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Draft:List of Dungeons & Dragons 3.5 edition monsters

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Dungeons & Dragons version 3.5 (see editions of Dungeons & Dragons) was released in 2003. The first book containing monsters to be published was the Monster Manual, released along with the other two "core" rulebooks.

WTC 17755 – Monster Manual (2003)

[edit]

This was the initial monster book for the Dungeons & Dragons 3.5 edition, published in 2003. It includes all of the monsters from the previous third edition Monster Manual, revising them for the version 3.5 rules, as well as including a small number of monsters not in the previous Monster Manual. This book features an alphabetical listing of monsters on pages 3–4, an introduction on pages 5–7, the monster descriptions on pages 8–289, instructions for improving the monsters in the book on pages 290–294 and making monsters on pages 295–302, skills and feats for monsters on pages 303–304, a glossary on pages 305–317, and a list of the monsters in the book ranked by challenge rating on pages 318–319.

ISBN 0-7869-2893-X

Creature Page Other Appearances Variants Description
Aboleth 8–9 Includes a description of the aboleth mage, an aboleth 10th-level wizard
Achaierai 9–10 CJ Miozzi included the achaierai on The Escapist's list of "The Dumbest Dungeons & Dragons Monsters Ever (And How To Use Them)".[1]
Allip 10
Angel 10–13 Described are the astral deva, planetar, and solar. Celestials from the Outer Planes, "charming creatures protecting the universe against evil".[2]
Animated object 13–14 Described are the tiny, small, medium, large, huge, gargantuan, and colossal animated object
Ankheg 14–15
Aranea 15–16
Archon 16–19 Described are the lantern archon, hound archon, and trumpet archon. Includes a description of the hound archon hero, a hound archon 11th-level paladin
Arrowhawk 19–20 Described are the juvenile, adult, and elder arrowhawk
Assassin vine 20
Athach 21
Azer 21–22
Barghest 22–23 Includes a description of the greater barghest, an advanced barghest
Basilisk 23–24 Includes a description of the abyssal greater basilisk, an advanced basilisk. Based on the creature from medieval bestiaries.[3] In the original Monster Manual it is described as a reptilian monster whose gaze can turn creatures to stone.[4]
Behir 25
Beholder 25–27 Described are the gauth and the beholder. A large orb dominated by a central eye and a large toothy maw, with 10 smaller eyes on stalks sprouting from the top of the orb; the large eye negates all magic and the smaller eyes cause a variety of magical effects. A "creature that looks at you and is destroying you by the power of its magical eyes".[5] A terrible beast, but depicted as "a cuddly rosy ball with too many eyes".[6] Designed to counter magic-using characters while being a formidable opponent for a whole party due to its versatility.[3] Considered one of "the game's signature monsters" by Philip J. Clements.[7]: 133  A "classic",[8] "iconic", as well as "one of the most feared and fearsome monsters of the game", present through all editions.[9]: 5, 40–41, 65 
Belker 27
Blink dog 28
Bodak 28
Bugbear 29 Hairy cousin of the goblin.[10]
Bulette 30 Also called land shark, inspired by a plastic toy from Hong Kong.[3] In his 2019 book The Monsters Know What They're Doing, author Keith Ammann called bulettes "brutes tailor-made to give your players jump scares" and found its preferences and aversions for the meat of different humanoid races "ludicrous".[11]: 157–158 
Carrion crawler 30–31
Celestial creature 31–32 Template; sample celestial creature is a celestial lion
Centaur 32–33 Based on the creature from Greek mythology.[3][12][13]
Chaos beast 33
Chimera 34 The chimera is based on the chimera of Greek mythology as found in the Iliad by Homer,[14][15] "stronger than a centaur but weaker than a sphinx".[13] Present in the game since the earliest edition.[9]: 45 
Choker 34–35
Chuul 35–36
Cloaker 36 An original creation for the game's artificial underground environment, this monster was designed as a trap for unwary player characters; it looks like a living cloak with teeth.[3]
Cockatrice 37 Based on the creature from medieval bestiaries.[3]
Couatl 37–38 Based on the creature from Mesoamerican religion.[16]
Darkmantle 38
Delver 39
Demon 40–48 Described are the babau, balor, bebilith, dretch, glabrezu, hezrou, marilith, nalfeshnee, quasit, retriever, succubus, and vrock. Tanar'ri were renamed from demons in response to moral panic,[17]: 83–84 [18] many were based on figures from Christian demonology.[19] Considered among the "standard repertoire of "Monsters"" by Fabian Perlini-Pfister.[12] In a review of Planescape Monstrous Compendium Appendix II for Arcane magazine, the reviewer cites the culture of the tanar'ri as helping "give the Planes a solid base of peoples".[20] The succubus is a typical example of a demon, belonging to the "standard repertoire of "Monsters"",[12] and one of those contributing to the moral panic;[21]: 106 [17] also an instance of the sexist tropes the game draws on which presented female sexuality as inherently dangerous.[7]: 17, 94  Rob Bricken of io9 identified the succubus as one of "The 12 Most Obnoxious Dungeons & Dragons Monsters".[22] Featuring a highly-muscled man-like body and bat wings,[9]: 53  the balor is based on and renamed from the Balrog from J.R.R. Tolkien's legendarium.[3] Reviewer Philippe Tessier found the quasit "very nice" and interesting when made available as a familiar.[8]
Derro 49
Destrachan 49–50
Devil 50–58 Described are the barbed devil (hamatula), bearded devil (barbazu), bone devil (osyluth), chain devil (kyton), erinyes, hellcat (bezekira), horned devil (cornugon), ice devil (gelugon), imp, lemure, and pit fiend. Don Turnbull considered the devils the most prominent among the new monsters introduced in the Monster Manual: "they are all pretty strong and compare not unfavourably in this respect with the Demons we already know".[23] Renamed from devils in response to moral panic.[17]: 83–84 [18] Many were based on figures from Christian demonology.[19] Lemure are among lowest of fiends, these "living piles of rotting flesh that look like puddles of pink skin" are one inital incarnation of evil souls when arriving at the lower planes. Screen Rant reviewer Scott Baird ranked them among the weakest monsters in the game.[24] The erinyes are based on the figures from Greek mythology.[12]
Devourer 58–59 A giant skeleton that is holding a small figure prisoner in their ribcage, this creature is highlighted by reviewer Kaneda for characters to steer away from.[25]
Digester 59
Dinosaur 60–62 Described are the deinonychus, elasmosaurus, megaraptor, triceratops, and tyrannosaurus. Considered among the "standard repertoire of "Monsters"",[12] and among the 12 most underrated monsters, "a creature as large and fearsome as a dragon but without all the hype".[26]
Dire animal 62–66 Described are the dire ape, dire badger, dire bat, dire bear, dire boar, dire lion, dire rat, dire shark, dire tiger, dire weasel, dire wolf, and dire wolverine
Displacer beast 66–67 Includes a description of the displacer beast pack lord, an advanced displacer beast. A magical creature resembling a puma with a tentacle growing from each shoulder, it hates all forms of life, and always appears 3 feet from its actual position. Based on the alien Coeurl from the short story Black Destroyer by A. E. van Vogt.[3][9]: 71  David M. Ewalt, in his book Of Dice and Men, discussed several monsters appearing in the original Monster Manual, describing displacer beasts as looking like "pumas with thorn-covered tentacles growing out of their shoulders".[27] Rob Bricken from io9 named the displacer beast as the 2nd most memorable D&D monster.[28]
Doppelganger 67–68
Dragon, true 68–88 Powerful and intelligent, usually winged reptiles with magical abilities and breath weapon.[29] The different subraces, distinguished by their colouring, vary in power.[30] The dragon has been referred to as the "iconic creature for D&D adventurers to conquer".[31]: 34 [32]
Chromatic dragons 70–78 Described are the black dragon, blue dragon, green dragon, red dragon, and white dragon. For each type of dragon, stats are given for the wyrmling, very young, young, juvenile, young adult, adult, mature adult, old, very old, ancient, wyrm, and great wyrm variety
Metallic dragons 79–88 Described are the brass dragon, bronze dragon, copper dragon, gold dragon, and silver dragon. For each type of dragon, stats are given for the wyrmling, very young, young, juvenile, young adult, adult, mature adult, old, very old, ancient, wyrm, and great wyrm variety
Dragon turtle 88 Present in the game since its inception.[9]: 26 
Dragonne 89 Present "in every edition of the game", James Wyatt stated it was "probably the oldest manifestation in the game of the idea of a half-dragon". Renamed to liondrake in 5th edition.[33]
Drider 89–90
Dryad 90–91 Based on the dryad from classical sources.[3] The dryad appears as a player character class in Tall Tales of the Wee Folk in the "DM's booklet" (1989).[34]: 146 
Dwarf 91–93 Described are the hill dwarf, the deep dwarf, and the duergar. Based on Tolkien's version of the dwarf.[35][7]: 78  Often depicted as "short, stout, and fond of ale", "bearded masters of metalworking" and "predisposed towards a "good" moral alignment", "tend to embody an extreme vision of masculinity".[7]: 58, 67, 78, 165  The duergar are an "evil and avaricious" dwarven subrace,[36]: 152  Backstab reviewer Michaël Croitoriu found them interesting as a player character option.[37]
Eagle, giant 93
Eladrin 93–95 Described are the bralani and ghaele. Celestials from the Outer Planes, "charming creatures protecting the universe against evil".[2]
Elemental 95–101 Described are the air elemental, earth elelemental, fire elemental, and water elemental. For each type of elemental, stats are given for the small, medium, large, huge, greater, and elder variety. Powerful creatures in the game;[38] a characteristic of the air elemental is the ability of rapid movement.[21]: 141 
Elf 101–104 Described are the high elf, half-elf, aquatic elf, drow, gray elf, wild elf, and wood elf. Based on Tolkien's version of the elf,[35] "quick but fragile", with senses surpassing a human's, often depicted as "effeminate" and "predisposed towards a "good" moral alignment".[7]: 14, 26, 68  The drow were made famous R. A. Salvatore's Drizzt novels, these dark elves from the game influenced subsequent works of fantasy.[3] Drow have a gender-based caste system that says "a great deal about attitures towards gender roles in the real world".[7]: 34  Half-elves are "loosely based off of Elrond Half-elven".[39]
Ethereal filcher 104–105
Ethereal marauder 105
Ettercap 106
Ettin 106–107
Fiendish creature 107–108 Template; sample fiendish creature is a fiendish dire rat
Formian 108–111 Described are the formian worker, formian warrior, formian taskmaster, formian myrmarch, and formian queen
Frost worm 111–112
Fungus 112–113 Described are the shrieker and violet fungus. Author Ben Woodard called D&D's fungi horrific in their variety, not only due to their poisonous nature but their creepy ability to move.[40] Scott Baird from Screen Rant ranked the man-sized shrieker among the weakest monsters in the game, at "the bottom of the mushroom monster food chain": They "can be used as cheap alarm systems for Underdark societies, but they possess no combat abilities of their own. The only thing a shrieker can do is shriek".[24]
Gargoyle 113–114
Genie 114–116 Described are the djinni, efreeti, and janni. Based on notions from Middle Eastern culture,[41] genies in the game are powerful elemental spirits from the Inner Planes, each of the four classical elements having its own subspecies of genie: djinn for air, dao for earth, efreet for fire. The djinn and efreet have namesakes from Arabic folklore also associated with air and fire, respectively. The dao were newly invented for the game altogether to fill the gap for the remaining element.[11]: 485–493  A depiction of an "evil [...] efreet" already appeared in the original Dungeons & Dragons (1974) edition, another "enormous, devilish red" one was the main feature of the cover of the 1st edition Dungeon Master's Guide. Within the game's cosmology they were based on the Plane of Fire, centered around the "fabled City of Brass".[9]: 20–21, 85, 87, 244–245 
Ghost 116–118 Template; sample ghost is a 5th-level human fighter. Inspired by Gothic fiction, a typical denizen of the Ravenloft setting.[16]
Ghoul 118–119 Described are the ghoul and ghast. Undead with "terrible claws".[21]: 175 
Giant 119–125 Described are the cloud giant, fire giant, frost giant, hill giant, stone giant, and storm giant. Includes a description of the frost giant jarl, an 8th-level blackguard. Overlarge powerful humanoids with a self-involved social focus,[11]: 8  usually presented as the "bad guys".[37] Based on mythological figures and Tolkien, their stone-throwing ability indicates their creative roots in wargaming.[14][3]
Gibbering mouther 126 A creature with many eyes and mouths. Witwer et al. found Erol Otus' early depiction "perversely beautiful", the artist's surrealist style very suited for this bizarre monster.[9]: 94–97 
Girallon 126–127
Githyanki 127–128 Xenophobic humanoids[7]: 20–21  with gaunt stature, leathery yellow skin and fangs. Inhabitants of the Astral Plane, and ancient enemies of the githzerai, githyanki are considered to "boast some excellent twists" as non-player characters, but "little more than dextrous, not to mention ugly, egg layers" as PCs by reviewer Trenton Webb[42][43] Introduced by Charles Stross[19][17]: 38  in White Dwarf No. 12, and officially included in the game in Fiend Folio (1981) and featured on its cover.[9]: 127–129  The name was borrowed the name from a fictional race in George R. R. Martin's Dying of the Light. The githyanki/illithid relationship was inspired by Larry Niven's World of Ptavvs.[44][45] The githyanki were voted among the top ten best monsters from that White Dwarf's "Fiend Factory" column.[46] Shannon Applecline considered the githyanki one of the game's especially notable monsters.[17]: 38  Scott Baird of the website TheGamer commented on the nature of the relationship of the githyanki to the mind flayers: "Despite their wicked reputation, the Githyanki have an important role to play in protecting the Prime Material Plane. The Githyanki despise Mind Flayers and their armies might be the only thing holding them back. The trailer for Baldur's Gate 3 shows just how scary a single Mind Flayer ship can be, and that could happen a thousand times over if the Githyanki aren't around."[47]
Githzerai 129–130 Designed by Charles Stross,[19][17]: 38  these humanoids are the ancient and fervent enemies of mind flayers and githyanki, based on the plane of Limbo. A playable species in the Planescape campaign setting, reviewer Johnny L. Wilson found them a new take on the niche usually occupied by elves.[43][48] Shannon Applecline considered the githzerai one of the game's especially notable monsters.[17]: 38 
Gnoll 130–131 Richard W. Forest assumed them to be inspired from but not resembling the gnoles conceived by Lord Dunsany,[3] while Gary Gygax himself stated that although Dunsany's "gnole" is close", he came up with the name as "a cross between a gnome and a troll", and the description was his original creation. He wanted to create a humanoid opponent in the game to fit in between the hobgoblin and bugbear in power.[49] Gnolls were considered one of the "five main "humanoid" races" in AD&D by Paul Karczag and Lawrence Schick.[34]: 92 
Gnome 131–133 Described are the rock gnome, svirfneblin, and forest gnome. Player character race "often stereotyped as buffoons, illusionists, mad inventors, and many characters play them as intentionally "wacky" or anachronistic"; often conforms to the trickster archetype. "predisposed towards a "good" moral alignment".[7]: 23, 31, 67 
Goblin 133–134 Based primarily on the goblins portrayed in J.R.R. Tolkien's Middle-Earth.[50] Considered one of the "five main "humanoid" races" in AD&D by Paul Karczag and Lawrence Schick.[34]: 92  Presented as "evil" and "predisposed towards a society of brutal regimes where the strongest rule" in the game.[7]: 48, 66, 134  Suitable oponent for characters of lowest level.[51]
Golem 134–137 Described are the clay golem, flesh golem, iron golem, and stone golem. Includes a description of the greater stone golem, an advanced stone golem. The clay golem is based on the golem of Medieval Jewish folklore, though changed from "a cherished defender to an unthinking hulk"[52][14] while the flesh golem is related to Frankenstein's monster as Universal's 1931 film, seen in e.g. being empowered by electricity.[3] All golems are inspired by Gothic fiction more generally; a typical denizen of the Ravenloft setting,[16] and "classic" monster of the game.[8] The influence of Dungeons & Dragons has led to the inclusion of golems in other tabletop role-playing as well as in video games.[53]
Gorgon 137–138 "iron plated bull", based on early modern bestiaries, with only the name being derived from the Classical counterpart.[13][14]
Gray render 138
Grick 139
Griffon 139–140 Originally based on the creature from Persian mythology.[16]
Grimlock 140–141
Guardinal 141–143 Described are the avoral and leonal. Powerful neutral good celestials[54] from Elysium, each a humanoid with some animalistic characteristics. Arcane magazine cites the culture of the guardinals as helping "give the Planes a solid base of peoples".[20]
Hag 143–144 Described are the annis, green hag, sea hag. Includes a description of the hag covey, a trio of hags. Immortal wicked and ugly powerful females with magical abilities for deception. Based on the pervasive figure from folklore, with "different interpretations of the monster around the world" being worked into different variants in the game, allowing each "a little more personality".[55] In the view of Stag and Trammel, hags in D&D represent misogynistic and ageist tendencies in their authors.[56][57] SyFy Wire in 2018 called it one of "The 9 Scariest, Most Unforgettable Monsters From Dungeons & Dragons", saying that "There are endless horrific possibilities when it comes to hags."[58]
Half-celestial 144–146 Template; sample half-celestial is a 9th-level human paladin
Half-dragon 146–147 Template; sample half-dragon is a half-black dragon 4th-level human fighter
Half-fiend 147–149 Template; sample half-fiend is a 7th-level human cleric
Halfling 149–150 Described are the lightfoot halfling, tallfellow, and deep halfling. Based on and renamed from the hobbit in J.R.R. Tolkien's works.[3][17]: 27  The hobbit first appeared as a player character class in the original 1974 edition of Dungeons & Dragons.[59]: 62  Later the game began using the name "halfling" as an alternative to "hobbit" for legal reasons.[60] The "halfling" appeared as a player character race in the original Player's Handbook (1978).[34]: 84–85 
Harpy 150–151 Includes a description of the harpy archer, a harpy 7th-level fighter. Based on the creature from Greek mythology.[12]
Hell hound 151–152 Includes a description of the nessian warhound, an advanced hell hound
Hippogriff 152 Originally based on the creature from Persian mythology.[16] Originally based on the creature from Persian mythology[16] the adapted hippogriff "was among the earliest fantasy beasts introduced into the Dungeons & Dragons universe":[61] An artistic representation drawing inspiration from real eagles and horses was used for the cover of the third booklet of the original Dungeons & Dragons (1974) edition and became one of "the game's earlies ambassadors" through use of that cover in advertisments.[9]: 20–21, 27, 39  Gary Gygax used a story in which he received a letter asking how many eggs a Hippogriff could lay as an example of the encyclopedic knowledge which fans expected him to have over every detail of gameplay.[62]

{{D&D creature list

Name=Hobgoblin PageNumber=153–154 OtherAppearances= Variants= Description=Muscular humanoids somewhat taller than humans with reddish skin and canine teeth.[21]: 215} 
Homunculus 154
Howler 154–155
Hydra 155–157 Described are the five-headed hydra, six-headed hydra, seven-headed hydra, eight-headed hydra, nine-headed hydra, ten-headed hydra, eleven-headed hydra, and twelve-headed hydra. Based on the creature from classical sources,[3][15] with Heracles' famed method of slaying it adapted into a vulnerability against fire, but not with the less well-known poisonous bite, showing how the game mostly focusses on the well-known traits of mythological creatures.[13] Present in the game since its inception.[9]: 26 
Inevitable 158–160 Described are the kolyarut, marut, and zelekhut
Invisible stalker 160–161
Kobold 161–162 "[S]hort subterranean lizard-men",[21]: 66  considered one of the "five main "humanoid" races" in AD&D by Paul Karczag and Lawrence Schick,[34]: 92  and ranked among the weakest monsters in the game by Scott Baird from Screen Rant.[24]
Kraken 162–163
Krenshar 163
Kuo-toa 163–165 "evil fish-men"[34]: 89 
Lamia 165
Lammasu 165–166 Includes a description of the golden protector, a lammasu with the celestial template and the half-dragon template
Lich 166–168 Template; sample lich is an 11th-level human wizard. Emaciated[8] undead spellcaster,[63] a "classic" monster of the game.[8]
Lillend 168
Lizardfolk 169 A player character race in some settings.[64][65] Reviewer Chris Gigoux described them by saying "Lizard Men aren't bad, [...] they're just a simple folks, struggling to survive."[66] In 2020, Comic Book Resources counted the lizardfolk as # 1 on the list of "10 Powerful Monster Species That You Should Play As", stating that "Along with the ability to manufacture their own weapons from the natural environment around them, they provide an excellent role-playing experience and have some pretty awesome tricks up their sleeve."[67] An image of a lizard man by Greg Bell functioned as the logo in the early phase of TSR Hobbies,[9]: 42–43, 47, 81  while "the bloodied bodies of lizard men" overcome by a group of adventurers featured on the cover of the 1st edition Player's Handbook, considered "arguably the most iconic piece of art in all of RPGdom" by Reactor magazine commentator Saladin Ahmed.[68]
Locathah 169–170
Lycanthrope 170–179 Described are the werebear, wereboar, wererat, weretiger, and werewolf.

Each type is a template, with 1st-level human warrior as a sample lycanthrope for each. Additional samples include: the werewolf lord, a 10th-level human fighter; and the hill giant dire wereboar. Afflicted shapechangers, whose condition could be transmitted like a disease;[69] some available as player character races.
Depiction of the werewolf is related to those in 1930s and 1940s Hollywood movies like The Wolf Man.[3] Ranked sixth among the ten best low-level monsters by the authors of Dungeons & Dragons For Dummies: "a classic monster", interesting due to shapechanging because "players can never be entirely sure whether that surly villager might indeed be the great black wolf who attacked their characters out in the forest."[70] The presence of lyncanthropes in the gaming system is one of the elements that has led Christian fundamentalists to condemn Dungeons & Dragons and to associate it with the occult.[71] Screen Rant has described the operation of lycanthropy in the game as an aspect that "makes no sense" because it is often a positive development for a character. "It is possible for a character to be infected with lycanthropy in Dungeons & Dragons and it comes highly recommended, as the benefits outweigh the negatives". It notes that "[i]n exchange for learning how to control your condition, you gain Damage Reduction, +2 to your Wisdom stat, the Scent ability, Low-Light Vision, a new Hit Dice, the Iron Will feat, and the ability to transform into a more powerful form".[72] An illustration in one edition of the Monster Manual implied that the beast in Disney's Beauty and the Beast was a lycanthrope, with a creature having a resemblance to the Beast attacking a human resembling that film's antagonist, Gaston.[73] Present in the game since its inception, an image of a werewolf's face by Gygax' childhood friend Tom Keogh was "[a]lmost certainly the oldest piece of art" in the original D&D.[9]: 26–27 

Magmin 179
Manticore 179–180 Based on its mythological counterpart, including the barbed tail, the manticore appeared in the game from its earliest edition.[61]: 44 [74]: 268 
Medusa 180 Based on the creature from classical sources[3][12] but translated into species of monsters[10][15] originated from "humans seeking eternal youth".[13] Reviewer Allan Rausch found their portrayal as "a woman with snakes for hair" up to 2nd edition less compelling than their less human-like depiction in 3rd edition.[75] Part of the game from its very beginning, a medusa was already depicted in the playtest material from 1973 for the original edition.[9]: 21 
Mephit 180–185 Described are the air mephit, dust mephit, earth mephit, fire mephit, ice mephit, magma mephit, ooze mephit, salt mephit, steam mephit, and water mephit. First published in White Dwarf #13 (June/July 1979) under the names of fire imp, molten imp, smoke imp and steam imp, respectively (not including ice and mist mephits), originally submitted by M. Stollery.[76] These "imps" were voted among the top ten monsters from the magazine's "Fiend Factory" column in 1980.[46]
Merfolk 185–186
Mimic 186 An original creation for the game's artificial underground environment, this "iconic monster" looks like a treasure chest and is designed as a trap for unwary player characters.[3]
Mind flayer 186–188 Includes a description of the mind flayer sorcerer, a mind flayer 9th-level sorcerer. "Squid-headed humanoids", considered one of "the game's signature monsters" by Philip J. Clements.[7]: 133  Reviewer Julien Blondel described them as vile brain-eating creatures full of psionic energy. He found them delightful creatures for a sadistic Dungeon Master to use, and a useful bridge between classic game worlds and the planes, as illithids abound in both.[77]
Minotaur 188–189 Based on the creature from Greek mythology,[3][12][13][78] but translated from a singular creature into a species.[15] In 2021, Comic Book Resources counted the minotaur as one of the "7 Underused Monster Races in Dungeons & Dragons", stating that "far from just brutal monsters. Many are lawful by nature, which means, surprisingly, Minotaurs make for some good Paladins. They also, obviously, make for some good Barbarians, Monks and Fighters. There's a lot of potential with Minotaurs. People hate and fear them, but you might be able to play that to your advantage...or fight against the stereotypes."[79] The minotaur was among the monsters featured as trading cards on the back of Amurol Products candy figure boxes.[9]: 161, 163 
Mohrg 189
Mummy 190–191 Includes a description of the mummy lord, a mummy 10th-level cleric. Powerful undead usually from desert areas, wrapped in bandages. Based on the creature from Gothic fiction and appearances in more contemporary entertainment, a typical denizen of the Ravenloft setting.[16][55] In his review of the Monster Manual in the British magazine White Dwarf #8 (August/September 1978), Don Turnbull noted that the mummy was revised from its previous statistics, and could now cause paralysis on sight (as a result of fear).[23]
Naga 191–193 Described are the dark naga, guardian naga, spirit naga, and water naga. Based on the nāga from Indian mythology.[12]
Night hag 193–194 Powerful hag from Hades, propagating evil by creating larvae.[56] Don Turnbull referred to the night hag as "splendid" and notes that the illustration of the night hag is the best drawing in the book.[23] It has been described as comparable to the Alp of folklore, although "considered a more Judeo-Christian demonic influence".[59]: 33 
Nightmare 194–195 Includes a description of the cauchemar, an advanced nightmare
Nightshade 195–197 Described are the nightcrawler, nightwalker, and nightwing
Nymph 197–198 Based on the nymph from Greek mythology,[3][12] also an instance of the sexist tropes the game draws on which presented female sexuality as inherently dangerous.[7]: 94  Appeared in the movie Futurama: Bender's Game.[80]
Ogre 198–200 Includes a description of the ogre barbarian, an ogre 4th-level barbarian. Large, powerful humanoid creatures, with slightly below average intelligence.[11]: 249, 257 [81] Typical bad guys in the game,[37] who can be used to teach "players about fighting big, powerful, stupid monsters, which is an iconic D&D experience".[70]: 356 
Ogre mage 200
Ooze 201–203 Described are the black pudding, gelatinous cube, gray ooze, and ochre jelly. Includes a description of the elder black pudding, an advanced black pudding. "D&D's large variety of monstrous oozes and slimes took their original inspiration from Irvin S. Yeathworth Jr's The Blob" movie. In the artificial dungeon environment of the game, they function as a "clean up crew". The gelatinous cube, "a living mound of gelatinous jelly",[21]: 138  was considered especially suited for that role, as it fi exactly in the standard grid for tactical combat. Considered an "iconic monster".[3]
Orc 203–204 Described are the orc and half-orc. Directly adapted from the orc in J.R.R. Tolkien's works.[3] Considered one of the "five main "humanoid" races" in AD&D by Paul Karczag and Lawrence Schick.[34]: 92  Presented as "evil" and "savage raiders" in the game.[7]: 48, 95 
Otyugh 204–205 Also known as gulguthra.[82] Game designer Don Turnbull rated the otyugh as a "most interesting creation".[23]
Owl, giant 205
Owlbear 206 Newly created for the game early on inspired by a Hong Kong–made plastic toy,[83][9]: 66  the owlbear was well-received as a useful and memorable monster.[28][84][85]
Pegasus 206–207 Taken from greek mythology, an example of the diverse cultures amalgamated into D&D.[13][86] Part of the game from its very beginning, a pegasus was already depicted in the playtest material from 1973 for the original edition.[9]: 21 
Phantom fungus 207
Phase spider 207–208 Arachnid as big as a medium-large dog that can shift between dimensions and bite with fangs of deadly poison.[31]: 148–149 
Phasm 208
Planetouched 209–210 Described are the aasimar and tiefling. Tieflings are descendants of a union between a human and a demon or devil; popular as player characters, as they allow for "identity tourism" of a racial outsider.[7]: 35  Johnny L. Wilson called tieflings "the paranoid, loner obverse" of halflings, who "believe that life is out to get them". In the game they are "suited to be great thieves" and "point persons" due to favourable saving throw bonuses.[43] Aasimar are Humanoids "descended from ethereal beings"[87] from the Outer Planes, "charming creatures protecting the universe against evil".[2] A.V. Club reviewer Nick Wanserski found them an interesting player character race "for the chance to be unequivocally good in a way that's difficult to embody in real life".[87]
Pseudodragon 210–211 "a miniature dragon that also has a tail stinger"[29] Reviewer Philippe Tessier found it "very nice" and interesting when made available as a familiar.[8]
Purple worm 211 The "dread purple worm" attacks with both ends,[74]: 268  maw and stinger. This "iconic monster" and original creation of Dungeons & Dragons is present all editions of the game.[9]: 26, 28–29 
Rakshasa 211–212 Based on the creature from Hindu mythology.[16]
Rast 213
Ravid 213–214
Remorhaz 214–215
Roc 215 An enormous bird, based on a mythological creature probably of Persian origin, known from Sindbad the Sailor.[14]
Roper 215–216 A dangerous inhabitant of the Underdark[88] with "murderous behavior".[89] One of the original creations for the game, Witwer et al. rated them among the "iconic D&D monsters".[9]: 39, 45 
Rust monster 216 An original invention for the game and its artificial underground world, the appearance of the rust monster was inspired by a plastic toy from Hong Kong.[90] It was ranked among the most memorable as well as obnoxious creatures in the game, terrifying to certain characters and their players not due to their ability to fight but to destroy their items.[3][28][22][9][21] Chris Sims of the on-line magazine Comics Alliance referred to the rust monster as "the most feared D&D monster".[91]
Sahuagin 217–218
Salamander 218–219 Described are the flamebrother salamander, average salamander, and noble salamander
Satyr 219–220 Based on the satyr from classical sources.[3]
Sea cat 220–221
Shadow 221–222 Includes a description of the greater shadow, an advanced shadow. In his review of the Monster Manual in the British magazine White Dwarf #8 (August/September 1978), Don Turnbull noted his disappointment that the shadow is of the undead class and thus subject to a cleric's turn undead ability. Turnbull commented, "I used to enjoy seeing clerics vainly trying to turn what wouldn't turn, when Shadows were first met".[23] Rob Bricken of io9 identified the shadow as one of "The 12 Most Obnoxious Dungeons & Dragons Monsters".[22]
Shadow mastiff 222
Shambling mound 222–223 Ben Woodard considered its ability to move "the base creepiness of the creep".[40]
Shield guardian 223–224
Shocker lizard 224–225
Skeleton 225–227 Template; sample skeletons include a 1st-level human warrior, a wolf, an owlbear, a troll, a chimera, an ettin, an advanced megaraptor, a cloud giant, and a young adult red dragon. The skeleton was ranked second among the ten best low-level monsters by the authors of Dungeons & Dragons For Dummies: "introduces players to the special advantages and weaknesses of undead monsters". They also thank Ray Harryhausen for people knowing what fighting skeletons ought to look like.[70] Screen Rant ranked the tiny skeleton one of the weakest D&D creatures, saying "[skeletons] go all the way down to Tiny-sized creatures, which means that it is possible for your party of adventurers to fight a group of skeletons that are the same size as action figures."[24]
Skum 228
Slaad 228–231 Described are the red slaad, blue slaad, green slaad, gray slaad, and death slaad. Ed Greenwood considered the slaadi "worthy additions to any campaign".[92] GameSpy author Allan Rausch described the slaadi as "remorseless reptilian killing machines", but "For many years, slaad were a joke -- because of their artwork", which showed them as "six-foot tall carnivorous frogs". With the Planescape setting they "were reinterpreted artistically to be less frog-like and much more fearsome".[75] Shannon Applecline considered the githzerai one of the game's especially notable monsters.[17]: 38 
Spectre 232 Inspired by Gothic fiction, a typical denizen of the Ravenloft setting.[16]
Sphinx 232–234 Described are the androsphinx, criosphinx, gynosphinx, and hieracosphinx. Based on Egyptian and Classical mythology, an example of the diverse cultures amalgamated into D&D.[13][86]
Spider eater 234
Sprite 235–236 Described are the grig, nixie, and pixie
Stirge 236–237 Flying and blood-sucking creatures.[10] "[P]esky" because while small they are dangerous to characters as a swarm. Present in the game since its earliest edition.[9]: 44 
Swarm 237–240 Described are the bat swarm, centipede swarm, hellwasp swarm, locust swarm, rat swarm, and spider swarm
Tarrasque 240–241 Ranked among the strongest monsters in the game by Scott Baird from Screen Rant, "the ultimate challenge for many players".[24] Rob Bricken from io9 named the tarrasque as the 10th most memorable D&D monster.[28] The tarrasque appeared on the 2018 Screen Rant top list at No. 5 on " Dungeons & Dragons: The 20 Most Powerful Creatures, Ranked", and Scott Baird highlighted that "The tarrasque is currently the most powerful creature in the 5th edition of Dungeons & Dragons, where it is matched only by Tiamat in terms of its combat prowess."[93]
Tendriculos 241–242
Thoqqua 242
Titan 242–243 Based on the powerful beings from Greek mythology.[12] Ranked among the strongest creatures in the game by Scott Baird from Screen Rant, as they "stand above giants and possess even more power in terms of their physical and magical capabilities".[24] Backstab reviewer Michaël Croitoriu thought them truly interesting for powergamers when made available as player characters.[37]
Tojanida 243–244 Described are the juvenile, adult, and elder tojanida
Treant 244–245 Based on the Ent by J. R. R. Tolkien,[3][17]: 27  and renamed due to copyright reasons.[9]: 71 
Triton 245–246 An aquatic race[94] based on the merman in Greek mythology.[14]
Troglodyte 246–247 Based on the stock character of the primitive caveman, Gary Gygax portrayed the troglodyte in the game as more monstrous, with chaotic and evil behaviour, offensive smell and lizard-like characteristics.[95] The troglodyte was among the monsters featured as trading cards on the back of Amurol Products candy figure boxes.[9]: 161, 163 
Troll 247–248 Described are the troll and scrag. Includes a description of the troll hunter, a troll 6th-level ranger. Tall green-skinned[96] evil gaunt humanoids. A characteristic denizen of AD&D worlds.[41] Their appearance and powerful regenerative ability is taken from Three Hearts and Three Lions by Poul Anderson rather than from their mythological or Tolkienesque counterparts.[3][14] Considered one of the "five main "humanoid" races" in AD&D by Paul Karczag and Lawrence Schick.[34]: 92 
Umber hulk 248–249 Includes a description of the truly horrid umber hulk, an advanced umber hulk. Present in the game since the earliest edition.[9]: 45 
Unicorn 249–250 Includes a description of the celestial charger, a unicorn 7th-level cleric with the celestial creature template. Based on the creature from medieval bestiaries.[3][16] The Dungeons & Dragons animated series featured Uni the unicorn as a well-received "mascot" and "cute animal sidekick".[97]
Vampire 250–253 Template; sample vampires include a 5th-level human fighter, and a half-elf 9th-level monk/4th-level shadowdancer. Depiction is related to those in 1930s and 1940s Hollywood Dracula movies,[3] as well as folklore[55] and Gothic fiction; a typical denizen of the Ravenloft setting,[16][41] and "classic" monster of the game.[8]
Vampire spawn 253–254
Vargouille 254–255
Wight 255 Thin humanoid undead.[98] Directly adapted from the barrow-wight in Tolkien's The Lord of the Rings,[3][17]: 27  while the concept is inspired Icelandic sagas.[99] Rob Bricken of io9 identified the wight as one of "The 12 Most Obnoxious Dungeons & Dragons Monsters".[22]
Will-o'-wisp 255–256
Winter wolf 256
Worg 256–257 Worgs are giant wolves inspired by the wargs in the works of J.R.R. Tolkien; the name was changed for legal reasons, while both word an concept ultimately go back to Old Norse idea of varg, which can refer to wolves in their violent aspect.[99]
Wraith 257–258 Includes a description of the dread wraith, an advanced wraith. Inspired by and renamed from the Nazgul from J.R.R. Tolkien's legendarium,[39] as well as by Gothic fiction, a typical denizen of the Ravenloft setting.[16]
Wyvern 259 Its tail is equipped with a poisonous tail stinger.[29]
Xill 259–260
Xorn 260–261 Described are the minor xorn, average xorn, and elder xorn
Yeth hound 260–262
Yrthak 262
Yuan-ti 262–265 Described are the yuan-ti pureblood, yuan-ti halfblood, and yuan-ti abomination. A species of "cult-like snake people"[100] and among "D&D's most popular and iconic monsters".[101] The original yuan-ti castes were the abominations, the halfbreeds, and the purebloods, which first appeared in the module Dwellers of the Forbidden City (1981),[102][103][104] In the adventure, the characters are hired to find an object taken to a lost oriental-style city, which has been taken over by a cult of snake-worshipers, the yuan-ti, and their servants, the mongrelmen and tasloi.[34]: 101  The types have been summarized by A.V. Club as "a human-eating snake, or human-snake hybrid eater of humans and snakes, or other human-snake hybrids."[87] Snakes and snake-worship used in fiction have been criticized as characteristic of Orientalism.[105] The publication history, digital and print, of yuan-ti falls into this pattern as they serve as uncomplicated antagonists in "exotic" settings.[11][106][107] Graeme Barber, a game designer noted for his critique of racism in Dungeons & Dragons,[108] used yuan-ti in his contribution to the book Candlekeep Mysteries. Controversy arose after Wizards of the Coast, according to Barber, altered his depiction of yuan-ti.[109] Summarizing his critique of the simplistic portrayal, Barber wrote, "Yuan-ti are evil because evil."[110] Keith Ammann, in his 2019 book The Monsters Know What They're Doing, commented of the yuan-ti purebloods that "Yuan-ti have had hundreds of generations to live and adapt on their own, so they'll have the same self-preservation instinct as any evolved species."[11] TheGamer.com in April 2021 listed the yuan-ti pureblood as #2 on their list of "10 Most Underrated Races That Are Better Than You Think".[111] CBR.com listed the yuan-ti pure blood as #5 on their list of "Top 10 Playable Species In D&D".[112]
Zombie 265–267 Template; sample skeletons include a kobold, a human commoner, a troglodyte, a bugbear, an ogre, a minotaur, a wyvern, an umber hulk, and a gray render. Based on the zombie from folklore as well as more contemporary entertainment.[55]
Ape 268
Baboon 268
Badger 268
Bat 268–269
Bear, black 269
Bear, brown 269
Bear, polar 269
Bison 269–270
Boar 270
Camel 270
Cat 270
Cheetah 271
Crocodile 271
Crocodile, giant 271
Dog 271–272
Dog, riding 272
Donkey 272
Eagle 272
Elephant 272–273
Hawk 273
Horse 273–274 Described are the heavy horse, light horse, heavy warhorse, and light warhorse
Hyena 274
Leopard 274
Lion 274–275
Lizard 275
Lizard, monitor 275
Manta ray 275
Monkey 276
Mule 276
Octopus 276
Octopus, giant 276–277
Owl 277
Pony 277
Pony, war 277–278
Porpoise 278
Rat 278 Example of a monster posing little threat to the characters in the game,[21]: 22  suitable for play at lowest level.[51]
Raven 278
Rhinoceros 278–279
Shark 279 Described are the medium, large, and huge shark
Snake 279–281 Described are the constrictor snake, giant constrictor snake, and viper snake (tiny, small, medium, large, and huge)
Squid 281
Squid, giant 281
Tiger 281–282
Toad 282
Weasel 282
Whale 282–283 Described are the baleen whale, cachalot whale, and orca
Wolf 283
Wolverine 283
Giant ant 284 Described are the giant ant worker, giant ant soldier, and giant ant queen
Giant bee 284
Giant bombardier beetle 284–285
Giant fire beetle 285
Giant stag beetle 285
Giant praying mantis 285
Giant wasp 285
Monstrous centipede 286–287 Described are the tiny, small, medium, large, huge, gargantuan, and colossal monstrous centipede. Giant centipedes are "low-level monsters", one-foot long red many-legged creatures.[21]: 212–213 
Monstrous scorpion 287–288 Described are the tiny, small, medium, large, huge, gargantuan, and colossal monstrous scorpion. Scorpions have the distinction of having been the very first combat encounter in the first playtest, run by Gary Gygax, of the original version of the game.[21]: 65–66  Scorpion the size of a horse, its stinger carries a deadly poison.[31]: 148–149 
Monstrous spider 288–289 Described are the tiny, small, medium, large, huge, gargantuan, and colossal monstrous spider

WTC 17668 – Draconomicon (2003)

[edit]

ISBN 0-7869-2884-0

Creature Page Other Appearances Variants Description
Dracolich 146 Ranked among the strongest monsters in the game by Scott Baird from Screen Rant.[24] It was also one of the first new creatures introduced for the Forgotten Realms campaign setting.[113]
Dracolich, Ancient Blue 147
Dragon, Battle 176
Dragon, Chaos 177
Dragon, Ethereal 179
Dragon, Faerie 158
Dragon, Fang 159
Dragon, Ghostly 161
Dragon, Ghostly Adult Green 161
Dragon, Howling 180
Dragon, Oceanus 181
Dragon, Planar 176
Dragon, Pyroclastic 182
Dragon, Radiant 185
Dragon, Rust 186
Dragon, Shadow 191
Dragon, Skeletal 192
Dragon, Skeletal Mature Adult Black 192
Dragon, Styx 187
Dragon, Tarterian 189
Dragon, Vampiric 195
Dragon, Vampiric Mature Adult Red 195
Dragon, Zombie 197
Dragon, Zombie Young Adult White 198
Dragonkin 150
Dragonnel 150
Drake, Abyssal 145
Drake, Air 152
Drake, Earth 153
Drake, Elemental 152
Drake, Fire 154
Drake, Ice 154
Drake, Magma 155
Drake, Ooze 156
Drake, Smoke 157
Drake, Storm 194
Drake, Water 157
Felldrake, Spiked 160
Giant, Draconic Fire 149
Dragon, Golem 163
Golem, Dragonbone 164
Golem, Drakestone 164
Golem, Ironwyrm 165
Half-dragon 167
Hoard Scarab 167
Landwyrm 168
Landwyrm, Desert 169
Landwyrm, Forest 170
Landwyrm, Hill 170
Landwyrm, Jungle 171
Landwyrm, Mountain 172
Landwyrm, Plains 172
Landwyrm, Swamp 173
Landwyrm, Tundra 174
Landwyrm, Underdark 175
Squamous Spewer 193
Swarm, Hoard Scarab 168

WTC 17738 – Forgotten Realms – Lost Empires of Faerun (2005)

[edit]

(p160-192) – ISBN 0-7869-3654-1

WTC 17739 – Sandstorm (2005)

[edit]

Sandstorm: Mastering the Perils of Fire and Sand was published in 2005, and written by Bruce R. Cordell, Jennifer Clarke Wilkes, and JD Wiker. Sandstorm is an official supplement for the 3.5 edition of Dungeons and Dragons, and includes new content for desert based climate campaigns. The book contains both new playable races and monsters in addition to expanded rules and campaign ideas regarding wastelands and desert environments.

ISBN 0-7869-3655-X

Creature Page Other Appearances Variants Description
Ashen hulk 137–138
Asherati 139
Ashworm 140
Bhuka 141
Camelopardel 141–142
Chekryyan 142–143
Crawling Apocalypse 143–144
Crucian 144–145
Cursed Cold One (Gelun) 145–146
Desert Devil (Araton) 147
Dinosaur 147–149 Described are the diprotodon and the protoceratops
Dire Animal 149–153 Described are the dire hippopotamus, dire jackal, dire puma, dire tortoise, and dire vulture.
Dragon, Sand 152–155
Dry Lich 155–157 Template; sample dry lich is a 5th-level asherati cleric/10th-level walker in the waste
Dune Hag 158
Dunewinder 159–160
Dustblight 160
Dustform Creature 161–162 Template; sample dustform creature is a giant banded lizard
Dust Twister 162–163
Forlorn Husk 163–164
Giant Banded Lizard 164
Half-Janni 164–166 Template; sample half-janni is a 5th-level human fighter
Ironthorn 166–167
Lycanthrope, Werecrocodile 167–168
Marruspawn 168–173 Described are the Marrulurk, Marrusault, and Marrutact
Marruspawn Abomination 173–175
Mephit 175–176 Described are the glass mephit and the sulphur mephit.
Mirage Mullah 177 Template; sample mirage mullah is a 5th-level human fighter
Ooze 178–179 Described are the brine ooze and lava ooze
Porcupine Cactus 179–180
Saguaro Sentinel 181
Sand Golem 182–183
Sand Hunter 183–184
Scarab Swarm, Death 184–185
Scorpion Swarm 185
Sphinx 186–189 Described are the canisphinx, crocosphinx, saurosphinx, and threskisphinx
Thunderbird 189
Troll, Wasteland 190
Tumbling Mound 191
Waste Crawler (Anhydrut) 191–192
Animals 192–195 Described are the camel (dromedary camel, two-humped camel, and war camel), hippopotamus, horned lizard, jackal, serval (savannah wildcat), and vulture
Vermin 195–198 Described are the brine swimmer, giant ant lion, and giant termite (worker termite, soldier termite, and queen termite)

WTC 17741 – Lords of Madness (2005)

[edit]

Lords of Madness: The Book of Aberrations was published in 2005, and written by Richard Baker, James Jacobs, and Steve Winter. Lords of Madness is an official supplement for the 3.5 edition of Dungeons and Dragons, and includes new content for aberrations. The book contains a chapter on each of six types of monsters, some of which also feature statistics for that particular monster and/or its variants. In Chapter 8, statistics are given for new monsters, on pages 135–172.

ISBN 0-7869-3657-6

Creature Page Other Appearances Variants Description
Neogi 89–92 Adult neogi, neogi spawn, and the great old master
Grell 107–109 Grell and grell philosopher "terrifying beaked, tentacled monsters that populate the realm of Underdark".[63] Tyler Linn of Cracked.com listed the grell among the "15 Most Idiotic Monsters In Dungeons & Dragons History" and found that it's movement by floating contributed to it looking ridiculous.[114]
Tsochar 121–123
Beholderkin 135–141 Hive mother, director, eye of the deep, overseer, and spectator
Cildabrin 141–142
Cloaker, shadowcloak elder 142–144
Elder brain 144–146 A version of a brain in a jar, it was ranked among the strongest monsters in the game by Scott Baird from Screen Rant.[24][93]
Elder eidolon 146–148
Gas spore 148–149
Gibbering mouther 150–151
Half-farspawn 151–153 Template; sample creature is a half-farspawn gray render
Hound of the gloom 153–154
Illithidae 154–157 Embrac, kigrid, and saltor
Mind flayer, alhoon 157–158 The alhoon is described as even more powerful than other illithids because it has developed "powerful sorcery to augment their already fearsome psionic powers".[115]
Mind flayer, Ulitharid 158–159
Mind flayer, vampire 160–161
Pseudonatural creature 161–162 Template; sample creature is a pseudonatural hippogriff
Psurlon 162–165 Average psurlon, elder psurlon, and giant psurlon
Shaboath 166
Shadow creature 167–168 Template; sample creature is a shadow choker
Silthilar 168–170
Urophion 170–171 The Illithiad (1998) Cross between roper and illithid that looks like a rocky outcropping and has hidden tentacles.
Zeugalak 171–172

WTC 17758 – Frostburn (2004)

[edit]

Frostburn: Mastering the Perils of Ice and Snow was published in 2004, and written by Wolfgang Baur, James Jacobs, and George Strayton. Frostburn is an official supplement for the 3.5 edition of Dungeons and Dragons, and includes new content for cold based climate campaigns. The book contains both new playable races and monsters in addition to expanded rules and campaign ideas regarding; High altitude, arctic, and Cold environments in general.

ISBN 0-7869-3657-6

Creature Page Other Appearances Variants Description
Human 33–34 Seafarer, Everfrost barbarian, Icefolk, Mountain folk
Dwarves 34, 122–124 Glacier Dwarves, Midgard Dwarves
Elves 34–35 Snow Elves
Gnomes 35 Ice Gnomes
Halflings 36 Tundra Halflings
Neanderthals 36–37, 145–146
Uldras 38–40, 158–159
Branta 113–114 Cold Subtype
Chilblain 114–115
Dire Animal 115–121 Dire Polar Bear, Glyptodon, Megaloceros, Smilodon (Saber-Toothed Tiger), Woolly Mammoth, Zeuglodon
Domovoi 121–122 Fire subtype
Elemental Weird 153–154 Ice Weird, Snow Weird
Entombed 128–129
Frost Folk 130–131
Qorrashi Genie 131,132
Frostfell Ghost 132–133
Giant, Frost 133–136 Frost Giant Mauler, Frost Giant Spiritspeaker, Frost Giant Tundra Scout,
Goblin, Snow 136–137
Golem, Ice 137–138
Ice Beast 138–140 Template; sample creature is a Ice Beast Gargoyle
Ice Toad 140–141
Icegaunt 141–142
Malasynep 142–143 Malasynep Mindmage
Marzanna 33–34
Orc 146–147 Snow Shaman Orc
Pudding, White 147–148
Raven, Giant 148–149
Rimfire Eidolon 149–150
Rusalka 151
Shivhad 152–153
Snowcloak 153–154
Spider, Snow 154–155 Small Snow Spider, Medium Snow Spider, Large Snow Spider
Spirit Animal 155–157 Template; sample creature is a Spirit Wolf
Tlalusk 157–158 Fire subtype
Urskan 159–160
Vodyanoi 160–161
Winterspawn 161–162
Yeti 162–163 Abominable Yeti
Yuki-On-Na 164
Animal, Arctic 164–166 Caribou, Arctic Fox, Sea Otter, Penguin, Seal, Walrus

(p113-166) – ISBN 0-7869-2896-4

WTC 17867 – Stormwrack (2005)

[edit]

(p135-170)

WTC 17920 – Planar Handbook (2004)

[edit]

(p107-134) – ISBN 0-7869-3429-8

Creature Page Other Appearances Variants Description
Energon Xac-yel, xac-yij, xap-yaup, xong-yong, and xor-yost

WTC 17921 – Monster Manual III (2004)

[edit]

ISBN 0-7869-3430-1

Creature Page Other Appearances Variants Description
Cadaver collector Bleeding Cool called the cadaver collector "nightmare fuel".[116]

WTC 17924 – Libris Mortis – The Book of Undead (2004)

[edit]

(p81-132) – ISBN 0-7869-3433-6

Creature Page Other Appearances Variants Description
Brain in a jar Open Grave (2009) Tyler Linn of Cracked.com identified the brain-in-a-jar as one of "15 Idiotic Dungeons and Dragons Monsters" in 2009, stating: "...It's a brain in a jar. Fuck, just kick it over, who's going to know?"[117]

WTC 86400 – Eberron Campaign Setting

[edit]

(p275-303) – ISBN 0-7869-3274-0

WTC 88026 – Book of Exalted Deeds (2003)

[edit]

(p157-191)

WTC 17925 – Complete Arcane (2004)

[edit]

(pages unknown) – ISBN 0-7869-3435-2

WTC 88268 – Expanded Psionics Handbook (2004)

[edit]

(p185-218) – ISBN 0-7869-3301-1

WTC 88578 – Races of Faerun (2003)

[edit]

ISBN 0-7869-2875-1

WTC 88581 – Forgotten Realms – Underdark (2003)

[edit]

(p78-99) – ISBN 0-7869-3053-5

WTC 96566 – Forgotten Realms – Serpent Kingdoms (2004)

[edit]

(p62-91) – ISBN 0-7869-3277-5

WTC 96582 – Miniatures Handbook (2003)

[edit]

(p45-72) – ISBN 0-7869-3281-3

WTC 8857972 – Magic of Incarnum (2005)

[edit]

(pages unknown) – ISBN 0-7869-3701-7

WTC 9536500 – Tome of Magic (2006)

[edit]

(pages unknown) – ISBN 0-7869-3909-5

WTC 9537572 – Fiendish Codex I: Hordes of the Abyss (2006)

[edit]

Fiendish Codex I: Hordes of the Abyss was published in 2006, and was written by Ed Stark, James Jacobs, and Erik Mona. Fiendish Codex I is an official supplement for the 3.5 edition of Dungeons and Dragons, and includes new content for demons and inhabitants of the Abyss. Chapter 2 contains statistics for new monsters, on pages 27–56, while Chapter 3 contains statistics for 14 demon lords, on pages 57–80.

ISBN 0-7869-3919-2

Creature Page Other Appearances Variants Description
Armanite 28–29
Bar-lgura 29–31 Monster Manual II, Book of Vile Darkness
Broodswarm 31–32
Bulezau 33–34
Chasme 34–35 Monster Manual II, Book of Vile Darkness
Dybbuk 36–37
Ekolid 38–39
Goristro 40–41
Guecubu 41–43
Lilitu 43–45
Mane 45–46 Monster Manual, Book of Vile Darkness
Molydeus 46–48
Nabassu 48–51 Monster Manual II Described are the juvenile nabassu and mature nabassu
Rutterkin 51–52 Monster Manual II, Book of Vile Darkness
Sibriex 52–54 SyFy Wire in 2018 called it one of "The 9 Scariest, Most Unforgettable Monsters From Dungeons & Dragons", saying that "The sibriex is an extremely intelligent horrifying creature that looks as disgusting and dreadful as it actually is."[118]
Yochlol 54–56
Baphomet 58–59 Monster Manual II The demon lord of minotaurs
Dagon 59–61 Obyrith demon lord of water, sea-dwelling creatures, and secrets
Demogorgon 61–63 Eldritch Wizardry, Monster Manual, Book of Vile Darkness Inspired by its real-world mythological counterpart.[9]: 52 
Fraz-Urb'luu 63–65 Monster Manual II
Graz'zt 65–66 Monster Manual II, Book of Vile Darkness
Juiblex 66–68 Monster Manual, Book of Vile Darkness
Kostchtchie 68–69 Monster Manual II
Malcanthet 69–71
Obox-ob 71–73
Orcus 73–74 Eldritch Wizardry, Monster Manual, Book of Vile Darkness Inspired by its real-world mythological counterpart.[9]</ref>: 52 
Pale Night 74–76
Pazuzu 76–77 Monster Manual II
Yeenoghu 78–79 Monster Manual, Book of Vile Darkness
Zuggtmoy 79–80

WTC 9537672 – Monster Manual IV (2006)

[edit]

ISBN 0-7869-3920-6

WTC 9537872 – Tome of Battle: The Book of Nine Swords (2006)

[edit]

ISBN 0-7869-3922-2

WTC 9538772 – Fiendish Codex II: Tyrants of the Nine Hells (2006)

[edit]

(p107-140) – ISBN 0-7869-3940-0

WTC 9568172 – Monster Manual V (2007)

[edit]

ISBN 978-0-7869-4115-5

WTC 9568472 – Dungeonscape (2007)

[edit]

(pages unknown) – ISBN 978-0-7869-4118-6

References

[edit]
  1. ^ Miozzi, CJ (April 25, 2014). "The Dumbest Dungeons & Dragons Monsters Ever (And How To Use Them)". The Escapist. Retrieved March 29, 2022.
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