Author Archives: Rob Donoghue

729 – Introduction

Ok, need to break from monsters for at least a day or two, so here’s a design distraction.

Ok, this is a design I’ve been working on. A conversation on G+ with William Nichols reminded me that I really need to get this down on paper. This has some obvious ancestors (The -World system – World of Dungeons in particular – and Fate) but also some obscure ones (most notably, a superhero game called Above the Earth. After the fact, I realized there’s a little bit of backwards Wushu in there too, which is a bit of unintentional humor). Basically, I don’t pretend to having an original thought anywhere in this, but that’s fine. Anyway, I’m calling it 729 for the moment, at least until it’s done.

I’ll do a fancier writeup later, but for now, let me lay down the bare bones. Core resolution is single roll apocalypse engine – roll 2d6, on a 6- it goes poorly, on a 10+ it goes well, and on a 7–9, the result is mixed. Obviously there will be guidelines and examples and such, but that’s the core. For the moment, assume there will be no moves per se. That might change with time, but for simplicity, there is only a roll, initiated by a question (usually “Can I…” or “What is…”).

The system also assumes the existence of bonus dice. That is, sometimes you might be rolling 3d6, 4d6 or even more. However many dice you roll, you keep the best two (though there may be exceptions later, but we’ll get to that). As an important corollary to that, there are no bonuses, so you’ll never be adding anything.

Your character “sheet” is just some true stuff about your character. This is pretty open ended – it might be a description, an aspect list, a class, or whatever. Largely depends on audience. One way or another, this is what is true about your character. When it’s relevant to a roll, you can describe its interaction with the roll, and grab a free bonus die. So if you’re a “ninja” and you do something sneaky, you describe that you do it “like a ninja” and get to roll 3d6 and call it a day.[1] The exact details of the descriptors don’t matter a lot, and this is intentional. That said, it completely works with Tinyfate.

With this, you are almost ready to start play. When play begins, each player grabs 10d6 (either the white ones you get in bulk, or use one of those chessex pools). This is their “effort” pool, and whether it represents willpower, luck, determination, divine will, experience, opportunity or narrative power is an intentionally unanswered question, especially as the answer may change from situation to situation.


In play, a character can spend dice from the effort pool to improve a roll. Dice spent in this way are lost. Physically toss them back into the reserve bowl that they came out of. But if a roll matters, then spend some effort on it. Best practice is that the use of effort must be tied into the fiction, but the reality is that this is loose – the only real bar is that they not simply be spend without comment. Something in play must reflect the effort[2].

Effort pool refreshes at the start of the session, or at a reasonable break point. GM may also give effort rewards according to whatever criteria she likes[3], or may offer it to players in return for making certain choices or accepting GM forces.

Now, this is an OK design. I could write it up into a nice pdf and it would see some use, but I wouldn’t be happy with it, because it has two serious flaws.

  1. The effort economy is awkward.
  2. What happens in a conflict?

The effort economy question is an interesting one. Accepting that it’s currently kind of arbitrary based on the GM, it’s functional, but very clunky. The question is what problem needs to be solved. I could easily come up with rules for GM reserve of dice, used to drive effects, and a whole economic cycle where dice go from players into the reserve, from he reserve to the GM, from the GM to players and so on. But any such system is going to complicate the system, perhaps unreasonably so. it is very easy for the economy to become such a fiddly mini game that it distracts from the game as a whole.

Which is why, for the moment, I’m sticking with clunky but functional. If the rest of the system was tuned, then I might see what I could do, but it would be super foolish to delve too far into it without addressing the other issue.

Conflict is a much more cumbersome issue. Now, arguably, this is also a problem that need not be resolved – it is totally possible to just say combat resolves just like everything else. Tune the granularity as you like – one roll per fight scene, one per clash of blades or somewhere in between. That works in the most technical sense, but I worry it could be flat in play.

Is that a problem? Well, what is the game? If conflicts are common, then it’s probably an issue. If they’re not? No bigger.

But that leads to the next question: What’s a conflict? I’ve been using the term interchangeable with combat, but that’s only because combat is the most obvious example of a conflict. But to consider how muddled the language is, look at the discussion of “social combat” in RPGs – it’s not combat, but the tools of combat get used for these conflicts because they’re what we have.

So I use the term conflict to abstract out the idea into a few identifiable bits, specifically these two things:
1. A situation which cannot be satisfactorily resolved in a single roll
2. An action where there are costs associated with outcomes.

There are other things which might make up a conflict[4], but these two are the two I always come back to.

The first one is a familiar bugbear, and it’s pat of the reason that wound systems were invented in the first place. While they may be refined in the details, at their heart, they still boiled down to “you may fail X times before actually failing” because failing after the first roll would be unfun.

And that is where the second one pops up. The most obvious cost associated with a conflict is “damage”. As noted above, within a single conflict, that is just a timer on how many die rolls it takes to resolve something. But the cost element means that that there is a measurable impact of winning with 5 good rolls and zero bad ones versus winning with 5 good rolls and 4 bad ones. The second fight would play differently, but it would also cost resources (damages) so that the character has fewer resources in the next conflict.

This is, I should add, why combat is so appealing as a model . It has the same currency (supplemented by things like poison and injury), something that is hard to translate over to other conflicts. It can be mimicked with fatigue or mental stress, but that is not always an intuitive match – the fact that we lost one argument on the internet rarely makes us any less capable of engaging in the next one (with some exceptions). This is one of the brilliant things about Mouseguard’s stats-based injury system, extended and explored further in to Torchbearer. By making multiple currencies, it becomes much more organic to translate them between different scenarios, and by making them effectively binary (you’re tired or you’re not), the logic of their applicability becomes obvious. This is good tech.

I look at all this and it suggests to me that if I want to add a system for conflicts, then I need a system for consequences. Simplest answer is to have effort stand in for damage, and that flags why I didn’t want to mess with the economy until I’d looked at conflict. It also worries me a little bit, since draining the effort pool seems like a good way to drain fun.

Thankfully, there are plenty of other possible mechanics to look into for handling this. I have not even touched the possibility of penalty or locked dice yet, and that just scratches the surface.

Anyway, I lay all this out now so that when I start talking about refining it in the future, you have the starting point.

  1. If you’re feeling like it, you can actually stop there to build a very simple Risus World hack. Start from this premise of competence (always rolling 2d6) then distribute 6d6 among 2 to 5 descriptors or cliches, so Barbarian 3d, Hairdresser 2d, Ninja 1d and now you have a character sheet. roll 2d6 + appropriate cliche when using it. Damage is taken from die pools, Done.  ↩
  2. And this is why the exact nature of effort is flexible. Cleverly taking advantage of the environment is just as valid as an anime-style I FIGHT HARDER FOR THE PEOPLE I LOVE!  ↩
  3. That probably sounds sloppy and arbitrary, but that’s because it is. GM rewards like this can be fun and functional, and it’s entirely possible to write the words around them so they don’t sound totally arbitrary, but that would be sleight of hand. It’s arbitrary. I’m ok owning up to that. But this is also a bit of a pain point, as we shall see.  ↩
  4. Th most obvious is “tactics”, the idea that different approaches can produce better or worse outcomes in the conflict. I recognize this is an important part of play, but I think that’s actually universal rather than a specific function of combat. That is, “tactics” are just a specific expression of “the fiction impacts the dice”. The irony that the system I’m using to illustrate this actually reduces tactics to pure color it not lost on me.  ↩

5e MM: Overview

So, that was a lot of monsters.

If you want the super short version of it all, it’s a great book, which is good, since it’s more or less required to run the new D&D, which deserves running.

Taking a longer view, I think it’s really telling that the book I ended up comparing this to in my head was the 1e Monster Manual. Some of that was nostalgia, certainly, but the more I read, the more it felt right. More tellingly, it was a favorable comparison. Not that is was necessarily better (though it is in some ways) but that it could stand next to it with pride.

Structurally, it takes notes from the whole history of Monster Manuals. Like the 2e version, it uses full pages to make the monsters easier to process, but it does not go quite as far in terms of volume of lore, which streamlines the writing process. The art is clearly of the 3e/4e era, leaning more 4e. It is not universally great, but there are no bad pieces, and more than enough great ones to make up for it. It takes the 4e idea[1]of focusing on the functional component of the monster – that is, how it’s played in an encounter, and makes good use of that.

The net result strikes a good balance, albeit one that is unevenly applied throughout the book.

Broadly, monsters fell into a few categories.

Story monsters enhanced the world in interesting ways, expanding the setting and introducing elements that suggest fun ways to play. The Aarakocra were the first and probably my favorite example of this. They’re not all equally interesting, but even a dull entry that enriches the world (like Hobgoblins) can fall into this.

Encounter monsters generally had a gimmick that would make for an interesting fight scene. The Troll is far and away the best example of this, but a few dangerous creatures like the Intellect Devourer or Medusa. also fall under the auspices of this.

Adventure Monsters offered everything needed for a self-contained adventure. These fall into two categories – first are the monsters that “bring along” all the support they need, like the blights or the wraith. The second are obvious mastermind villains, like Mind Flayers or Raksasha.

Utility Monsters were like somewhat less interesting encounter monsters. They don’t necessarily have a gimmick, but they’re clearly well designed to be inserted into a number of situations. Monsters with a little fun color, like the nothic fall into this category, as do the classic filler like zombies and skeletons.

Stunt monsters would be hard to use in an actual game, and if they were used, would be huge plot points. The Tarrasque is the most obvious example of this, but really everything over CR 20 probably falls under this, as do some of the weakest monsters (such as the tiny pixies and sprites).

Everything Else tended to be kind of boring. It would include a writeup that maybe tells you a little about the creature, but it would mostly be a vague description of environment and (for the worst offenders) a physical description of the monster we’re staring at a full color picture of. A lot of these entries are just extra word count saying “They’re bad”. The Troglodyte is the freshest example of this in my mind, though pretty much every mount could be an example as well.

Now, as critical as I am of “everything else”, bear in mind that their worst crime is being boring. The stat blocks are functional, sometimes even clever, and a good GM can find ways to hook these into a setting without too much hassle. In act, a few boring monsters is a necessity for a book like this, since it clearly lays out things for the GM to hook into. Still, there are probably a few more of these than would be ideal. It’s genuinely disappointing to go from a monster that fills you with ideas and possibilities to one that basically reads “Grrr. Argh.”

One additional axis on this issue is the humanoid question. I refer to this a lot, but it boils down to this: there are a lot of humanoid races in D&D, and they do not necessarily have a lot to distinguish them. Kobolds, Gobins, Orcs, Hobgoblins and Bugbears all have a certain amount of interchangeability to them, [2] to say nothing of the lizard men, bullywugs, troglodytes, kuo-toa and so many more. There are so many of them that every humanoid entry needs to do two things – it needs to make the case for why it’s interesting to let these guys in the book (because lots of great monsters aren’t) and to explain how these are memorably different from other creatures who could fulfill the same role.[3] Not every entry succeeds at this, but more do than don’t.

All in all, this makes this a very usable book. As I noted in speaking about the implied timeline of the world, there’s a lot of worldbuilding implicit in the material presented (not as much as, say, SSS’s Creature Catalog, but still a substantial amount) which helps the usability and also offers a boon to ambitious GMs.

I would also be remiss if I did not mention that it’s also just a lovely book. The 3e/4e fusion style of the PHB is still in use here, but further supplemented by marginalia notes (a technique I’m very fond of) to spice up the monster entries. They vary from flat jokes to useful insights, and offer plenty of opportunities for easter eggs.

As I said at the very outset, I’m frustrated by the lack of an index by CR, but the very interesting graph that the Escapist put together got me thinking. As is obvious, there’s a BIG spike around CR 2, and a general drop off of higher level monsters. That feels like a gap, albeit an expected one – of course the first MM skews low level, because that’s where players are right now. Presumably the inevitable MM2[4] will skew more towards the middle tier. But I’m not sure it’s as much of a problem as it seems.

Specifically, my feel so far in play is that the usable range of a given monster is much bigger than it used to be. I have not yet played enough high level stuff to figure out where the drop-offs are, but bounded accuracy cuts both ways, and a CR2 creature has the potential to hit even the highest level characters, so I’m very curious at which point some of them stop being dangerous. With some, like the intellect devourer, it wouldn’t surprise me if the answer is “never”.

None of which accounts for the impact of legendary creatures too, who are going to be more heavily represented at high levels. The legendary technology is fantastic, and I can’t wait to see it develop further, but I definitely cannot yet see all of its implications.

Anyway, the bottom line is that while this book is not flawless, it is never bad, consistently good, often great and occasionally fantastic. For what is ultimately a foundational book, that pretty darn good.

The Complete Review

Other Reviews
This is a pretty giant read, so if you are looking for something quicker but still comprehensive, I strongly endorse these reviews.

So, thank you all for wading through this. I enjoyed it a lot, but the big lesson is that I am NEVER EVER doing a monster-by-monster review again. It’s just too long!

  1. Which I feel is further built upon in 13th Age. I’ll talk about that when I give it a (much shorter) review.  ↩
  2. This suggestion may offend the hardcore nerd, who (like myself) can cite hit die differences from memory, but descriptively and functionally they have a lot of overlap, and a new player is going to have every reason to think they all run together unless they are given a reason to think otherwise.  ↩
  3. In theory, undead would have the same problem, since only a nerd distinguishes between them meaningfully. However, they have classically had a certain progression of power/danger, starting with skeletons and working up to vampires and liches. This provided some implicit differentiation. Humanoids, on the other hand, are largely clustered in the 1/8 to 1/2 range of CRs (2 for the ogre equivalents) so there’s no progression.  ↩
  4. This may sound like a bit of a condemnation, but I admit I’m less excited about a MM2 than I am about whatever products expand player options. This is partly because I did not leave the book feeling a lot was missing, but it’s also partly because I genuinely expect the best and most interesting monster design to show up in adventures.  ↩

5e MM- Sprite to Zombie and Beyond

Sprite – Ok, I’ll cop to it. I’m going to mix these guys up with pixies basically all the time. They look more like Tinkerbell than the pixie are, honestly. That said, aside from an ability to read emotional state (which seems almost entirely unpoetic) they’re just flying harassers.

Stirge – In an odd turn, this is only a half page entry, though the picture is pretty gross. This is a classic monster, so the only real curiosity is how they handle the drain. Simple answer: Keeps doing damage after it hits, until it’s bloated and flies away.

Succubus/Incubus – Super curious entry. It’s not a demon, and the incubus is the more cheesecake of the two. In fact, apparently, they are basically freely able to swap between succubus and incubus form, which is doubly awesome. They’re lieutenants to a variety of infernal baddies, though at CR 4, they’re no pushovers. They’ve got a powerful charm and their kiss is an energy drain attack, but they’re obviously more dangerous outside of the battlefield.

Tarrasque – This is basically a stunt entry. The tarrasque largely exists to establish the upper bounds of monster capability, and at CR 30, it performs admirably. Obviously, the thing is terrifying, with every trio we’ve seen so far. Legendary resistance (it can make 3 saves), legendary actions, swallow, big pile of immunities and, of course, gigantic damage output. All of which is awesome.

Thri-Kreen – another monster I was first exposed to on monster cards, I’ve always had a fondness for these insect-men. They do need to face “the humanoid question”, but being insects is a solid initial schtick, and the other elements which make them fit Dark Sun so well (exotic weapons and some psionics) round it out well.

Treant – I admit, I immediately checked the CR (9) to see if these things are the holy terrors I imagine them to be. Answer seems to be “almost”. Interesting lore in that they are all trees that have awakened, rather than a species in their own right. Curious implications to that.

Troglodyte – Or, as we know them, “Those humanoids who smell really bad”. Because yep, that’s still their combat schtick. In fact, it’s basically the only thing of any real note about them.

Troll – This entry is delightful. Yes, a big chunk of it is predictable, they’re big, they regenerate, sometimes you get crazy troll freaks whose regeneration has gone crazy (sadly, no stats for those) but these all pale besides the awesomeness of the “Loathsome Limbs” sidebar. Basically, if you do more than 15 points of slashing damage to a troll, you lop off a random limb. But, it being a troll, it will keep fighting. Basically, after all of these editions, they have explicitly put in the rules you need to run the scene from Three Hearts and Three Lions which defined the D&D troll. I profoundly raise a glass to this entry.

Umber Hulk – They’ve kept the insectoid look of recent editions, but otherwise this is the familiar monster – a burrowing bruiser who causes confusion if you look in its eyes. There’s some note about averting your eyes, but no real explanation what that means mechanically, though I would presume disadvantage.

Unicorn – Historically, this was one of the most boring critters out there. A magic horse that could teleport once a day, it was hard to take them too seriously. This perspective has been revised, and the Unicorn is now laid out as a hard core protector of the wilderness, with solid multiattack and spell casting abilities to supplement their healignand teleportation. More importantly, they’re now legendary creatures, which means legendary actions and regional effects. And the unicorn’s regional effects are great in a way that the good dragons kind of teased – they’re all things that make the forest a better, safer place. While mechanically interesting, the really cool thing is how much narrative weight the give to the presence of a unicorn in a forest. Beautifully done.

Vampires – In much the same way they have made Unicorns hew closer to their lore as potent magical beings, they have similarly tuned up the vampire (who did not need as much of a makeover). They’re still dangerous (CR 13), enough so that they’re pretty clearly laid out in the Dracula/Strahd school of design, with legendary actions, lairs, regional effects and so on (Strahd actually gets his own sidebar). This is a big V villain. And for all your lesser needs, Vampire spawn are a “mere” CR 5. Definitely a useful package.

Water Weird – Another very dungeoney monster, they’re interesting insofar as they tend neutral, but will tilt towards the water they inhabit (something which can make purify food and drink very situationally potent). They’re colorful – watery snakes, bound to guard sources of water – but there’s very little depth to them.

That said, there’s one interesting visual to these – they look a lot like larval Salamanders. In my head, this suggests some plane of water equivalent critters.

Wight – Ok, this is one of those cases where the art is kind of badass. The classic image of the hunched over figure is replaced by an armed and armored badass undead warrior, and the color supports that. These are warriors of undeath. And one mice touch – they have a life drain attack, but they also have more mundane attacks with weapons, so a fight with them is not just a touchiest.

Will o’ Wisp – Another super situational monster, I mostly go into this entry curious if it will be anything but a one trick pony. The answer? Not really. Well, ok, they have effectively a super coup de grace which is nasty, but otherwise they remain killer balls of light.

Wraith – If wights are soldiers, Wraiths are lieutenants, and I like that framing for them, since sit allows for smart undead villains at low levels. At CR5, a wraith makes a good background villain early on, limited only by the fact that their agendas are largely limited to “hate everything”. But with their ability to create specters, a single wraith is a great way to populate a dungeon and create a larger threat.

Wyvern – When you want something like a dragon that is not a dragon, the go with the time-tested brand; Wyvern! A little bit less necessary in modern play (they made more sense when dragons were less smoothly graded) but they make for a fun, tough fight, albeit on that is not as dangerous as, say, a manticore because despite their ability to fly, all their attacks are melee range, so flight is unlikely to be a real signature of a wyvern fight.

Xorn – Fun to say, fun to play! This entry could have been a pretty dull gimmick monster – they glide through earth and stone and are tough brawlers – but the color added a wonderful touch. Xorn can sense treasure, and that’s historically drawn them to adventurers, which in the past has meant “Jump out of a wall and try to eat some gold”. But as written, they;’re described as “beggars and thieves” and I am utterly delighted at the prospect of playing his huge, multi-armed, gigantically mawed terror as kind of furtively approaching the party petulantly whining to be fed and then attacking later in a sulk if it doesn’t get what it wants. This is a really small thing, but it enriches the monster in a way a surprise roll never will.

Yeti – Ok, I was not expecting this one. It’s basically an environmental hazard of the mountains. Regular Yeti are CR 3, Abominable yeti are CR 9, so there’s a bit of pre-structured minions and boss to it, but in and of themselves they’re only so interesting. The strong environmental tie can probably be used to make them interesting (a snowstorm, low visibility, survival scenario could work well for example) but the entry doesn’t offer a lot of help for this.

Yuan-Ti – We’ve gotten the occasional mention of these guys (though fewer than the illithids) but they are clearly poised to occupy a specific villainous role of the ancient corrupt race which allows all the horribly racists stuff form a Howard or Lovecraft story only with actual monsters, not “swarthy” people. I guess that’s a good thing, but I’m not exactly the best judge.

That said, there’s plenty of less squicky stuff to tap into in using the Yuan Ti – in part of their forsaking of humanity, they embraced a philosophy of detachment of emotion and (by extension) the self-delusion of purely rational thought. Which is to say, the Yuan-Ti are basically the magic world stand in for internet jerks, and used that way, they may be kind of awesome. In my head, the kind of broken common is now translating into forum post language, and it fits so well that it may be hard to keep Yuan Ti out of my game. LOL.

(Also, the fact that Yuan Ti are only worshiping their gods – who get a cool sidebar – until they can figure out how to eat them? Kind of awesome).

We get 3 stat blocks. The Abomination – full on snake men – are the main bad guys, at CR 7, they’ve got spells, shape changing and magic resistance align with a fair amount of physical whupass. Beneat them are the Malison, humanoids with snake parts. There are three different kinds (same general stats, different actions) and I infer from the stat blocks that they are snake heads, snake arms and snake torso. I suspect I could clarify this by checking a previous MM, but I don’t actually care a lot. The last, the pureblood, are the most human looking and least powerful (cr 1) but are powerful enough that I’m not sure I’d use them as mooks.

Once again, we have a clear hierarchy of monsters that makes encounter construction easy enough, and they’re richly developed enough to answer the “why these humanoids?” question so they’re definitely useful. One oddity – I seem to recall that at least some past versions had more of a tie with aberrations (these don’t) but that may just be my faulty memory.

Yugoloths – because once upon a time, someone went “Demons are chaotic evil, devils are lawful evil, wen need some neutral evil fiends!” and then gave them a terrible name (albeit one that was less terrible when talking about Tanar’ri and Baatezu). Their color is great (created by Asmodeus and a circle of hags, there are books out there with all their names, but there’re lost) and they serve a nice niche as evil mercenaries, but it’s not like there was a shortage of fiends that needed addressing, so these guys end up feeling a little generically evil. The ultraloths in particular are, while scary on paper, really dull. It hurts me a bit to say this, but in the absence of a Blood War, I’m not sure these guys bring a lot to the table. I mean, they’re useful monsters, as they’re all quite nasty, but they don’t add much.

Zombies – I was not expecting much front he lore for this one nor did I get it. Instead, I got exactly the utility undead that I expected, including scaled up version for undead ogres. The unexpected surprise at th bottom of the box is the zombie beholder. It’s CR 5, about a third of its eyestalks still work, and I can’t wait to use it.

That’s it for the actual monster entries, but the books ’s not done yet. Appendix A: Miscellaneous Creatures is full of stat blocks with either no or very little explanatory text. It most is composed of beasts, both regular and giant, and as such it is basically the reference included to make playing a druid a reasonable option, especially since the CR’s range from 0 to 7, making sure the druid always has options. It also includes oddities like awakened plants and animals with a single gimmick (like phase spreaders, giant fire beetles, death dogs, Worgs and blink dogs). There’s not a lot of art in this appendix, but those particular creatures are among those who get art (as do quippers, which I guess are sort of piraña). It also includes things like swarm and barding rules as sidebars. All in all, a high utility chapter.

Appendix B: Nonplayer Characters gives us stats for human (or humanoid) opposition ranging from Cultists (CR 1/8) to Gladiators (CR 5) to Archmages (cr 18). it includes notes that you can swap in different races, range spells and basically tweak these guys, but they provide a baseline to work with.

I am, I admit, not 100% sure how I feel about this section. It’s useful no question – there’s a lot of utility in being able to just pull people out of a hat and put them to use. But it’s very 4e in its handling of NPCs, and its one of those areas where the lack of scaling guidelines really shines through. I am hopeful that the DMG provides some guidance in this regard, and we end up with a hybrid system that has quick and dirty npcs (like these) as well as a way to flesh them out without making full PC character sheets for them. But time will tell.

That said, I cannot close without a mention of the index. Content-wise, it’s solid and functional, but the two pages contain my absolute favorite art of the entire book. Some of it, especially the last image of the book, is outright hilarious.

Inferred History of the World, Per the Monster Manual (and a little PHB)

Note 1: I’ll finish up the monsters. This is just a bit of a sidetrack

Note 2: The eras are totally me taking poetic license to keep things from just being one big list. 


Cthonic Era

  • Time of no gods. Aboleths rule the world. Presumed origin of other aberrant species.
  • Gods rise. They war against the ancient horrors, using weapons like the Kraken.
  • Gods win. Things sort out into less abberant kind of reality. Presumably the inner and outer planes shuffle into order, including the creation of numerous celestial and infernal races and creatures.
  • Asmodeus and his circle of hags create Books of Keeping (and the Yugoloths)
  • Primus casts a stone into Limbo. It becomes the Slaadi birthing stone.
  • Creation of the Couatals and the loss of their god.
  • Birth of Dragons signal the end of this era.

Lost Era

  • Giants are created
  • Dinosaurs roam
  • Vaati empire spreads across many worlds. Falls in conflict with the Queen of Chaos.
  • Now unknown humanoid races populate the world. May have been early humans, dwarves etc, or may have been other races entirely. Known or suggested races include Fomorians, precursor Gith, precursor Grimlocks, Kuo-Toa
  • An unknown humanoid race breeds Quaggoths. Psychic potential suggests they may have been of use against the Mind Flayers.
  • Naga created as a servitor race by unknown masters.
  • Divine conflict leads to creation of Hydras.
  • Fomorian empire rises, then falls. Fomorians flee to underdark.
  • Mind Flayer empire spreads, enslaving early humanoids. First Grimlocks created. Gith Rebellion (and subsequent schism) signals the beginning of the end for the Illithid.
  • Efreet and Azer construct City of Brass. Efreet attempt to enslave Azer (unsuccessfully)
  • Dragons and Giants go to war. Numerous monstrous weapons born of this conflict, including Behirs and Rocs.
  • Creation of Elves ends the era

Eldest Era

  • Elven expansion drive Quaggoth underground
  • Elven civil war drives Drow underground
  • Harpies emerge.
  • Emergence of young races[1] (humans, Halflings, goblinoids, orcs, maybe dwarves) ends the era.

Ancient Era

  • Tiefling empire rises, then falls to fiendish corruption
  • Vecna ascends to godhood. Acererak does not.
  • Arcane tinkering births monstrosities like the Bulette and Owlbear. Fiendish intervention adds more delights, like the Chimera, Merrow, Gnolls and Ettin.
  • Fall of the Yuan-Ti


  • Rise and fall of Gulthias
  • Whoever built pyramids

  1. This term is largely elven propaganda. Evidence indicates that humans were around as far back as the illithid empire (some became Grimlocks) and other races may be similarly ancient.  ↩

5e MM: Pegasus to Sphinxes

Pegasus – Oh boy, a mount. Excepting the fact that Pegasi are explicitly celestial in nature, this seems pretty bland.

Peryton – This is one of those crazy creatures out of folklore whose schtick (sometimes it has the shadow of a man) is creepier in the telling than in the actual encounter. The lore entry nicely updates the mythology and gives a bit of monstrous motivation, but it’s ultimately more interesting from a tactical perspective, as the statblock is full of aerial effects.

Piercer – These dudes are ugly. And they’re a classic gimmick monster, dropping from the ceiling on unexpecting foes. They’re pretty much one-and-done, since when they miss, they don’t have much else they can do. Its presence is a little weird, since I thought the darkmantle had effectively replaced them in the dungeon ecology, but I guess you can’t have too much death from above.

Pixie – Basically, tinkerbell. Fragile and small, they have enough magical power to be dangerous opponents – anything that can fly and stay invisible is a real hassle. As written, they’re more designed to be an active annoyance (something compounded by the fact that they don’t speak common) and some GMs will love this, others will probably just shrug and move along.

Pseudodragon – This entry is basically the familiar pipe dream. Telepathy, magic resistance (which confers to its partner) and a poisonous sting. Which is fine, but there it is.

Purple Worm – Another classic – Shai-halud of the underdark. They’re huge and tough, and can swallow folks whole, all while carving out new caverns and generally keeping the ecosystem moving.

Quaggoth – Basically these are the yeti of the underdark. Big, animal-ish humanoids and sometime brute squad for the drow, with the occasional psionic member of the tribe. They have some interesting history and ancient enmity with the elves which is at the root of their history (drove them underground, allied them with the Drow).

Rakshasa – Functionally, they have a lot in common with the Oni – smart, magically capable, shapeshifters and illusionists but generally tough. Specifically, the rakshasa, have more of an extraplanar vibe to them, compounded by the fact that when they die, they just come back in the 9 hells, albeit weeks or months later (at which point, a plane shift gets them back).
In 1e, the way to kill one of these was with a blessed crossbow bolt, and they were basically immune to all other non-magical damage. They’ve kept the immunity, but they found a new and interesting way to represent the weakness.

Remorhazes – Another largely tactical monster. The young ones (CR 5) and the adults (CR 11) are structured similarly (burrowing and dangerous heat) though the older ones are also capable of swallowing.

Revenant – A plot monster – the actual revenant itself is just a fairly tough undead who will NEVER STOP COMING. You may encounter one as part of another plot, where you may be helping it or trying to figure out how to stop it, which makes it pretty useful in a number of ways.

Roc – Nice backstory – the Rocs were created by the gods of the giants to give an airborne weapon against giants. They’ve gone their own way since then, but that tie gives things a nice bit of flavor. Beyond that, they’re flying brutes – lots of HP, lots of damage.

Roper – I actually really dig that they decided that these guys are what piercers grow up to be. Beyond that, they’re mostly gross and tactically fun – the tentacles and giant mouth make it easy to see how the fight would go.

Rust Monster – The true terror of the dungeon! Hit points? Health? Disease? None of those are nearly as frightening as losing gear. The mechanic is actually similar to what we saw with some oozes (weapon takes –1 when it hits, when it goes to –5 it’s destroyed) but this incarnation is actually much kinder than some in the past, as it only effects nonmagical gear. This is probably appropriate, since it’s a little more apt to have it be a low-level menace than the kind of thing that makes 20th level fighters cower (and, yes, flashing back to the cartoon in the 1e DMG).

Sahuagin – These are the real bad guys of the sea, which is what makes the Merrows seem a bit redundant (though I suppose they’re ogre-equivalent). Evil shark people are always a welcome addition to the mix, and their bits of lore (like their worship of the shark god) and the occaisional mutant who can pass as an aquatic elf.

Really, the only weird thing about this entry is that it hinges on the war between the Sahuagin and the Aquatic Elves as a big setting element, and this is the first time we’ve heard any mention of aquatic elves (and no mention of merfolk and merrow). It’s a bit of a shame. A lot of the monster entries have a story woven behind them that makes for a bigger sense of the world. The Sahuagin hint at that, but it feels like the pieces aren’t all in place.

Salamanders – Like the galeb duhr and the invisible stalker, this is one of the more colored elemental. And speaking of tying things together, the salamander’s origin ties back to the story of the Azer and the City of Brass. They come int two form – CR 1 first snakes, and CR 5 full salamanders, with humanoid torsos atop the trunk of a snake.

Satyr – This is a curious one – the actual satyr has little in the way of magic on its own. It is only in a sidebar that the Satyr’s pipes are mentioned, though they have all the magic that one might expect.

Scarecrow – Low level construct with horrific overtones. Honestly, the art conveys more than the text for this one. Practically, it’s a bit hard to use it’s ability to hide, motionless, except against NPCs. When the GM mentions that there’s a scarecrow, that kind of shows her hand.

Shadow – Fun, low level undead with a strength drain, I think my favorite part is that as they are created, the target’s shadow darkens and breaks free when it dies. Most delightfully, if the target is resurrected, the shadow is still running around out there, and knows that it’s “parent” is back. I admit, this kind of makes me totally willing to kill a PC with a shadow just t set up that dynamic.

Shambling Mound – This is a classic made much more interesting by its color text. It’s a huge, tough, slow moving “plant”, a danger which is easily avoided is you’re aware of it (and have room to run) but which has a profound impact on the local ecosystem.

Shield Guardian – Basically, this is canned muscle for a spellcaster – if you control the amulet, you control a CR7 brute with heavy armor, regeneration, a bit of magic and some protection capability.

Skeletons – lovely pluralized entry, with the baseline (CR 1/4), the big one (CR2) and the warhorse (CR 1/2). No real surprises, but a solidly useful entry.

Slaadi Another planescape favorite, there’s a wonderful bit of extra lore here, as the Spawning Stone of the Slaad was apparently created by Primus (lord of the Modrons) and cast into the chaos of Limbo, with the Slaadi as an (apparently) unexpected side effect of the process.

The slaad themselves are classics – Red, Blue, Green, Gray and Death. They’re all terrifying, though their challenge range is lower than I’d have expected (capping at 10 for the Death Slaad). And, of course, their ability to infect humanoids to create new Slaad creates an extra layer of creepy factor.

Specter – This one took an unexpected turn. Classically, specters are one of the nastiest forms of undead, just a step below vampires, largely because their energy drain (2 levels!) was so terrifying. This version is much less terrifying – it still has life drain (damage that reduces max HP rather than levels) but it’s a CR 1 creature that is more noteworthy for being a flying, incorporeal horror. In fact, there’s a whole sidebar on a poltergeist variant which is always invisible and adds telekinetic effects

For all that this is a step away from tradition, it feels like a good step. This is much more of a horror monster than the usual “grey guy with grabby hands” and it seems like it would be much more fun to run.

Sphinxes – 2 kinds of sphinxes (androsphinxes at CR 17 and Gynosphinxes at CR 11). Notably, none of them are “the one with boobs” for those flashing back to the MM 1. They’re basically created by gods, which gives them an interesting bit of extra backstory – they’re powerful enough to suggest a private relationship with that deity.

Their personal badassness is pronounced, but it’s their lair actions really shine. They allow the sphinx to mess with time, and shift conversations into wacky demiplanes, so the whole “move the talk onto a giant chessboard” is now mechanically supported.

5e MM: Mind Flayer through Owlbear

Mind Flayer – Like the Hags, the Mind Flayers show up in lots of other entries. They are the big bad behind a lot of terrible things, and while there’s only one stat block (one and a half, really) it’s a solid CR 7 enemy with some handy tricks – magic resistance, mind blast and, of course, brain eating. The lore is flavorful enough in its own right, but it’s really just part of the larger tapestry woven throughout the book. All in all, quite satisfying.

Minotaur – Another CR 3 brute, and at first glance it seems pretty straightforward with charge and berserker attacks, but the lore takes an entertaining turn when talking about the origins of minotaurs in mystery cults (which in turn provide a potential source for labyrinths) which offers some fantastic opportunities for minotaurs as plot drivers and as random brutes.

Modrons – I know some people might go “huh”, but for a planescape fan, this entry inspires a happy little dance, as evinced by my dancing which you quite thankfully cannot see. I am utterly incapable of viewing this entry in any kind of real critical fashion because its presence delights me so, right down to it’s art, which is not quite Diterlizzi, but clearly bears the marks of inspiration. We get statblocks for the first five modrons (monodrone, duodrone, tridrone, quadrone, pentadrone) ranging from CR 1/8 to CR 2 (Though the pentadrone seems a rather nasty CR 2, with 5 attacks and paralyzing gas) and enough color and lore to give guidance for how to play them and strongly implies the rest of their structure, right up to Primus.

Mummies – There’s some nice material regarding the source of mummies, with the important note that there is always a creator (because mummy status is explicitly a curse) and often some manner of trigger that causes it to rise. Like so many of the better monsters, the mummy has a built in story that makes it a plot waiting to happen much more than a creature sitting in a room waiting to fight.

The baseline mummy is CR3 with a fear-inspiring gaze attack and a rotting touch. Mechanically, if you blow the save, you reduce your HP maximum by 3d6 every 24 hours, and you can’t heal. Super nasty, and a good reason to have remove curse on hand. This is the mummy you’re going to find in a generic adventure encounter.

The Mummy Lord is closer to something from a horror movie. CR 15, with legendary and lair actions as well as regional effects which include a curse on anyone taking something from the mummy’s tomb. It’s easy to see this as the villain for an entire campaign region.

Myconid – I’m pretty sure there are people who feel about myconids (mushroom men) the same way I feel about modrons, so I wish them well of it. They’re a nice addition to the underdark (along with the flumphs, offering some good guys) full of mental communion and hallucination-filled dreams. They’re also pretty creepy, since their minions basically include pseudo-zombies animated by fungal spores.

Naga It’s almost a throwaway line, but the origin story of the naga (servants of an ancient race who view themselves as the natural heirs). The good (Guardian) and evil (Spirit) naga are magically potent (CR 10 and 8 respectively). They’re also pretty much immortal, coming back after a few days from anything short of a wish.

This tidbit is what makes the Bone Naga (undead naga, CR 4) more interesting. Basically, the Yuan Ti got sick of the Naga constantly coming back, and so came up with a ritual to break the cycle, creating undead Naga. All in all, these guys make for fun, smart opposition.

Nightmare – Another mount, not hugely interesting, since Nightmares are usually just adjuncts to the real bad guy. That said, the color surrounding their creation (the torture and sacrifice of a pegasus) is nicely vivid.

Nothic – I guess these guys came from the miniatures game, as I admit I did not recognize them when they showed up in Phandelver. That said, the lore for these guys is fun – Vecna effectively left traps on his own ascent to godhood, and wizards who follow in his path occasionally encounter them and are reduced to these monstrosities. They still pursue arcane knowledge, albeit in a twisted, semi-incoherent way. It’s a good story, and it gives a nice justification for these things to show up in interesting places.

Ogres – Ah, the classics. At CR 2, these guys are just brutes, but that’s exactly what they’re supposed to be. Nothing too exciting in their lore, but they don’t really need it. The entry also includes Half-Ogres (Ogrillion) which, I admit, serve rather less purpose. “Like ogres, but less so” is not much of a pitch. In other fiction, they’re a bit more interesting, emphasizing that they’re smarter opposition, but there’s none of this in the entry.

Oni – AKA Ogre Magi, these guys have always been nasties, and all of that translates appropriately into this stat block – shapeshifting, regeneration, gaseous form, cone of cold. The lore is flavorful, but mostly just feed into the means of playing these guys (which is to say, emphasizing that they’re pretty terrifying)

Oozes – Black pudding, gelatinous cubes, gray ooze and ochre jelly all fall under this entry. Black pudding are still the nastiest, but functionally they are quite similar in their play (climbing walls, attacking with pseudopods) with some specific things like weapon destruction. Gelatinous cubes play a little bit differently, as they still focus on moving and engulfing, but that is also well supported (though I admit, it feels like the cube was really the perfectly expressed 4e monster.)

Orcs – When we talk about classic humanoid monsters, the orc is pretty much the baseline, and this entry is decently in line with that. It draws a broad enough picture to give orcs a little social context and a mythos which pits them against the other races (and also justifies halfbreeds). Stat blocks are given for a classic orc, an orc warchief, an Eye of Gruumsh (blessed by the chief god of the ord) and the Orog, who is sort of an orc-plus (CR 2).

The Orog may seem like a weird addition, but it’ll be familiar to fans of Birthright – the Orogs were the orc replacement in that setting. Explicitly, Birthright humanoids were very clearly nations, and the Orog ranged in power, allowing them to fill gaps that would otherwise be filled by a wider range of humanoid races. The net result felt a lot more coherent, and the presence of the Orog makes it a little more possible to spin the Orc entry in that direction.

Otyugh – This entry is a lot more boring than I expected. Tentacles, telepathy, general badness, that seems like the it should be really unpleasant, but it just comes across as kind of meh.

Owlbear – The owlbear suffers unfairly from comparison to the 13th Age owlbear, who explicitly includes rules for ripping off arms and running off to eat them. Not that this owlbear is bad – it’s just a tough comparison. And it makes a decent effort – the lore is fun. especially regarding the challenges in training owlbears. The reference to rural communities having owlbear races is utterly delightful.

5e MM: Jackalwere to Mimic

Jackalwere – Another monster whose fight-winning power (sleep gaze) has been made less all or nothing, shifting the emphasis onto deception and backstabbing. This is a case where the lore actually makes them a little less interesting – created by Grazzt as servitors for Lamias is perfectly functional, but it’s not quite the grand Diablo-Esque sort of origin I’d have expected. What’s easy to overlook is that despite their very low CR (1/2) they are immune to non-magical (or non-silver) weapons. They’re weak enough that spellcasters should be able to tear them up while the fighters deal with jackal allies, but that’s a potent enough immunity that it should be used to tune encounters.

Kenku – The Kenku could probably be a playable race, but their means of communication (they can mimic any noise they’ve heard, and their communication is just clips of other people’s sounds) means that they would probably be insanely annoying at the table. Tactically, their mimicry (and some ambush) is their main gimmick, but their lore is wonderfully colorful, painting a picture of a people whose tragedy lost them the git of flight. Their punishments include things like wearing heavy mock wings or execution by fall from a great height. It is hard to read this entry and not want to slot them into the world.

Kobolds – Another humanoid race, and while I give them a similar pass to Goblins, their schtick as the littlest ones is somethign of a classic. The kobold is the wimpiest of opponents, made dangerous only in large numbers (and their tactical shctick – gaining advantage when ganging up – supports this). That said, they kind of added some nice bits to the lore, largely related to their tie to dragons. That the oldest kobolds (~100 years old) are called Great Wyrms seems so apt, and the fact that some few of them grow wings really underscores the idea of the tiniest creatures aspiring to be dragons (something made all the more potent by their proximity to the Kenku). There’s even a great cosmic hook related to the God of the Kobolds, a minion of Tiamat who was tricked by Carl Glittergold (god of the gnomes) and is now stuck somewhere. These guys could have been a throwaway, but are actually well done.

Kraken – Oh, heck yes. Ancient living weapons of the gods who have cast off their shackles and retreated to the depths, save when they rise up to go up rivers, wander about on land and generally crush everything in their path. Lair and legendary actions make it even more terrifying, but the regional actions are the most intriguing, including the ability to control weather in its vicinity, something that is used to elicit sacrifice or even worship from locals (a fact compounded by the Kraken’s control of sea life and swarms of elementals in the vicinity). I especially love this because it makes it easy to make a kraken a known part of the geography of a world, with well established rules for how to appease it. And more, it allows for the Kraken to do horrible things to those who do not appease it without it ever rising.

At CR 23, this is a big deal, and this entry feels suitably epic. This is a great entry and a welcome addition to the game.

Kuo-Toa – Setting aside the fact that I need to not think “Murlocs” when I look at them, these guys answer the “why these humanoids?” question quite handily. To my mind “They are so bugthumping nuts that they regularly invent utterly equally nutty gods, and are so fervent in their belief as to draw power from that”. That’s messed up. It is also the best explanation for Blibdoolpoolp I have ever heard. They have some other fun gimmicks, like sticky shields, entrapping weapons and powerful spellcasting leaders, and all in all should play pretty uniquely.

Lamia – We had some note about these in the Jackalwere entry, and this pads that out nicely, providing a sketch for a decently motivated villain who uses illusions to maintain a false palace and uses its powers to charm and geas to surround itself with wiling minions. There’s a bit about using geas to make slaves fight makes it feel a little bit like a star trek villain.

Two interesting notes for this classic villain. First, the touch is much less devastating than 1e (where it drained wisdom), instead it intoxicates the victim and gives a disadvantage to wisdom rolls. Second, the art clearly indicates the possibility of male Lamias, which is neat.

Lich – One of the classic villains of the game, the Lich weighs in at CR 21, with 9th level spells, so this is a serious threat. There’s some nice treatment of what exactly is involved in becoming a lich (enough to clearly hang some plots around, if one were so inclined). There’s only so much guidance for the, but that seems apt since they are otherwise fairly unique creatures. Appropriately, they have legendary and lair actions (though curiously, no regional effect) which are quite badass.

Lizardfolk – Notably not “lizard men”, a small but well-considered change. Their reptile nature is part of their answer to “why these humanoids?” – they’re semi-aquatic and sometimes worship or work for dragons – but the larger part is in their alignment. They are profoundly neutral. While territorial and vicious in conflict, this is born of a sort of cold-blooded pragmatism. The upshot is that they’re equally useful as enemies, allies, foils or supporting characters.

Lycanthropes – This is such a throwback to 1e, in that a certain type of player (like, say, 13 year old me) is going to look at it and try to figure out how to convince a werebear or weretiger to bite my character. It basically grantssuperpowers (immunity to normal weapons and possibly a stat bump) with no mechanical downside (assuming my alignment already suits). If you’re used to 3e or similar (where this might cost virtual levels) then that may seem like an abuse, and it may be a bit of one, but it’s not quite so daunting as it looks. There’s plenty of non-weapon damage to be had and a single remove curse will end this particular ride, so there are plenty of checks.

The actual lycanthropes are the classics (Bear, Boar, Rat, Tiger, Wolf) and the Rats remain the most interesting of the lot (they’re the only lawful ones, and they organize like thieve’s guilds) while the bears (neutral good) and Tigers (Neutral) are possible NPCs. Wolves and boars are straight up brutes.

One nice touch is that they explicitly call out the possibility of someone fighting their lycanthropy. Not a lot of mechanical support for it, but since it’s such a staple of the stories, I’m happy they give it explicit space.

Magmin – Imagine a crazed pyromaniac halfling made of magma in a thin stone shell that burns with a touch and explodes when it dies. That probably either sounds like a pain in the ass (If you’re a player) or a ton of fun (if you’re the DM).

Manticore – Fliers with some range capability, they’re tactically fun, but the main thing they have going for them is that their art is really freaking scary looking.

Medusa – This is one of those classic monsters whose schtick (the stone gaze) is the main thing that comes to mind, and it would be easy to just lean on that, but they took the time to flesh out the lore in such a way to underscore the medusai as tragic figures. The stone gaze itself is nasty but (as has been the trend) not an insta-kill. Also, notably, it’s not an attack per se, so much as a passive ongoing effect, which simplifies things considerably.

Mephits – Little pseudo-elemental imps who fly about, make trouble, summon more of their ilk and ultimately, explode. These elements (dust, ice, magma, mud, smoke and steam) seem odd at first glance, but they do a nice job of quietly explaining the elemental pairings without getting into metaphysics, which is very nicely done.

Merfolk – Not a lot here, since they’re basically people in the water.

Merrow – Mostly interesting due to their proximity to Merfolk, these are basically the “bad” merfolk,corrupted by Demogorgon.

Mimic – Another really striking picture, these are exactly the creature we love to hate. Sticky, shapeshifting, pseudopods and giant teeth, they’re just as nasty as you remember.

5e MM: Hag through Invisible Stalker

Hags – I was curious about this one because hags are always really interesting when they show up in other monster entries. They’re tightly tied to the mythos of the fiends in a way that suggests they’re an ancient race, sort of a fiendish equivalent to the titans. This is not quite the story that their own entry tells, and while that irks me somewhat, it is offset by what the entry does.

Like the ghost, the hag is very clearly written for a scenario, and by scenario I really mean horror movie. Though the hags themselves are not terribly potent (CR 3 for the green hag, 5 for the night hag and 2 for the sea hag) they are very clearly not written as stand up fights. Their abilities are rife with illusions and disappearing tricks, and as a group (there are rules for covens) they have access to fairly substantial magical firepower, but their motives will drive a lot of indirect nastiness. They’re not going to seek out adventurers, adventurers will have to find them. And doing so won’t be pleasant.

Half Dragon – This is a template, and it basically adds immunity and breath weapon appropriate to the dragon type, as well as some minor abilities. It’s a pure mechanics, and there are two interesting tidbits to it.

First, while the sample creature is a humanoid, there’s an explicit note that the breath weapon is more potent if the base creature is larger. That makes sense (especially with the 5e logic of simply making large creatures more dangerous rather than using fiddly size rules) but also suggests some really lovely/terrible combinations. I admit I am totally struck by the idea of a half dragon aboleth as the ultimate monstrosity.

Second, the impact of adding the template on the challenge rating of the target is not documented. The example given increases a veteran (CR 3) to CR 5, which would suggest that it’s +2 to CR, but they also improved his armor and gave him more hit points, neither of which are elements granted by the template. In short, I am not entirely sure what’s going on, mechanically, and I hope the DMG will eventually shed some light on this.

Harpy – Brief note: this is probably the most naked image of a woman in the book, and it looks tragic, not skeevy. This was a nice turn and utterly appropriate, as the harpy lore is entirely mythic, full of tragedy and love and curses upon the gods. I’m not sure it has much in the way of play hooks, but it’s got a good feel, so I’m ok with that, especially since it leaves plenty of space for how to actually run a harpy encounter, including it’s charming song (which is potent, but provides lots of opportunities to get out of)

Hell Hound – The lore is basically “Evil. And fiery” so not a lot to work with that. Their tactics are self-explanatory in their statblock – pack tactics + Immunity to fire + fiery breath suggests a very unpleasant dogpile.

Helmed Horror – I always feel bad for these dudes, since they come across like low rent death knights. It’s a cooler looking, slightly smarter suit of animated armor who can fly. It’s nasty, has lots of resistances, has a tactical note that it explicitly takes advantage of its ability to fly. However, all of this, combined with magical resistance , immunity to 3 spells of the creator’s choosing and a complete lack of ranged abilities mean that basically this is a monster designed to melee the wizard.

This is not as much of a jerk move as in previous editions, but it’s still pretty harsh. Not that it’s necessarily a bad thing, but it’s important to know what you’re working with.

Hippogriff – I take back everything I said about the griffon – the hippogriff is even more boring. Horse + eagle. Done.

Hobgoblins – Another humanoid race. Historically, Hobgoblins have been “the lawful ones” which mostly means they boss around other races and are somewhat militaristic about it. This entry pretty much doubles down on that – one nice bit of color reveals that every member of hobgoblin society has a military rank – and it mostly works. It very clearly lays them out as organized adversaries willing to use other monsters as disposable shock troops, and their specific combat ability (substantial extra damage to all members of a pile-on when ganging up on someone) means they’re pretty nasty in a scrap.

However, they really skirt the monstrous line. The issue of evil humanoid races is one which can potentially be very complicated, and part of the implicit agreement of making them monsters is that they will be framed in such a way that if we really want to remove that complexity, we can. This is done by, well, making them, well, monstrous. The problem is that the hobgoblins really press the limits of that. They’re super warlike, but they’re also clearly very thoughtful about it, and have an entire culture predicated on it. I read this entry and I want them to be a nation in my world, not the occupants of my dungeons.

That’s not necessarily a bad thing – it suits my tastes – but if a player is looking for uncomplicated baddies, the hobgoblins may be a mismatch.

Homunculous – Look, there’s very little of real interest to the Homunculus itself. Flight, Negligible stats, a bite that causes sleep. that’s about it. What really matters is that this little dude is telepathically bonded to its creator, offering many of the benefits of a familiar and more. However, since there’s no information on how these little things are made, for the moment, this is purely the domain of NPCs.

Hook Horror – This would be the most preposterous of monsters if I did not fondly recall the toy of the same name. Mechanically uninteresting, visually weird, these seem to largely exist to be on hand for after the party gets bored with owlbears. But they get the nostalgia pass.

Hydra – This is always a hard monster to handle. In 3e,  they had too few hit points, which were then divided among the heads, making each head super fragile. This approach skips that in two ways. First, because hydras are huge, they start with a substantial number of hit points. Second, the hit point value for chopping off a head is a flat 25+ HP in a single attack. Should you do so without using fire, then the next round it grows 2 new heads for each one lost, healing 10HP per new head. This means you can grind a Hydra down, but it’s not going to be easy.

Even better, the rules feel nicely multiheaded. It gets one attack per head, plus one reaction (for an opportunity attack) per head. One head is always awake, and the multiplicity of heads give it advantage against effects that would frighten, charm, blind etc. – things that having multiple heads seems like it would help with.

Add in a nicely epic backstory – When Tiamat defeated the god Lernaea and tore her apart, where each drop of blood fell, a Hydra was born. Mythic. Appropriately named. The sort of thing that makes each hydra feel like a significant challenge without it being necessarily unique. Plus, it’s easy to use that story to justify curious one-offs. A half-red-dragon hydra would be an impressive terror, as the addition of fire resistance to the mix would be a dangerous touch.

Intellect Devourers – This is another tactical monster – there’s some backstory, but it’s basically “Illithid are creepy, and these are their little brain buddies”. Really, the heart of this monster is in its stat block, where it will attempt to blast your brain and, if successful, will teleport into your skull, devour your mind, and pilot your body like a meat suit.

While only CR 2, these are one of the nastiest creatures I’ve seen, as they have one of the only one-shot-takedown-and-you’re-probably-dead abilities. There used to be a lot of these (think Harpies and Dryads) but the game has gotten much more liberal in how often you get to make saves against these things. Not so for the intellect devourer. It’s got a 10″ range psychic attack. Int save DC 12 or you take some damage. More critically, if you fail that save, roll 3d6 – if that equals or exceeds your intelligence, your intelligence drops to 0. Enjoy drooling on the floor.

One shot take out not bad enough? Well, now that you’re drooling, it initiates an intelligence contest with you. When it wins, it hops into your skull.  That’s basically game over for you unless your buddies beat you like a piñata, or cast the right spells fast enough.

Bottom line, this is a scary monster. Like, maybe crossing the threshold of the implicit GM/Player understanding scary. Some tables will be fine with that. For others, this is one of those monsters that will probably be made more scary by it attacking NPCs, or otherwise used very cautiously. But figure out which way your GM leans before deciding to use intelligence as your dump stat.

Invisible Stalker – Not a lot of depth to this one, but that doesn’t keep it form being scary. and invisible flier with multiattack is going to be really dangerous against any group that isn’t ready for it. What’s more, it’s explicitly got someone behind the scenes, calling the shots.

As I conclude the I’s, I admit to my disappointment in the absence of Ixitxachitl for utterly irrational reasons. Intelligent manta rays with evil magic is just the sort of gonzo thing I have been enjoying in this edition.

Economics of D&D

I am in one place today and my Monster Manual is in another, so the Hags will have to wait.

But while you are waiting, Emily has been writing some wonderful pieces on the economics of D&D, starting with a great piece on the economic impact of murder hobos,  and more recently on the significance of that pair of magical boots.   If you think that economics is too dry a topic for your table, I strongly suggest giving these a read, as they might show you otherwise.

5e MM: Many, Many G’s

200px-Galeb_duhrGaleb Duhr – This is another creature I have an unreasonable fondness for, since i remember getting a deck of monster cards when I was quite young. It included this guy, and I had no idea what it was. For the unfamiliar, it’s basically a walking boulder who can animate other rocks to fight. It’s a straightforward bruiser with the ability to call allies and a fun charge attack, but the lore suggests that it also makes for an interesting NPC – they’re neutral by nature, but are often guardians of things. There’s an interesting tidbit to them in that they’re elementals, but their native plane is the Prime Material. Curious implications there.

Gargoyle – A classic, including resistance to non-magical (or non adamantine) weapons, makes for a nasty low level (cr 2) threat that scales up as minions. The main color is kind of dull – they look like statues and are evil. Not exactly news. That said, there’s a nice sidebar about how they’re created on the elemental plane of earth as evil mockeries of (and weapons against) the Aarakocra, which is the nice start of something.

Genies -Dao, Djinni, Efreet and Marid – they’re not quite the classic 4, since originally it was just Djinn and Efreet, but the Dao and Marid filled in the rest of the elements well. These are the intelligent, powerful elementals, so I was super curious what their lore had to say.

They’re rare and haughty, which comes from “the knowledge that few creatures except gods and other genies can challenge their power”. This seems pretty bold for what are CR 11 creatures, but maybe they meant collectively. Genies are apparently created when the soul of a sentient creature melds with the appropriate elemental plane. This is rare and, importantly, leaves no trace of the original soul, so that’s another weird bit.

Genies are all slavers, which makes sense for the Dao and Efreet, but seems odd for the chaotic good djinn and even the chaotic neutral marids. Ah, and apparently there are noble genies, who I presume are tougher than CR 11, so that’s something.

The individual entries give some RP tips (apparently the Djinn are very nice slavers) but nothing exciting until you get to the Marid who not only sound delightfully self-aggrandizing, but who also have a picture that desperately makes me wish Diterlizzi had come back for it.

Ghost – This one intrigued me because the ghost is almost archetypical as a creature that I want to know how to run more than I care about specific stats. This entry did not let me down, starting with the key fact that ghosts can be any alignment and are looking to resolve unfinished business, not just running around being evilly undead. The abilities allow ghosts to be terrifying and to possess people, as well as to go ethereal. All in all, this was pretty much what I wanted (An I imagine a legendary ghost would have rather more “haunting” effects)

Ghouls – Nice bit of lore tying them to Orcus and explaining why elves are immune to their paralyzing touch. Probably just as well that ghasts are presented here too as souped up ghouls rather than a separate thing. These are a classic (they’re in one of the first examples of play I ever read) and they seem done right.

Giants – This is another lore chunk, explicitly calling out that giants are almost but not quite as old as dragons, and (as noted in the Behir entry) they warred in the past. Giants apparently have a rigid pecking order both across and within types (and the greatest hill giant is still less than the least Fire giant).

Each giant type gets a fair amount of copy, and it’s well used. It gives plenty of context to work each type (cloud, Fire, Frost, Stone, Hill and Storm) into the world. Each has a fun hook – Cloud Giants are made to be villains. Fire Giants are disciplined brutes. Frost Giants are wild brutes, too good to craft. Hill Giants are stupid bullies. Storm Giants are distant prophet kings.

Stone Giants are possibly my favorite. They’re seers and dreamers. To them, the world outside is, effectively, a dream, and they behave in accordance with this. Just a fun piece of color.

Stat wise, they run the gamut from CR 5 (Hill) to 13 (Storm), almost as if they’re perfectly designed to match middle tier progressions heroes.

Gibbering Mouther – Seriously yuck. I mean, the thing is gross and unpleasant, with a gibbering that can make you mad, but is also just makes the terrain around it doughy as it warps and infects reality. CR 2 is lower than I would have expected, but I guess it’s not particularly tough or strong, it’s just profoundly unpleasant.

So, well done.

Gith – Another fun one whose lore I was looking forward to, I found it interesting that they opted to make it one entry. It totally makes sense, and I like it a lot, since it really underscores that the Githyanki and Githzerai are divided by culture, not biology. The joined history is tidily summarized.

The Githyanki are detailed first, and there’s some nice attention to detail. That they raid worlds throughout the multiverse is nice and vivid, but practical notes like the fact that they always leave enough to rebuild (so they can reaide later) makes it feel much more dynamic and organic. The inclusion of the silver swords is a welcome touch. There’s also a nice note about their outposts in the material plane where they raise their young (because nothing ages in the Astral plane).

The Githzerai lore is nothing new to old nerds, but it provides a nice excuse to elaborate a little on the nature of limbo (the outer plane of roiling chaos that the githzerai exercise their will upon) Unfortunately, it’s a bit static – the image of the fortress-monasteries in the wilds of the chaos is a vivid one, but there’s not much reason to seek them out, though this is slightly addressed by the note that sometimes a githzerai will start a monastery on the prime material plane to spread their teachings. Githzerai parties hunting illithid are also a potential point of overlap.

Two stat blocks for each – a Githyanki warrior and knight, and a Githzerai Monk and Zerth. They have innate spellcasting noted as psionics. The Githyanki knight has a silver sword which, on a crit, can sever the silver cord, as it should.

Gnolls – I was curious about this one. D&D has a lot of evil humanoids, mostly out of tradition and to provide variety in the occupants of 20 by 20 rooms. Given that, how do you make them stand out? 4e addressed this by giving each race a tactical gimmick that made their fights feel different. 5e can’t lean on that, so in this brave new world, can you make gnolls interesting? Well, kind of.

In an interesting turn, apparently yeenoghu created them in his image, rather than the other way around. But the upshot of this is that they’re basically crazed, mad and evil all the time. They are basically the Reavers from Firefly.  As I think about it, they’d be kind of cooler if it were framed that way in the text, and form this point on, that is probably how I’ll use them.

The real saving grace is the Gnoll Fang of Yeenoghu, the most badass of gnolls, blessed by Yeenoghu. In addition to being tough (CR 4) they have abilities which can drastically increase the local gnoll population, making them a load bearing boss of sorts. That’s a good hook, one I can work with.

Gnome, Deep (Svirfneblin) – So, I get why the Dueregar got skipped over as race option – the enlarge ability is a bit potent – but these guys are pretty much by the numbers – a little bit of cultural lore, a little bit of spellcasting, poisoned weapons, that’s about it. I suspect the only reason they were left out of the PHB was space (and to keep the dueregar from feeling bad). It does occur to me that the fact that almost every underdark race uses poison meshes curiously with the Dwarven ability to shrug off poison.  Filing that away.

Goblins – Technically, I could ask the same questions about goblins that I do about gnolls, but I consider goblins essential, so I don’t. The lore is what you would expect – they’re goblins – but there’s a very nice touch about the Goblins dreading the prospect of being called up by their god in death. Stat block is pretty simple (their gimmick is the ability to disenage) but that’s pretty much what you would expect.

Golems – Golems are in interesting challenge as an entry – because they’re constructed, they have a certain amount of plot value for their creation in addition to their combat value. The creation part gets kind of short shrift since it’s punted to the Manual of Golems in the DMG. That leaves the actual fighty bits, and they’re pretty darn solid for that. Flesh golems weigh in at CR 5, Clay at 9, stone at 10 and Iron at 16. All of them rare resistant to non-magic weapons have a host of immunities. They’re a great example of why I like the new resistance rules – it makes the creatures tough as heck, but it totally doesn’t jam up players. [1]

Edit: they’re actually an example of assumptions biting me in the ass. I’m so used to seeing resistance in that spot on the statblock that it didn’t register that it actually said immunity.  So I like the resistance rules very much, but golems are NOT an example of it. They are, in fact, terrifying and will totally jam up a party without magic. 


Gorgon – This is a purely tactical beast. CR 5, petrifying breath, charge attack, thick armor. Nothing hugely interesting, but functional.

Grell – Floating brains with beaks and paralyzing tentacles. They’re ambushers, and thankfully they back they up with an actual stealth score and enough intelligence to make them tactical fighters.

Grick – These guys are nasty. They’re CR 2, but they have damage resistance to non-magic weapons as well as stealth and multiattack. There’s one in Phandelver, and that made me pretty nervous. The grick alpha is nastier (CR 7) but at that point its resistances are a bit less potent (because the party is likely armed to deal with it).

Griffon – Really, the most interesting thing about the Griffon’s entry is how invested they are in eating horses. Nothing wrong with it. Just kind of there.

Grimlock – Possibly an even less necessary humanoid than the gnoll, their main gimmick is their ability to operate in complete darkness. They’re made a bit more interesting by their lore (former cannibal cultists, worshiping Illithids) but the net result is basically to give Mind Flayer’s creepy minions. Which is not necessarily a bad thing.

Whew. That was a lot more Gs than I expected.

  1. I would be remiss if I did not point out Lilian Cohen-Moore’s piece on golems in this context.  ↩