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Dungeons & Dragons creatures that originated from other media (like Magic: The Gathering).

    Notes on the Entries 
  • This page is for these creatures' Dungeons & Dragons incarnations. Tropes relating to them in their parent works should go on those pages.
  • A creature's listed Challenge Rating may be for "baseline" examples of the monster, rather than listing every advanced variant presented in Monster Manuals. Also remember that 3rd and 5th Edition use a 1-20 scale for "standard" Challenge Ratings, while 4th Edition uses 1-30.
  • A creature's listed Alignment is typical for the race as a whole, not an absolute for every individual in it — even supposed embodiments of Good and Evil can change their alignment. Also, if there are two alignments listed, and one is for 4th Edition (in which Good encompasses Neutral Good and Chaotic Good, Unaligned encompasses the morally neutral alignments, and Evil encompasses Neutral Evil and Lawful Evil from other game editions), assume that the other alignment holds true for all other editions. Finally, the "Always Neutral" alignment listed in the first three editions for nonsapient creatures has been equated with the "Unaligned" alignment of 5th Edition.
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Legend of the Five Rings

    Nezumi 
https://static.tvtropes.org/pmwiki/pub/images/d&d_nezumi_3e.jpg
3e
Classification: Humanoid (3E)
Challenge Rating: 1/2 (3E)
Playable: 3E
Alignment: Chaotic Neutral

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


  • Dark Is Not Evil: The nezumi suffer Fantastic Racism for their appearance, disregard for human customs, scavenging habits, and for living in the midst of the Shadowlands, but despite all that the rat folk aren't actually evil, and are in fact immune to Shadowlands taint. They're stalwart allies of the Crab clan against Shadowland incursions, and often work with Hiruma scouts.
  • The Nose Knows: They have the Scent ability.
  • Rat Men: They're humanoid rats that are faster and have better vision than humans, as well as racial bonuses to stealth and resisting poison, and they can deal improved unarmed damage with their claws and teeth.
  • Skeletons in the Coat Closet: Nezumi are willing to wear earrings, ornaments or armor fashioned from bones, or utilize kappa shells as tower shields.
  • Verbal Tic: Due to their own chittering language, nezumi speak Common punctuated "with clicks and squeals, and a peculiar stuttering repetition."
  • You Dirty Rat!: The nezumi subvert this in their home setting, though their entry explains that in other settings, they might be evil by nature, or simply because they are suspected of being evil by other races, who might confuse them for evil wererats or rat hengeyokai.

Magic: The Gathering

Eldraine

    Archon of Boundaries 
Classification: Celestial (5E)
Challenge Rating: 15 (5E)
Alignment: Lawful Good

  • Angelic Transformation: Tales say that archons of boundaries are ascended spirits of paladins fused with those of their steeds, returned from the celestial realms.
  • Jousting Lance: An archon appears as a hooded, spectral rider mounted on a winged elk, who fights with a radiant lance.

    Deathless Rider 
Classification: Undead (5E)
Challenge Rating: 5 (5E)
Alignment: Lawful Evil

  • Raising the Steaks: Most deathless riders ride undead warhorses.
  • Supernatural Fear Inducer: The deathless rider's fell gaze frightens those who fail the subsequent saving throw.
  • Warrior Undead: Deathless riders are undead knights who ride undead steeds and fight with superhuman strength, heedless of wounds and relentless in their assault.

    Gingerbrute 
Classification: Construct (5E)
Challenge Rating: 1/2 (5E)
Alignment: Chaotic Neutral

  • Anthropomorphic Food: Gingerbread cookies baked in the wilds of Eldraine or made from ingredients grown there have a habit of developing a life of their own. This same magic also makes the gingerbrute extra scrumptious.

    Nightmare Haunt 
Classification: Aberration (5E)
Challenge Rating: 2 (5E)
Alignment: Neutral Evil

  • Living Dream: Nightmare haunts are terrors from the minds of Eldraine's sleeping citizens, made tangible and capable of attacking dreamers afflicted by the Wicked Slumber.
  • Purple Is the New Black: Nightmare haunts appear as shadow creatures with smoky purplish energy wafting from their forms.

    Sewer King 
Classification: Fiend (5E)
Challenge Rating: 2 (5E)
Alignment: Lawful Evil

  • Rodents of Unusual Size: Sewer kings boast enormous size and supernatural strength compared to normal rats.
  • Uplifted Animal: Sewer kings are empowered by fiendish blood with intelligence and the ability to speak.
  • You Dirty Rat!: Empowered with wicked cunning, sewer kings rule over rats, dreaming of the day when their species will overthrow surface dwellers.

    Snapping Hydra 
Classification: Monstrosity (5E)
Challenge Rating: 11 (5E)
Alignment: Unaligned

  • Hydra Problem: A snapping hydra will grow two heads for every severed one, unless it has taken cold damage.
  • Our Hydras Are Different: The snapping hydra is a rare variety of hydra native to the wilds of Eldraine that resembles an immense, multi-headed snapping turtle.

    Specter of Night 
Classification: Undead (5E)
Challenge Rating: 5 (5E)
Alignment: Neutral Evil

  • Anti-Regeneration: Among others, a creature marked for death by a specter of night can't regain hit points.
  • Horse of a Different Color: Invoked. Specters appear as shrouded figures mounted on flying beasts, but the rider does not command the mount—the latter is an undead monster that scours for a knightly corpse and binds its essence to the body, turning it into a mockery of a rider.
  • Marked to Die: Those who hear a specter of night's a keening wail, mournful beyond all other sounds, are marked to die.

    Sweettooth Horror 
Classification: Fiend (5E)
Challenge Rating: 4 (5E)
Alignment: Neutral Evil

  • Anthropomorphic Food: Sweettooth horrors are fiendish candy monsters that prowl the butterscotch-lined streets of Sweettooth Village.
  • You Will Not Evade Me: The sweettooth horror's candy cane can pull another creature towards it, as long as the target isn't larger than itself.

    Tempest Hart 
Classification: Elemental (5E)
Challenge Rating: 11 (5E)
Alignment: Unaligned

  • The Marvelous Deer: A colossal elk with antlers made of living lightning, the tempest hart is one of the most majestic creatures that live in the Stormkeld far above Eldraine. Storm giant hunters consider tempest harts to be the worthiest prey, though the tempest hart is more than capable of defending itself.
  • Shock and Awe: The tempest hart wields the elemental power of lightning.

Ravnica

    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.


  • One-Gender Race: All angels take the form of human women.
  • Our Angels Are Different: 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 off, with Feather being the only survivor. Feather created the next generation, who still serve the same ideals set forth by Razia.
  • Winged Humanoid: 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: Chaotic Good

  • Last Chance Hit Point: 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: Lawful Evil
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.
  • Fallen Angel: 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.

    Archon of the Triumvirate 
Classification: Celestial (5E)
Challenge Rating: 14 (5E)
Alignment: Lawful Neutral
Archons are embodiments of the harshest elements of the law, often serving with the Azorius senate but sometimes working as vigilantes.
  • Anthropomorphic Personification: Archons embody Law, specifically the harshest and most strict aspects of it.
  • Everyone Has Standards: Archons usually work with the Azorius, but not always. Some of them are so fanatical in their pursuit of the law that even the Azorius avoid them.
  • Judge, Jury, and Executioner: Archons embody the harshest aspects of law and order, espouse a rigid sense of justice and ruthlessly punish those who break the law.
  • Our Archons Are Different: 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.

    Arclight Phoenix 
Classification: Elemental (5E)
Challenge Rating: 12 (5E)
Alignment: Chaotic Neutral
Strange elemental creatures that sail through thunderstorms, casting lightning upon the ground beneath them.
  • The Phoenix: 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.
  • Shock and Awe: Lightning fans out behind an arclight phoenix as it flies through the sky.

    Conclave Dryad 
Classification: Fey (5E)
Challenge Rating: 9 (5E)
Alignment: Lawful Good
Living spirits of nature that serve with the Selesnya Conclave, working to enforce the conclave's goals of peace and unity. By force.
  • Anti-Magic: Conclave dryads can negate the magical properties of magic items.
  • Horse of a Different Color: When leading its guild into battle, a dryad rides a magically summoned creature woven of plant matter and imbued with a fey spirit.

    Demon 
Classification: Fiend (5E)
Alignment: Chaotic Evil

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.


  • Our Demons Are Different: 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.
  • Evil Laugh: 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.
  • Charm Person: A master of cruelties' captivating presence 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.
  • Repulsive Ringmaster: 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)

  • Mind Rape: Occasionally, cultists bring would-be recruits to a sire of insanity, who breaks the new cultist's mind.

    Devkarin Lich 
Classification: Undead (5E)
Challenge Rating: 14 (5E)
Alignment: Neutral Evil
Mighty spellcasters of the Golgari who have chosen to leave behind mortality for an undead existence.
  • Healing Factor: 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.
  • Last Chance Hit Point: 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.
  • Non-Human Undead: Devkarin liches are undead elves, and retain the elven grace and stature.
  • Our Liches Are Different: 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.
  • Poisonous Person: The touch of a Devkarin lich is highly poisonous, and they can also cast spells like cloudkill and poison spray.

    Felidar 
Classification: Celestial (5E)
Challenge Rating: 5 (5E)
Alignment: Lawful Neutral

  • Horse of a Different Color: 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.
  • Panthera Awesome: 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.
  • Tracking Spell: A felidar can sense the direction and distance to its bonded creature if they're on the same plane of existence. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that they can be tracked down if they break from prison.

    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.

Bloodfray Giant

Challenge Rating: 6 (5E)
Alignment: Chaotic Evil
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.
  • Chain Pain: Bloodfray giants bludgeon and grapple their enemies with chains.

Guardian Giant

Challenge Rating: 8 (5E)
Alignment: Lawful Neutral
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.

Orzhov Giant

Challenge Rating: 6 (5E)
Alignment: Lawful Evil
  • Some giants are more invested in personal gain. These join the Orzhov as enforcers.

  • Protection Racket: 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: Chaotic Neutral
The giants of the Gruul clans look for omens in the rubble of the broken city.
  • Anti-Structure: A sunder shaman's attacks deal double damage to structures and objects.

    Horror 
Classification: Aberration (5E)
Challenge Rating: 3 (flying), 9 (shadow), 15 (skittering) (5E)
Alignment: Neutral Evil

  • Our Monsters Are Weird: 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.

    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.
  • Our Ghosts Are Different: 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.

    Izzet Weird 
Classification: Elemental (5E)
Alignment: Chaotic Neutral

A bizarre creature of two combined opposing natures. Naturally, they're Izzet creations.


  • Hybrid Monster: 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)

  • Living Lava: A blistercoil weird is formed from water and molten rock and can move through a space as narrow as an inch wide without squeezing.
  • Phlebotinum Overload: 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)

  • Chain Lightning: Fluxchargers can fire a bolt of lightning that jumps from the target to one creature of the fluxcharger's choice that it can see.
  • Uncanny Valley: The fluxcharger's faceplate is meant to give it some personality, but it makes people more freaked out than comforted.

Galvanice Weird

Challenge Rating: 1 (5E)

  • Defeat Equals Explosion: If a galvanice weird is destroyed, its icy body shatters and lightning crackles outward in a dangerous explosion.

    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.
  • Artificial Hybrid: 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).
  • True-Breeding Hybrid: Some krasis can produce offspring and become part of the Simic Combine's standard menagerie.

    Kraul 
Classification: Humanoid (5E)
Alignment: Neutral Evil

Large insect people who dwell in Ravnica's Undercity. They have a strong association with the Golgari Swarm.


  • Big Creepy-Crawlies: Kraul are a species of human-sized, six-legged, insectile humanoids.
  • Literal-Minded: Kraul are hard-headed, and hardly understand metaphor or nuance.

    Nightveil Specter 
Classification: Undead (5E)
Challenge Rating: 10 (5E)
Alignment: Neutral Evil

  • Laser-Guided Amnesia: 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.
  • Was Once a Man: Nightveil specters are what you get when the dimir completely delete someone's personality.

Gloamwing

Classification: Undead (5E)
Challenge Rating: 8 (5E)
Alignment: Neutral Evil

  • Horse of a Different Color: 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.

    Nivix Cyclops 
Challenge Rating: 8 (5E)
Alignment: Unaligned

  • Cool Helmet: Nivix cyclopes wear telescopic helmets to mitigate the disadvantages of their monocular vision.
  • Out-of-Turn Interaction: The Nivix cyclops' Spell Vitalization reaction lets it move and attack in response to someone casting a spell.

    Skyjek Roc 
Classification: Monstrosity (5E)
Challenge Rating: 2 (5E)
Alignment: Unaligned

  • Horse of a Different Color: 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.

    Skyswimmer 
Classification: Monstrosity (5E)
Challenge Rating: 13 (5E)
Alignment: Unaligned

  • Giant Flyer: Skyswimmers are enormous, predatory leviathans that soar through the clouds above Ravnica.

    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.
  • The Faceless: Thrulls hide their ghastly features beneath faceplates forged from devalued coinage.
  • Flesh Golem: Thrulls are constructs created from the corpses of those whose soul was ripped from the body by the Orzhov Syndicate.

    Undercity Medusa 
Classification: Monstrosity (5E)
Challenge Rating: 6 (5E)
Alignment: Neutral Evil

  • One-Gender Race: The medusas of Ravnica, often called gorgons, appear superficially similar to human women.
  • Taken for Granite: Like most medusas, they can petrify people. They also control it, and don't risk petrifying people on accident.

    Wurm 
Classification: Monstrosity (5E)
Challenge Rating: 14 (5E)
Alignment: Unaligned

  • Fast Tunnelling: A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area.
  • Sand Worm: Wurms are huge creatures resembling limbless, wingless dragons that burrow through the earth and eat virtually anything they come across.

Strixhaven

    Archaic 
Classification: Celestial (5E)
Challenge Rating: 18 (5E)
Alignment: True Neutral
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.
  • Cryptic Conversation: Archaics tend to speak in riddles, since they're careful to avoid revealing too much of their knowledge to mortals.
  • Gravity Master: An archaic can reverse gravity for another creature it can see.
  • Multi-Armed and Dangerous: An archaic can fight with six arms.
  • Power Copying: 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.
  • Time Travel: When an oracle of Strixhaven dies, their soul travels back through time to the explosion of magic that brought the Founder Dragons into being. If the tide catches the oracle, they are clad in the very substance of the world and become an archaic.

    Brackish Trudge 
Classification: Plant (5E)
Challenge Rating: 3 (5E)
Alignment: Unaligned

  • Last Chance Hit Point: 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.
  • The Symbiote: 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.

    Daemogoth 
https://static.tvtropes.org/pmwiki/pub/images/daemogoth.png
Classification: Fiend (5E)
Challenge Rating: 10 (daemogoth), 16 (daemogoth titan) (5E)
Alignment: Lawful Evil (daemogoth), Chaotic Evil (daemogoth titan)

  • Cast from Hit Points: 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.
  • Emotion Eater: Daemogoths feed on negative emotions, like misery.
  • Our Demons Are Different: 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.

    Groff 
Classification: Plant (5E)
Challenge Rating: 4 (5E)
Alignment: Unaligned

  • Man-Eating Plant: These plants are ravenous carnivores. Their preferred food is pest mascots, and they're also willing to eat someone who tries to steal their prey.

    Mage Hunter 
Classification: Monstrosity (5E)
Challenge Rating: 5 (5E)
Alignment: Lawful Evil
Constructs created by the Oriq cult to hunt down mages that oppose them.
  • Attack Reflector: As a reaction, a mage hunter can reflect half of the damage it takes from a spell back at the caster.
  • Mage-Hunting Monster: As their name would indicate, mage hunters are employed to hunt down spellcasters.
  • Tracking Spell: 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.
  • Wall Crawl: In its spider-legged form, a mage hunter can effortlessly climb difficult surfaces.

    Mascot 
Challenge Rating: 1/4 (5E)
Alignment: True Neutral

  • Blob Monster: Inkling mascots are living blobs of shadowy ink, and are classified as oozes.
  • Defeat Equals Explosion: When an art elemental mascot dies, it explodes in a burst of light.
  • Healing Factor: Pest mascots, which hold deep wells of life essence, regenerate their hit points every turn.
  • Living Statue: 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.

Theros

    Anvilwrought 
Classification: Construct (5E)
Alignment: Unaligned

Anvilwrought Raptor

Challenge Rating: 1/2 (5E)

  • Familiar: Some anvilwrought raptors are created expressly to be familiars.
  • Voice Changeling: An anvilwrought raptor can mimic any sound, including voices, it has heard in the last 24 hours.

Bronze Sable

Challenge Rating: 1 (5E)

  • That's No Moon: A motionless bronze sable is indistinguishable from a normal statue until it attacks.

Burnished Hart

Challenge Rating: 2 (5E)

  • Horn Attack: Burnished harts attack with their antlers.

Gold-Forged Sentinel

Challenge Rating: 5 (5E)

  • Attack Reflector: Gold-forged sentinels have the ability to turn 4th-level spells cast on them on their original casters.
  • Breath Weapon: Gold-forged sentinels can belch cones of fire.

    Archon 
Classification: Celestial (5E)

  • Horse of a Different Color: 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: Lawful Good

Ashen Rider

Challenge Rating: 14 (5E)
Alignment: Lawful Evil

  • Fallen Angel: 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.

    Cerberus 
Classification: Monstrosity (5E)
Challenge Rating: 2 (two-headed), 6 (underworld) (5E)
Alignment: Lawful Evil

  • Big Eater: Most cerberi endlessly hunger for fresh meat, especially the flesh of humanoids.
  • Breath Weapon: Cerberi can breathe gouts of molten rock.
  • Multiple Head Case: 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.

    Chimera 
Classification: Monstrosity (5E)
Challenge Rating: 7 (5E)
Alignment: Unaligned

  • Attack Reflector: 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.
  • Breath Weapon: Some chimeras are capable of breathing lightning, acidic water, poison or necrotic energy.
  • Mix-and-Match Critters: 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.

    Demon 
Classification: Fiend
Alignment: Lawful Evil

  • Demon of Human Origin: 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.
  • Our Demons Are Different: 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)

  • Bad Boss: 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)

  • Death by Materialism: 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.

    Eidolon 
Classification: Undead (5E)
Challenge Rating: 3 (flitterstep), 5 (ghostblade) (5E)

  • Our Ghosts Are Different: 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.

    Fleecemane Lion 
Classification: Monstrosity (5E)
Challenge Rating: 3 (5E)
Alignment: Unaligned

  • Panthera Awesome: Fleecemane lions are twice the size of normal lions and possess resplendent manes of silvery or golden hair.

    Giant 
Classification: Giant (5E)

Doomwake Giant

Challenge Rating: 11 (5E)
Alignment: Lawful Evil

  • Self-Fulfilling Prophecy: 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: Lawful Neutral

    Hydra 

Ironscale Hydra

Classification: Monstrosity (5E)
Challenge Rating: 12 (5E)
Alignment: Unaligned

  • Acid Attack: Ironscale hydrae have acidic blood, which spill upon those that attack them in close range.

    Nymph 
Classification: Fey (5E)

  • Our Nymphs Are Different: 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: Chaotic Good

  • Light Is Good: 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: Neutral Evil

  • 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: Chaotic Neutral

  • Collector of the Strange: 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: Chaotic Evil

  • Ape Shall Never Kill Ape: Oreads refuse to knowingly destroy any land inhabited by other nymphs.
  • Deal with the Devil: 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.
  • Magma Man: Oreads embody the wild might of flames, volcanism, and the hidden forces of the earth.

    Phylaskia 
Classification: Undead (5E)
Challenge Rating: 9 (5E)
Alignment: Lawful Neutral

  • Dem Bones: These skeletal creatures guard the borders of the Underworld and its various wards.
  • Last Chance Hit Point: Their Undead Fortitude ability grants them a chance to survive at 1 hit point when they would otherwise be dropped to 0 HP.

    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.
  • The Blank: The experience of escaping the Underworld causes these creatures to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths.
  • Cool Mask: 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.
  • Soulless Shell: 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: Lawful Neutral

  • Empty Shell: 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: Chaotic Evil

  • Ax-Crazy: 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: Lawful Evil

  • Undead Laborers: Due to their tirelessness, Returned sentries make them exceptional guards, and are often employed as sentries in necropoleis, or less frequently messengers or workers.

    Typhon 
Classification: Monstrosity (5E)
Challenge Rating: 15 (5E)
Alignment: Chaotic Evil

  • Soul Eating: Typhons rampage through the realm of the dead, consuming souls by the thousands.
  • Was Once a Man: Typhons were once mortal warlords and tyrants whose festering bitterness and rage transformed them into eternally ravenous monstrosities.

    Woe Strider 
Classification: Aberration (5E)
Challenge Rating: 7 (5E)
Alignment: Chaotic Evil

  • Anti-Magic: The woe strider's open mouth creates an area of antimagic.
  • Was Once a Man: The souls of those who've broken the bonds of destiny transform into hunched, long-limbed horrors known as woe striders after centuries.

Minecraft

    Creeper 
Classification: Monstrosity (5E)
Challenge Rating: 1/2 (5E)
Alignment: Neutral Evil

  • Energy Absorption: Creepers are not harmed by lightning. Instead, when struck by lightning, it gets charged with electrical power and can explode with more power than normal.
  • Suicide Attack: When a creeper gets close enough to prey, it begins to hiss like a burning fuse. If the prey gets away, it defuses itself; otherwise, if not killed, it explodes, leaving behind a crater.
  • Why Did It Have to Be Snakes?: Creepers are terrified of cats and try the hardest to avoid them.

Alternative Title(s): Dungeons And Dragons Setting Specific Creatures

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