Dnd 5e Creature Types

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In the Dungeons & Dragonsfantasyrole-playing game, undead is a classification of monsters that can be encountered by player characters. Undead creatures are most often once-living creatures, which have been animated by spiritual or supernatural forces.

Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. Aberrations eat, sleep, and breathe. Monsters with the Aberration Type Edit. Dec 11, 2017 - All creature types. A monster is defined as any creature that can be interacted with and potentially fought and killed. The monster manual. Monsters by Type Abberation. Aboleth Chuul Cloaker Gibbering Mouther Otyugh. Ape Axe Beak Baboon Badger Bat Black bear Blood Hawk Boar Brown Bear Camel Cat Constrictor Snake Crab Crocodile Deer Dire Wolf Draft Horse Eagle Elephant Elk Flying Snake Frog Giant Ape Giant Badger Giant Bat Giant Boar Giant Centipede Giant Constrictor Snake.

  • 1Publication history
  • 3Animus
  • 5Baelnorn
  • 8Boneclaw
  • 32Other undead

Publication history[edit]

Advanced Dungeons & Dragons 1st edition[edit]

Advanced Dungeons & Dragons 2nd edition[edit]

Dungeons & Dragons 3rd edition[edit]

In the game's third edition, 'Undead' became a 'creature type'.

In the third edition of the game, all undead have darkvision out to sixty feet. Undead have a wide array of immunities, including being immune to: all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects. They are also not subject to critical hits, nonlethal damage, ability drain, or energy drain. Most Dungeons & Dragons undead can be 'turned' (driven away) or destroyed by a good cleric, and rebuked (forced to cower) or bolstered by an evil cleric.

Dungeons & Dragons 4th edition[edit]

In the game's fourth edition, 'Undead' is a keyword, rather than a creature type.

Dungeons & Dragons 5th edition[edit]

Allip[edit]

The allip is an undead creature, the spectral remains of someone driven to suicide by madness in life. They are found on any land, and underground, they are solitary, and carry nothing with them, despite having the intellect of a human.[1]

In the third edition Monster Manual, an allip is described as having the same features that it did in life, but greatly distorted. The mouth is twisted, and the eyes glow. From the waist down, it becomes much more gas-like, looking like a typical ghost—it has no legs, and trails off into 'vaporous nothingness'. It leaves a faint trail of fog behind it as it moves.

Animus[edit]

Animus
First appearanceFrom the Ashes
Information
TypeUndead
AlignmentAny Evil

In the World of Greyhawkcampaign setting for Dungeons & Dragons, an animus is an undead monster created through the use of both arcane and divine magic. They are unique to the Great Kingdom and its successor states.

Animuses retain all skills and powers that they possessed in life (unless a deity forbids it) and also attain other powers from their transformation. All animuses possess immense strength, and can spread fear by their touch. They also gain the power to command undead, and can paralyze by gazing into a target's eyes. An animus can also mentally dominate living creatures and implant suggestions into their minds.

Among the most important powers of an animus is its regeneration powers. An animus can only be destroyed totally by being cremated or dissolved in acid.

Unique among undead, animuses are affected by disease. However, as the animus is already dead, no disease can be fatal or terminal to an animus.

The animuses are a legacy of the alliance between the House of Naelax and the devilBaalzephon. In the 440s CY, an ancestor to the Naelax line of Overkings made contact with Baalzephon to further his own powerbase. Baalzephon promised to aid the Naelax in gaining the position of Overking in exchange for the souls of the Naelax line. Part of this aid rendered would be the secrets to making animuses.

Around 583 CY, during the Greyhawk Wars, the first animuses were created. Overking Ivid V, paranoid about disloyal advisers and nobles, had numerous key generals, nobles and lords assassinated, particularly after the defeat of Aerdy forces at the Battle of Innspa. Their bodies were handed over to priests of Hextor and pit fiends supplied by Baalzephon. Each body was imbued with an admixture of divine and fiendish arcane spells while the souls resided in an artifact on loan from Baalzephon, the Casket of Abyssal Bone.

Amongst those transformed into animuses was, eventually, Ivid himself, transformed on the orders of Baalzephon, who hoped to stave off the wasting disease that had afflicted Ivid and threatened to kill him. The aim was to keep Ivid as a stable puppet on the Malachite Throne. The plan failed, however, as the disease progressed unchecked.

Since the loss of Rauxes and with it Ivid, there have been no means to create new animuses, as Baalzephon's devils and the Casket have vanished along with the capital of the Great Kingdom. The exact spells used to create animuses have also been lost as well. However, numerous animuses still walk the lands of the Aerdi. Since Ivid's disappearance, the magical effects that bound them to loyalty to him were diminished, and many of the animuses pursue their own plans.

A second story places the blame of the creation of the animuses, at least initially, on Lady Lorana Kath, one of the 12 Death knights created by Demogorgon. In this telling, she created the first Animi from peasantry from her fiefdom near Stringen, either as a means of finding a lover who could tolerate being near a Death Knight, or in the hopes of finding a way of undoing the transformation imposed upon her by Demogorgon. She later revealed the secret of animus creation to Ivid V and the priesthood of Hextor as a means of currying favor. Under this theory, Kath is thought to be still capable of creating new animuses, a potential that she uses as a means of retaining power within the priesthood of Hextor.[2]

Publishing history[edit]

The animus first appeared in From the Ashes, which linked the first appearance of the monster to the Greyhawk Wars storyline. The idea was fleshed out in the never-released (but available online) supplement Ivid the Undying. The monster was later updated in 2001 for third edition in the Living Greyhawk Journal, and for 3.5 in Dragon Magazine's 'Creature Catalogue' feature.

There have been no official game stats allowing players to replicate the process of creating animuses, and it is explicitly said that the process would be impossible to replicate in game statistics.[3]

Known animuses[edit]

  • Prince Anxann
  • Darrien of Dastryth
  • Delglath of Rinloru, who can secrete acid from his palms
  • Drax the Invulnerable, Ruler of Rel Astra
  • Prince Hastern
  • Prince Jichrisen
  • Prince Kalord
  • General Kalreth
  • Prince Kobasten
  • Count Madral Ishenvan of Paralad
  • Marrin of Errantkeep
  • Duke Szeffrin of Almor, said to have been given iron-like skin during his transformation
  • Prince Zamasken

Ashen Husk[edit]

The ashen husk is an undead formed from the animated corpses of those who died of thirst and dehydration while in the desert (contrary to being labelled as animated corpses, however, they are not zombies).

Baelnorn[edit]

Baelnorn
Information
TypeUndead
AlignmentLawful Good (mainly)

A baelnorn is a fictional undead creature, usually a spellcaster. They are described as elves who sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.Most of their appearances in modules, setting books, games, novels and the like are related to the old lords of Cormanthor/Myth Drannor, a fictional location in the Forgotten Realms campaign setting.

Baelnorns are created through a powerful arcane or divine necromantic ritual. Typically, elven characters choosing to pursue a duty which would extend beyond death voluntarily go through the process. The process is described as similar to that of a lich, but does not result in the fear oriented abilities attributed to liches. The ritual permits the character to retain all of its memories, personality, and abilities. In addition, the process alters a character's abilities, conferring many of the powers seen in other types of undead monsters, including paralyzing touches and summoning other, lesser forms of undead. In the Forgotten Realms setting, Gold or Sun elves are the most likely to pursue this goal, but first must find the approval of various groups, sometimes including the Seldarine.

To become a baelnorn (instead of a lich), a character must be of a non-evil alignment (usually Lawful Good). However, a baelnorn may become evil after the ritual, as seen in the character Tordynnar Rhaevaern, detailed in the supplement Lords of Darkness.

In D&D novels[edit]

Baelnorn characters usually appear in the role of champions, guardians, and protectors. In the novel Elminster in Hell, Elminster consults with a number of baelnorns beneath the ruins of Myth Drannor. In the Pool of Radiance novel and game, the protector baelnorn Miroden Silverblade is kidnapped by a cult. The Forgotten Realms novels The Siege and The Lost Library of Cormanthyr both include guardian baelnorn characters. The character Tordynnar Rhaevaern is detailed in the supplement Lords of Darkness as a baelnorn archmage who has become evil and shows hatred for humans.

Bloodhulk[edit]

Bloodhulk
Information
TypeUndead
AlignmentNeutral Evil

The bloodhulk is an undead being that was originally an evil, fanatical, shamanistic human or similar creature whom others had come to worship as a god, and had too many sacrifices made to them. When it dies, the gallons of blood from those sacrificed to the bloodhulk begins to run in its veins, and it arises as oozing, hulking, misshapen abomination.

Bloodhulks resemble humans, albeit very vaguely. So full of blood have their muscles, skin, sinews and such become that they look nothing short of mutated and their identity is completely lost. Their veins bulge through their thick, red, rippling skin, struggling to pump blood to their gargantuan upper mass. Their heads are incredibly disproportionate to the rest of their body, being shriveled and wizened and tiny at the top of their massive torsos.[original research?]

Under Second Edition rules, Bloodhulks are described as incredibly bestial creatures with no desire other than to roam around and obtain the blood of any who would encroach upon what was their territory in life. For each victim the Bloodhulk kills with their brute strength and powerful fists, they consume the remains and become stronger from the blood. Eventually their hearts can no longer take the strain, however, and the creatures shrivel and die. For some reason, Bloodhulks are often depicted with other, smaller Bloodhulks, possibly clerics or such which had also received a small portion of the blood from the Bloodhulk's sacrifices in life.[original research?]

As of Third Edition, Bloodhulks seem to have lost their clerical background, their blood-consuming ability, and their vulnerability to cardiac failure. They are essentially on par with zombies, although with increased size and hit points and a vulnerability to piercing weapons.[original research?]

Most Bloodhulks cannot speak. The few that can speak speak Undercommon.[citation needed]

The bloodhulk crusher, bloodhulk fighter, and bloodhulk giant appeared in the Monster Manual IV (2006).[4]

Bodak[edit]

Bodak
Information
TypeUndead
Alignmentchaotic evil

The Bodak is an undead creature in the Dungeons & Dragons fantasy role-playing game that comes from the Infinite Layers of the Abyss. A bodak is humanoid in shape, with smooth grayish-black skin and a featureless face. Its gaze kills living creatures. A bodak is always chaotic evil. It is said that humanoids who die in some of the most evil places of the Abyss return as bodaks.

The bodak was introduced to the D&D game in the first edition of Advanced Dungeons & Dragons with the module Lost Caverns of Tsojcanth (1982),[5] It appeared in the first edition Monster Manual II (1983).[6] For the 2nd edition, it appears in the Monstrous Compendium Outer Planes Appendix (1991) and it was further detailed in the first Planescape Monstrous Compendium Appendix (1994).[7] The Third edition Monster Manual(2000).[8] In Dragon #307 (May 2003), which introduced the bodak template, with the five-headed hydra bodak as a sample creature. It also appears in the 3.5 edition in the revised Monster Manual (2003) and again in the 4th edition, it appears in the Monster Manual (2008).[9]

Boneclaw[edit]

Boneclaw
Information
TypeUndead in 3rd edition; Shadow Animate in 4th edition.

The boneclaw is an undead creature[10] which can be used by Dungeon Masters as allies or enemies of the player characters. In the game, they resemble humanoids who are half skeletal and half without skin, with their sinew and muscle exposed. The most prominent feature of the boneclaw are its claws; its three, bony fingernails seem to grow and shrink randomly between two and ten feet long, and are razor sharp. They are constructed using a secret magical ritual to hunt and kill living creatures[10]

Whether to sadistically end the lives of the innocent, or due to being in the service of a necromancer or such who commands them to do so, the purpose of boneclaws in the Dungeons & Dragons game is to eviscerate the living with their claws. Though they often grow and retract as they please, the Boneclaw can take full control of the length of its claws, and attacks by sneaking into the range of a foe and then lashing out with a claw growing at the speed of lightning, and skewering them through the heart.

Boneclaws speak Common and, in 3rd edition, Abyssal.[11] They are evil in alignment.[10]

Boneclaws in the Forgotten Realms campaign setting were created by Szass Tam to protect Thayan enclaves.[11]

Boneclaws in Eberron were created by Droamite necromancers working for the daughters of Sora Kell from ogre magi.[11]

The boneclaw appears in the Monster Manual for 4th edition.[9]

Miniatures[edit]

Two Dungeons & Dragonsminiatures represent boneclaws. The first, simply called 'Boneclaw', was a Rare miniatures in the Deathknell expansion.[12] The second, also a rare, was the 'Boneclaw Impaler' in the Against the Giants expansion.[13]

Brain in a Jar[edit]

For the thought experiment, see Brain in a Vat.
Brain in a Jar
Information
TypeUndead
AlignmentUsually Neutral Evil

Brain in a Jar is simply put, an undead brain in a jar of preservative fluid. It was introduced in Libris Mortis, a D&D supplement that deals specifically with undead.

It is a live brain in a grimy jar filled with preservation fluid with powerful psionic abilities.

The brain in a jar is a masterpiece of preservation—but where alchemical preservatives leave off, necromancy picks up. An animated brain in a jar is, in truth, an undead creature. Additionally, a brain in a jar possesses potent mental powers (psionics).

Merely removing the brain of a zombie or some other undead creature and storing it in alchemical preservatives is not enough to create an undead brain with psionic ability. The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers.

The creation of a brain in a jar is difficult and fraught with danger, because once its mental powers are fully developed, this undead creature is adept at controlling the thoughts and minds of other creatures, especially living creatures. It is not unknown for a brain in a jar to take control over the necromancer who created it.

The Brain in a Jar uses mainly psionic abilities to do what its lack of moving parts would otherwise prevent: move itself, manipulate objects and the environment, and ward off attackers. Its main attack is Mind Thrust, an assault upon the mind of another creature. In addition to this, it can also drive mad anyone who magically or psionically detects it, and it can control and rebuke other undead.

Corpse Gatherer[edit]

Corpse Gatherer
Information
TypeUndead
AlignmentUsually Neutral

The Corpse Gatherer is an undead creature that appears as a giant made of earth and stone. Upon closer inspection, one can see headstones, dead hands and heads protruding from its bulk. The monster is essentially an animated graveyard.

A corpse gatherer can swallow any creature in its grasp. The victim then takes bludgeoning damage from rocks, gravestones, etc. in the creature's body. It can also increase its mass by absorbing corpses.

When a corpse gatherer is destroyed it falls apart into its component corpses. The undead's animating force converts these corpses into zombies.

Crimson Death[edit]

Crimson Death
Information
TypeUndead
AlignmentNeutral Evil

The crimson death is an undead creature in the Dungeons & Dragonsfantasyrole-playing game that dwells in marshes and swamps. It appears as a vaguely humanoid knot of fog, with arms, a torso, and white glowing eyes. Its lower body trails off into indistinct vapor. A crimson death is always neutral evil. The crimson death is an incorporeal undead. However, it can drain blood from any creature it touches.

The crimson death first appeared (as 'Death, crimson') in the first edition in the original Monster Manual II (1983). The crimson death appeared in the second edition in the Monstrous Compendium Forgotten Realms Appendix (1989), reprinted in the Monstrous Manual under the 'mist' entry. The crimson death appeared in the third edition Monster Manual II (2002).[14]

Death Knight[edit]

In Dungeons & Dragons and other fantasy roleplaying games, a death knight (also known as a doom knight or demon knight) is a mighty warrior animated as an undead creature by the gods of death, evil deities, demon lords, or other malevolent forces. They are commonly leaders of undead forces, often serving as the second-in-command of a lich.

Devourer[edit]

Dracolich[edit]

Effigy[edit]

Effigy
Information
TypeUndead
AlignmentChaotic Evil

The effigy is an undead hybrid of a ghost or specter and a fire elemental, it is an envious undead creature that hates living creatures and lusts after the life energy they possess. It possesses the bodies of living creatures and takes over their lives, but eventually the possessed body catches fire from the inside from the corruption, turns into a flaming zombie, and is destroyed, and the Effigy must find a new host.

An effigy appears as a ghostly, translucent humanoid shape with a fiendish face and composed of burning, multicolored flame. Its eyes glow white within the flickering fires of its insubstantial body, but it has no other discernible facial features. Clawed, fiery arms can also be made out.

The Effigy's preferred form of attack is to possess a living body and then use this body to attack. A creature infused (possessed) with an Effigy does fire damage, and has an energy draining touch. A wisdom check can be made against an Effigy to drive it out of a host, or to prevent it from entering in the first place.

Flameskull[edit]

Ghost[edit]

Ghoul[edit]

Lich[edit]

Mohrg[edit]

Mummy[edit]

Nightshade[edit]

Shadow[edit]

Skeleton[edit]

Skeleton Warrior[edit]

Spectre[edit]

Vampire[edit]

Wight[edit]

Wrackspawn[edit]

The Wrackspawn is an undead being. Wrackspawn are created/risen from the bodies of those fallen in battle, tortured prisoners, or others who endured extreme pain and bodily damage before death. Wrackspawn are incredibly ugly: bloodstained, charred black muscles; limbs bent in odd directions; a tortured, howling expression; exfoliated from burning; and bones and organs protruding. They are completely mindless, seeking only to kill everyone they see with their bone spears (perhaps made of their own bone) in order to exact morbid revenge on what they may mistake for their tormentors in life. Wrackspawn are far too mindless to speak[original research?].

They are Neutral Evil in alignment.

Wraith[edit]

Zombie[edit]

Other undead[edit]

Other undead from the 3rd edition Monster Manual II[edit]

  • Banshee (Groaning spirit)
  • Spellstitched Creature (template)

Other undead from the v3.5 Monster Manual III[edit]

Other undead from the v3.5 Monster Manual IV[edit]

Other undead from the v3.5 Monster Manual V[edit]

  • Vampire Examples

Other undead from the 3rd edition Fiend Folio[edit]

  • Abyssal Ghoul
  • Bhut
  • Crawling Head
  • Demon: Blood Fiend
  • Huecuva (template)
  • Hullathoin
  • Quth-Maren
  • Symbiont (Ghostly Visage)
  • Swordwraith (template)
  • Ulgurstasta

See also[edit]

Notes[edit]

  1. ^Allip – d20System Reference Document entry
  2. ^Holian, Gary. 'The Death Knights of Oerth, Part Two.' Dragon Magazine #291 (January 2002), page 95. Paizo Publishing, 2002.
  3. ^Ivid p. 32
  4. ^Kestrel, Gwendolyn F.M.Monster Manual IV (Wizards of the Coast, 2006)
  5. ^Gygax, Gary. The Lost Caverns of Tsojcanth (TSR, 1982)
  6. ^Gygax, Gary. Monster Manual II (TSR, 1983)
  7. ^Varney, Allen, ed. Planescape Monstrous Compendium Appendix (TSR, 1994)
  8. ^Cook, Monte, Jonathan Tweet, and Skip Williams. Monster Manual (Wizards of the Coast, 2000)
  9. ^ abMearls, Mike, Stephen Schubert, and James Wyatt. Monster Manual (Wizards of the Coast, 2008)
  10. ^ abcMonster Manual 4th edition, by Mike Mearls, Stephen Schubert, and James Wyatt, copyright 2008 Wizards of the Coast.
  11. ^ abcMonster Manual III, 3rd edition, copyright 2004 Wizards of the Coast.
  12. ^Deathknell miniatures gallery at Wizards of the Coast's website.
  13. ^Against the Giants miniatures gallery at Wizards of the Coast's website.
  14. ^Bonny, Ed, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter. Monster Manual II (Wizards of the Coast, 2002)

References[edit]

  • Reynolds, Sean K. 'Creature Catalogue IV: Campaign Classics.' Dragon #339 (Paizo Publishing, 2006).
  • Turnbull, Don, ed. Fiend Folio (TSR, 1981).
  • Cook, Monte. Monstrous Compendium Planescape Compendium III (TSR, 1998).
  • Stephens, Owen K.C. 'The Ecology of the Devourer.' Dragon #355 (Paizo Publishing, 2007).
  • Bonny, Ed, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter. Monster Manual II, Wizards of the Coast, 2002.
  • Reynolds, Sean K. 'Enchiridion of the Fiend-Sage.' Living Greyhawk Journal #2 (Paizo Publishing, 2001).
  • Sargent, Carl. From the Ashes (TSR, 1992).
  • Sargent, Carl. Ivid the Undying (TSR, unpublished). Available online: [1]
  • Gygax, Gary. Monster Manual (TSR, 1977).
  • Williams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual (Wizards of the Coast, 2000).
  • Cormanthyr: Empire of the Elves (zip)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Undead_(Dungeons_%26_Dragons)&oldid=892154065'

In Dungeons & Dragons, Fey is a category of creatures (called a creature type in the game). The fey deities are associated with the Seelie Court and the Unseelie Court. Titania is the general fey deity, with individual races like the Killmoulis who worship Caoimhin. Fey are usually humanoid in form and generally have supernatural abilities and a connection to nature. The Sylph is one creature which has a Fey appearance, but is officially recognized as an outsider creature type.

The source material includes two templates for players who wish to have crossbred characters incorporating fey traits. The first is the Half Fey, a cross between a fey and a human or giant. Feytouched are one quarter fey, the result of a crossbreeding between a Half Fey and a human or giant. All feytouched have at least one feature or characteristic that is out of the norm, including vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example, and are charismatic. The feytouched template appeared in the third edition Fiend Folio (2003).[1]

Atomie[edit]

The atomie is the lightest and quickest of all the sprites, standing at less than one foot tall. An atomie has elven features, with pale skin with a hint of woodland green, and four dragonfly-like wings. An atomie's voice is high-pitched, sounding like the buzzing of a bee. Atomies have magical abilities, and sometimes carry weapons as well. Upon hearing an intruder, atomies hide and try to make the intruder go away, using false lights, clattering voices, and pesky, summoned insects. Atomies live in forests, in the upper branches of old hardwood trees, one family per tree. Each family hollows out a series of tiny rooms, decorating with walnut chairs, woven pine needle rugs, acorn dishes, and the like. A network of balconies, landings, and rope bridges connects the dwellings, forming a village high above the forest floor. Atomies seldom bother with outsiders.

The atomie first appeared in the first edition Monster Manual II (1983).[2] It appeared in the second edition for the Greyhawk setting in the Monstrous Compendium Greyhawk Appendix (1990) under the 'sprite' entry.,[3] the Monstrous Manual (1993).[4]

Dnd 5e Creature Types Chart

The atomie appeared in the Tome of Horrors (2002) from Necromancer Games.[5] It was also featured in Paizo Publishing's book Pathfinder Roleplaying Game Bestiary 3 (2011), on page 28.[6] It also makes an appearance in the Castles & CrusadesClassic Monsters the Manual.[7]

Banshrae[edit]

Banshrae are usually malevolent fey. They are insectoid-featured, but more accurately resemble the extra terrestrials commonly known as greys, but with more humanoid features given to them in their general structure including breasts on their females. Mouthless, the banshraes speak telepathically and are unable to sing or use wind instruments but are said to love them both and to be able to be pacified by them. Oddly, their description in the Monster Manual still says they use blowguns for much of their attacking.

The banshrae first appeared in the third edition in Monster Manual V (2007). The banshrae appeared in the fourth edition Monster Manual (2008).[8]

Booka[edit]

The Booka (/ˈbkə/BOO-kə)[9] is a winged faerie creature.

The booka first appeared in the original first edition Fiend Folio (1981).[10] The booka appeared in second edition for the Greyhawk setting in the Monstrous Compendium Greyhawk Appendix (1990).[11]

Brownie[edit]

The Brownie is a distant relative of the halfling that dwells in quiet, pastoral areas.

The brownie first appeared in the first edition in the original Monster Manual (1977).[12] The brownie appears in second edition in the Monstrous Compendium Volume One (1989),[13] and is reprinted in the Monstrous Manual (1993).[14]The brownie also appeared in DMR2 Creature Catalog (1993).[15] The brownie appeared in third edition in the article 'Adventure Locales: The Silent Manse' on the Wizards of the Coast web site in 2004.[16]

The brownie has been expanded to be allowed as a playable race in a number of supplements and publications. One of the first was in the pages of White Dwarf. The brownie is detailed as a race for AD&D 1st Edition by Bob Lock in 1982.[17]The brownie appeared as an official player characterclass for the D&D basic game in Tall Tales of the Wee Folk (1989).The brownie would appear again as playable race for the D&D 3rd edition in Celtic Age from Avalanche Press.[18]

The brownie was written up as a player character race in White Dwarf #29 (Feb. 1982).[17] The brownie appeared in the Tome of Horrors (2002) from Necromancer Games.[19] The brownie appears as a type of sprite in Dangerous Denizens: The Monsters of Tellene (2003), for the Kingdoms of Kalamar setting.[20] The brownie appeared in Paizo Publishing's book Pathfinder Roleplaying Game Bestiary 2 (2010), on page 49.[21]

Buckawn[edit]

Buckawn
First appearance1983
Information
AlignmentNeutral

A buckawn is related to the brownie but is slender with dusky skin. A buckawn is less friendly and far more tricky than a brownie, but shuns human contact and does not regularly associate with brownies either. A buckawn is typically armed with a small dagger and quivers of darts which may be drugged or poisoned. Buckawn also have magical spell-like abilities.

It first appeared in the first edition Monster Manual II (1983).[22] It was listed in the second edition for the Greyhawk setting under the 'brownie' heading in the Monstrous Compendium Greyhawk Appendix (1990).[23] It also appeared in the Tome of Horrors (2002) from Necromancer Games.[24]

Dryad[edit]

Duskling[edit]

Dusklings are fey native to the Outer Planes.

Dusklings were introduced in the Magic of Incarnum.[25]

Faun[edit]

Faun
First appearanceDeities and Demigods (1980)
Based onFaun
Information
AlignmentNeutral good

Fauns are closely related to satyrs and there is the possibility that they are the offspring of satyr-elf or satyr-human pairings. They are around 6 feet tall and have bestial faces. They have goat-like faces and flowing hair. They prefer body painting over clothing. They prefer to avoid combat. The faun appeared in the third edition Deities and Demigods (2002).[26]

Forlarren[edit]

A forlarren is a descendent of the offspring of a good nymph and the greater devil who enslaved her. A forlarren wanders alone, seeking vengeance on good and evil alike, as it detests its own existence in a limbo. A forlarren can cause metal to heat up so that characters touching it are burned. After it kills a character, it reveals its ambivalent nature by showing great remorse and offering its services for a period of time.

The forlarren first appeared in the original first edition Fiend Folio (1981).[10] The forlarren appeared in the Tome of Horrors (2002) from Necromancer Games.[27] The forlarren appeared in Paizo Publishing's book Pathfinder Roleplaying Game Bestiary 2 (2010), on page 125.[21]

Frostwind Virago[edit]

The Frostwind Viragos is a faerie found in the coldest climates. They were originally introduced in Monster Manual V.

Grig[edit]

The grig is a mischievous and fun-loving sprite resembling cricket-centaurs. Grigs stand about 1½ feet tall and weigh about 1 pound, typical for a fey. Grigs have no fear of larger creatures and delight in playing tricks. Grigs commonly carry with them fiddles, and they can play tunes on these that cause those that hear them to dance uncontrollably.

The grig first appeared in the first edition Monster Manual II (1983).[28] The grig appeared in the second edition for the Greyhawk setting in the Monstrous Compendium Greyhawk Appendix (1990) under the 'sprite' entry,[11] and then in the Monstrous Manual (1993).[4] The grig appears in the third edition Monster Manual (2000), under the 'sprite' entry,[29] and in the 3.5 revised Monster Manual (2003). The grig (sprite) appeared as a player characterrace in Savage Species (2003).

Hybsil[edit]

A hybsil is a small antelope-like creature that looks like a cross between a centaur and a pixie, brownie, or sprite. They use arrows coated with a rare plant juice that causes creatures to sleep for hours.

The hybsil first appeared in the fourth set of Monster Cards (1982). The hybsil also appeared in the first edition Monster Manual II (1983).[30] The hybsil appeared in second edition in the Ruins of Zhentil Keep boxed set (1995),[31] and in Monstrous Compendium Annual Volume Three (1996).[32] The hybsil appeared in third edition in Monsters of Faerûn (2001).[33]

Jermlaine[edit]

Jermlaine are evil and fiendish underground fey who spend their days sneaking, hiding and plotting. They resemble small, mishappen, grey-skinned humanoids covered with warts, pimples and hair, and have grumpy, big-nosed faces. They are very thin-limbed, and have slightly rat-like traits.

The jermlaine first appeared in the first edition adventure module Descent into the Depths of the Earth (1978),[34] and was later featured in the original Fiend Folio (1981) as the jermlaine (jinxkins).[35] The jermlaine appeared in second edition in the Monstrous Compendium Volume Two (1989),[36] and appears in the Monstrous Manual (1993) under the 'gremlin' entry. The jermlaine was further detailed in Dragon #262 (August 1999).[37] The jermlaine appeared in the third edition Monster Manual II (2002).[38]

Killmoulis[edit]

The killmoulis is the distant relative of the brownie, and is less than one foot in height but with a disproportionately large head and a prodigious nose. A killmoulis can blend into its surroundings, making it hard to see when hidden. A killmoulis will live in a symbiotic relationship with humans, making its home under the floors, and in the walls and crawlspaces. It is based on the folklore Kilmoulis.

The killmoulis first appeared in the original first edition Fiend Folio (1981).[10] The killmoulis appeared in second edition Advanced Dungeons & Dragons in Monstrous Compendium Volume Two (1989),[39] and appeared under the 'brownie' entry in the Monstrous Manual (1993).[14]

Killoren[edit]

Killoren are a race of powerful fey creatures that blend nature's patience and power with the ambition and aggression of humanoid races. Killoren resemble half-elves. Killoren have green or tan skin with the texture of a soft, young leaf. Their limbs are unusually long and slender compared to those of the humanoid races. Killoren are bound to the raw forces of nature, manifesting this bond even in their physical form. The killoren have no organized kingdoms and maintain only a few scattered communities. Killoren are able to live comfortably in nearly any climate. Their homes blend in with the natural world around them.

The killoren first appeared in Races of the Wild (2005).[40]

Korred[edit]

A korred is a 3-foot tall creature that carries a cudgel, and can quickly weave its hair into animated entangling ropes and snares. The korred is a more chaotic relative of the satyr. A korred has great strength for its size, and its laugh causes creatures to be stunned. The korreds have a weekly holiday where they dance and play music, and anyone who tries to interrupt can be magically compelled to join the dance.

The korred first appeared in the fourth set of Monster Cards (1982). The korred also appeared in the first edition Monster Manual II (1983).[30] The korred was further detailed in Dragon #119 (March 1987), in 'The Ecology of the Korred'. The korred appeared in second edition in Monstrous Compendium Volume One (1989),[13] and in the Monstrous Manual (1993) under the satyr entry.[4]

Leprechaun[edit]

The leprechaun is a mischievous faerie creature, several variants have appeared in Dragon magazine.

The leprechaun was introduced to the game in The Strategic Review #3 (August 1975). The leprechaun appears in the first edition of Advanced Dungeons & Dragons in the original Monster Manual.[41] The leprechaun appears in the Dungeons & Dragons supplement Tall Tales of the Wee Folk (1989) as a player characterclass. The leprechaun appeared in second edition of Advanced Dungeons & Dragons in the Monstrous Compendium Volume Two (1989),[42] and reprinted in the Monstrous Manual (1993).[14] Leprechaun variants the geancannac and the far darrig appeared in Dragon #158 (June 1990), and the clurichaun and the wicked leprechaun appeared in Dragon #239 (September 1997).

Nereid[edit]

Nerieds are aquatic beings who inhabit the waves and are spiritually bound to the sea.

The nereid first appeared in the module The Hidden Shrine of Tamoachan (1980),[43] and later appears in Monster Manual II (1983).[44] The nereid appeared in the second edition in the Monstrous Compendium Volume Two (1989),[45] and reprinted in the Monstrous Manual (1993).[46] The neried appeared in third edition in Stormwrack (2005).[47]

Nixie[edit]

Nixies resemble somewhat attractive humanoids with green skin and hair and webbed appendages. Nixies are goodly and peaceful creatures, but are shy, reclusive and suspicious. Nixies desire friendship, and have the ability to charm others to become their friend. Nixies love music, and make instruments from reeds on the banks of streams.

The nixie first appeared in the original Dungeons & Dragons set (1974).[48] The nixie appeared in first edition Advanced Dungeons & Dragons in the original Monster Manual (1977).[49] The nixie appeared in the D&D Expert Set (1981, 1983) and the Dungeons & Dragons Rules Cyclopedia (1991).[50] The nixie appeared as a player characterclass in The Sea People (1990). The nixie appeared in second edition Advanced Dungeons & Dragons in Monstrous Compendium Volume One (1989),[51] and reprinted in the Monstrous Manual (1993) under the 'sprite' entry.[52] The nixie appeared in the third edition under the 'sprite' entry in the Monster Manual (2000),[53] and in the 3.5 revised Monster Manual (2003). The nixie appeared as a player character race in Savage Species (2003).

Nymph[edit]

The nymph are fae that resemble elven women. They are based on the nymphs of Greek mythology.[54] Nymphs prefer secluded coves or sandy beaches, and are mostly solitary. Nymphs hate ugliness and evil.

Creature

The nymph first appeared in the original Blackmoor supplement (1975).[55] The nymph appeared in the first edition of Advanced Dungeons & Dragons in the original Monster Manual (1977).[56] The nymph appeared in the second edition in the Monstrous Compendium Volume One (1989),[57] and reprinted in the Monstrous Manual (1993).[58][59] The grain nymph appeared for the Dragonlance setting in the Taladas: The Minotaurs set (1991).[citation needed] The nymph was further detailed in Dragon #240 (October 1997).[60] The grain nymph and the unseelie nymph appeared in Monstrous Compendium Annual Volume Four (1998).[61] The nymph appeared in the third edition Monster Manual (2000),[53] and in the 3.5 revised Monster Manual (2003). The nymph (apsara) appeared in Oriental Adventures (2001). The nymph appeared in the fourth edition in Monster Manual 3 (2010).

Dnd 5e Creature Types List

The nymph appeared in Paizo Publishing's book Pathfinder Roleplaying Game Bestiary (2009), on page 217.[62] It was also featured in the Futurama movie Bender's Game, the character Amy becomes a nymph in Bender's Dungeons & Dragons-based fantasy world.[63]

Ocean Strider[edit]

Ocean striders are humanoid orca-like beings who, as their name suggests, stride through shallow water in oceans and waterways and protect them from those who would plunder them for personal gain. The ocean strider appeared in the third edition Monster Manual II (2002).[38]

Oread[edit]

Oread
First appearancePlanes of Chaos (1994)
Based onOread
Information
AlignmentChaotic Good

Oreads are stern and strong women with stony skin who protect mountains and have the essence of rock in their bodies. They wear gowns of metal and uncut gems. Oreads that have broken free of their mountain ties are known as snowhairs.

The oread and the snowhair first appeared in the second edition in the Planes of Chaos boxed set (1994).[64] The oread appeared the third edition Fiend Folio (2003).[1]

Pixie[edit]

Pixies are like tiny Dungeons & Dragon's elves, only with sneakier, less majestic faces, longer ears, and gossamer insect wings sprouting from their backs. They wear bright clothing, including caps and shoes with curled, pointed toes. However, pixies are normally invisible, even when attacking, and unless they choose to be visible, only others of their race can see them. Although goodly, pixies adore playing tricks and pranks. Some of their favorite pastimes include leading travellers astray, pinching skin black and blue, and stealing invaluable items.

The pixie first appeared in the Dungeons & Dragons 'white box' set (1974).[48] The pixie appeared in the first edition of Advanced Dungeons & Dragons in the original Monster Manual (1977).[65] The pixie appeared in the Dungeons & Dragons Basic Set (1977, 1981, 1983) and the Dungeons & Dragons Rules Cyclopedia (1991). The pixie appeared as a player characterclass in Tall Tales of the Wee Folk (1989).[66] The pixie appeared in the second edition in the Monstrous Compendium Volume Two (1989),[45] and reprinted in the Monstrous Manual (1993) under the 'sprite' entry.[46] The pixie appears as a playable character race in The Complete Book of Humanoids (1993),[67] The pixie appeared in third edition under the 'sprite' entry in the Monster Manual (2000),[53] and in the 3.5 revised Monster Manual (2003). The pixie appeared as a player character race in Savage Species (2003). The pixie appeared in fourth edition as a playable character race in Heroes of the Feywild.

The Complete Book of Humanoids allowed players to play pixies as player characters, and in his review of the book game designer Rick Swan asked 'Who could pass up the chance to play a pixie?'[68]

Quickling[edit]

The quickling is an evil creature said to have been brownies transformed by the evil power of the Queen of Air and Darkness.[69] The quickling has the ability to move and attack at extremely high speed.

The quickling first appears in the first edition Monster Manual II (1983).[28] The quickling appears in the Monstrous Compendium Greyhawk Appendix (1990),[23] and then appears in Monstrous Compendium Annual Volume Two (1995). It also appeared in the Tome of Horrors (2002)[70] by Necromancer Games. And also in Necromancer Games's Tome of Horrors Revised PDF (2005). The quickling appears in the Monster Manual for 4th edition (2008).[8] It appeared on Geek.com's list of 'The most underrated monsters of Advanced Dungeons & Dragons'.[71] It has also appeared in the fifth edition Volo's Guide to Monsters (2016).

Satyr[edit]

Dnd Monsters

Satyrs are the children of a satyr and dryad union, while half-satyrs are the result of a satyr and human woman union[citation needed]. Satyrs have the legs and horns of a goat, but otherwise look human. They can play magical tunes on their pan pipes that cause varying effects as decided by the satyr. Satyrs are hedonistic creatures that frolic in the wild places of the world, and they dwell in temperate forests. Satyrs are extremely lustful, and will attempt to woo any human females they meet.

The satyr was introduced in the earliest edition of the game, in Supplement IV: Gods, Demi-gods & Heroes (1976).[72] The satyr appears in the first edition Monster Manual (1977),[12] where it is described as a sylvan woodland inhabitant primarily interested in sport such as frolicking, piping, and chasing wood nymphs. The satyr and korred appear first in the Monstrous Compendium Volume One (1989),[73] and are reprinted in the Monstrous Manual (1993).[4] The satyr is further detailed in Dragon #155 (March 1990), in 'The Ecology of the Satyr.'[74] The satyr is detailed as a playable character race in The Complete Book of Humanoids (1993),[67] and is later presented as a playable character race again in Player's Option: Skills & Powers (1995).[75]

The satyr appears in the Monster Manual for the 3.0 edition.[76]Savage Species (2003) presented the satyr as both a race and a playable class.[77] The satyr appears in the revised Monster Manual for 3.5. The satyr appears in the Monster Manual for 4th edition,[8] and as a playable character race in the Heroes of the Feywild sourcebook (2011).[78]

In 'Creature Competition: Battle Royal,' a tournament determined by fan voting, a satyr assassin was eliminated 6th out of twelve creatures, beating a gelatinous cube, a vrock, a juggernaut, a zelekhut, and a 12-headed hydra.[79]

Shadar-kai[edit]

The shadar-kai are extraplanar human-like creatures that are listed as Fae. In the 3rd edition they come from the Plane of Shadow and are found in forests and the underground.[1] In the 4th Edition Monster Manual, shadar-kai originate from the Shadowfell. They typically have ashen skin, raven-black eyes, tattoos, scarifications, and piercings. Common hairstyles include long & loose, braids, and elaborately shaved heads. Shadar-kai can teleport, but return in an insubstantial form for a short period of time.[8]

The shadar-kai first appeared in the third edition Fiend Folio (2003).[1] The shadar-kai were further developed in Dragon #337 (November 2005), in 'The Ecology of the Shadar-Kai'. The shadar-kai appeared in the fourth edition Monster Manual (June 2008).[8] The shadar-kai also appeared in the Monster Manual 2. In fifth edition, they appear as a playable race in Mordenkainen's Tome of Foes, this time as an elf sub-race.

Sirine[edit]

Sirine
Based onSiren
Information
AlignmentChaotic Neutral

Sirines are playful, gregarious fey that dwell on sandy beaches, secluded coves and rocky islands. Sirines resemble highly attractive human women. They wear flowers in their hair and their ragged clothing typically leaves little to the imagination. Some sirines are blue-skinned.

The sirine first appeared in first edition in the original Monster Manual II (1983).[44] The sirine appeared in second edition for the Dragonlance setting in the Tales of the Lance set (1992),[80] and for the Al-Qadim setting in City of Delights (1993),[81] and reprinted in the Monstrous Manual (1993).[14] The sirine appears in the third edition Monster Manual II (2002).[82]

Spirit of the land[edit]

Spirit of the Land
Information
AlignmentTrue Neutral

Spirits of the land inhabit certain geographic areas, and lie in invisible dormancy until they feel the area they guard is threatened, in which case they rise to defend it. Originally appearing in the Dark Suncampaign setting, they have since been reintroduced to 3rd edition D&D, along with several other creatures from Dark Sun, in the Monster Manual II. Spirits of the land, in their natural form, are invisible and intangible. When it wishes to be seen it can manifest as a humanoid, animal, or elemental of its own size and composed of one particular element. The illustration of one in the Monster Manual II shows it in the form of a bear made out of wood and earth.

The spirit of the land first appeared in second edition for the Dark Sun setting in the Monstrous Compendium Dark Sun Appendix: Terrors of the Desert (1992). The spirit of the land appeared in the third edition Monster Manual II (2002).[82]

Spriggan[edit]

A spriggan is an ugly, dour cousin of the gnomes, which is found near isolated communities or in uninhabited areas, dwelling in burrows or ruins. A spriggan can become giant-sized to terrorize, rob, and otherwise work vile deeds. Spriggans hate only gnomes more than humankind, and associate only with their own ilk.

The spriggan appeared in Dragon #59 (March 1982). The spriggan appeared in the original first edition Monster Manual II (1983).[83] The spriggan appeared in second edition Advanced Dungeons & Dragons for the Greyhawk setting under the 'giant-kin' entry in the Monstrous Compendium Greyhawk Appendix (1990),[84] and reprinted in the Monstrous Manual (1993).[52] The spriggan appeared in the third edition Fiend Folio (2003).[85]

Sprite[edit]

The sprite dwells in meadows and wooded glens, and is shy and reclusive, and armed with arrows that put creatures to sleep.

The sprite first appeared in the first edition in the original Monster Manual (1977).[12] The sprite appeared in the D&D basic game in the Dungeons & Dragons Basic Set (1981, 1983).[86][87] The sprite appeared as a player characterclass in Tall Tales of the Wee Folk (1989). The sprite appears in second edition in the Monstrous Compendium Volume One (1989),[13] and is reprinted in the Monstrous Manual (1993).[14]

Sylph[edit]

A sylph is an outsider that shares many similarities to fey creatures. Sylphs are beautiful winged creatures similar to nymphs that dwell in aerial places.[12] They worship the deity Verenestra.[88]

The sylph first appeared in first edition in the original Monster Manual (1977), illustrated by David C. Sutherland III.[12] It also appeared in second edition in the Monstrous Compendium Volume Two (1989),[39] and reprinted in the Monstrous Manual (1993) under the 'elemental, air kin' entry[14] and in the third edition Monster Manual II (2002).[82]

Thorn[edit]

The thorn is a monstrous humanoid that is a nomadic, green-skinned hunter/rogue who dwells in cactus fields in the desert. The thorn appeared in third edition in the Monster Manual III (2004).[89]

Notes and references[edit]

  1. ^ abcdCagle, Eric, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, and James Wyatt. Fiend Folio (Wizards of the Coast, 2003)
  2. ^Gygax, Gary. Monster Manual II (TSR, 1983)
  3. ^Breault, Mike, ed, et al. Greyhawk Monstrous Compendium Appendix (TSR, 1990)
  4. ^ abcdStewart, Doug, ed. Monstrous Manual (TSR, 1994)
  5. ^Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. p. 12. ISBN1-58846-112-2.
  6. ^Bulmahn, Jason (lead designer). Pathfinder Roleplaying Game Bestiary 3 (Paizo Publishing, 2011)
  7. ^Hartsfield, Kim (2012). Castles & Crusades: Classic Monsters the Manual. Troll Lord Games. p. 14. ISBN978-1-936822-06-5.
  8. ^ abcdeMearls, Mike, Stephen Schubert, and James Wyatt. Monster Manual (Wizards of the Coast, 2008)
  9. ^Mentzer, Frank. 'Ay pronunseeAY shun gyd' Dragon #93 (TSR, 1985)
  10. ^ abcTurnbull, Don, ed. Fiend Folio (TSR, 1981)
  11. ^ abBreault, Mike, ed, et al. Greyhawk Monstrous Compendium Appendix (TSR, 1990)
  12. ^ abcdeGygax, Gary. Monster Manual (TSR, 1977)
  13. ^ abcCook, David, et al. Monstrous Compendium Volume One (TSR, 1989)
  14. ^ abcdefStewart, Doug, ed. Monstrous Manual (TSR, 1993)
  15. ^Nephew, John. Creature Catalog (TSR, 1993)
  16. ^'Adventure Locales: The Silent Manse'. Archive.wizards.com. Retrieved 2 February 2018.
  17. ^ abLock, Bob (February–March 1982). 'The Brownie'. White Dwarf. Games Workshop (29): 24.
  18. ^Phythyon, John R.; Soesbee, Ree & Bennighof, Mike (2002). 'Celtic Age: Role-Playing the Myths, Heroes & Monsters of the Celts' (1st ed.). Avalanche Press
  19. ^Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. p. 30. ISBN1-58846-112-2.
  20. ^Dangerous Denizens: The Monsters of Tellene. (Kenzer & Company, Wizards of the Coast, 2003)
  21. ^ abBaur, Wolfgang, Jason Bulmahn, et al. Pathfinder Roleplaying Game Bestiary 2 (Paizo Publishing, 2010)
  22. ^Gygax, Gary. Monster Manual II (TSR, 1983)
  23. ^ abBreault, Mike, ed, et al. Greyhawk Monstrous Compendium Appendix (TSR, 1990)
  24. ^Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. pp. 30–31. ISBN1-58846-112-2.
  25. ^'Magic of Incarnum Excerpt'. Wizards of the Coast. Archived from the original on 10 October 2015. Retrieved 9 October 2013.
  26. ^Redman, Rich, Skip Williams, and James Wyatt. Deities and Demigods (Wizards of the Coast, 2002)
  27. ^Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. p. 142. ISBN1-58846-112-2.
  28. ^ abGygax, Gary. Monster Manual II (TSR, 1983)
  29. ^Williams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual (Wizards of the Coast, 2000)
  30. ^ abGygax, Gary. Monster Manual II (TSR, 1983)
  31. ^Melka, Kevin and John Terra. Ruins of Zhentil Keep (TSR, 1995)
  32. ^Pickens, Jon, ed. Monstrous Compendium Annual Volume Three (TSR, 1996)
  33. ^Wyatt, James and Rob Heinsoo. Monstrous Compendium: Monsters of Faerûn (Wizards of the Coast, 2001)
  34. ^Gygax, Gary. Descent into the Depths of the Earth (TSR, 1978)
  35. ^Turnbull, Don, ed. Fiend Folio (TSR, 1981)
  36. ^Cook, David, et al. Monstrous Compendium Volume Two (TSR, 1989)
  37. ^Richards, Johnathan M. 'The Ecology of the Jermlaine: The Best Laid Plans.' Dragon #262 (TSR, 1999)
  38. ^ abBonny, Ed, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter. Monster Manual II (Wizards of the Coast, 2002)
  39. ^ abCook, David, et al. Monstrous Compendium Volume Two (TSR, 1989)
  40. ^Williams, Skip. Races of the Wild. Wizards of the Coast, 2005. ISBN0-7869-3438-7
  41. ^Gygax, Gary. Monster Manual (TSR, 1977)
  42. ^Cook, David, et al. Monstrous Compendium Volume Two (TSR, 1989)
  43. ^Johnson, Harold, and Jeff R. Leason. The Hidden Shrine of Tamoachan (TSR, 1980)
  44. ^ abGygax, Gary. Monster Manual II (TSR, 1983)
  45. ^ abCook, David, et al. Monstrous Compendium Volume Two. TSR, 1989
  46. ^ abStewart, Doug, ed. Monstrous Manual (TSR, 1993)
  47. ^Baker, Richard, Joseph D. Carriker, and Jennifer Clarke-Wilkes. Stormwrack (Wizards of the Coast, 2005)
  48. ^ abGygax, Gary, and Dave Arneson. Dungeons & Dragons (3-Volume Set) (TSR, 1974)
  49. ^Gygax, Gary. Monster Manual (TSR, 1977)
  50. ^Allston, Aaron, Steven E. Schend, Jon Pickens, and Dori Watry. Dungeons & Dragons Rules Cyclopedia (TSR, 1991)
  51. ^Cook, David, et al. Monstrous Compendium Volume One (TSR, 1989)
  52. ^ abStewart, Doug, ed. Monstrous Manual (TSR, 1993)
  53. ^ abcWilliams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual. Wizards of the Coast, 2000
  54. ^Bornet, Philippe (2011). Religions in play: games, rituals, and virtual worlds. Theologischer Verlag Zürich. p. 282. ISBN978-3-290-22010-5. Retrieved 22 August 2012.
  55. ^Arneson, Dave (1975). Dungeons & Dragons Supplement II: Blackmoor. TSR, Inc. access-date= requires url= (help)
  56. ^Gygax, Gary (1977). Advanced Dungeons & Dragons Monster Manual. TSR, Inc. access-date= requires url= (help)
  57. ^Cook, David (1989). Monstrous Compendium Volume One. TSR, Inc. ISBN978-0-88038-738-5.
  58. ^Stewart, Doug (1993). Advanced Dungeons & Dragons Monstrous Manual. TSR, Inc. ISBN978-1-56076-619-3.
  59. ^Ashe, Robin (1 March 2010). 'Review of Advanced Dungeons & Dragons Monstrous Manual'. RPGnet. Retrieved 22 August 2012.
  60. ^Richards, Johnathan M. (October 1997). 'The Ecology of the Nymph'. Dragon. TSR, Inc (240): 73–78.
  61. ^Pickens, Jon, ed. Monstrous Compendium Annual Volume Four. (TSR, 1998)
  62. ^Bulmahn, Jason (lead designer). Pathfinder Roleplaying Game Bestiary (Paizo Publishing, 2009)
  63. ^Woerner, Meredith (6 November 2008). 'Bender Fixes The Gas Crisis With His 20-Sided Die'. io9. Retrieved 22 August 2012.
  64. ^Smith, Lester W., and Wolfgang Baur. Planes of Chaos (TSR, 1994)
  65. ^Gygax, Gary. Monster Manual (TSR, 1977)
  66. ^Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 146. ISBN0-87975-653-5.
  67. ^ abSlavicsek, Bill. The Complete Book of Humanoids (TSR, 1993)
  68. ^Swan, Rick (May 1994). 'Role-playing Reviews'. Dragon. Lake Geneva, Wisconsin: TSR (#205): 102.
  69. ^Sargent, Carl. Monster Mythology. Lake Geneva, WI: TSR, 1992.
  70. ^Green, Scott; Peterson, Clark (2002). Tome of Horrors. Necromancer Games. p. 328. ISBN1-58846-112-2.
  71. ^'The most underrated monsters of Advanced Dungeons & Dragons'. Geek.com. 27 June 2016. Retrieved 2 February 2018.
  72. ^Kuntz, Robert J. and James Ward. Gods, Demi-gods & Heroes (TSR, 1976)
  73. ^Cook, David, et al. Monstrous Compendium Volume One (TSR, 1989)
  74. ^Menzies, Gordon R. 'The Ecology of the Satyr.' Dragon #155 (TSR, 1990)
  75. ^Niles, Douglas and Dale Donovan. Player's Option: Skills & Powers (TSR, 1995)
  76. ^Cook, Monte, Jonathan Tweet, and Skip Williams. Monster Manual (Wizards of the Coast, 2000)
  77. ^Eckelberry, David, Rich Redman, and Jennifer Clarke Wilkes. Savage Species (Wizards of the Coast, 2003)
  78. ^Carroll, Bart. 'The Satyr'. Dungeons and Dragons official homepage. Wizards of the Coast. Retrieved 19 February 2012.
  79. ^'Creature Competition: Battle Royal'. Wizards.com. Retrieved 2007-02-01.
  80. ^Johnson, Harold, John Terra, J. Robert King, Wolfgang Baur, Colin McComb, Jean Rabe, Norm Ritchie, Margaret Weis, Tracy Hickman, Jeff Grubb, Doug Niles, and Michael Williams. Tales of the Lance (TSR, 1992)
  81. ^Prusa, Tom and Tim Beach. City of Delights (TSR, 1993)
  82. ^ abcBonny, Ed, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter. Monster Manual II (Wizards of the Coast, 2002)
  83. ^Gygax, Gary. Monster Manual II (TSR, 1983)
  84. ^Breault, Mike, ed, et al. Greyhawk Monstrous Compendium Appendix (TSR, 1990)
  85. ^Cagle, Eric, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, and James Wyatt. Fiend Folio (Wizards of the Coast, 2003)
  86. ^Gygax, Gary, and Dave Arneson [1974], edited by Tom Moldvay. Dungeons & Dragons Basic Set (TSR, 1981)
  87. ^Gygax, Gary, and Dave Arneson [1974], edited by Frank Mentzer. Dungeons & Dragons Set 1: Basic Rules (TSR, 1983)
  88. ^Sargent, Carl. Monster Mythology (TSR, 1992)
  89. ^Burlew, Rich, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, and P. Nathan Toomey. Monster Manual III (Wizards of the Coast, 2004)
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