List of Dungeons & Dragons creatures (A)
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- 1 Aarakocra
- 2 Abishai
- 3 Aboleth
- 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.
|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).
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.
|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.
|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.
|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.
- )"Dungeons & Dragons FAQ". Wizards of the Coast. Archived from the original on 2008-10-03. Retrieved 2008-10-03.
- Mentzer, Frank. "Ay pronunseeAY shun gyd" Dragon #93 (TSR, 1985)
- Gygax, Gary. "From the Sorcerer's Scroll: New Denizens of Devildom." Dragon #75 (TSR, 1983)
- Gygax, Gary. Monster Manual II (TSR, 1983)
- LaFountain, J. Paul. Monstrous Compendium Outer Planes Appendix. (TSR, 1991)
- Stewart, Doug, ed. Monstrous Manual (TSR, 1993)
- Varney, Allen, ed. Planescape Monstrous Compendium Appendix (TSR, 1994)
- Wyatt, James and Rob Heinsoo. Monstrous Compendium: Monsters of Faerûn (Wizards of the Coast, 2001)
- Laws, Robin D., and Robert J. Schwalb. Fiendish Codex II: Tyrants of the Nine Hells (Wizards of the Coast, 2006)
- Pickens, Jon, ed. Monstrous Compendium Annual Volume Three (TSR, 1996)
- Slavicsek, Bill. The Complete Book of Humanoids (TSR, 1993)
- Wyatt, James and Rob Heinsoo. Monstrous Compendium: Monsters of Faerûn (Wizards of the Coast, 2001)
- Cagle, Eric; Jesse Decker; James Jacobs; Erik Mona; Matthew Sernett; Chris Thomasson; and James Wyatt. Fiend Folio, 2003 Wizards of the Coast, Inc.
- Cook, David, and Tom Moldvay. The Isle of Dread (TSR, 1981)
- Moldvay, Tom. Castle Amber (TSR, 1981)
- Williams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual (Wizards of the Coast, 2000)
- Baur, Wolfgang, Jason Bulmahn, et al. Pathfinder Roleplaying Game Bestiary 2 (Paizo Publishing, 2010)
- Bulmahn, Jason (lead designer). Pathfinder Roleplaying Game Bestiary (Paizo Publishing, 2009)
- Boyd, Eric L. Legacies of Ancient Empires: Planetouched of Faerûn, Dragon #350 (Paizo Publishing), December 2006