit of a dead creature, housed within a statue.
* SizeShifter: Because of their
!!Gold-Forged Sentinel
->'''Challenge Rating:''' 5 (5E)
----
* AttackReflector: Gold-forged sentinels have the ability to turn 4th-level spells cast on them on
* BreathWeapon: Gold-forged sentinels can belch cones of fire.
Changed line(s) 1300,1301 (click to see context) from:
[[folder:Archon]]
->'''Classification:''' Celestial (5E)
->'''Classification:''' Celestial (5E)
to:
[[folder:Anvilwrought]]
->'''Classification:'''
->'''Alignment:''' Unaligned
Changed line(s) 1303,1308 (click to see context) from:
* HorseOfADifferentColor: Archons always ride into battle on fearsome winged mounts, most commonly lions and bulls.
* {{Precursors}}: Archons once ruled vast empires across Theros, before their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world.
!!Archon of Falling Stars
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' LawfulGood
* {{Precursors}}: Archons once ruled vast empires across Theros, before their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world.
!!Archon of Falling Stars
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' LawfulGood
to:
* {{Precursors}}: Archons once ruled vast empires across Theros, before their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world.
!!Archon of Falling Stars
!!Anvilwrought Raptor
->'''Challenge Rating:'''
->'''Alignment:''' LawfulGood
Changed line(s) 1310,1314 (click to see context) from:
* BladeOnAStick: An archon of falling stars wields a spear whose brilliance rivals that of Heliod's.
!!Ashen Rider
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
!!Ashen Rider
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
to:
* BladeOnAStick: {{Familiar}}: Some anvilwrought raptors are created expressly to be familiars.
* VoiceChangeling: Anarchon of falling stars wields a spear whose brilliance rivals that of Heliod's.
!!Ashen Rider
anvilwrought raptor can mimic any sound, including voices, it has heard in the last 24 hours.
!!Bronze Sable
->'''Challenge Rating:'''14 (5E)
->'''Alignment:''' LawfulEvil1 (5E)
* VoiceChangeling: An
!!Ashen Rider
!!Bronze Sable
->'''Challenge Rating:'''
->'''Alignment:''' LawfulEvil
Changed line(s) 1316,1322 (click to see context) from:
* FallenAngel: Archons who resented the spread of humans made their way to the Underworld, whose horrors broke their minds, bodies and spirits and twisted them into ashen riders.
[[/folder]]
[[folder:Cerberus]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 2 (two-headed), 6 (underworld) (5E)
->'''Alignment:''' LawfulEvil
[[/folder]]
[[folder:Cerberus]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 2 (two-headed), 6 (underworld) (5E)
->'''Alignment:''' LawfulEvil
to:
* FallenAngel: Archons who resented the spread of humans made their way to the Underworld, whose horrors broke their minds, bodies and spirits and twisted them into ashen riders.
[[/folder]]
[[folder:Cerberus]]
->'''Classification:''' Monstrosity (5E)
ThatsNoMoon: A motionless bronze sable is indistinguishable from a normal statue until it attacks.
!!Burnished Hart
->'''Challenge Rating:''' 2(two-headed), 6 (underworld) (5E)
->'''Alignment:''' LawfulEvil(5E)
[[/folder]]
[[folder:Cerberus]]
->'''Classification:''' Monstrosity (5E)
!!Burnished Hart
->'''Challenge Rating:''' 2
->'''Alignment:''' LawfulEvil
Changed line(s) 1324,1326 (click to see context) from:
* BigEater: Most cerberi endlessly hunger for fresh meat, especially the flesh of humanoids.
* BreathWeapon: Cerberi can breathe gouts of molten rock.
* MultipleHeadCase: Cerberi have multiple heads. Three-headed cerberi dwell deep in the Underworld, while two-headed ones are thought to be a lesser breed that have interbred with mortal wolves.
* BreathWeapon: Cerberi can breathe gouts of molten rock.
* MultipleHeadCase: Cerberi have multiple heads. Three-headed cerberi dwell deep in the Underworld, while two-headed ones are thought to be a lesser breed that have interbred with mortal wolves.
to:
* BigEater: Most cerberi endlessly hunger for fresh meat, especially HornAttack: Burnished harts attack with their antlers.
!!Gold-Forged Sentinel
->'''Challenge Rating:''' 5 (5E)
----
* AttackReflector: Gold-forged sentinels have theflesh of humanoids.
ability to turn 4th-level spells cast on them on their original casters.
* BreathWeapon:Cerberi Gold-forged sentinels can breathe gouts belch cones of molten rock.
* MultipleHeadCase: Cerberi have multiple heads. Three-headed cerberi dwell deep in the Underworld, while two-headed ones are thought to be a lesser breed that have interbred with mortal wolves.fire.
!!Gold-Forged Sentinel
->'''Challenge Rating:''' 5 (5E)
----
* AttackReflector: Gold-forged sentinels have the
* BreathWeapon:
* MultipleHeadCase: Cerberi have multiple heads. Three-headed cerberi dwell deep in the Underworld, while two-headed ones are thought to be a lesser breed that have interbred with mortal wolves.
Changed line(s) 1329,1332 (click to see context) from:
[[folder:Chimera]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 7 (5E)
->'''Alignment:''' Unaligned
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 7 (5E)
->'''Alignment:''' Unaligned
to:
->'''Classification:'''
->'''Challenge Rating:''' 7 (5E)
->'''Alignment:''' Unaligned
Changed line(s) 1334,1341 (click to see context) from:
* AttackReflector: The chaotic magic that is inherent to a chimera's being allows it to sometimes shrug off spells cast against it and reflect them onto the caster.
* BreathWeapon: Some chimeras are capable of breathing lightning, acidic water, poison or necrotic energy.
* MixAndMatchCritters: The term ''chimera'' applies to a wide variety of disparate monsters that combine the features of multiple beasts. While usually depicted as an amalgam of lion, ram, and dragon, they can appear with nearly endless variations.
[[/folder]]
[[folder:Demon]]
->'''Classification:''' Fiend
->'''Alignment:''' LawfulEvil
* BreathWeapon: Some chimeras are capable of breathing lightning, acidic water, poison or necrotic energy.
* MixAndMatchCritters: The term ''chimera'' applies to a wide variety of disparate monsters that combine the features of multiple beasts. While usually depicted as an amalgam of lion, ram, and dragon, they can appear with nearly endless variations.
[[/folder]]
[[folder:Demon]]
->'''Classification:''' Fiend
->'''Alignment:''' LawfulEvil
to:
* AttackReflector: The chaotic magic that is inherent to a chimera's being allows it to sometimes shrug off spells cast against it HorseOfADifferentColor: Archons always ride into battle on fearsome winged mounts, most commonly lions and reflect them onto bulls.
* {{Precursors}}: Archons once ruled vast empires across Theros, before their dominance ultimately came to an end. As thecaster.
* BreathWeapon: Some chimeras are capable of breathing lightning, acidic water, poison or necrotic energy.
* MixAndMatchCritters: The term ''chimera'' applies to a wide variety of disparate monsters that combine the features of multiple beasts. While usually depicted as an amalgam of lion, ram, and dragon,archon overlords toppled, they can appear with nearly endless variations.
[[/folder]]
[[folder:Demon]]
->'''Classification:''' Fiend
scattered to the fringes of the world.
!!Archon of Falling Stars
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:'''LawfulEvilLawfulGood
* {{Precursors}}: Archons once ruled vast empires across Theros, before their dominance ultimately came to an end. As the
* BreathWeapon: Some chimeras are capable of breathing lightning, acidic water, poison or necrotic energy.
* MixAndMatchCritters: The term ''chimera'' applies to a wide variety of disparate monsters that combine the features of multiple beasts. While usually depicted as an amalgam of lion, ram, and dragon,
[[/folder]]
[[folder:Demon]]
->'''Classification:''' Fiend
!!Archon of Falling Stars
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:'''
Changed line(s) 1343,1347 (click to see context) from:
* DemonOfHumanOrigin: Demons are transformed from the most hateful people who can't let go of the miserable lives they had, and fester in death until they become demons.
* OurDemonsAreDifferent: On Theros, the term ''demon'' encompasses all fiends, and the people do not distinguish between devils, demons or other species. Dungeon Masters running games in Theros are instructed to use whatever fiends they wish, as the Underworld is a big place.
!!Abhorrent Overlord
->'''Challenge Rating:''' 9 (5E)
* OurDemonsAreDifferent: On Theros, the term ''demon'' encompasses all fiends, and the people do not distinguish between devils, demons or other species. Dungeon Masters running games in Theros are instructed to use whatever fiends they wish, as the Underworld is a big place.
!!Abhorrent Overlord
->'''Challenge Rating:''' 9 (5E)
to:
* DemonOfHumanOrigin: Demons are transformed from the most hateful people who can't let go BladeOnAStick: An archon of the miserable lives they had, and fester in death until they become demons.
* OurDemonsAreDifferent: On Theros, the term ''demon'' encompasses all fiends, and the people do not distinguish between devils, demons or other species. Dungeon Masters running games in Theros are instructed to use whatever fiends they wish, as the Underworld isfalling stars wields a big place.
!!Abhorrent Overlord
spear whose brilliance rivals that of Heliod's.
!!Ashen Rider
->'''Challenge Rating:'''9 (5E)14 (5E)
->'''Alignment:''' LawfulEvil
* OurDemonsAreDifferent: On Theros, the term ''demon'' encompasses all fiends, and the people do not distinguish between devils, demons or other species. Dungeon Masters running games in Theros are instructed to use whatever fiends they wish, as the Underworld is
!!Abhorrent Overlord
!!Ashen Rider
->'''Challenge Rating:'''
->'''Alignment:''' LawfulEvil
Changed line(s) 1349,1352 (click to see context) from:
* BadBoss: An abhorrent overlord has no sense of loyalty or camaraderie toward its minions, and often devours members of its retinue.
!!Eater of Hope
->'''Challenge Rating:''' 6 (5E)
!!Eater of Hope
->'''Challenge Rating:''' 6 (5E)
to:
* BadBoss: An abhorrent overlord has no sense FallenAngel: Archons who resented the spread of loyalty or camaraderie toward its minions, humans made their way to the Underworld, whose horrors broke their minds, bodies and often devours members of its retinue.
!!Eater of Hope
spirits and twisted them into ashen riders.
[[/folder]]
[[folder:Cerberus]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 2 (two-headed), 6(5E)(underworld) (5E)
->'''Alignment:''' LawfulEvil
!!Eater of Hope
[[/folder]]
[[folder:Cerberus]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 2 (two-headed), 6
->'''Alignment:''' LawfulEvil
Changed line(s) 1354,1359 (click to see context) from:
* DeathByMaterialism: Eaters of hope revel in using creatures' greed to turn them against one another and their own best interests.
!!Nightmare Shepherd
->'''Challenge Rating:''' 11 (5E)
----
* {{Psychopomp}}: Nightmare shepherds shepherd the dead to one of the five wards of the Underworld where they will spend their dismal eternity.
!!Nightmare Shepherd
->'''Challenge Rating:''' 11 (5E)
----
* {{Psychopomp}}: Nightmare shepherds shepherd the dead to one of the five wards of the Underworld where they will spend their dismal eternity.
to:
* DeathByMaterialism: Eaters of hope revel in using creatures' greed to turn them against one another and their own best interests.
!!Nightmare Shepherd
->'''Challenge Rating:''' 11 (5E)
----
* {{Psychopomp}}: Nightmare shepherds shepherdBigEater: Most cerberi endlessly hunger for fresh meat, especially the dead to one flesh of humanoids.
* BreathWeapon: Cerberi can breathe gouts of molten rock.
* MultipleHeadCase: Cerberi have multiple heads. Three-headed cerberi dwell deep in thefive wards of the Underworld where they will spend their dismal eternity.Underworld, while two-headed ones are thought to be a lesser breed that have interbred with mortal wolves.
!!Nightmare Shepherd
->'''Challenge Rating:''' 11 (5E)
----
* {{Psychopomp}}: Nightmare shepherds shepherd
* BreathWeapon: Cerberi can breathe gouts of molten rock.
* MultipleHeadCase: Cerberi have multiple heads. Three-headed cerberi dwell deep in the
Changed line(s) 1362,1364 (click to see context) from:
[[folder:Eidolon]]
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 3 (flitterstep), 5 (ghostblade) (5E)
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 3 (flitterstep), 5 (ghostblade) (5E)
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:''' Unaligned
Changed line(s) 1366 (click to see context) from:
* OurGhostsAreDifferent: When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. Eidolons keep many skills and details from their past lives, but are disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death.
to:
* OurGhostsAreDifferent: When a mortal soul traumatically sacrifices its identity in order AttackReflector: The chaotic magic that is inherent to escape a chimera's being allows it to sometimes shrug off spells cast against it and reflect them onto the Underworld caster.
* BreathWeapon: Some chimeras are capable of breathing lightning, acidic water, poison or necrotic energy.
* MixAndMatchCritters: The term ''chimera'' applies to a wide variety of disparate monsters that combine the features of multiple beasts. While usually depicted asa Returned, its identity manifests as a spirit-like eidolon. Eidolons keep many skills an amalgam of lion, ram, and details from their past lives, but are disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death.dragon, they can appear with nearly endless variations.
* BreathWeapon: Some chimeras are capable of breathing lightning, acidic water, poison or necrotic energy.
* MixAndMatchCritters: The term ''chimera'' applies to a wide variety of disparate monsters that combine the features of multiple beasts. While usually depicted as
Changed line(s) 1369,1372 (click to see context) from:
[[folder:Fleecemane Lion]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 3 (5E)
->'''Alignment:''' Unaligned
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 3 (5E)
->'''Alignment:''' Unaligned
to:
->'''Classification:'''
->'''Challenge Rating:''' 3 (5E)
->'''Alignment:'''
Changed line(s) 1374,1378 (click to see context) from:
* PantheraAwesome: Fleecemane lions are twice the size of normal lions and possess resplendent manes of silvery or golden hair.
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant (5E)
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant (5E)
to:
* PantheraAwesome: Fleecemane lions DemonOfHumanOrigin: Demons are twice transformed from the size most hateful people who can't let go of normal lions the miserable lives they had, and possess resplendent manes of silvery fester in death until they become demons.
* OurDemonsAreDifferent: On Theros, the term ''demon'' encompasses all fiends, and the people do not distinguish between devils, demons orgolden hair.
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giantother species. Dungeon Masters running games in Theros are instructed to use whatever fiends they wish, as the Underworld is a big place.
!!Abhorrent Overlord
->'''Challenge Rating:''' 9 (5E)
* OurDemonsAreDifferent: On Theros, the term ''demon'' encompasses all fiends, and the people do not distinguish between devils, demons or
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant
!!Abhorrent Overlord
->'''Challenge Rating:''' 9 (5E)
Changed line(s) 1380,1383 (click to see context) from:
!!Doomwake Giant
->'''Challenge Rating:''' 11 (5E)
->'''Alignment:''' LawfulEvil
to:
!!Eater of Hope
->'''Challenge Rating:'''
->'''Alignment:''' LawfulEvil
Changed line(s) 1385,1389 (click to see context) from:
* SelfFulfillingProphecy: Doomwake giants manifest from fears of destruction that infect a whole city or region. Once unleashed, a doomwake giant goes on a rampage, fulfilling the prophecy mortals believed into being.
!!Hundred-Handed One
->'''Challenge Rating:''' 15 (5E)
->'''Alignment:''' LawfulNeutral
!!Hundred-Handed One
->'''Challenge Rating:''' 15 (5E)
->'''Alignment:''' LawfulNeutral
to:
* SelfFulfillingProphecy: Doomwake giants manifest from fears DeathByMaterialism: Eaters of destruction that infect a whole city or region. Once unleashed, a doomwake giant goes on a rampage, fulfilling the prophecy mortals believed into being.
!!Hundred-Handed One
hope revel in using creatures' greed to turn them against one another and their own best interests.
!!Nightmare Shepherd
->'''Challenge Rating:'''15 (5E)
->'''Alignment:''' LawfulNeutral11 (5E)
!!Hundred-Handed One
!!Nightmare Shepherd
->'''Challenge Rating:'''
->'''Alignment:''' LawfulNeutral
Changed line(s) 1391 (click to see context) from:
* MultiArmedAndDangerous: Extra pairs of arms magically orbit the bodies of hundred-handed ones.
to:
* MultiArmedAndDangerous: Extra pairs of arms magically orbit {{Psychopomp}}: Nightmare shepherds shepherd the bodies dead to one of hundred-handed ones.the five wards of the Underworld where they will spend their dismal eternity.
Changed line(s) 1394,1399 (click to see context) from:
[[folder:Hydra]]
!!Ironscale Hydra
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' Unaligned
!!Ironscale Hydra
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' Unaligned
to:
!!Ironscale Hydra
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:''' Unaligned
Changed line(s) 1401 (click to see context) from:
* AcidAttack: Ironscale hydrae have acidic blood, which spill upon those that attack them in close range.
to:
* AcidAttack: Ironscale hydrae have acidic blood, which spill upon OurGhostsAreDifferent: When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. Eidolons keep many skills and details from their past lives, but are disconnected from those that attack them experiences, choosing to wander the world or brood in close range.haunts they're drawn to in death.
Changed line(s) 1404,1405 (click to see context) from:
[[folder:Nymph]]
->'''Classification:''' Fey (5E)
->'''Classification:''' Fey (5E)
to:
->'''Classification:'''
->'''Challenge Rating:''' 3 (5E)
->'''Alignment:''' Unaligned
Changed line(s) 1407,1411 (click to see context) from:
* OurNymphsAreDifferent: Theran nymphs are divine servants that inhabit and protect unspoiled corners of the world, and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature.
!!Alseid
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' ChaoticGood
!!Alseid
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' ChaoticGood
to:
* OurNymphsAreDifferent: Theran nymphs PantheraAwesome: Fleecemane lions are divine servants that inhabit twice the size of normal lions and protect unspoiled corners possess resplendent manes of the world, and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature.
!!Alseid
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' ChaoticGoodsilvery or golden hair.
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant (5E)
!!Alseid
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' ChaoticGood
[[/folder]]
[[folder:Giant]]
->'''Classification:''' Giant (5E)
Changed line(s) 1413,1417 (click to see context) from:
* LightIsGood: Alseids are touched with the golden light of the sun, and protect farmers' flocks and make their crops more abundant.
!!Lampad
->'''Challenge Rating:''' 3 (5E)
->'''Alignment:''' NeutralEvil
!!Lampad
->'''Challenge Rating:''' 3 (5E)
->'''Alignment:''' NeutralEvil
to:
!!Lampad
!!Doomwake Giant
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1419,1423 (click to see context) from:
* {{Psychopomp}}: Lampads guard the shadowed paths of Theros, where they guide the dead to the Underworld and hunt down wayward souls that try to slip back to the mortal world.
!!Naiad
->'''Challenge Rating:''' 2 (5E)
->'''Alignment:''' ChaoticNeutral
!!Naiad
->'''Challenge Rating:''' 2 (5E)
->'''Alignment:''' ChaoticNeutral
to:
* {{Psychopomp}}: Lampads guard the shadowed paths SelfFulfillingProphecy: Doomwake giants manifest from fears of Theros, where they guide the dead to the Underworld and hunt down wayward souls destruction that try to slip back to infect a whole city or region. Once unleashed, a doomwake giant goes on a rampage, fulfilling the mortal world.
!!Naiad
prophecy mortals believed into being.
!!Hundred-Handed One
->'''Challenge Rating:'''2 15 (5E)
->'''Alignment:'''ChaoticNeutralLawfulNeutral
!!Naiad
!!Hundred-Handed One
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1425,1433 (click to see context) from:
* CollectorOfTheStrange: Naiads are curious, often seek out what the seas and rivers claim, and might be found sifting through sunken ruins and shipwrecks for whatever catches their eye.
!!Oread
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
----
* ApeShallNeverKillApe: Oreads refuse to knowingly destroy any land inhabited by other nymphs.
* DealWithTheDevil: Myths tell of cagey smiths befriending oreads and convincing them to aid in creating wondrous items. In many tales, though, the smith's associates eventually find familiar tools and a heap of ashes.
* MagmaMan: Oreads embody the wild might of flames, volcanism, and the hidden forces of the earth.
!!Oread
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
----
* ApeShallNeverKillApe: Oreads refuse to knowingly destroy any land inhabited by other nymphs.
* DealWithTheDevil: Myths tell of cagey smiths befriending oreads and convincing them to aid in creating wondrous items. In many tales, though, the smith's associates eventually find familiar tools and a heap of ashes.
* MagmaMan: Oreads embody the wild might of flames, volcanism, and the hidden forces of the earth.
to:
* CollectorOfTheStrange: Naiads are curious, often seek out what MultiArmedAndDangerous: Extra pairs of arms magically orbit the seas and rivers claim, and might be found sifting through sunken ruins and shipwrecks for whatever catches their eye.
!!Oread
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
----
* ApeShallNeverKillApe: Oreads refuse to knowingly destroy any land inhabited by other nymphs.
* DealWithTheDevil: Myths tellbodies of cagey smiths befriending oreads and convincing them to aid in creating wondrous items. In many tales, though, the smith's associates eventually find familiar tools and a heap of ashes.
* MagmaMan: Oreads embody the wild might of flames, volcanism, and the hidden forces of the earth.hundred-handed ones.
!!Oread
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
----
* ApeShallNeverKillApe: Oreads refuse to knowingly destroy any land inhabited by other nymphs.
* DealWithTheDevil: Myths tell
* MagmaMan: Oreads embody the wild might of flames, volcanism, and the hidden forces of the earth.
Changed line(s) 1436,1439 (click to see context) from:
[[folder:Phylaskia]]
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 9 (5E)
->'''Alignment:''' LawfulNeutral
->'''Classification:''' Undead (5E)
->'''Challenge Rating:''' 9 (5E)
->'''Alignment:''' LawfulNeutral
to:
!!Ironscale Hydra
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1441 (click to see context) from:
* DemBones: These skeletal creatures guard the borders of the Underworld and its various wards.
to:
* DemBones: These skeletal creatures guard the borders of the Underworld and its various wards.AcidAttack: Ironscale hydrae have acidic blood, which spill upon those that attack them in close range.
Changed line(s) 1444,1446 (click to see context) from:
[[folder:Returned]]
->'''Classification:''' Undead (5E)
Those who die on Theros are sent to the underworld, ruled by the god Erebos. Here, they are set to wander eternally aimless. For those who are unhappy with this fate, Bleak-Hearted Erebos offers an alternative; The dead may leave the underworld, walking once again among the living, but must in return give up all memories of their old life, and are not allowed to form new ones.
->'''Classification:''' Undead (5E)
Those who die on Theros are sent to the underworld, ruled by the god Erebos. Here, they are set to wander eternally aimless. For those who are unhappy with this fate, Bleak-Hearted Erebos offers an alternative; The dead may leave the underworld, walking once again among the living, but must in return give up all memories of their old life, and are not allowed to form new ones.
to:
->'''Classification:'''
Those who die on Theros are sent to the underworld, ruled by the god Erebos. Here, they are set to wander eternally aimless. For those who are unhappy with this fate, Bleak-Hearted Erebos offers an alternative; The dead may leave the underworld, walking once again among the living, but must in return give up all memories of their old life, and are not allowed to form new ones.
Changed line(s) 1448,1454 (click to see context) from:
* TheBlank: The experience of escaping the Underworld causes these creatures to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths.
* CoolMask: Returned cover the blank surfaces on their face with distinctive golden masks. Despite their sheer value, most people on Theros know the tales of the Returned and want nothing to do with such cursed relics or with those who try to sell them.
* SoullessShell: Returned have escaped the Underworld and dwell among the living once more, but no longer possess their identity or the ability to form long-term memories.
!!Returned Drifter
->'''Challenge Rating:''' 1/4 (5E)
->'''Alignment:''' LawfulNeutral
* CoolMask: Returned cover the blank surfaces on their face with distinctive golden masks. Despite their sheer value, most people on Theros know the tales of the Returned and want nothing to do with such cursed relics or with those who try to sell them.
* SoullessShell: Returned have escaped the Underworld and dwell among the living once more, but no longer possess their identity or the ability to form long-term memories.
!!Returned Drifter
->'''Challenge Rating:''' 1/4 (5E)
->'''Alignment:''' LawfulNeutral
to:
* TheBlank: The experience of escaping the Underworld causes these creatures to lose their faces, which become expressionless surfaces with empty eye sockets OurNymphsAreDifferent: Theran nymphs are divine servants that inhabit and gaping mouths.
* CoolMask: Returned cover the blank surfaces on their face with distinctive golden masks. Despite their sheer value, most people on Theros know the talesprotect unspoiled corners of the Returned world, and want nothing to do infuse their surroundings with such cursed relics or with the magic of Nyx. Some are benevolent and aid those who try to sell them.
* SoullessShell: Returned have escapedlive off the Underworld and dwell among the living once more, but no longer possess their identity or the ability to form long-term memories.
!!Returned Drifter
land, while others embody violent aspects of nature.
!!Alseid
->'''Challenge Rating:'''1/4 1 (5E)
->'''Alignment:'''LawfulNeutralChaoticGood
* CoolMask: Returned cover the blank surfaces on their face with distinctive golden masks. Despite their sheer value, most people on Theros know the tales
* SoullessShell: Returned have escaped
!!Returned Drifter
!!Alseid
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1456,1460 (click to see context) from:
* EmptyShell: Stripped of the passions that motivated their fligh and shunned by the living, Returned drifters typically seek places where they'll be left in peace, and go through half-hearted parodies of life.
!!Returned Palamnite
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
!!Returned Palamnite
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
to:
* EmptyShell: Stripped LightIsGood: Alseids are touched with the golden light of the passions that motivated sun, and protect farmers' flocks and make their fligh and shunned by the living, Returned drifters typically seek places where they'll be left in peace, and go through half-hearted parodies of life.
!!Returned Palamnite
crops more abundant.
!!Lampad
->'''Challenge Rating:'''4 3 (5E)
->'''Alignment:'''ChaoticEvilNeutralEvil
!!Returned Palamnite
!!Lampad
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1462,1466 (click to see context) from:
* AxCrazy: The lives of these Returned were filled with such pain and hatred that violence now suffuses their undead bodies. Such makes them exceptionally dangerous to the living, as they know only suffering and seek to spread it whenever the opportunity arises.
!!Returned Sentry
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' LawfulEvil
!!Returned Sentry
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' LawfulEvil
to:
* AxCrazy: The lives {{Psychopomp}}: Lampads guard the shadowed paths of these Returned were filled with such pain and hatred that violence now suffuses their undead bodies. Such makes them exceptionally dangerous Theros, where they guide the dead to the living, as they know only suffering Underworld and seek hunt down wayward souls that try to spread it whenever slip back to the opportunity arises.
!!Returned Sentry
mortal world.
!!Naiad
->'''Challenge Rating:'''1 2 (5E)
->'''Alignment:'''LawfulEvilChaoticNeutral
!!Returned Sentry
!!Naiad
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1468 (click to see context) from:
* UndeadLaborers: Due to their tirelessness, Returned sentries make them exceptional guards, and are often employed as sentries in necropoleis, or less frequently messengers or workers.
to:
* UndeadLaborers: Due to CollectorOfTheStrange: Naiads are curious, often seek out what the seas and rivers claim, and might be found sifting through sunken ruins and shipwrecks for whatever catches their tirelessness, Returned sentries make eye.
!!Oread
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
----
* ApeShallNeverKillApe: Oreads refuse to knowingly destroy any land inhabited by other nymphs.
* DealWithTheDevil: Myths tell of cagey smiths befriending oreads and convincing themexceptional guards, to aid in creating wondrous items. In many tales, though, the smith's associates eventually find familiar tools and are often employed as sentries in necropoleis, or less frequently messengers or workers.a heap of ashes.
* MagmaMan: Oreads embody the wild might of flames, volcanism, and the hidden forces of the earth.
!!Oread
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
----
* ApeShallNeverKillApe: Oreads refuse to knowingly destroy any land inhabited by other nymphs.
* DealWithTheDevil: Myths tell of cagey smiths befriending oreads and convincing them
* MagmaMan: Oreads embody the wild might of flames, volcanism, and the hidden forces of the earth.
Changed line(s) 1471,1474 (click to see context) from:
[[folder:Typhon]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 15 (5E)
->'''Alignment:''' ChaoticEvil
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 15 (5E)
->'''Alignment:''' ChaoticEvil
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 1476,1477 (click to see context) from:
* SoulEating: Typhons rampage through the realm of the dead, consuming souls by the thousands.
* WasOnceAMan: Typhons were once mortal warlords and tyrants whose festering bitterness and rage transformed them into eternally ravenous monstrosities.
* WasOnceAMan: Typhons were once mortal warlords and tyrants whose festering bitterness and rage transformed them into eternally ravenous monstrosities.
to:
* SoulEating: Typhons rampage through DemBones: These skeletal creatures guard the realm borders of the dead, consuming souls by the thousands.
* WasOnceAMan: Typhons were once mortal warlordsUnderworld and tyrants whose festering bitterness and rage transformed them into eternally ravenous monstrosities.its various wards.
* WasOnceAMan: Typhons were once mortal warlords
Changed line(s) 1480,1483 (click to see context) from:
[[folder:Woe Strider]]
->'''Classification:''' Aberration (5E)
->'''Challenge Rating:''' 7 (5E)
->'''Alignment:''' ChaoticEvil
->'''Classification:''' Aberration (5E)
->'''Challenge Rating:''' 7 (5E)
->'''Alignment:''' ChaoticEvil
to:
->'''Classification:'''
->'''Alignment:''' ChaoticEvil
Changed line(s) 1485,1486 (click to see context) from:
* AntiMagic: The woe strider's open mouth creates an area of antimagic.
* WasOnceAMan: The souls of those who've broken the bonds of destiny transform into hunched, long-limbed horrors known as woe striders after centuries.
* WasOnceAMan: The souls of those who've broken the bonds of destiny transform into hunched, long-limbed horrors known as woe striders after centuries.
to:
* AntiMagic: TheBlank: The woe strider's open mouth creates an area experience of antimagic.
escaping the Underworld causes these creatures to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths.
*WasOnceAMan: The souls CoolMask: Returned cover the blank surfaces on their face with distinctive golden masks. Despite their sheer value, most people on Theros know the tales of the Returned and want nothing to do with such cursed relics or with those who've broken who try to sell them.
* SoullessShell: Returned have escaped thebonds Underworld and dwell among the living once more, but no longer possess their identity or the ability to form long-term memories.
!!Returned Drifter
->'''Challenge Rating:''' 1/4 (5E)
->'''Alignment:''' LawfulNeutral
----
* EmptyShell: Stripped ofdestiny transform into hunched, long-limbed horrors known the passions that motivated their fligh and shunned by the living, Returned drifters typically seek places where they'll be left in peace, and go through half-hearted parodies of life.
!!Returned Palamnite
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
----
* AxCrazy: The lives of these Returned were filled with such pain and hatred that violence now suffuses their undead bodies. Such makes them exceptionally dangerous to the living, aswoe striders after centuries.they know only suffering and seek to spread it whenever the opportunity arises.
!!Returned Sentry
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' LawfulEvil
----
* UndeadLaborers: Due to their tirelessness, Returned sentries make them exceptional guards, and are often employed as sentries in necropoleis, or less frequently messengers or workers.
*
* SoullessShell: Returned have escaped the
!!Returned Drifter
->'''Challenge Rating:''' 1/4 (5E)
->'''Alignment:''' LawfulNeutral
----
* EmptyShell: Stripped of
!!Returned Palamnite
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' ChaoticEvil
----
* AxCrazy: The lives of these Returned were filled with such pain and hatred that violence now suffuses their undead bodies. Such makes them exceptionally dangerous to the living, as
!!Returned Sentry
->'''Challenge Rating:''' 1 (5E)
->'''Alignment:''' LawfulEvil
----
* UndeadLaborers: Due to their tirelessness, Returned sentries make them exceptional guards, and are often employed as sentries in necropoleis, or less frequently messengers or workers.
Added DiffLines:
[[folder:Typhon]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 15 (5E)
->'''Alignment:''' ChaoticEvil
----
* SoulEating: Typhons rampage through the realm of the dead, consuming souls by the thousands.
* WasOnceAMan: Typhons were once mortal warlords and tyrants whose festering bitterness and rage transformed them into eternally ravenous monstrosities.
[[/folder]]
[[folder:Woe Strider]]
->'''Classification:''' Aberration (5E)
->'''Challenge Rating:''' 7 (5E)
->'''Alignment:''' ChaoticEvil
----
* AntiMagic: The woe strider's open mouth creates an area of antimagic.
* WasOnceAMan: The souls of those who've broken the bonds of destiny transform into hunched, long-limbed horrors known as woe striders after centuries.
[[/folder]]
Is there an issue? Send a MessageReason:
None
[[folder:Death Dragon]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 10 (lesser), 14 (greater) (5E)\\
'''Alignment:''' ChaoticEvil
----
* BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
* {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and so do the zombies created by its breath weapon.
[[/folder]]
->'''Classification:''' Undead (5E)\\
'''Challenge Rating:''' 10 (lesser), 14 (greater) (5E)\\
'''Alignment:''' ChaoticEvil
----
* BreathWeapon: The breath weapon they had in life is twisted into a wave of ghostly purple flames.
* {{Dracolich}}: Death dragons are the undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic and retaining a shadow of their former personality.
* WreathedInFlames: A death dragon's bones burn with violet Cataclysmic fire, and so do the zombies created by its breath weapon.
[[/folder]]
Changed line(s) 143,144 (click to see context) from:
[[folder:Kender]]
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
to:
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
->'''Classification:''' Construct (5E)\\
'''Challenge Rating:''' 6 (5E)\\
'''Alignment:''' Unaligned
* MechanicalInsects: Istarian drones resemble short, stout mantises. They have four scuttling insectile legs and barbed, scythe-shaped arms.
[[/folder]]
[[folder:Kender]]
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
----
[[/folder]]
[[folder:Kender]]
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
----
Changed line(s) 364,365 (click to see context) from:
* PsychicPowers: The Quori are natural psions, with each type having different psychic abilities.
to:
* PsychicPowers: The Quori quori are natural psions, with each type having different psychic abilities.
Changed line(s) 482 (click to see context) from:
* DarkIsNotEvil: Unlike regular undead, the Undying are animated by the faith and prayers of their followers (religion in Eberron operates heavily on the conept of faith rather than actual divine entities), instead of negative energies.
to:
* DarkIsNotEvil: Unlike regular undead, the Undying are animated by the faith and prayers of their followers (religion in Eberron operates heavily on the conept concept of faith rather than actual divine entities), instead of negative energies.
Changed line(s) 640 (click to see context) from:
* CombatTentacles: A death mbrace is surrounded by six 60-foot-long tentacles, which grasp and petrify prey.
to:
* CombatTentacles: A death mbrace embrace is surrounded by six 60-foot-long tentacles, which grasp and petrify prey.
Changed line(s) 1459 (click to see context) from:
* WasOnceAMan: Typhons were once mortal warlords and tyrants whose festering bitterness and rage transformed them into eternally ravenous monstrosities.
to:
* WasOnceAMan: Typhons were once mortal warlords and tyrants whose festering festering bitterness and rage transformed them into eternally ravenous monstrosities.
Changed line(s) 1468 (click to see context) from:
* WasOnceAMan: The souls of those who've broken the bonds of destiny transform into hunched, long-limbed horrors known as woe striders after centuries.
to:
* WasOnceAMan: The souls of those who've broken the bonds of destiny transform into hunched, long-limbed horrors horrors known as woe striders after centuries.
Is there an issue? Send a MessageReason:
Deleted line(s) 896 (click to see context) :
* PinocchioSyndrome: Carrionettes resent their toy bodies, and truly wish to be real, living beings. They would be sympathetic had they not also been homicidal.
Is there an issue? Send a MessageReason:
An Axe To Grind is no longer a trope
Deleted line(s) 520 (click to see context) :
* AnAxeToGrind: One of the titan's arms ends in a gigantic axe.
Is there an issue? Send a MessageReason:
Simple Staff has been disambiguated
Deleted line(s) 612 (click to see context) :
* SimpleStaff: Core spawn seers carry magical "fission staves". They don't use these staves to cast spells, but they ''do'' use them to smack adventurers around for heavy damage.
Is there an issue? Send a MessageReason:
The Playable Races page is being revamped to focus on races with 5E rules, so this is unfortunately the best place for the kender at the moment.
Changed line(s) 143,146 (click to see context) from:
[[folder:Mandibear]]
->'''Classification:''' Magical Beast (3E)
->'''Challenge Rating:''' 5 (3E)
->'''Alignment:''' ChaoticNeutral
->'''Classification:''' Magical Beast (3E)
->'''Challenge Rating:''' 5 (3E)
->'''Alignment:''' ChaoticNeutral
to:
->'''Classification:''' Magical Beast (3E)
->'''Challenge Rating:''' 5 (3E)
->'''Alignment:''' ChaoticNeutral
A race of small, elf-like humanoids native to Krynn, kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
Changed line(s) 148,149 (click to see context) from:
* BearsAreBadNews: Mandibears resemble giant stuffed bears, and are violently territorial creatures that will hunt down any perceived intruders in their territory as soon as they catch the slightest scent.
* KillerRabbit: Many adventurers have met their deaths due to mandibears' disarmingly cuteness.
* KillerRabbit: Many adventurers have met their deaths due to mandibears' disarmingly cuteness.
to:
* BearsAreBadNews: Mandibears resemble giant stuffed bears, and are violently territorial creatures BeautyEqualsGoodness: Well, "Cuteness Equals Goodness", but the same principle applies. The fact that will hunt down any kender are so childlike and cute is pointed out as part of their fundamental goodness and why they are an important part of the world around them.
* BerserkButton: Don't call a kender a thief. It's one of the few things that makes them mad.
* CuriousAsAMonkey: So curious that they examine the contents of other people's pockets.
* CuteCrittersActChildlike: They're small people, and tend to be playful, curious, and lacking in self-preservation. The novels and gamebooks are adamant that this is supposed to be perceivedintruders as endearing.
* ChaoticStupid: This is how they're perceived both InUniverse and out; a near-total lack of fear, combined with intense curiosity, a short attention span, and a low tolerance for boredom, means kenders are very prone to doing dangerous things just because they can or because it amused them. There's a reason there's a Krynnish saying that amounts to "the most terrifying sound in the world is a Kender saying 'oops'."
* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth... at least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.
* FragileSpeedster: They are small, childlike, dexterous rogues, so naturally they can't take a lot of punishment.
* GameplayAndStoryIntegration:
** Kender were literally created by the Hickmans asking themselves "okay, halflings in ''D&D'' 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.
** In a reversal of the usual use of this trope, fans of ''TabletopGame/DungeonsAndDragons'' have been known to create house rules to reflect their propensity to pull random crap out of their pockets and pouches. Also, literally their only rule difference to normal halflings relates to their unique abilities, such as taunting and fear resistance.
* {{Hobbits}}: They were designed to fill the same niche as ''D&D'''s halflings, but bear little resemblance to Tolkien's hobbits apart from size.
* {{Hypocrite}}: As mentioned above, kender hate thievery and thieves, but are incapable of keeping out of peoples' homes and pockets. They protest that they always intend to return the things they steal, but that doesn't change the fact that they steal them in the first place.
* InterspeciesRomance: Would you believe they can have children with humans? Because it's true.
* KleptomaniacHero: Kender players are ''encouraged'' to act like this, simply because kender always grab whatever looks interesting and then stick it in theirterritory as soon as they catch pocket.
* TheLoonie: The game-designer's intention for theslightest scent.
* KillerRabbit: Many adventurers have metkender is for them to be harmless versions of this trope. By canon, kender are supposed to steal interesting knicknacks, like shiny pebbles, chunks of glass, and other bits and bobs that look neat but aren't actually worth anything. Naturally, there are players who seized upon their deaths due kleptomanical fluff to mandibears' disarmingly cuteness.both pilfer everything that might be valuable, and to harass the party by stealing anything and everything belonging to other members of the party. Additionally, they are supposed be a race designed for comedic mischief and a good way to keep the game interesting, but other players could instead wind up as disruptive and annoying.
* StickyFingers: This is pretty much their most defining trait, to the point the "typical kender greeting" from other races is to curse at the kender and protectively grab their pockets or pouches.
* BerserkButton: Don't call a kender a thief. It's one of the few things that makes them mad.
* CuriousAsAMonkey: So curious that they examine the contents of other people's pockets.
* CuteCrittersActChildlike: They're small people, and tend to be playful, curious, and lacking in self-preservation. The novels and gamebooks are adamant that this is supposed to be perceived
* ChaoticStupid: This is how they're perceived both InUniverse and out; a near-total lack of fear, combined with intense curiosity, a short attention span, and a low tolerance for boredom, means kenders are very prone to doing dangerous things just because they can or because it amused them. There's a reason there's a Krynnish saying that amounts to "the most terrifying sound in the world is a Kender saying 'oops'."
* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth... at least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.
* FragileSpeedster: They are small, childlike, dexterous rogues, so naturally they can't take a lot of punishment.
* GameplayAndStoryIntegration:
** Kender were literally created by the Hickmans asking themselves "okay, halflings in ''D&D'' 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.
** In a reversal of the usual use of this trope, fans of ''TabletopGame/DungeonsAndDragons'' have been known to create house rules to reflect their propensity to pull random crap out of their pockets and pouches. Also, literally their only rule difference to normal halflings relates to their unique abilities, such as taunting and fear resistance.
* {{Hobbits}}: They were designed to fill the same niche as ''D&D'''s halflings, but bear little resemblance to Tolkien's hobbits apart from size.
* {{Hypocrite}}: As mentioned above, kender hate thievery and thieves, but are incapable of keeping out of peoples' homes and pockets. They protest that they always intend to return the things they steal, but that doesn't change the fact that they steal them in the first place.
* InterspeciesRomance: Would you believe they can have children with humans? Because it's true.
* KleptomaniacHero: Kender players are ''encouraged'' to act like this, simply because kender always grab whatever looks interesting and then stick it in their
* TheLoonie: The game-designer's intention for the
* KillerRabbit: Many adventurers have met
* StickyFingers: This is pretty much their most defining trait, to the point the "typical kender greeting" from other races is to curse at the kender and protectively grab their pockets or pouches.
Changed line(s) 152,155 (click to see context) from:
[[folder:Mewling Troll]]
->'''Classification:''' Giant (3E)
->'''Challenge Rating:''' 11 (3E)
->'''Alignment:''' NeutralEvil
->'''Classification:''' Giant (3E)
->'''Challenge Rating:''' 11 (3E)
->'''Alignment:''' NeutralEvil
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 157,159 (click to see context) from:
* BlackSpeech: Mewling trolls don't speak any languages; instead, they can utter gibbering sounds that can hypnotise foes.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted with vines and leaves.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position in combat, but can also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted with vines and leaves.
to:
* BlackSpeech: Mewling trolls don't speak any languages; instead, they can utter gibbering sounds BearsAreBadNews: Mandibears resemble giant stuffed bears, and are violently territorial creatures that can hypnotise foes.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this positionwill hunt down any perceived intruders in combat, but can also run on all fours to reduce stress on their body.
territory as soon as they catch the slightest scent.
*TheSymbiote: A mewling troll's hide is matted with vines and leaves.KillerRabbit: Many adventurers have met their deaths due to mandibears' disarmingly cuteness.
* RunningOnAllFours: Mewling trolls are naturally bipedal and always assume this position
*
Changed line(s) 162,165 (click to see context) from:
[[folder:Tylor]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 6 (3E)
->'''Alignment:''' Same as parent dragon
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 6 (3E)
->'''Alignment:''' Same as parent dragon
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Changed line(s) 167,168 (click to see context) from:
* HorseOfADifferentColor: Tylors are prized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can breed true with other tylors descended from the same dragon species.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can breed true with other tylors descended from the same dragon species.
to:
* HorseOfADifferentColor: Tylors BlackSpeech: Mewling trolls don't speak any languages; instead, they can utter gibbering sounds that can hypnotise foes.
* RunningOnAllFours: Mewling trolls areprized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatorinaturally bipedal and true dragons, and always assume this position in combat, but can breed true also run on all fours to reduce stress on their body.
* TheSymbiote: A mewling troll's hide is matted withother tylors descended from the same dragon species.vines and leaves.
* RunningOnAllFours: Mewling trolls are
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori
* TheSymbiote: A mewling troll's hide is matted with
Added DiffLines:
[[folder:Tylor]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 6 (3E)
->'''Alignment:''' Same as parent dragon
----
* HorseOfADifferentColor: Tylors are prized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can breed true with other tylors descended from the same dragon species.
[[/folder]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 6 (3E)
->'''Alignment:''' Same as parent dragon
----
* HorseOfADifferentColor: Tylors are prized by many as mounts.
* TrueBreedingHybrid: Tylors are the result of interbreeding between hatori and true dragons, and can breed true with other tylors descended from the same dragon species.
[[/folder]]
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Added DiffLines:
* OutOfTurnInteraction: The Nivix cyclops' Spell Vitalization reaction lets it move and attack in response to someone casting a spell.
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''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
to:
''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\Edition]]''\\
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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
to:
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\Deities]]''\\
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
to:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
Is there an issue? Send a MessageReason:
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[[folder:Akleu]]
->'''Classification:''' Outsider (3E)\\
'''Challenge Rating:''' 8 (3E)\\
'''Alignment:''' NeutralEvil
----
* InvisibleMonsters: {{Downplayed|Trope}}. Though not fully invisible, an akleu is hard to hit due to its translucent flesh.
* PrimalStance: Akleu are stooped and hunched bipeds, and frequently crawl on all fours.
[[/folder]]
Changed line(s) 199 (click to see context) from:
The elites and lieutenants of Daelkyr armies. Dolgaunts are made from hobgoblin stock, horribly twisted and removed of anything save their basic shape.
to:
The elites and lieutenants of Daelkyr daelkyr armies. Dolgaunts are made from hobgoblin stock, horribly twisted and removed of anything save their basic shape.
[[folder:Dolgrue]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
----
* AxCrazy: Dolgrues revel in the chaos of battle and only listen to superiors' orders when magically compelled. When left to their own devices, bands of dolgrues torture and eat everything in their path.
* BioweaponBeast: Dolgrues are bred from bugbear stock for the sole purpose of mindless destruction.
[[/folder]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
----
* AxCrazy: Dolgrues revel in the chaos of battle and only listen to superiors' orders when magically compelled. When left to their own devices, bands of dolgrues torture and eat everything in their path.
* BioweaponBeast: Dolgrues are bred from bugbear stock for the sole purpose of mindless destruction.
[[/folder]]
Changed line(s) 272 (click to see context) from:
* TheBeautifulElite: The Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
to:
* TheBeautifulElite: The By human standards, most Inspired are quite comely, having naturally high Charisma, and are collectively the rulers of a tyrannical empire.
Deleted line(s) 275 (click to see context) :
* KnifeNut: The Inspired often wield daggers made of crysteel.
Changed line(s) 294,297 (click to see context) from:
[[folder:Quori]]
->'''Classification:''' Outsider (3.5), Aberration (5E)
->'''Alignment:''' LawfulEvil
Otherworldly entities from Dal Quor, the plane of dreams. They tried to invade Eberron in physical form forty thousand years ago, only to be pushed back when the giants used powerful magic to permanently cut Dal Quor off from the Material Plane. Since then, the quori have found new ways to exert their influence over the waking world…
->'''Classification:''' Outsider (3.5), Aberration (5E)
->'''Alignment:''' LawfulEvil
Otherworldly entities from Dal Quor, the plane of dreams. They tried to invade Eberron in physical form forty thousand years ago, only to be pushed back when the giants used powerful magic to permanently cut Dal Quor off from the Material Plane. Since then, the quori have found new ways to exert their influence over the waking world…
to:
->'''Classification:''' Outsider
->'''Alignment:''' LawfulEvil
Otherworldly entities from Dal Quor, the plane of dreams. They tried to invade Eberron in physical form forty thousand years ago, only to be pushed back when the giants used powerful magic to permanently cut Dal Quor off from the Material Plane. Since then, the quori have found new ways to exert their influence over the waking world…
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' NeutralEvil
Changed line(s) 299,306 (click to see context) from:
* DemonicPossession: In Eberron, quori are typically encountered while possessing a host body, most commonly those of the Inspired.
* EternalRecurrence: Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered LawfulEvil, a number of good aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The Quori are natural psions, with each type having different psychic abilities.
!!Du'ulora
->'''Challenge Rating:''' 11 (3E)
* EternalRecurrence: Dal Quor alternates between ages of light and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares that serve a dark power known as il-Lashtavar, or the Dreaming Dark.
* MySpeciesDothProtestTooMuch: While quori are generally considered LawfulEvil, a number of good aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The Quori are natural psions, with each type having different psychic abilities.
!!Du'ulora
->'''Challenge Rating:''' 11 (3E)
to:
* DemonicPossession: In Eberron, quori are typically encountered while possessing BrainMonster: A kyra manifests as a host body, most commonly those of the Inspired.
* EternalRecurrence: Dal Quor alternates between ages of lightmassive brain with vibrating cilia, eight membranous wings, and darkness at regular intervals. The ending of the current Age of Darkness would mark the end of the quori, so the Dreaming Dark wants five tentacles.
* DeaderThanDead: If ''wish'', ''miracle'' or ''true resurrection'' fails tobreak bring back someone whose soul has been absorbed by a kyra, this cycle and keep creature cannot be resurrected by mortal magic.
* OmnicidalManiac: Kyras only live for revenge against all other life, including theirAge of Darkness going indefinitely.
former daelkyr masters.
*LivingDream: The quori are the embodiments of dreams SoulEating: After killing an intelligent foe, a kyra can absorb its corpse and nightmares that serve a dark soul, growing in power known as il-Lashtavar, or the Dreaming Dark.
and preventing resurrection.
*MySpeciesDothProtestTooMuch: While quori SupernaturalFearInducer: A kyra exudes a supernatural aura of fear.
* WeakenedByTheLight: Kyras aregenerally considered LawfulEvil, a number of good aligned quori vulnerable to sunlight and often live in self-imposed exile from Dal Quor. They often end up bonding with humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The Quori are natural psions, with each type having different psychic abilities.
!!Du'ulora
->'''Challengevast caverns deep underground.
[[/folder]]
[[folder:Opabinia]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''11 (3E)2 (3E)\\
'''Alignment:''' TrueNeutral
* EternalRecurrence: Dal Quor alternates between ages of light
* DeaderThanDead: If ''wish'', ''miracle'' or ''true resurrection'' fails to
* OmnicidalManiac: Kyras only live for revenge against all other life, including their
*
*
* WeakenedByTheLight: Kyras are
* PsychicPowers: The Quori are natural psions, with each type having different psychic abilities.
!!Du'ulora
->'''Challenge
[[/folder]]
[[folder:Opabinia]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
'''Alignment:''' TrueNeutral
Changed line(s) 308,316 (click to see context) from:
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
->'''Challenge Rating:''' 9 (3E, 5E)
Loremasters and judges of the Quori, appearing in their true shape as countless tendrils they can shape however they like.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
->'''Challenge Rating:''' 9 (3E, 5E)
Loremasters and judges of the Quori, appearing in their true shape as countless tendrils they can shape however they like.
to:
* CombatTentacles: The du'ulora fights ExtraEyes: An opabinia has five multifaceted eyes.
* {{Mutants}}: These creatures were mutated and enlarged bygrappling its enemies with tentacles formed the daelkyr to serve as amphibious attack animals.
[[/folder]]
[[folder:Quori]]
->'''Classification:''' Outsider (3.5), Aberration (5E)
->'''Alignment:''' LawfulEvil
Otherworldly entities fromshadow matter.
* EyesDoNotBelongThere: EachDal Quor, the plane of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage, stripping foes ofdreams. They tried to invade Eberron in physical form forty thousand years ago, only to be pushed back when the giants used powerful magic to permanently cut Dal Quor off from the Material Plane. Since then, the quori have found new ways to exert their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
->'''Challenge Rating:''' 9 (3E, 5E)
Loremasters and judges ofinfluence over the Quori, appearing in their true shape as countless tendrils they can shape however they like.waking world…
* {{Mutants}}: These creatures were mutated and enlarged by
[[/folder]]
[[folder:Quori]]
->'''Classification:''' Outsider (3.5), Aberration (5E)
->'''Alignment:''' LawfulEvil
Otherworldly entities from
* EyesDoNotBelongThere: Each
* HatePlague: The du'ulora's fury aura induces rage, stripping foes of
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
->'''Challenge Rating:''' 9 (3E, 5E)
Loremasters and judges of
Changed line(s) 318,325 (click to see context) from:
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* PsiBlast: 5th edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* PsiBlast: 5th edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.
to:
* CounterAttack: When DemonicPossession: In Eberron, quori are typically encountered while possessing a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
host body, most commonly those of the Inspired.
*EmotionBomb: EternalRecurrence: Dal Quor alternates between ages of light and darkness at regular intervals. The idyllic touch ending of a hashalaq can make it victim laugh the current Age of Darkness would mark the end of the quori, so hard the Dreaming Dark wants to break this cycle and keep their Age of Darkness going indefinitely.
* LivingDream: The quori are the embodiments of dreams and nightmares thatthey fall prone.
serve a dark power known as il-Lashtavar, or the Dreaming Dark.
*PsiBlast: 5th edition hashalaqs primarily attack MySpeciesDothProtestTooMuch: While quori are generally considered LawfulEvil, a number of good aligned quori live in self-imposed exile from Dal Quor. They often end up bonding with Mind Thrust, humans, and this bond has given rise to a sub-race of humans known as the kalashtar.
* PsychicPowers: The Quori are natural psions, with each type having different psychicpower that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
abilities.
!!Du'ulora
->'''Challenge Rating:'''20 (3E), 19 (5E)
Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.11 (3E)
*
* LivingDream: The quori are the embodiments of dreams and nightmares that
*
* PsychicPowers: The Quori are natural psions, with each type having different psychic
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
!!Du'ulora
->'''Challenge Rating:'''
Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.
* CombatTentacles: The du'ulora fights by grappling its enemies with tentacles formed from shadow matter.
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
->'''Challenge Rating:''' 9 (3E, 5E)
Loremasters and judges of the Quori, appearing in their true shape as countless tendrils they can shape however they like.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* PsiBlast: 5th edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.
----
* EyesDoNotBelongThere: Each of a du'ulora's tentacles is capped with an eyeball.
* HatePlague: The du'ulora's fury aura induces rage, stripping foes of their ability to use magic or sophisticated tactics.
* {{Oculothorax}}: The du'ulora's body is a bulbous mass dominated by a central eye.
* PlayingWithFire: After constricting an enemy, a du'ulora can call on its inner rage to trigger spontaneous combustion.
!!Hashalaq
->'''Challenge Rating:''' 9 (3E, 5E)
Loremasters and judges of the Quori, appearing in their true shape as countless tendrils they can shape however they like.
----
* CounterAttack: When a hashalaq takes damage, it can force its attacker to experience painful empathic feedback.
* EmotionBomb: The idyllic touch of a hashalaq can make it victim laugh so hard that they fall prone.
* PsiBlast: 5th edition hashalaqs primarily attack with Mind Thrust, a psychic power that inflicts large amounts of psychic damage to the victim.
* SenseFreak: Inhabiting human bodies as Inspired has granted the hashalaqs a taste for the hedonistic urges of humanity.
!!Kalaraq
->'''Challenge Rating:''' 20 (3E), 19 (5E)
Lords and rulers of the Quori, appearing in their true form as shapes of shadows outlined by a red cloud of energy and countless floating eyes.
----
Changed line(s) 465,470 (click to see context) from:
!Exandria
[[folder:Aeorian Hunter]]
->'''Classification:''' Monstrosity (5E)
->'''Alignment:''' NeutralEvil
Monsters bred by an ancient civilization to take down supernatural beings. Though the civilization which created them has long since fallen into ruin, the Aeorian hunters still exist, posing a massive threat to all other forms of life.
[[folder:Aeorian Hunter]]
->'''Classification:''' Monstrosity (5E)
->'''Alignment:''' NeutralEvil
Monsters bred by an ancient civilization to take down supernatural beings. Though the civilization which created them has long since fallen into ruin, the Aeorian hunters still exist, posing a massive threat to all other forms of life.
to:
[[folder:Aeorian Hunter]]
->'''Classification:'''
->'''Alignment:''' NeutralEvil
Monsters bred by an ancient civilization to take down supernatural beings. Though the civilization which created them has long since fallen into ruin, the Aeorian hunters still exist, posing a massive threat to all other forms of life.
'''Challenge Rating:''' 17 (3E)\\
'''Alignment:''' ChaoticEvil
Changed line(s) 472,481 (click to see context) from:
* TheAgeless: Aeorian hunters do not age and don't require sustenance.
* ApeShallNeverKillApe: Aeorian hunters have never been seen attacking each other, despite their prospensity for violence.
* BioweaponBeast: They are unnatural monsters created through magical experimentation, bred with the purpose of laying waste to their creators' enemies.
* MageKiller: Aeorian hunters were tailor-made to fight fiends, fey, and other beings who wield magical power. All hunters are innately resistant to magic, and each breed of hunter can mess with enemy spellcasters in its own unique way, whether by countering the spells before they can take effect or turning them against their casters.
* PhotographicMemory: Each Aeorian hunter has perfect recall of every experience since the moment of its creation.
!!Aeorian Absorber
->'''Challenge Rating:''' 10 (5E)
Quadrupedal hunters resembling big cats or monstrous canines. They can absorb magical energy from an enemy mage's spell and shoot it back at them.
* ApeShallNeverKillApe: Aeorian hunters have never been seen attacking each other, despite their prospensity for violence.
* BioweaponBeast: They are unnatural monsters created through magical experimentation, bred with the purpose of laying waste to their creators' enemies.
* MageKiller: Aeorian hunters were tailor-made to fight fiends, fey, and other beings who wield magical power. All hunters are innately resistant to magic, and each breed of hunter can mess with enemy spellcasters in its own unique way, whether by countering the spells before they can take effect or turning them against their casters.
* PhotographicMemory: Each Aeorian hunter has perfect recall of every experience since the moment of its creation.
!!Aeorian Absorber
->'''Challenge Rating:''' 10 (5E)
Quadrupedal hunters resembling big cats or monstrous canines. They can absorb magical energy from an enemy mage's spell and shoot it back at them.
to:
* TheAgeless: Aeorian hunters do not age ArtificialHybrid: Xenostelids are the result of daelkyr fusing together giant arachnids and don't require sustenance.
centipedes.
*ApeShallNeverKillApe: Aeorian hunters have never been seen attacking each other, despite their prospensity for violence.
* BioweaponBeast: TheyAxCrazy: Xenostelids are unnatural monsters created through magical experimentation, obsessed with devouring any creature weaker than themselves.
* MixAndMatchCritters: A xenostelid has the head and body of a centipede, four scorpion claws, and eight spidery legs.
* TrueBreedingHybrid: Since the first xenostelids were successfully hybridised, the species has bredwith true.
* UndyingLoyalty: Xenostelids worship thepurpose of laying waste to their creators' enemies.
* MageKiller: Aeorian hunters were tailor-made to fight fiends, fey,daelkyr as gods and other beings who wield magical power. All hunters are innately resistant to magic, and each breed of hunter can mess with enemy spellcasters in its own unique way, whether by countering the spells before they can take effect or turning obey them against their casters.
* PhotographicMemory: Each Aeorian hunter has perfect recall of every experience since the moment of its creation.
!!Aeorian Absorber
->'''Challengeunquestioningly.
[[/folder]]
[[folder:Xorbeast]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''10 (5E)
Quadrupedal hunters resembling big cats or monstrous canines. They can absorb magical energy from an enemy mage's spell and shoot it back at them.7 (3E)\\
'''Alignment:''' NeutralEvil
*
* BioweaponBeast: They
* MixAndMatchCritters: A xenostelid has the head and body of a centipede, four scorpion claws, and eight spidery legs.
* TrueBreedingHybrid: Since the first xenostelids were successfully hybridised, the species has bred
* UndyingLoyalty: Xenostelids worship the
* MageKiller: Aeorian hunters were tailor-made to fight fiends, fey,
* PhotographicMemory: Each Aeorian hunter has perfect recall of every experience since the moment of its creation.
!!Aeorian Absorber
->'''Challenge
[[/folder]]
[[folder:Xorbeast]]
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:'''
Quadrupedal hunters resembling big cats or monstrous canines. They can absorb magical energy from an enemy mage's spell and shoot it back at them.
'''Alignment:''' NeutralEvil
Changed line(s) 483,490 (click to see context) from:
* AttackReflector: An Aeorian absorber can draw magical energy into its body and release that energy in devastating blasts through its tail.
* EyeBeams: The eye on the end of its tail can fire energy beams fueled by the magic it absorbs from enemy spells.
* EyesDoNotBelongThere: An absorber has a giant eyeball on the end of its tail.
!!Aeorian Nullifier
->'''Challenge Rating:''' 12 (5E)
Reptilian hunters whose torsos are covered in dozens of gnashing mouths. They have the power to negate magic spells.
* EyeBeams: The eye on the end of its tail can fire energy beams fueled by the magic it absorbs from enemy spells.
* EyesDoNotBelongThere: An absorber has a giant eyeball on the end of its tail.
!!Aeorian Nullifier
->'''Challenge Rating:''' 12 (5E)
Reptilian hunters whose torsos are covered in dozens of gnashing mouths. They have the power to negate magic spells.
to:
* AttackReflector: An BlobMonster: {{Downplayed|Trope}}. Though not true oozes, xorbeasts' gelatinous body protects them from attacks against vital organs.
[[/folder]]
!Exandria
[[folder:Aeorian Hunter]]
->'''Classification:''' Monstrosity (5E)
->'''Alignment:''' NeutralEvil
Monsters bred by an ancient civilization to take down supernatural beings. Though the civilization which created them has long since fallen into ruin, the Aeorianabsorber can draw magical energy into its body and release that energy in devastating blasts through its tail.
* EyeBeams: The eye on the end of its tail can fire energy beams fueled by the magic it absorbs from enemy spells.
* EyesDoNotBelongThere: An absorber has a giant eyeball on the end of its tail.
!!Aeorian Nullifier
->'''Challenge Rating:''' 12 (5E)
Reptilianhunters whose torsos are covered in dozens still exist, posing a massive threat to all other forms of gnashing mouths. They have the power to negate magic spells.life.
[[/folder]]
!Exandria
[[folder:Aeorian Hunter]]
->'''Classification:''' Monstrosity (5E)
->'''Alignment:''' NeutralEvil
Monsters bred by an ancient civilization to take down supernatural beings. Though the civilization which created them has long since fallen into ruin, the Aeorian
* EyeBeams: The eye on the end of its tail can fire energy beams fueled by the magic it absorbs from enemy spells.
* EyesDoNotBelongThere: An absorber has a giant eyeball on the end of its tail.
!!Aeorian Nullifier
->'''Challenge Rating:''' 12 (5E)
Reptilian
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* MageKiller: Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects.
* TooManyMouths: An Aeorian nullifier's torso is covered in grotesque mouths filled with razor-sharp teeth, which can drive other creatures mad with a cacophony of gnashing.
!!Aeorian Reverser
->'''Challenge Rating:''' 8 (5E)
Ursine hunters with the power to negate magical healing, causing such spells to inflict wounds rather than mend them.
* TooManyMouths: An Aeorian nullifier's torso is covered in grotesque mouths filled with razor-sharp teeth, which can drive other creatures mad with a cacophony of gnashing.
!!Aeorian Reverser
->'''Challenge Rating:''' 8 (5E)
Ursine hunters with the power to negate magical healing, causing such spells to inflict wounds rather than mend them.
to:
* TheAgeless: Aeorian hunters do not age and don't require sustenance.
* ApeShallNeverKillApe: Aeorian hunters have never been seen attacking each other, despite their prospensity for violence.
* BioweaponBeast: They are unnatural monsters created through magical experimentation, bred with the purpose of laying waste to their creators' enemies.
* MageKiller:Nullifiers are the bane of all magic users, with their physical forms Aeorian hunters were tailor-made to fight fiends, fey, and innate powers shaped specifically to resist and cancel other beings who wield magical effects.
power. All hunters are innately resistant to magic, and each breed of hunter can mess with enemy spellcasters in its own unique way, whether by countering the spells before they can take effect or turning them against their casters.
*TooManyMouths: An PhotographicMemory: Each Aeorian nullifier's torso is covered in grotesque mouths filled with razor-sharp teeth, which can drive other creatures mad with a cacophony hunter has perfect recall of gnashing.
every experience since the moment of its creation.
!!AeorianReverser
Absorber
->'''Challenge Rating:'''8 10 (5E)
Ursine Quadrupedal hunters with the power to negate resembling big cats or monstrous canines. They can absorb magical healing, causing such spells to inflict wounds rather than mend energy from an enemy mage's spell and shoot it back at them.
* ApeShallNeverKillApe: Aeorian hunters have never been seen attacking each other, despite their prospensity for violence.
* BioweaponBeast: They are unnatural monsters created through magical experimentation, bred with the purpose of laying waste to their creators' enemies.
* MageKiller:
*
!!Aeorian
->'''Challenge Rating:'''
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* AntiRegeneration: Aeorian reversers nullify and turn their enemies' healing magic against them.
[[/folder]]
[[folder:Core Spawn]]
->'''Classification:''' Aberration (5E)
->'''Alignment:''' ChaoticEvil
Chthonic monsters created by the [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]. While core spawn normally dwell deep underground, cataclysmic earthquakes and other forms of intense seismic activity can bring them up to the surface world.
[[/folder]]
[[folder:Core Spawn]]
->'''Classification:''' Aberration (5E)
->'''Alignment:''' ChaoticEvil
Chthonic monsters created by the [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]. While core spawn normally dwell deep underground, cataclysmic earthquakes and other forms of intense seismic activity can bring them up to the surface world.
to:
* AntiRegeneration: AttackReflector: An Aeorian reversers nullify absorber can draw magical energy into its body and turn their enemies' healing magic against them.
[[/folder]]
[[folder:Core Spawn]]
->'''Classification:''' Aberration (5E)
->'''Alignment:''' ChaoticEvil
Chthonic monsters createdrelease that energy in devastating blasts through its tail.
* EyeBeams: The eye on the end of its tail can fire energy beams fueled by the[[Characters/DungeonsAndDragonsElderEvils Elder Evils]]. While core spawn normally dwell deep underground, cataclysmic earthquakes and other forms of intense seismic activity can bring them up to magic it absorbs from enemy spells.
* EyesDoNotBelongThere: An absorber has a giant eyeball on thesurface world.end of its tail.
!!Aeorian Nullifier
->'''Challenge Rating:''' 12 (5E)
Reptilian hunters whose torsos are covered in dozens of gnashing mouths. They have the power to negate magic spells.
[[/folder]]
[[folder:Core Spawn]]
->'''Classification:''' Aberration (5E)
->'''Alignment:''' ChaoticEvil
Chthonic monsters created
* EyeBeams: The eye on the end of its tail can fire energy beams fueled by the
* EyesDoNotBelongThere: An absorber has a giant eyeball on the
!!Aeorian Nullifier
->'''Challenge Rating:''' 12 (5E)
Reptilian hunters whose torsos are covered in dozens of gnashing mouths. They have the power to negate magic spells.
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* BigCreepyCrawlies: Many core spawn look like oversized, vaguely Lovecraftian arthropods.
* NoSell: All core spawn are immune to psychic damage.
* PsychicPowers: Deep spawn emissaries and seers have innate telepathic powers, and the seer can attack by hurling harmful globs of psionic energy at their victims.
!!Core Spawn Larva
->'''Challenge Rating:''' 1 (5E)
Wormlike creatures that prowl the depths in groups, looking for prey to eviscerate with their claws, mandibles, and tail stingers.
* NoSell: All core spawn are immune to psychic damage.
* PsychicPowers: Deep spawn emissaries and seers have innate telepathic powers, and the seer can attack by hurling harmful globs of psionic energy at their victims.
!!Core Spawn Larva
->'''Challenge Rating:''' 1 (5E)
Wormlike creatures that prowl the depths in groups, looking for prey to eviscerate with their claws, mandibles, and tail stingers.
to:
* BigCreepyCrawlies: Many core spawn look like oversized, vaguely Lovecraftian arthropods.
* NoSell: All core spawnMageKiller: Nullifiers are immune to psychic damage.
* PsychicPowers: Deep spawn emissariesthe bane of all magic users, with their physical forms and seers have innate telepathic powers, powers shaped specifically to resist and the seer cancel magical effects.
* TooManyMouths: An Aeorian nullifier's torso is covered in grotesque mouths filled with razor-sharp teeth, which canattack by hurling harmful globs drive other creatures mad with a cacophony of psionic energy at their victims.
!!Core Spawn Larva
gnashing.
!!Aeorian Reverser
->'''Challenge Rating:'''1 (5E)
Wormlike creatures that prowl the depths in groups, looking for prey to eviscerate8 (5E)
Ursine hunters withtheir claws, mandibles, and tail stingers.the power to negate magical healing, causing such spells to inflict wounds rather than mend them.
* NoSell: All core spawn
* PsychicPowers: Deep spawn emissaries
* TooManyMouths: An Aeorian nullifier's torso is covered in grotesque mouths filled with razor-sharp teeth, which can
!!Core Spawn Larva
!!Aeorian Reverser
->'''Challenge Rating:'''
Wormlike creatures that prowl the depths in groups, looking for prey to eviscerate
Ursine hunters with
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* EyelessFace: Core spawn larvae have no eyes, and are blind beyond their blindsight radius.
* SupernaturalFearInducer: The bite of a core spawn crawler can leave its victim stricken with momentary fear.
!!Core Spawn Emissary
->'''Challenge Rating:''' 6 (5E)
Flying horrors which bedevil their victims with scythe-like talons, poisonous spores, and the thrumming of their wings.
* SupernaturalFearInducer: The bite of a core spawn crawler can leave its victim stricken with momentary fear.
!!Core Spawn Emissary
->'''Challenge Rating:''' 6 (5E)
Flying horrors which bedevil their victims with scythe-like talons, poisonous spores, and the thrumming of their wings.
to:
* EyelessFace: Core spawn larvae have no eyes, AntiRegeneration: Aeorian reversers nullify and are blind beyond turn their blindsight radius.
* SupernaturalFearInducer: The bite of aenemies' healing magic against them.
[[/folder]]
[[folder:Core Spawn]]
->'''Classification:''' Aberration (5E)
->'''Alignment:''' ChaoticEvil
Chthonic monsters created by the [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]. While core spawncrawler normally dwell deep underground, cataclysmic earthquakes and other forms of intense seismic activity can leave its victim stricken with momentary fear.
!!Core Spawn Emissary
->'''Challenge Rating:''' 6 (5E)
Flying horrors which bedevil their victims with scythe-like talons, poisonous spores, andbring them up to the thrumming of their wings.surface world.
* SupernaturalFearInducer: The bite of a
[[/folder]]
[[folder:Core Spawn]]
->'''Classification:''' Aberration (5E)
->'''Alignment:''' ChaoticEvil
Chthonic monsters created by the [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]. While core spawn
!!Core Spawn Emissary
->'''Challenge Rating:''' 6 (5E)
Flying horrors which bedevil their victims with scythe-like talons, poisonous spores, and
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* BrownNote: The droning of an emissary's wings can put nearby non-aberrations into a trance, leaving them unable to fight off the creature.
* PoisonousPerson: Core spawn emissaries can expel clouds of crystalline spores, which act like a contact poison and can be deadly if inhaled.
!!Core Spawn Seer
->'''Challenge Rating:''' 13 (5E)
* PoisonousPerson: Core spawn emissaries can expel clouds of crystalline spores, which act like a contact poison and can be deadly if inhaled.
!!Core Spawn Seer
->'''Challenge Rating:''' 13 (5E)
to:
* BrownNote: The droning of an emissary's wings can put nearby non-aberrations into a trance, leaving them unable to fight off the creature.BigCreepyCrawlies: Many core spawn look like oversized, vaguely Lovecraftian arthropods.
*PoisonousPerson: Core NoSell: All core spawn are immune to psychic damage.
* PsychicPowers: Deep spawn emissaries and seers have innate telepathic powers, and the seer canexpel clouds attack by hurling harmful globs of crystalline spores, which act like a contact poison and can be deadly if inhaled.
psionic energy at their victims.
!!Core SpawnSeer
Larva
->'''Challenge Rating:'''13 (5E)1 (5E)
Wormlike creatures that prowl the depths in groups, looking for prey to eviscerate with their claws, mandibles, and tail stingers.
*
* PsychicPowers: Deep spawn emissaries and seers have innate telepathic powers, and the seer can
!!Core Spawn
->'''Challenge Rating:'''
Wormlike creatures that prowl the depths in groups, looking for prey to eviscerate with their claws, mandibles, and tail stingers.
Added DiffLines:
* EyelessFace: Core spawn larvae have no eyes, and are blind beyond their blindsight radius.
* SupernaturalFearInducer: The bite of a core spawn crawler can leave its victim stricken with momentary fear.
!!Core Spawn Emissary
->'''Challenge Rating:''' 6 (5E)
Flying horrors which bedevil their victims with scythe-like talons, poisonous spores, and the thrumming of their wings.
----
* BrownNote: The droning of an emissary's wings can put nearby non-aberrations into a trance, leaving them unable to fight off the creature.
* PoisonousPerson: Core spawn emissaries can expel clouds of crystalline spores, which act like a contact poison and can be deadly if inhaled.
!!Core Spawn Seer
->'''Challenge Rating:''' 13 (5E)
----
* SupernaturalFearInducer: The bite of a core spawn crawler can leave its victim stricken with momentary fear.
!!Core Spawn Emissary
->'''Challenge Rating:''' 6 (5E)
Flying horrors which bedevil their victims with scythe-like talons, poisonous spores, and the thrumming of their wings.
----
* BrownNote: The droning of an emissary's wings can put nearby non-aberrations into a trance, leaving them unable to fight off the creature.
* PoisonousPerson: Core spawn emissaries can expel clouds of crystalline spores, which act like a contact poison and can be deadly if inhaled.
!!Core Spawn Seer
->'''Challenge Rating:''' 13 (5E)
----
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/corrupted_giant_shark.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/death_embrace.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gloomstalker.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/light_devourer.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/moorbounder.png]]
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[[folder:Bodytaker Plant]]
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
to:
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
->'''Classification:''' Aberration (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' ChaoticEvil
* CombatTentacles: Backward men and shoot out tentacles from their mouths to attack at a distance.
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, only to turn invisible, then intrude into their mark's home, rearranging furniture, taking valuables, and making ghostly noises.
[[/folder]]
[[folder:Bodytaker Plant]]
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
----
* {{Gaslighting}}: Backward men prefer to play with victims before attacking. They steal small objects and allow themselves to be temporarily seen from afar, only to turn invisible, then intrude into their mark's home, rearranging furniture, taking valuables, and making ghostly noises.
[[/folder]]
[[folder:Bodytaker Plant]]
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
----
->'''Classification:''' Monstrous Humanoid (3E)\\
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
'''Challenge Rating:''' 4 (3E)\\
'''Alignment:''' TrueNeutral
Changed line(s) 809,810 (click to see context) from:
[[folder:Necrichor]]
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
to:
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
->'''Classification:''' Elemental (3E)\\
'''Alignment:''' NeutralEvil
Changed line(s) 812,815 (click to see context) from:
* BlobMonster: Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
to:
* BlobMonster: Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will returnA blood elemental is formed from dead within the week, unless their remains are splashed with holy blood or water or hallowed. Unfortunately, such is uncommon in drawn from the Domains lungs of Dread.the drowned.
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return
* LifeDrain: A blood elemental that slams a foe can drink blood from its skin to heal itself.
* ManOnFire: A pyre elemental can touch a corpse to animate it as a zombie and skeleton, which bursts into flames, and randomly attacks creatures and sets fire until it burns away.
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[[folder:Unspeakable Horror]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
to:
The domains of dread are not
Undead formed from the
Changed line(s) 821,822 (click to see context) from:
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
to:
* EldritchAbomination: Dear ''god'', these things BlobMonster: Necrichors are horrifying. Shaped essentially oozes made of the mists themselves, the Unspeakable Horrors blood, and even have no obligation to to obey the laws of nature.
signature ooze ability Pseudopod.
*TakenForGranite: One of PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within theHexes week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the horror can use is the Petrifying Hex, which does exactly what it sounds like.Domains of Dread.
*
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the
Added DiffLines:
[[folder:Unspeakable Horror]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
----
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
[[/folder]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
----
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
[[/folder]]
Added DiffLines:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/daemogoth.png]]
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''[[Characters/DungeonsAndDragonsDeities Deities]]'': Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
to:
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
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Changed line(s) 6,7 (click to see context) from:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
to:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]
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Changed line(s) 6,7 (click to see context) from:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
to:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[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]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] | [[Characters/DungeonsAndDragonsUndead Undead]] | '''Setting-Specific Creatures'''\\
to:
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[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]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | '''Setting-Specific Creatures'''\\
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Changed line(s) 6,7 (click to see context) from:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
to:
''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | [[Characters/EberronNations Nations]]) | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) ]] -]]]
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Changed line(s) 557 (click to see context) from:
->'''Alignment:''' Unaligned
to:
->'''Alignment:''' UnalignedChaoticEvil
* HumanShield: The death embrace uses creatures it caught in its tentacles as shields to absorb attacks.
Changed line(s) 607,609 (click to see context) from:
[[folder:Moorbounder]]
->'''Classification:''' Beast (5E)
->'''Challenge Rating:''' 1 (moorbounder), 3 (bristled moorbounder) (5E)
->'''Classification:''' Beast (5E)
->'''Challenge Rating:''' 1 (moorbounder), 3 (bristled moorbounder) (5E)
to:
->'''Classification:'''
->'''Challenge Rating:'''
Deleted line(s) 611 (click to see context) :
Predatory marshland beasts, moorbounders are occasionally captured and tamed for use as mounts.
Changed line(s) 613,614 (click to see context) from:
* HorseOfADifferentColor: Moorbounders are prized mounts for those willing to capture and train them.
* OurMonstersAreWeird: Take a panther. Give it the tusks of a warthog and the eyes of a frog. Optionally cover it with razor-sharp bristles five feet in length. You now have a moorbounder.
* OurMonstersAreWeird: Take a panther. Give it the tusks of a warthog and the eyes of a frog. Optionally cover it with razor-sharp bristles five feet in length. You now have a moorbounder.
to:
* HorseOfADifferentColor: Moorbounders are prized mounts for those willing LightEmUp: The light devourer is named after its ability to capture absorb bright light and train them.
* OurMonstersAreWeird: Take a panther. Giveconvert it the tusks of a warthog and the eyes of a frog. Optionally cover it into energy to sear its prey.
* MoreTeethThanTheOsmondFamily: A light devourer's mouth is filled withrazor-sharp bristles five feet in length. You now have a moorbounder.numerous needle-like teeth.
* OurMonstersAreWeird: Take a panther. Give
* MoreTeethThanTheOsmondFamily: A light devourer's mouth is filled with
[[folder:Moorbounder]]
->'''Classification:''' Beast (5E)
->'''Challenge Rating:''' 1 (moorbounder), 3 (bristled moorbounder) (5E)
->'''Alignment:''' Unaligned
Predatory marshland beasts, moorbounders are occasionally captured and tamed for use as mounts.
----
* HorseOfADifferentColor: Moorbounders are prized mounts for those willing to capture and train them.
* OurMonstersAreWeird: Take a panther. Give it the tusks of a warthog and the eyes of a frog. Optionally cover it with razor-sharp bristles five feet in length. You now have a moorbounder.
[[/folder]]
->'''Classification:''' Beast (5E)
->'''Challenge Rating:''' 1 (moorbounder), 3 (bristled moorbounder) (5E)
->'''Alignment:''' Unaligned
Predatory marshland beasts, moorbounders are occasionally captured and tamed for use as mounts.
----
* HorseOfADifferentColor: Moorbounders are prized mounts for those willing to capture and train them.
* OurMonstersAreWeird: Take a panther. Give it the tusks of a warthog and the eyes of a frog. Optionally cover it with razor-sharp bristles five feet in length. You now have a moorbounder.
[[/folder]]
[[folder:Scuttling Serpentmaw]]
->'''Classification:''' Aberration (5E)
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' Unaligned
----
* TooManyMouths: A scuttling serpentmaw has an extra maw concealed on the back of its shell.
[[/folder]]
->'''Classification:''' Aberration (5E)
->'''Challenge Rating:''' 4 (5E)
->'''Alignment:''' Unaligned
----
* TooManyMouths: A scuttling serpentmaw has an extra maw concealed on the back of its shell.
[[/folder]]
Changed line(s) 650,652 (click to see context) from:
[[folder:Swavain Basilisk]]
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 7 (5E)
->'''Classification:''' Monstrosity (5E)
->'''Challenge Rating:''' 7 (5E)
to:
->'''Classification:'''
->'''Challenge Rating:'''
Deleted line(s) 654 (click to see context) :
Distant oceanic cousins of the terrestrial basilisk.
Changed line(s) 656,657 (click to see context) from:
* SeaSerpents: Whereas terrestrial basilisks are eight-legged reptiles, the oceanic Swavain basilisks are limbless, serpentine creatures resembling giant eels.
* TakenForGranite: Like their land-dwelling cousins, Swavain basilisks can turn enemies to stone, albeit by secreting a thick oil.
* TakenForGranite: Like their land-dwelling cousins, Swavain basilisks can turn enemies to stone, albeit by secreting a thick oil.
to:
* SeaSerpents: Whereas terrestrial basilisks are eight-legged reptiles, DefeatEqualsExplosion: When a slithering bloodfin dies, it explodes in a cloud of toxic gore and blood.
* LifeDrain: A slithering bloodfin heals itself by draining life energy from prey.
* MixAndMatchCritters: A slithering bloodfin has theoceanic Swavain basilisks are limbless, serpentine creatures resembling body of a giant eels.
* TakenForGranite: Like their land-dwelling cousins, Swavain basilisks can turn enemies to stone, albeit by secretingeel and the head of a thick oil.shark.
* LifeDrain: A slithering bloodfin heals itself by draining life energy from prey.
* MixAndMatchCritters: A slithering bloodfin has the
* TakenForGranite: Like their land-dwelling cousins, Swavain basilisks can turn enemies to stone, albeit by secreting
Changed line(s) 660,664 (click to see context) from:
[[folder:Udaak]]
->'''Classification:''' Fiend (5E)
->'''Challenge Rating:''' 16 (5E)
->'''Alignment:''' ChaoticEvil
Monstrous beasts originally summoned from the Abyss.
->'''Classification:''' Fiend (5E)
->'''Challenge Rating:''' 16 (5E)
->'''Alignment:''' ChaoticEvil
Monstrous beasts originally summoned from the Abyss.
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Monstrous beasts originally summoned from the Abyss.
Changed line(s) 666,668 (click to see context) from:
* BeastOfBattle: The warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire.
* MixAndMatchCritters: Udaaks resemble an immense, demonic cross between ox and gorilla.
* MultiArmedAndDangerous: Their artwork depicts them as having four muscular arms.
* MixAndMatchCritters: Udaaks resemble an immense, demonic cross between ox and gorilla.
* MultiArmedAndDangerous: Their artwork depicts them as having four muscular arms.
to:
* BeastOfBattle: The warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures EmotionBomb: Creatures swimming near a sorrowfish school are put in the war against the Dwendalian Empire.
* MixAndMatchCritters: Udaaks resemble an immense, demonic cross between ox and gorilla.
* MultiArmedAndDangerous: Their artwork depicts them as having four muscular arms.a dismal mood.
* MixAndMatchCritters: Udaaks resemble an immense, demonic cross between ox and gorilla.
* MultiArmedAndDangerous: Their artwork depicts them as having four muscular arms.
Changed line(s) 671,678 (click to see context) from:
!TabletopGame/ForgottenRealms
[[folder:Sarrukh]]
->'''Classification:''' Monstrous Humanoid (3E)
->'''Challenge Rating:''' 21
->'''Alignment:''' NeutralEvil
One of the five progenitor races of the Forgotten Realms, the sarrukh once ruled the continent of Faerûn before a variety of factors led to their decline. They created most of the world's intelligent reptilian creatures to act as their servants.
[[folder:Sarrukh]]
->'''Classification:''' Monstrous Humanoid (3E)
->'''Challenge Rating:''' 21
->'''Alignment:''' NeutralEvil
One of the five progenitor races of the Forgotten Realms, the sarrukh once ruled the continent of Faerûn before a variety of factors led to their decline. They created most of the world's intelligent reptilian creatures to act as their servants.
to:
[[folder:Sarrukh]]
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
One
Distant oceanic cousins of the
Changed line(s) 680,687 (click to see context) from:
* CreatingLife: The nagas, yuan-ti and lizardfolk are the result of sarrukh breeding and experiments.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
* DyingRace: The sarrukh are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
to:
* CreatingLife: The nagas, yuan-ti and lizardfolk SeaSerpents: Whereas terrestrial basilisks are eight-legged reptiles, the result of sarrukh breeding and experiments.
* DyingRace: The sarrukhoceanic Swavain basilisks are nearly extinct in the present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.limbless, serpentine creatures resembling giant eels.
*MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall ofTakenForGranite: Like their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the powerland-dwelling cousins, Swavain basilisks can turn enemies to reshape any reptilian being as they see fit just stone, albeit by touching them, but it only works on beings native to the Forgotten Realms. secreting a thick oil.
* DyingRace: The sarrukh
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
*
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power
Changed line(s) 690,695 (click to see context) from:
[[folder:Song Dragon]]
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 2-24 (3E, varies with age category)
->'''Alignment:''' ChaoticNeutral (2E), ChaoticGood or ChaoticNeutral (3E)
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
->'''Classification:''' Dragon (3E)
->'''Challenge Rating:''' 2-24 (3E, varies with age category)
->'''Alignment:''' ChaoticNeutral (2E), ChaoticGood or ChaoticNeutral (3E)
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in
Monstrous beasts originally summoned from the
Changed line(s) 697,703 (click to see context) from:
* ArtEvolution: The 2E weredragon is wingless and serpentine, with a very long tail. The 3E song dragon is instead winged, and largely resembles a smaller copper dragon with silvery scales.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
* BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
to:
* ArtEvolution: BeastOfBattle: The 2E weredragon is wingless warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and serpentine, with a very long tail. The 3E song dragon is instead winged, they have begun using these dread creatures in the war against the Dwendalian Empire.
* MixAndMatchCritters: Udaaks resemble an immense, demonic cross between ox andlargely resembles a smaller copper dragon with silvery scales.
gorilla.
*BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to put on weight.
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.MultiArmedAndDangerous: Their artwork depicts them as having four muscular arms.
* MixAndMatchCritters: Udaaks resemble an immense, demonic cross between ox and
*
* BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune to all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the form of human women and their love of integrating into human society, and were simply called "weredragons" in their original appearance. They are not, however, true werecreatures in-universe.
Changed line(s) 706,709 (click to see context) from:
!TabletopGame/{{Ghostwalk}}
[[folder:Ghost]]
->'''Classification:''' Outsider (3E)
->'''Alignment:''' Any
[[folder:Ghost]]
->'''Classification:''' Outsider (3E)
->'''Alignment:''' Any
to:
[[folder:Ghost]]
[[folder:Sarrukh]]
->'''Classification:'''
->'''Challenge Rating:''' 21
->'''Alignment:'''
One of the five progenitor races of the Forgotten Realms, the sarrukh once ruled the continent of Faerûn before a variety of factors led to their decline. They created most of the world's intelligent reptilian creatures to act as their servants.
Changed line(s) 711 (click to see context) from:
* OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they are not tied to one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like living characters, but can only gain levels in the eidolon or eidoloncer classes.
to:
* OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' CreatingLife: The nagas, yuan-ti and lizardfolk are spirits the result of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they sarrukh breeding and experiments.
* DyingRace: The sarrukh arenot tied to one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like living characters, but can only gain levels nearly extinct in the eidolon present day, with the few that remain prioritizing their continued survival above all else.
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs oreidoloncer classes.a radically different body structure, or granting it supernatural powers.
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
* DyingRace: The sarrukh are
* MakeMyMonsterGrow: They can enlarge other reptilian beings just by touching them.
* MakerOfMonsters: They created most of the sentient reptilian monsters in the Forgotten Realms by uplifting pre-existing creatures through magic. In 3rd edition they can touch a reptilian creature and modify it in practically any way they see fit, including (but not limited to) boosting its ability scores, giving it extra limbs or
* NoSelfBuffs: The touch of a sarrukh can transform another reptilian being in any way that the sarrukh sees fit, but it has no effect on the sarrukh itself or others of its kind.
* {{Precursors}}: The sarrukh were the overlords of some of Toril's oldest civilisations, but today, thousands of years after the fall of their empires, the sarrukh are all but extinct.
* SnakePeople: An individual sarrukh's body may be either bipedal or snakelike. A snakelike sarrukh has a serpentine body and head, plus two powerful arms. A bipedal sarrukh has a humanoid upper body and limbs with a snake-like lower torso.
* YourMagicsNoGoodHere: They have the power to reshape any reptilian being as they see fit just by touching them, but it only works on beings native to the Forgotten Realms.
Changed line(s) 714,719 (click to see context) from:
!TabletopGame/{{Ravenloft}}
[[folder:Akikage]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
[[folder:Akikage]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
to:
[[folder:Akikage]]
->'''Classification:'''
'''Challenge
->'''Challenge Rating:'''
'''Alignment:''' LawfulEvil
->'''Alignment:''' ChaoticNeutral (2E), ChaoticGood or ChaoticNeutral (3E)
Song dragons, first described in 2nd Edition as weredragons, are a species of relatively small dragons that spend most of their time in the form of comely human women.
Changed line(s) 721,724 (click to see context) from:
* AssassinOutclassin: Akikage arise from the souls of assassins who failed to kill their targets and died for their troubles.
* AnIcePerson: Akikage can attempt to incapacitate or kill foes with a chilling touch attack.
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
* AnIcePerson: Akikage can attempt to incapacitate or kill foes with a chilling touch attack.
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
to:
* AssassinOutclassin: Akikage arise from the souls of assassins who failed to kill their targets ArtEvolution: The 2E weredragon is wingless and died for their troubles.
* AnIcePerson: Akikage can attempt to incapacitate or kill foesserpentine, with a chilling touch attack.
very long tail. The 3E song dragon is instead winged, and largely resembles a smaller copper dragon with silvery scales.
*InvisibleMonsters: Akikage can turn invisible at will, allowing them BigEater: When presented with food, song dragons eat voraciously and prodigiously, despite never seeming to constantly carry out sneak attacks.
put on weight.
*OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance BlackWidow: In 2nd Edition, weredragons provide for themselves by marrying rich suitors and then killing them.
* ImmuneToMindControl: Song dragons are immune tocause all mind-affecting spells.
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume thevictim to quickly die form of human women and their love of integrating into human society, and were simply called "weredragons" in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.their original appearance. They are not, however, true werecreatures in-universe.
* AnIcePerson: Akikage can attempt to incapacitate or kill foes
*
*
* ImmuneToMindControl: Song dragons are immune to
* OneGenderRace: Song dragons are always female, and chiefly reproduce by mating with humans to produce song dragon offspring.
* ShockAndAwe: A song dragon's breath weapon is a cone of electrified gas.
* {{Weredragon}}: They're defined by their ability to assume the
Changed line(s) 727,729 (click to see context) from:
[[folder:Animator]]
->'''Classification:''' Undead (3E)\\
'''Alignment:''' ChaoticEvil
->'''Classification:''' Undead (3E)\\
'''Alignment:''' ChaoticEvil
to:
[[folder:Ghost]]
->'''Classification:'''
'''Alignment:''' ChaoticEvil
->'''Alignment:''' Any
Changed line(s) 731,732 (click to see context) from:
* AnimateInanimateObject: Animators possess objects and cause them to move around like puppets.
* EmotionEater: Animators feed on negative emotions, and are drawn towards people surrounded by these emotions.
* EmotionEater: Animators feed on negative emotions, and are drawn towards people surrounded by these emotions.
to:
* AnimateInanimateObject: Animators possess objects and cause them OurGhostsAreDifferent: Ghosts in ''Ghostwalk'' are spirits of dead humanoids, who can endure outside a living body for an indefinite time. Unlike standard ''D&D'' ghosts, they are not tied to move around one site, have no fantastic powers, and—most important—are not undead. Player characters who become ghosts can continue to acquire experience points like puppets.
* EmotionEater: Animators feed on negative emotions, and are drawn towards people surrounded by these emotions.living characters, but can only gain levels in the eidolon or eidoloncer classes.
* EmotionEater: Animators feed on negative emotions, and are drawn towards people surrounded by these emotions.
Changed line(s) 735,736 (click to see context) from:
[[folder:Bodytaker Plant]]
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
to:
A strange growth that abducts innocents and replaces them with "podlings" of its own creation.
[[folder:Akikage]]
->'''Classification:''' Undead (3E)\\
'''Challenge Rating:''' 7 (3E)\\
'''Alignment:''' LawfulEvil
Changed line(s) 738,742 (click to see context) from:
* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect creature type.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] and ping as plants if you have a way to detect creature type.
to:
* AssimilationPlot: Bodytaker plants usually set up near communities and systematically go about replacing every denizen.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishableAssassinOutclassin: Akikage arise from the originals, though they may [[ImpostorForgotOneDetail forget certain things]] souls of assassins who failed to kill their targets and ping as plants if you have a way died for their troubles.
* AnIcePerson: Akikage can attempt todetect creature type.incapacitate or kill foes with a chilling touch attack.
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
* GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable
* AnIcePerson: Akikage can attempt to
* InvisibleMonsters: Akikage can turn invisible at will, allowing them to constantly carry out sneak attacks.
* OneHitKill: If it scores a critical hit, an akikage's freezing touch has a chance to cause the victim to quickly die in chilling pain. Autopsy will reveal that the victim's heart has been frozen solid.
Changed line(s) 745,746 (click to see context) from:
[[folder:Bruja]]
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
to:
Though the Demiplane of Dread is a place of horror and madness, it paradoxically is also home to perhaps the strangest race of hag, one who is truly and sincerely benevolent.
->'''Classification:''' Undead (3E)\\
'''Alignment:''' ChaoticEvil
Changed line(s) 748,749 (click to see context) from:
* GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time and manner of their own death. This haunts them so badly that it leads them to develop a sense of compassion, and to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
* GoodIsNotNice: While they are good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.
to:
* GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures that are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that decided to turn good for whatever reason. It is said to stem from a curse that befalls some hags, which shows them the time AnimateInanimateObject: Animators possess objects and manner of their own death. This haunts them so badly that it leads cause them to develop a sense of compassion, move around like puppets.
* EmotionEater: Animators feed on negative emotions, andto seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
* GoodIsNotNice: While they are good-aligneddrawn towards people surrounded by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the bruja's dinner.these emotions.
* EmotionEater: Animators feed on negative emotions, and
* GoodIsNotNice: While they are good-aligned
Changed line(s) 752,756 (click to see context) from:
[[folder:Carrionette]]
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Dolls brought to life by the Dark Powers as answers to the wishes of the lonely. Like everything touched by the mists, however, carrionettes are far from friendly. They desire real bodies, and do so through their silver needles, which lets them swap souls with a victim.
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Dolls brought to life by the Dark Powers as answers to the wishes of the lonely. Like everything touched by the mists, however, carrionettes are far from friendly. They desire real bodies, and do so through their silver needles, which lets them swap souls with a victim.
to:
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Dolls brought to life by the Dark Powers as answers to the wishes of the lonely. Like everything touched by the mists, however, carrionettes are far from friendly. They desire real bodies,
A strange growth that abducts innocents and
Changed line(s) 758,761 (click to see context) from:
* AndIMustScream: Once a carrionette has taken over someone's body, they lock that person's soul in their old toy shell, usually locking that toy in a box somewhere and forgetting about them.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes are usually dolls, and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swap their souls with a victim, using their silver needle.
* PinocchioSyndrome: Carrionettes resent their toy bodies, and truly wish to be real, living beings. They would be sympathetic had they not also been homicidal.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes are usually dolls, and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swap their souls with a victim, using their silver needle.
* PinocchioSyndrome: Carrionettes resent their toy bodies, and truly wish to be real, living beings. They would be sympathetic had they not also been homicidal.
to:
* AndIMustScream: Once a carrionette has taken over someone's body, they lock that person's soul in their old toy shell, AssimilationPlot: Bodytaker plants usually locking that toy in a box somewhere set up near communities and forgetting systematically go about them.
replacing every denizen.
*CreepyDoll: Though GenreRefugee: Bodytaker plants seem completely out of place in the GothicHorror enviroment of ''Ravenloft''. Until you realize that Ravenloft dabbles in all sorts of horrors, including alien abductions.
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though theycan technically be any kind of toy, carrionettes are usually dolls, may [[ImpostorForgotOneDetail forget certain things]] and they revel in committing murder while using the body of some poor schmuck.
* GrandTheftMe: Carrionette can swap their souls withping as plants if you have a victim, using their silver needle.
* PinocchioSyndrome: Carrionettes resent their toy bodies, and truly wishway to be real, living beings. They would be sympathetic had they not also been homicidal.detect creature type.
*
* PlantAliens: Bodytakers frequently arrive on falling stars.
* ResurrectiveImmortality: When a bodytaker is killed, the earth in which it grew must be soaked in poison, or it will simply get back up again a few months later.
* TheyLookLikeUsNow: Podlings are nearly indistinguishable from the originals, though they
* GrandTheftMe: Carrionette can swap their souls with
* PinocchioSyndrome: Carrionettes resent their toy bodies, and truly wish
Changed line(s) 764,765 (click to see context) from:
[[folder:Dullahan]]
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
The remnants of those who let vengeance consume them, the Dullahan haunt the places they were slain, butchering innocents in the search for their decapitated head.
to:
The remnants
Though the Demiplane of
Changed line(s) 767,770 (click to see context) from:
* FlyingFace: The Dullahan can summon three Death's Head, one that bites, one that rams and one that petrifies.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are not mentioned in the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
to:
* FlyingFace: The Dullahan can summon three Death's Head, one GoodCounterpart: Unusually for a creature from ''Ravenloft'', which normally has creatures that bites, one are an EvilCounterpart to an ordinarily-good monster, Bruja are hags that rams and one decided to turn good for whatever reason. It is said to stem from a curse that petrifies.
* HeadlessHorseman: Headless ridersbefalls some hags, which shows them the time and manner of their own death. This haunts them so badly that run around it leads them to develop a sense of compassion, and murder innocents.
to seek to aid others in order to atone for their own misdeeds. Other stories instead claim bruja are the results of hags deciding, for whatever reason, to pursue a more positive maternal side, rearing their daughters with full awareness of what will happen to them when they come of age, instead of leaving them to make their way through the trauma of their transformation into hags on their own.
*HellishHorse: GoodIsNotNice: While they are not mentioned in good-aligned by default, they are still hags. They tend to be arrogant and egotistical, and those who wrong them are likely to end up as the Dullahan's statblock, the illustration shows the dullahan riding a nightmare.
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.bruja's dinner.
* HeadlessHorseman: Headless riders
*
* HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Dullahan gets back up again, with three death's heads around it.
Changed line(s) 773,774 (click to see context) from:
[[folder:Necrichor]]
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
Undead formed from the ichor of evil gods or the sludge left behind by failed liches. Necrichors are living blood animated by cruel souls.
to:
Undead formed
->'''Classification:''' Construct (3E, 5E)\\
'''Challenge Rating:''' 1 (3E, 5E)\\
'''Alignment:''' ChaoticEvil
Dolls brought to life by the Dark Powers as answers to the wishes of the lonely. Like everything touched by the mists, however, carrionettes are far from
Changed line(s) 776,779 (click to see context) from:
* BlobMonster: Necrichors are essentially oozes made of blood, and even have the signature ooze ability Pseudopod.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
* PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
to:
* BlobMonster: Necrichors AndIMustScream: Once a carrionette has taken over someone's body, they lock that person's soul in their old toy shell, usually locking that toy in a box somewhere and forgetting about them.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes areessentially oozes made of blood, usually dolls, and even have they revel in committing murder while using the signature ooze ability Pseudopod.
body of some poor schmuck.
*PeoplePuppets: They GrandTheftMe: Carrionette can attach themselves swap their souls with a victim, using their silver needle.
* PinocchioSyndrome: Carrionettes resent their toy bodies, and truly wish to be real, livingbeings and controll them like puppets.
* ThePowerOfBlood:beings. They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.would be sympathetic had they not also been homicidal.
* CreepyDoll: Though they can technically be any kind of toy, carrionettes are
*
* PinocchioSyndrome: Carrionettes resent their toy bodies, and truly wish to be real, living
* ThePowerOfBlood:
* ResurrectiveImmortality: Necrichors will return from dead within the week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the Domains of Dread.
Changed line(s) 782,783 (click to see context) from:
[[folder:Unspeakable Horror]]
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
The domains of dread are not the only horrors within Ravenloft. Lurking in the mists are numberless unspeakable things, the remnants of dissolved domains or the half-formed ideas of the Dark Powers. While they usually are naught but whispers, they sometimes take shape. Horrid, unnatural shape.
to:
The
Changed line(s) 785,786 (click to see context) from:
* EldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the mists themselves, the Unspeakable Horrors have no obligation to to obey the laws of nature.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
* TakenForGranite: One of the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
to:
* EldritchAbomination: Dear ''god'', these things FlyingFace: The Dullahan can summon three Death's Head, one that bites, one that rams and one that petrifies.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they arehorrifying. Shaped of not mentioned in the mists themselves, Dullahan's statblock, the Unspeakable Horrors have no obligation to to obey illustration shows the laws of nature.
dullahan riding a nightmare.
*TakenForGranite: One of HeroicSecondWind: Villainous version, but once a day, when dropped to 0 hitpoints, the Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.Dullahan gets back up again, with three death's heads around it.
* HeadlessHorseman: Headless riders that run around and murder innocents.
* HellishHorse: While they are
*
Changed line(s) 789,793 (click to see context) from:
!Ravnica
[[folder:Angel]]
->'''Classification:''' Celestial (5E)
Though they look like the angels of other planes, their origin is different. These winged women are created in the image of Razia, founder of the Boros, and all serve her ideals.
[[folder:Angel]]
->'''Classification:''' Celestial (5E)
Though they look like the angels of other planes, their origin is different. These winged women are created in the image of Razia, founder of the Boros, and all serve her ideals.
to:
[[folder:Angel]]
->'''Classification:''' Celestial (5E)
Though they look like
Undead formed from the
Changed line(s) 795,801 (click to see context) from:
* OneGenderRace: All angels take the form of human women.
* OurAngelsAreDifferent: Ravnican angels embody of the principles of justice and righteousness. Originally, they were created in the image of Razia, the Boros parun, but after her death, most of the original generation of angels died of, with Feather being the only survivor. Feather created the next generation, who still serve the same ideals set forth by Razia.
* WingedHumanoid: Angels of Ravnica look like human women with two large feathered wings, and have the full range of human height, weight and skin colours. The first generation had four wings, but now only Feather remains of them.
!!Firemane Angel
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticGood
* OurAngelsAreDifferent: Ravnican angels embody of the principles of justice and righteousness. Originally, they were created in the image of Razia, the Boros parun, but after her death, most of the original generation of angels died of, with Feather being the only survivor. Feather created the next generation, who still serve the same ideals set forth by Razia.
* WingedHumanoid: Angels of Ravnica look like human women with two large feathered wings, and have the full range of human height, weight and skin colours. The first generation had four wings, but now only Feather remains of them.
!!Firemane Angel
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticGood
to:
* OneGenderRace: All angels take BlobMonster: Necrichors are essentially oozes made of blood, and even have the form of human women.
signature ooze ability Pseudopod.
*OurAngelsAreDifferent: Ravnican angels embody of PeoplePuppets: They can attach themselves to living beings and controll them like puppets.
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within theprinciples of justice and righteousness. Originally, they were created week, unless their remains are splashed with holy water or hallowed. Unfortunately, such is uncommon in the image Domains of Razia, the Boros parun, but after her death, most Dread.
[[/folder]]
[[folder:Unspeakable Horror]]
The domains ofthe original generation of angels died of, with Feather being dread are not the only survivor. Feather created horrors within Ravenloft. Lurking in the next generation, who still serve mists are numberless unspeakable things, the same ideals set forth by Razia.
* WingedHumanoid: Angelsremnants of Ravnica look like human women with two large feathered wings, and have dissolved domains or the full range half-formed ideas of human height, weight and skin colours. The first generation had four wings, the Dark Powers. While they usually are naught but now only Feather remains of them.
!!Firemane Angel
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticGoodwhispers, they sometimes take shape. Horrid, unnatural shape.
*
* ThePowerOfBlood: They ''are'' blood, and both malevolent and powerful.
* ResurrectiveImmortality: Necrichors will return from dead within the
[[/folder]]
[[folder:Unspeakable Horror]]
The domains of
* WingedHumanoid: Angels
!!Firemane Angel
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:''' ChaoticGood
Changed line(s) 803,810 (click to see context) from:
* LastChanceHitPoint: If a firemane angel is reduced to 0 hit points by an attack that deals 21 damage or less, she is reduced to 1 hit point instead.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve the Boros Legion, but some abandon their ideals in favor of greed and self-interest. These angels usually join the Orzhov syndicate, where they gain great wealth and power.
----
* FallenAngel: Angels that submit to cynicism, doubt or corruption are welcomed with open arms by the Orzhov Syndicate, a society fundamentally antithetical to the nature of angels.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve the Boros Legion, but some abandon their ideals in favor of greed and self-interest. These angels usually join the Orzhov syndicate, where they gain great wealth and power.
----
* FallenAngel: Angels that submit to cynicism, doubt or corruption are welcomed with open arms by the Orzhov Syndicate, a society fundamentally antithetical to the nature of angels.
to:
* LastChanceHitPoint: If a firemane angel is reduced to 0 hit points by an attack that deals 21 damage or less, she is reduced to 1 hit point instead.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serveEldritchAbomination: Dear ''god'', these things are horrifying. Shaped of the Boros Legion, but some abandon their ideals in favor of greed and self-interest. These angels usually join mists themselves, the Orzhov syndicate, where they gain great wealth and power.
----
* FallenAngel: Angels that submitUnspeakable Horrors have no obligation to cynicism, doubt or corruption are welcomed with open arms by to obey the Orzhov Syndicate, a society fundamentally antithetical to laws of nature.
* TakenForGranite: One of thenature of angels.Hexes the horror can use is the Petrifying Hex, which does exactly what it sounds like.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve
----
* FallenAngel: Angels that submit
* TakenForGranite: One of the
Changed line(s) 813 (click to see context) from:
[[folder:Archon of the Triumvirate]]
to:
[[folder:Angel]]
Changed line(s) 815,817 (click to see context) from:
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulNeutral
Archons are embodiments of the harshest elements of the law, often serving with the Azorius senate but sometimes working as vigilantees.
->'''Alignment:''' LawfulNeutral
Archons are embodiments of the harshest elements of the law, often serving with the Azorius senate but sometimes working as vigilantees.
to:
->'''Alignment:''' LawfulNeutral
Archons
Though they look like the angels of other planes, their origin is different. These winged women are
Changed line(s) 819,826 (click to see context) from:
* AnthropomorphicPersonification: Archons embody Law, specifically the harshest and most strict aspects of it.
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them are ''so'' fanatical in their pursuit of the law that even the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a rigid sense of justice and ruthlessly punish those who break the law.
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who have seen beneath an archon's hood describe a stern face with blank white eyes.
[[/folder]]
[[folder:Arclight Phoenix]]
->'''Classification:''' Elemental (5E)
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them are ''so'' fanatical in their pursuit of the law that even the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a rigid sense of justice and ruthlessly punish those who break the law.
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who have seen beneath an archon's hood describe a stern face with blank white eyes.
[[/folder]]
[[folder:Arclight Phoenix]]
->'''Classification:''' Elemental (5E)
to:
* AnthropomorphicPersonification: Archons OneGenderRace: All angels take the form of human women.
* OurAngelsAreDifferent: Ravnican angels embodyLaw, specifically the harshest and most strict aspects of it.
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them are ''so'' fanatical in their pursuitof the law that even the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a rigid senseprinciples of justice and ruthlessly punish those righteousness. Originally, they were created in the image of Razia, the Boros parun, but after her death, most of the original generation of angels died of, with Feather being the only survivor. Feather created the next generation, who break still serve the law.
same ideals set forth by Razia.
*OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects WingedHumanoid: Angels of law Ravnica look like human women with two large feathered wings, and order. Those who have seen beneath an archon's hood describe a stern face with blank white eyes.
[[/folder]]
[[folder:Arclight Phoenix]]
->'''Classification:''' Elemental (5E)the full range of human height, weight and skin colours. The first generation had four wings, but now only Feather remains of them.
!!Firemane Angel
* OurAngelsAreDifferent: Ravnican angels embody
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them are ''so'' fanatical in their pursuit
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a rigid sense
*
[[/folder]]
[[folder:Arclight Phoenix]]
->'''Classification:''' Elemental (5E)
!!Firemane Angel
Changed line(s) 828,829 (click to see context) from:
->'''Alignment:''' ChaoticNeutral
Strange elemental creatures that sail through thunderstorms, casting lightning upon the ground beneath them.
Strange elemental creatures that sail through thunderstorms, casting lightning upon the ground beneath them.
to:
->'''Alignment:''' ChaoticNeutral
Strange elemental creatures that sail through thunderstorms, casting lightning upon the ground beneath them.ChaoticGood
Strange elemental creatures that sail through thunderstorms, casting lightning upon the ground beneath them.
Changed line(s) 831,832 (click to see context) from:
* ThePhoenix: An arclight phoenix is variously said to be a byproduct of lightning striking an aviary, a failed effort to create a translocation device, or an artificial bird-like elemental. Like normal phoenixes, when they die, arclight phoenixes leave behind an egg that can hatch into a new arclight phoenix.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through the sky.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through the sky.
to:
* ThePhoenix: An arclight phoenix LastChanceHitPoint: If a firemane angel is variously said reduced to be a byproduct 0 hit points by an attack that deals 21 damage or less, she is reduced to 1 hit point instead.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve the Boros Legion, but some abandon their ideals in favor oflightning striking an aviary, a failed effort to create a translocation device, or an artificial bird-like elemental. Like normal phoenixes, when greed and self-interest. These angels usually join the Orzhov syndicate, where they die, arclight phoenixes leave behind an egg gain great wealth and power.
----
* FallenAngel: Angels thatcan hatch into a new arclight phoenix.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies throughsubmit to cynicism, doubt or corruption are welcomed with open arms by the sky.Orzhov Syndicate, a society fundamentally antithetical to the nature of angels.
!!Deathpact Angel
->'''Challenge Rating:''' 14 (5E)
->'''Alignment:''' LawfulEvil
Most angels serve the Boros Legion, but some abandon their ideals in favor of
----
* FallenAngel: Angels that
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through
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[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
->'''Challenge Rating:''' 9 (5E)
->'''Alignment:''' LawfulGood
Living spirits of nature that serve with the Selesnya Conclave, working to enforce the conclave's goals of peace and unity. By force.
->'''Classification:''' Fey (5E)
->'''Challenge Rating:''' 9 (5E)
->'''Alignment:''' LawfulGood
Living spirits of nature that serve with the Selesnya Conclave, working to enforce the conclave's goals of peace and unity. By force.
to:
->'''Classification:'''
->'''Challenge Rating:'''
->'''Alignment:'''
Living spirits
Archons are embodiments of
Changed line(s) 841,842 (click to see context) from:
* AntiMagic: Conclave dryads can negate the magical properties of magic items.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matter and imbued with a fey spirit.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matter and imbued with a fey spirit.
to:
* AntiMagic: Conclave dryads can negate AnthropomorphicPersonification: Archons embody Law, specifically the magical properties of magic items.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matterharshest and imbued most strict aspects of it.
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them are ''so'' fanatical in their pursuit of the law that even the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse afey spirit.rigid sense of justice and ruthlessly punish those who break the law.
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who have seen beneath an archon's hood describe a stern face with blank white eyes.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matter
* EveryoneHasStandards: Archons usually work with the Azorius, but not always. Some of them are ''so'' fanatical in their pursuit of the law that even the [[LawfulNeutral Azorius]] avoid them. %%InUniverse alignment
* JudgeJuryAndExecutioner: Archons embody the harshest aspects of law and order, espouse a
* OurArchonsAreDifferent: Archons resemble hooded, armoured humanoid figures who embody the harshest aspects of law and order. Those who have seen beneath an archon's hood describe a stern face with blank white eyes.
Changed line(s) 845,849 (click to see context) from:
[[folder:Demon]]
->'''Classification:''' Fiend (5E)
->'''Alignment:''' ChaoticEvil
Demons of Ravnica (and other planes like it) come not from the Abyss, but they are still embodiments of chaos and cruelty that crave the souls of mortals.
->'''Classification:''' Fiend (5E)
->'''Alignment:''' ChaoticEvil
Demons of Ravnica (and other planes like it) come not from the Abyss, but they are still embodiments of chaos and cruelty that crave the souls of mortals.
to:
->'''Classification:'''
->'''Challenge Rating:''' 12 (5E)
->'''Alignment:'''
Demons of Ravnica (and other planes like it) come not from the Abyss, but they are still embodiments of chaos and cruelty
Strange elemental creatures that
Changed line(s) 851,855 (click to see context) from:
* OurDemonsAreDifferent: Ravnican demons embody depraved impulses like selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos, and might have been created by Rakdos.
!!Cackler
->'''Challenge Rating:''' 1/2 (5E)
A minor demon that mostly delight in causing suffering directly, lacking the power for more intimate schemes or influence.
!!Cackler
->'''Challenge Rating:''' 1/2 (5E)
A minor demon that mostly delight in causing suffering directly, lacking the power for more intimate schemes or influence.
to:
* OurDemonsAreDifferent: Ravnican demons embody depraved impulses like selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with ThePhoenix: An arclight phoenix is variously said to be a byproduct of lightning striking an aviary, a failed effort to create a translocation device, or an artificial bird-like elemental. Like normal phoenixes, when they die, arclight phoenixes leave behind an egg that can hatch into a new arclight phoenix.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through theCult of Rakdos, and might have been created by Rakdos.
!!Cackler
sky.
[[/folder]]
[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
->'''Challenge Rating:'''1/2 9 (5E)
A minor demon ->'''Alignment:''' LawfulGood
Living spirits of nature thatmostly delight in causing suffering directly, lacking serve with the power for more intimate schemes or influence.Selesnya Conclave, working to enforce the conclave's goals of peace and unity. By force.
* ShockAndAwe: Lightning fans out behind an arclight phoenix as it flies through the
!!Cackler
[[/folder]]
[[folder:Conclave Dryad]]
->'''Classification:''' Fey (5E)
->'''Challenge Rating:'''
Living spirits of nature that
Changed line(s) 857,861 (click to see context) from:
* EvilLaugh: Cacklers are small, jabbering jesters whose incessant cackling can inspire uncontrollable laughter by making everything, no matter how terrifying, seem hilarious.
!!Master of Cruelties
->'''Challenge Rating:''' 9 (5E)
Powerful demons that enjoy spectacle, serving as ringmasters in Rakdos circuses, often whipping the audiences up in a frenzy.
!!Master of Cruelties
->'''Challenge Rating:''' 9 (5E)
Powerful demons that enjoy spectacle, serving as ringmasters in Rakdos circuses, often whipping the audiences up in a frenzy.
to:
* EvilLaugh: Cacklers are small, jabbering jesters whose incessant cackling AntiMagic: Conclave dryads can inspire uncontrollable laughter by making everything, no negate the magical properties of magic items.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matterhow terrifying, seem hilarious.
!!Master of Cruelties
->'''Challenge Rating:''' 9and imbued with a fey spirit.
[[/folder]]
[[folder:Demon]]
->'''Classification:''' Fiend (5E)
Powerful demons ->'''Alignment:''' ChaoticEvil
Demons of Ravnica (and other planes like it) come not from the Abyss, but they are still embodiments of chaos and cruelty thatenjoy spectacle, serving as ringmasters in Rakdos circuses, often whipping crave the audiences up in a frenzy.souls of mortals.
* HorseOfADifferentColor: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matter
!!Master of Cruelties
->'''Challenge Rating:''' 9
[[/folder]]
[[folder:Demon]]
->'''Classification:''' Fiend (5E)
Demons of Ravnica (and other planes like it) come not from the Abyss, but they are still embodiments of chaos and cruelty that
Changed line(s) 863,867 (click to see context) from:
* CharmPerson: A master of cruelties' captivating presenec commands the full attention of the audience. Onlookers lust for more violence, and those who get too caught up in the revelry feel compelled to kill.
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
->'''Challenge Rating:''' 12 (5E)
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
->'''Challenge Rating:''' 12 (5E)
to:
* CharmPerson: A master of cruelties' captivating presenec commands the full attention of the audience. Onlookers OurDemonsAreDifferent: Ravnican demons embody depraved impulses like selfishness, cruelty, hatred, greed, and lust for more violence, power. Demons are strongly associated with the Cult of Rakdos, and those who get too caught up in the revelry feel compelled to kill.
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
might have been created by Rakdos.
!!Cackler
->'''Challenge Rating:'''12 (5E)1/2 (5E)
A minor demon that mostly delight in causing suffering directly, lacking the power for more intimate schemes or influence.
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
!!Cackler
->'''Challenge Rating:'''
A minor demon that mostly delight in causing suffering directly, lacking the power for more intimate schemes or influence.
Added DiffLines:
* EvilLaugh: Cacklers are small, jabbering jesters whose incessant cackling can inspire uncontrollable laughter by making everything, no matter how terrifying, seem hilarious.
!!Master of Cruelties
->'''Challenge Rating:''' 9 (5E)
Powerful demons that enjoy spectacle, serving as ringmasters in Rakdos circuses, often whipping the audiences up in a frenzy.
----
* CharmPerson: A master of cruelties' captivating presenec commands the full attention of the audience. Onlookers lust for more violence, and those who get too caught up in the revelry feel compelled to kill.
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
->'''Challenge Rating:''' 12 (5E)
----
!!Master of Cruelties
->'''Challenge Rating:''' 9 (5E)
Powerful demons that enjoy spectacle, serving as ringmasters in Rakdos circuses, often whipping the audiences up in a frenzy.
----
* CharmPerson: A master of cruelties' captivating presenec commands the full attention of the audience. Onlookers lust for more violence, and those who get too caught up in the revelry feel compelled to kill.
* RepulsiveRingmaster: Masters of Cruelties can often be found leading Rakdos cult circuses. Being demons, they do a good job at it. Assuming you're on the right end of the joke, that is.
!!Sire of Insanity
->'''Challenge Rating:''' 12 (5E)
----