List of Dungeons & Dragons creatures (A)
- 1 Aarakocra
- 2 Abishai
- 3 Aboleth
- 3.1 Publication history
- 3.2 Physical description
- 3.3 Society
- 3.4 Ecology
- 3.5 In campaign settings
- 4 Alaghi
- 5 Ambush drake
- 6 Aoa
- 7 Aranea
- 8 Assassin vine
- 9 Azerblood
- 10 References
In the Dungeons & Dragons fantasy tabletop role-playing game, the aarakocra (// ar-ə-KOH-krə are a race of bird-like monstrous humanoids dwelling in high mountains. First appearing in the Fiend Folio in 1981, they have since appeared in and been adapted to numerous campaign settings including Greyhawk, Dragonlance, Dark Sun, and the Forgotten Realms.
The abishai were first introduced in the first edition AD&D article, "From the Sorcerer's Scroll: New Denizens of Devildom" by Gary Gygax in Dragon #75 (July 1983); the article detailed the black, blue, green, red, and white variants as species of lesser devil. The abishai later appeared in the first edition Monster Manual II (1983).
The black, green, and red abishai were re-categorized as lesser baatezu in second edition in the Monstrous Compendium Volume Outer Planes Appendix (1991), and next appear in the Monstrous Manual (1993). The same three variants are detailed as lesser baatezu for the Planescape setting in the first Planescape Monstrous Compendium Appendix (1994).
The black, blue, green, red, and white abishai appear in third edition of the Forgotten Realms setting in Monsters of Faerûn (2000). Fiendish Codex II: Tyrants of the Nine Hells (2006) includes the black, blue, green, red, and white abishai.
The abishai are a subgroup of Baatezu created through the joint efforts of Tiamat and Pearza of the Dark Eight. They are humanoid creatures that resemble gargoyles or humanoid dragons. There are five kinds, easily distinguishable by color (black, blue, green, red, and white). Most abishai are servitors of the dragon goddess Tiamat. They are the scouts, torturers, and wardens of the first two layers of Baator.
Ranked in power, the red abishai are the most powerful, followed by the blue, green, black, and white.
|Alignment||Lawful Evil (usually)|
|Stats||Open Game License stats|
|Source books||Monster Manual 3.5|
In the Dungeons & Dragons fantasy role-playing game, aboleths (// AB-o-leth) are a fictitious race of malevolent, eel-like aberrations with potent psionic abilities. Aboleths are some of the most ancient beings in existence according to Lords of Madness, a Dungeons & Dragons supplement book about creatures classified as "aberrations" such as aboleths, illithids and beholders.
The aboleth was created by David "Zeb" Cook for the first edition of Advanced Dungeons & Dragons.
Advanced Dungeons & Dragons 1st edition (1977-1988)
The saltwater aboleth appears in Dungeon #12 (July 1988).
Advanced Dungeons & Dragons 2nd edition (1989-1999)
The savant aboleth first appears in Night Below: An Underdark Campaign (1995), and in Monstrous Compendium Annual Two (1995).
Dungeons & Dragons 3.0 edition (2000-2002)
The aboleth appears in the Monster Manual for this edition (2000).
Dungeons & Dragons 3.5 edition (2003-2007)
The aboleth appears in the revised Monster Manual for this edition (2003), along with the aboleth mage.
The aboleth receives its own chapter in the book Lords of Madness: The Book of Aberrations (2005), which also includes the amphibious aboleth, the stygian aboleth, and the uobilyth (aerial aboleth).
Dungeons & Dragons 4th edition (2008-)
The aboleth appears in the Monster Manual for this edition (2008), including the aboleth lasher, the aboleth slime mage, the aboleth observer, and the aboleth servitor.
Aboleths are fish-like amphibians, twenty feet long and weighing about 6,500 pounds; they continue to grow as they age, however, and some fantastically ancient specimens reach much longer lengths. They are a kind of hybrid of fish and eel with some insectoid and annelid qualities; they have long, tubular bodies, like that of an eel, but fish-like tails at the end and two fins near the head and a dorsal fin near the back. Their bodies are also segmented, which is a worm or insect-like characteristic. Their underbellies are orange-pink, and their topsides sea-green. A little bit back from the head are four long tentacles, two on each side, two on the topside and two on the underbelly. Their heads are roughly triangle shaped, with a spherical, somewhat beak-like nose. Above the nose are their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangle from the bottom of the head. Four blue-black slime-secreting orifices line the bottom of their bodies.
Aboleths have powerful psionic powers, being natural psions like the illithids. However, the aboleth, like the other archetypal aberrations, has a much more fearsome ability: aboleths secrete a viscous grey fluid, much like mucus, which brings about a terrible transformation in air-breathing creatures. The skin of the victim is transformed into a membrane which allows it to breathe in water, but robs the creature of air-breathing. This allows the aboleth to keep slaves, which it dominates and keeps captive with its mind. This same mucus is the only way aboleths breathe at all – if robbed of the ability to extrude aboleth slime, they suffocate in water or on land. Out of the water, an aboleth's membranelike skin dries out quickly, but this does not prove fatal. Instead, the aboleth will eventually enter a state of suspended animation, called long dreaming, a fate considered far worse than simply dying. It forms a tough, waterproof membrane, but, once the membrane is pierced, liquid floods out and death is usually not far off for the aboleth. With the exception of the gained damage reduction and increased armor class, an aboleth out of water is a sitting duck.
Another strange feature of aboleths is their memory. An aboleth is born with a racial memory, each individual inheriting the memories of its ancestors. Furthermore, it assimilates the memories of those it consumes. An aboleth's memories are stored in an ever-growing part of its brain which extends down its back as it ages. Aboleths enjoy spending time lost in particularly fine memories of their ancestors, and if they have nothing better to do, they may relive entire portions of their lives.
Aboleths do not die of old age, living indefinitely barring death from violence or disease.
Aboleths are utterly self-centered as a race; they know they were among the first beings in existence, and see all else as theirs. Their enmity towards other races stems in part from their perception that these "upstart" races have stolen what is rightfully the aboleths'. All that stops them from conquering the surface is their weakness on land (though an aboleth is always a fierce opponent) and the fact that they would rather enjoy themselves than waste time subduing feeble creatures such as humans. By contrast they are greatly unsettled by the Illithids due to their lack of information over that race's creation.
Aboleth cities are vast affairs of bizarre and alien architecture, located deep underwater. The Shape of Water, located in the Underdark's Glimmersea, is the largest known Aboleth city. This is where the leaders of the race reside and hold council.
Aboleths have no gods. While they acknowledge the presence and power of gods, they have memories of a time long before any modern gods were worshipped and recall such gods' birth and often demise. They are not concerned with an afterlife since they intend to live forvever, considering death a failure. They do have a certain respect and reverence for the ancient beings known as the "Elder Evils": Bolothamogg, Holashner, Piscaethces, Shothotugg, and Y’chak, based on the Cthulhu Mythos of H. P. Lovecraft. According to the 2nd edition box set Night Below they do have a god, known as the Blood Queen.
In the 4th Edition Underdark sourcebook, it is noted that some sages are unsure whether aboleths have a true self-awareness, or instead have a form of psyche utterly alien to all existence. It is also noted that aboleths were originally native to the Far Realm, and they actually seek to have not just the world, but the totality of the Astral Sea and Elemental Chaos as well, subsumed by the Far Realm.
An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly.
Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature.
The omnivorous aboleth will eat any organic matter, usually algae and micro-organisms, but they are also fond of intelligent prey so they can absorb nutrients and information at the same time. Aboleth have no natural enemies, as even the mightiest marine creatures give them a wide berth.
In campaign settings
The aboleth were eventually roused from a period of hibernation that spanned millennia, and the city of Xxiphu has since risen above the Sea of Fallen Stars, and the aboleth conquered territory for the Sovereignty.
The Xxiphu citadel, a "glyph-inscribed obelisk wrapped in an eternal storm that soars over the surface of the world," is said to hold in its inscriptions meanings too ghastly for mortal minds to comprehend and remain sane, as well as the consciousnesses of some of the few enormous conscience-altered elder aboleths, whose minds are inimical to creatures not part of their ancient Sovereignty.
|Source books||Monsters of Faerun, Monstrous Compendium Annual 3, Forgotten Realms 2 (MC11)|
In the Forgotten Realms campaign setting for the Dungeons & Dragons fantasy role-playing game, the alaghi is a monstrous humanoid that lives in temperate mountains and forests. It is 6 feet tall and covered in shaggy white to brown hair. An alaghi is often neutral in alignment - however, villages of alaghi tend to be evil, while alaghi hermits tend to be nice and well faring creatures. Most alaghis are semi-nomadic hunter-gatherers.
The alaghi was introduced in the second edition in the Monstrous Compendium Forgotten Realms Appendix II (1991), which was later reprinted in Monstrous Compendium Annual Volume Three (1996). The alaghi is presented as a playable character race in The Complete Book of Humanoids (1993), and is later presented as a playable character race again in Player's Option: Skills & Powers (1995). The alaghi appeared in third edition in Monsters of Faerûn (2001).
In the Dungeons and Dragons fantasy role-playing game, the Ambush drake is a Dragon. Unlike traditional D&D Dragons, which are somewhat feline, Ambush drakes are lupine (wolf-like). Ambush drakes are short, squat and compact compared to normal Dragons, but still grow to be at least as large as an adult human. They have muscular limbs, and short spines on their necks and ugly heads. Their wings are disproportionate. Ambush drakes have grey bodies and back legs, with dark orangey-red heads, front legs and wings. They are far less intelligent than regular Dragons.
The ambush drake first appeared in third edition Dungeons & Dragons in Monster Manual III (2004). The ambush drake appears in the Dungeons & Dragons fifth edition adventure Hoard of the Dragon Queen (2014).
Ambush drakes live in temperate planes, craggy valleys, and the borders of wastelands in packs of 3 to 12 individuals (solitary ones do exist, though). These packs have traditional draconic traits (the members enjoy hoarding treasure), only with the social habit in mind (individuals do not keep their own hoard, the hoard is shared by a pack). For the most part, however, Ambush drakes are more wolf-like than dragon-like, and are concerned mostly with hunting and killing and basically surviving life. They hunt in coordinated packs, closing prey into a corner and then attacking with their breath weapons. They can also use their teeth and claws, and according to Monster Manual III, they are also poisonous. Their concern is with food and treasure, not terror, and they will typically ignore fleeing prey, instead focusing on one they have weakened and is right in front of them.
Ambush drakes speak Common and Draconic, but rarely do so, preferring to use Psionics. Ambush drake packs share a communal consciousness, with all Ambush drakes being completely emphatic of other nearby Ambush drakes.
|Source books||3rd Edition Fiend Folio|
Aoa are fictional creatures in the Dungeons & Dragons role-playing game. Aoa resemble huge blobs of quicksilver that float above the surface of whatever environment they may be found. Their surface is like a mirror and reflects all light. Aoa are surrounded by tiny orbs that randomly separate from the sphere and reabsorb back into it. These outsiders are born from the friction caused as a result of the rare occurrences when the Negative Energy Plane and Positive Energy Plane graze each other.
Aoa naturally reflect most attacks and spells. Since aoa reflect energy, scholars theorize that they may be a neutral counterpart to energons, such as the positive-energy xag-yas and negative-energy xeg-yis, which produce energy. Aoa can also release a pulse about three times per day that reflects magical energy back onto itself, which may destroy magical auras and shatter magic items.
Aoa are can be found floating around the Astral and Ethereal Planes, always seeking out large quantities of magic. They are most common at the borders of two or more planes where conflicting energies create magical maelstroms.
Aoa normally move slowly through the air, bobbing lazily. When they sense magic, they become excited or agitated and rush towards its source. When around spellcasting, an aoa will fly crazily around and try to intercept magical blasts and touch magical items. Aoa are sometimes summoned and used as guardians, kept content by low amounts of magic. Aoa do not appear to be very sentient; they do not speak nor seem to understand any languages.
A full-sized aoa is called a sphere. Smaller aoa called droplets split off from a sphere when it reflects a large amount of magical energy. Eventually, a droplet will grow to become a full-sized sphere.
|Stats||Open Game License stats|
|First appearance||X1 The Isle of Dread|
In the Dungeons & Dragons fantasy role-playing game, the aranea is a spider-like magical beast that lives in temperate forests. Its natural form is that of a spider of monstrous size, with two small humanlike arms below its mandibles.
The aranea appeared in second edition Advanced Dungeons & Dragons in the Mystara Monstrous Compendium Appendix (1994), which was later reprinted in Monstrous Compendium Annual Three (1996).
The aranea appeared in the third edition in the Monster Manual (2000), and then in the revised 3.5 Monster Manual (2003). The aranea appeared as a player character race in the book Savage Species (2003), and later in Dragon #351 (January 2007).
An aranea is usually neutral in alignment. It has the ability to change its shape into that of a humanoid, or a spider-humanoid hybrid. It has the poison and webspinning ability of a spider, as well as the ability to cast spells like a sorcerer.
|Stats||Open Game License stats|
|Source books||Monster Manual|
An assassin vine is basically a tree which uses its vines to kill victims and deposit the bodies near the roots for fertilizer. It consists of a main vine attached to the tree, about 20 feet long, with smaller, 5 foot long vines breaking off. It has both leaves and berries. The berries have a bitter taste and are used to make a heady wine despite being widely believed to be poisonous. The underground version of the assassin vine is darker in coloration to the ground dwelling one.
An azerblood is a type of planetouched that is the combination of a fire outsider known as an azer and dwarven blood, based in the campaign setting of the Forgotten Realms for Dungeons & Dragons fantasy role-playing game. As a planetouched, it is an outsider of the Native subtype with a collection of power based on its fiery bloodline as well as abilities based on its dwarven nature.
Both dwarves and azers pride law over chaos, but Azerbloods take after their outsider relatives in regard of good and evil by staying out of that conflict. So the common Azerblood is Lawful Neutral. Their favourite class is Fighter.
Azerblood resemble a dwarf of the shield dwarf subrace for the most part, with some variations based on the outsider blood that flows in their veins. Common traits are metallic brass-coloured skin, flame-red hair and irises that appear to move with flames. They favour the Azer way of dressing in metallic skirts of brass, bronze and copper. But they will dress for necessity, including heavier armours.
Azerblood usually dwell in their own small communities or within larger communities of dwarves. They worship the Dwarven gods, especially Gorm Gulthyn and Dumathoin. They prefer coins and trade goods as treasure, most likely due to their dwarven natures. In combat, they are well known[who?] for team tactics and using their natural protections against fire to cast flaming magics.
The most common society of azerblood are those who live in the Small Teeth mountains of Amn, as they are descendants of Clan Azerkyn of the Adamant Kingdom of Xothaerin. Azerblood are also born to shield dwarves in locations near natural outlets to the Elemental Plane of Fire or places of great heat, like the Lake of Steam.
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