Naga (Dungeons & Dragons)
In the Dungeons & Dragons fantasy role-playing game, nagas comprise a variety of similar species of intelligent aberrations with differing abilities and alignments. Nagas appear as large snake-like creatures with humanoid heads, they range in coloring and scale patterns, but are all about the same size. Most will'stand' at a height about equal to or just above that of a regular human, but because of the length of their trailing tails they can raise themselves up by a few feet, to intimidate foes, or get a better view; the four most common races of naga are the dark naga, guardian naga, spirit naga, water naga. The naga was one of the earliest creatures introduced in the D&D game; the guardian naga, the spirit naga, the water naga first appeared in the official newsletter of TSR Games, The Strategic Review #3, August 1975. The naga appeared in Supplement IV: Gods, Demi-gods & Heroes; the guardian naga, the spirit naga, the water naga appear in the first edition Monster Manual. The dark naga first appeared among several new creatures in the "Creature Catalog" insert in Dragon #89.
This edition of the D&D game included its own version of the naga, in the Dungeons & Dragons Basic Set, Expert Set. The naga was later featured in the Dungeons & Dragons Game set, the Dungeons & Dragons Rules Cyclopedia, the Classic Dungeons & Dragons Game set; the guardian naga, the spirit naga, the water naga appear first in the Monstrous Compendium Volume Two, are reprinted in the Monstrous Manual. The dark naga appeared in the Anauroch supplement for the Forgotten Realms campaign setting, in Monstrous Compendium Forgotten Realms Appendix II; the dark naga appeared in the revised Forgotten Realms Campaign Setting, the Monstrous Manual. The dark naga is further detailed in Dragon #261, in "The Ecology of the Dark Naga."The banelar, a relative of the naga for the Forgotten Realms setting first appeared in Dragon #197, appeared in Monstrous Compendium Annual Volume One. The bone naga first appeared in The Ruins of Myth Drannor, appeared in Monstrous Compendium Annual Volume One; the dark naga, the guardian naga, the spirit naga, the water naga appears in the Monster Manual for this edition.
The banelar appeared in Monstrous Compendium: Monsters of Faerûn. The asp Shinomen naga, the chameleon Shinomen naga, the cobra Shinomen naga, the constrictor Shinomen naga, the greensnake Shinomen naga appeared in Oriental Adventures; the ha-naga is introduced in the Epic Level Handbook. The bone naga appeared in Monster Manual II; the bright naga appears in the Miniatures Handbook. The dark naga, the guardian naga, the spirit naga, the water naga appears in the revised Monster Manual for this edition; the bone naga template for the Forgotten Realms setting appeared in Serpent Kingdoms, including the bone naga dark naga sample creature. Appearing in this book are the banelar naga, the faerunian ha-naga, the iridescent naga, the nagahydra; the worm naga appeared in the adventure "The Spire of Long Shadows" in Dungeon #130. The naga appears in the Monster Manual for this edition; the naga appears in the Bestiary playtest document for this edition. The bone naga, guardian naga and spirit naga appear in the Monster Manual for this edition.
Nagas, resembling giant snakes, vary in appearance. Some have humanoid heads and some are more snake-like, the torso may or may not be covered in scales; each type of naga has a certain amount of spell casting power. Banelar Naga – purplish naga that can manipulate magic items with short tentacles around its face. Spirit Naga – chaotic evil Water Naga – neutral Worm Naga – powerful servants of the deity Kyuss transformed into nagasAccording to "The Ecology of the Dark Naga", the guardian and water nagas are "true" nagas, while the dark naga resemble them; the article does not mention the other types of naga. Most nagas worship the naga creator goddess Shekinester and her son Parrafaire, except for dark nagas, who venerate Sess'Innek. In the Rokugan campaign setting, the nagas of the Shinomen Forest are an ancient race of noble creatures; these nagas have snake tails. Five bloodlines are known to exist: asp, cobra and greensnake. In the Forgotten Realms campaign setting, nagas were created by the reptilian creator race, the sarrukh, along with yuan-ti.
The banelar and iridescent nagas originated in the Realms, as well as a Faerûnian version of the ha-naga. Nagahydra – Five-headed abomination combining features of nagas and hydras
Beholder (Dungeons & Dragons)
The beholder is a fictional monster in the Dungeons & Dragons fantasy role-playing game. Its appearance is that of a floating orb of flesh with a large mouth, single central eye, many smaller eyestalks on top with powerful magical abilities; the beholder is among the Dungeons & Dragons monsters that have appeared in every edition of the game since 1975. Beholders are one of the few classic Dungeons & Dragons monsters that Wizards of the Coast claims as Product Identity and as such was not released under its Open Game License. Unlike many other Dungeons & Dragons monsters, the beholder is an original creation for D&D, as it is not based on a creature from mythology or other fiction. Rob Kuntz's brother Theron O. Kuntz created the Beholder, Gary Gygax detailed it for publication; the beholder was introduced with the first Dungeons & Dragons supplement, is depicted on its cover. It is described as a "Sphere of Many Eyes" or "Eye Tyrant", a levitating globe with ten magical eye stalks; the beholder appears in the Companion Rules set, in the Dungeon Masters Companion: Book Two.
In 1991, it appears in the Dragons Rules Cyclopedia. With the release of Advanced Dungeons & Dragons 1st edition, the beholder appeared in the first edition Monster Manual, where it is described as a hateful, avaricious spherical monster, most found underground. Ed Greenwood and Roger E Moore authored "The Ecology of the Beholder", which featured in Dragon #76. Second edition supplements to Advanced Dungeons & Dragons those of the Spelljammer campaign setting, added further details about these classic creatures' societies and culture. Beholders feature prominently in the Spelljammer setting, a number of variants and related creatures are introduced in the Spelljammer: AD&D Adventures in Space campaign set, in the Lorebook of the Void booklet, it appeared in the Monstrous Compendium Volume One, is reprinted in the Monstrous Manual. The book I, the Monstrous Arcana module series that accompanies it, develops the beholder further. I, Tyrant expands the information on beholders through details of the race's history, culture and psychology, more.
Based on Tom Wham's depiction in the first edition Monster Manual, TSR artist Keith Parkinson characterized its popular appearance with plate-like armored scales and arthropod-like eyestalks. Jeff Grubb cites Keith Parkinson's artwork as the inspiration for the beholder-kin created for the Spelljammer campaign setting; the Beholder's xenophobia towards other subraces of Beholders was added after Jim Holloway submitted multiple designs for the Beholder's spelljamming ship and Jeff Grubb decided to keep them all and used xenophobia to explain the differences in design style. The third edition of Dungeons & Dragons included the Beholder in the Monster Manual with the expanded monster statistics of this release. Beholder variants appear in Monstrous Compendium: Monsters of Faerun; the beholder appears in the revised Monster Manual for the 3.5 edition. The mindwitness was a sample creature of the half-illithid template using a beholder as the base creature, featured on Wizards of the Coast's website on August 14, 2003.
The beholder receives its own chapter in the book Lords of Madness: The Book of Aberrations. With the release of the fourth edition of Dungeons & Dragons, the beholder once again appears in the Monster Manual for this edition, including the beholder eye of flame and the beholder eye tyrant. Variants of the beholder appear in Monster Manual 2, Monster Manual 3; the beholder appears along with the more powerful undead death tyrant and the spectator in the 5th Edition Monster Manual, with the zombie beholder appears under the zombies section in the book. Volo's Guide to Monsters provides more detail on beholder culture and contains stats for the death kiss and gazer beholder kin; the half-illithid mindwitness makes an appearance in this book. The book Xanathar's Guide to Everything contains various notes written from the perspective of the beholder known as Xanathar. A Beholder is an aberration comprising a floating spheroid body with a large fanged mouth and single eye on the front and many flexible eyestalks on the top.
A beholder's eyes each possess a different magical ability. Many variant beholder species exist, such as "observers", "spectators", "eyes of the deep", "elder orbs", "hive mothers", "death tyrants". In addition, some rare beholders can use their eyes for non-standard spell-like abilities. Beholders wishing to cast spells like ordinary wizards relinquish the traditional use of their eyestalks, put out their central anti-magic eye, making these beholder mages immediate outcasts. In 4th edition, different breeds of Beholders have different magic abilities. Beholder Eyes of Flame only have Fear and Telekenesis Rays; the Beholder Eye Tyrant is unchanged from traditional beholders, but the Death Ray causes ongoing necrotic damage rather than an instant kill, the Disintegration Ray does not automatically kill its target. Other Beholder types each have their own set of abilities. In this edition, the Beholder's central eye no longer cancels out magic, instead dazing or giving some vulnerability t
An umber hulk is a fictional creature in the Dungeons & Dragons roleplaying game. They are large, insect-like aberrations with an ape-like build; the creature has the ability to confuse any creature. They are found in the Underdark, where they are sometimes captured and enslaved by other races, such as illithids. Despite their bestial appearance, umber hulks possess a significant intelligence and language of their own; the umber hulk was one of the earliest creatures introduced in the D&D game. The umber hulk was introduced to the game in Greyhawk, it is described as a human-shaped creature with gaping maws flanked by pairs of exceedingly sharp mandibles. The umber hulk appears in the first edition Monster Manual, where it is described as a subterranean predator with iron-like claws that enable it to burrow through solid stone, it eyes cause a dangerous confusion in opponents; this edition of the D&D game included its own version of the umber hulk, although in this edition it was a "hook beast", known as a hulker.
The hulker first appeared in Creature Catalogue, appeared in the module City of the Gods for the Blackmoor setting, in the revised Creature Catalog. The umber hulk appear first in the Monstrous Compendium Volume One, are reprinted in the Monstrous Manual; the umber hulk was detailed in Dragon #152, in the "Ecology of the Umber Hulk". The undead hulk for the Spelljammer campaign setting appeared in Dragon #184; the umber hulk appears in the Monster Manual for this edition. Savage Species presented the umber hulk as a player character race; the umber hulk appears in the revised Monster Manual for this edition, along with the horrid umber hulk. The dark umber hulk was introduced in the Tome of Magic; the psi-hulk appeared in Expedition to Undermountain for the Forgotten Realms. The umber hulk appears in the Monster Manual for this edition, along with the shadow hulk; the Umber Hulk appears in the Monster Manual for this edition. The umber hulk is considered a "Product Identity" by Wizards of the Coast and as such is not released under its Open Gaming License.
Each neogi individual is guarded by his personal umber hulk slave. In the Spelljammer campaign setting, the starfaring race of neogi were seen without at least one umber hulk slave, the enslavement of, considered a rite of passage in their savage society; the vodyanoi are freshwater aquatic versions of the umber hulk. They lack the confusion ability of umber hulks due to only having one pair of eyes, but can summon electric eels once per day, they have slimy green skin that coats their claws are webbed. Saltwater vodyanoi are twice the size of their freshwater brethren; the vodyanoi were first published in the original first edition Fiend Folio. The marine variety vodyanoi appeared in Dragon #68; the vodyanoi appeared in second edition Advanced Dungeons & Dragons in Monstrous Compendium Volume One, reprinted in the Monstrous Manual. The saltwater vodyanoi appeared in Dungeon #79. Vodyanoi was used as the name for an unrelated monster species from the 3.5-edition book Frostburn. The Stranger writer Cienna Madrid described the Umber Hulk as one of D&D's "ghastly fiends".
In a Maximum PC magazine review of Neverwinter Nights, knowing what an Umber Hulk is was one way to identify if a person was a "geek". The umber hulk was ranked seventh among the ten best mid-level monsters by the authors of Dungeons & Dragons For Dummies; the authors contend that the umber hulk "is an iconic Dungeons & Dragons monster", "invented for the game, something that doesn't stem from real-world myth or legend" and that "the umber hulk teaches players a set of rules and tactics to overcome a monster, dangerous to look at". In the "Born to Run" episode of the Terminator: The Sarah Connor Chronicles television series, character John Henry is playing D&D, kills an umber hulk with a vorpal long sword by rolling a 20; the Umber hulk appears as an enemy in the Baldur's Gate series, in other video games inspired by Dungeons & Dragons. The Umber hulk is the first kill of Krag the Barbarian, in the American comedy web series Walking In Circles, he commemorates this by wearing a claw of the umber hulk around his neck
In the Dungeons & Dragons role-playing game, ixitxachitl are a race of intelligent, aquatic beings that resemble small manta rays with barbed tails. They have worship evil powers, they love to hunt marine humanoids, sacrifice or devour their catch. The ixitxachitl first appeared in the 1975 Blackmoor supplement, which described them as chaotic clerical philosophical creatures resembling manta rays, with a flat blanket-like form; the text introduced the "vampiric" variant. The ixitxachitl appeared in first edition Advanced Dungeons & Dragons in the original Monster Manual; the adventure C2. The ixitxachitl was one of the creatures featured in Monster Cards Set II. "The Ecology of the Ixitxachitl" by Ed Greenwood was printed in Dragon #85. The ixitxachitl appeared in the Dungeons & Dragons Master Rules set, the Dungeons & Dragons Rules Cyclopedia; the ixitxachitl appeared in second edition Advanced Dungeons & Dragons in Monstrous Compendium Volume One, reprinted in the Monstrous Manual along with the vampiric ixitxachitl and the greater vampiric ixitxachitl.
The ixzan ixitxachitl appeared in Night Below: An Underdark Campaign, reprinted in Monstrous Compendium Annual Volume Three. In "Profiles" in Dragon #276, Skip Williams explains the decision not to include the creature in the third edition's Monster Manual: "And gone is the ixitxachitl. Not such a great monster, but I've always loved the name." The ixitxachitl and vampiric ixitxachitl appeared in the third edition Monster Manual II. A vampiric ixitxachitl named Axihuatl, a priest of Demogorgon, is one of the main antagonists of an adventure outline in the book Elder Evils; the ixitxachitl appears in the Demonomicon supplement, including the Ixitxachitl Demon Ray and the Ixitxachitl Priest. The ixitxachitl and vampiric ixitxachitl appeared in the fifth edition adventure module Out of the Abyss. There are two main types of ixitxachitl and vampiric. Vampiric ixitxachitl are smaller than normal ixitxachitl and have energy drain and fast healing abilities, similar to vampires. Regardless of type, ixitxachitl are aggressive and tend to live for only a short time in an area, stripping it of plant and animal life while living there.
Ixitxachitls live in labyrinthine lairs carved by creatures they've enslaved, groups of ixitxachitls are led by clerics or vampiric ixitxachitls, who keep others in line using intimidation. They are most found in oceans, but they can lair in rivers that run to the sea. Once they've become established in an area, ixitxachitls wage war against other intelligent creatures that trespass; those that they capture are used as slaves – including humanoids who have means that allow them to breathe underwater – and slaves can outnumber ixitxachitls two-to-one in large settlements. Ixitxachitls worship the demon prince Demogorgon; the ixitxachitl are one of many races described in the accessory Sea of Fallen Stars. Drizzt Do'Urden's Guide to the Underdark covers ixitxachitl in great detail, as one of the nine main civilizations of the Underdark. Dungeon #79 has an adventure title "The Akriloth", which features an ixitxachitl city warring with a merfolk city; the adventure Cloak & Dagger features a rogue ixitxachitl priest named Vyqinak, transformed into a vampire.
The ixzan appeared in Lost Empires of Faerûn. According to Greyhawk Adventures, ixitxachitl reside in the Turucambi reefs of the Oljatt Sea. In the Mystara setting, ixitxachitl are known as devilfish; the Master Rules entry for devilfish is reprinted in the Dungeons & Dragons Rules Cyclopedia, the 2nd Edition Monstrous Compendium Mystara Appendix confirms that "devilfish" is the Mystaran name for ixitxachitl. The accessory Children of the Night: Vampires dedicates five pages to Myxitizajal, a greater vampiric ixitxachitl. In the Spellfire collectible card game, card #55 of the Powers expansion set is an ixitxachitl
In the Dungeons & Dragons fantasy role-playing game, a morkoth is an aberration. The morkoth first appeared in the original Blackmoor supplement; the morkoth appeared in the first edition of Advanced Dungeons & Dragons in the original Monster Manual. The morkoth appeared in the second edition in the Monstrous Compendium Volume Two, reprinted in the Monstrous Manual; the morkoth appeared in the third edition Monster Manual II. In 5th edition, the morkoth appears in Volo's Guide to Monsters; the morkoth is a humanoid-squid being. Those who see the tunnels are pulled straight to the morkoth, as the tunnels have a hypnotic effect; the morkoth devours the victim. For its shadowy behavior, it is called, "the wraith of the deep."In 5th edition's lore, morkoths were spawned on the astral plane from the remnants of an ancient deity
In the Dungeons & Dragons fantasy roleplaying game, the carrion crawler is a type of fictional monster. A carrion crawler is described as a large green caterpillar-like aberration; the carrion crawler was introduced in the game's first supplement, Greyhawk, in 1975. The carrion crawler subsequently appeared in the first edition Advanced Dungeons & Dragons game's original Monster Manual sourcebook, continued to appear in the game's second edition, third edition, fourth edition; the carrion crawler was introduced to the game in Greyhawk. It is described as a worm-shaped scavenger; the carrion crawler appears in the first edition Monster Manual, where it is described as a worm-like cephalopod that scavenges in subterranean areas. This edition of the D&D game included its own version of the carrion crawler, in the Dungeons & Dragons Basic Set; the carrion crawler was later featured in the Dungeons & Dragons Game set, the Dungeons & Dragons Rules Cyclopedia, the Classic Dungeons & Dragons Game set, the Dungeons & Dragons Adventure Game set.
The carrion crawler appears first in the Monstrous Compendium Volume One, is reprinted in the Monstrous Manual. The carrion crawler was detailed in Dragon #267, in the "Ecology of the Carrion Crawler"; the aquatic carrion crawler appeared in Dungeon #79. The carrion crawler appears in the Monster Manual for this edition; the carrion crawler appears in the revised Monster Manual for this edition. The carrion crawler appears in the Monster Manual for this edition, including the enormous carrion crawler; the carrion crawler appears in the Monster Manual for this edition. The carrion crawler was one of the earliest creatures introduced in the D&D game. In all editions of the game, carrion crawlers are said to live underground, but will sometimes go to the surface for food, they are akin in appearance to a 3-to-4-foot-long centipede. A carrion crawler possesses eight long tentacles protruding from the sides of its head, which allow it to stun its prey; the creature eats carrion. Carrion crawlers are of neutral alignment.
Carrion crawlers can be found in the Dungeons & Dragons games Baldur's Gate, Baldur's Gate II: Shadows of Amn and Icewind Dale. In Baldur's Gate II a carrion crawler plays the role as an old man's companion; the player has a choice. They are a creature in Return to the Temple of Elemental Evil; the carrion crawler appears in the D&D Miniatures: Dragoneye set #41. It appears in the D&D Miniatures set Against the Giants: Enormous Carrion Crawler; the carrion crawler is considered a "Product Identity" by Wizards of the Coast and as such is not released under its Open Game License
In the Dungeons & Dragons fantasy roleplaying game, the meenlock is a type of fictional monster. The meenlock first appeared in the original first edition Fiend Folio; the meenlock appeared for the Greyhawk setting in second edition in the adventures Greyhawk Ruins, Flames of the Falcon, was reprinted in Monstrous Compendium Annual Volume Two. The meenlock appeared in the third edition Monster Manual II; the meenlock appeared in fourth edition in the Monster Manual 3. Meenlocks are two-foot tall, bipedal creatures with horrid, insect-like features that are covered in black, shaggy fur, they live in small groups in underground caves. The mere sight of a meenlock can cause low-level intelligent creatures to collapse in fear, their touch causes paralysis, they have a short-range teleportation ability. If a meenlock lair is disturbed, the occupants will silently follow the responsible party and wear down a single member with a continual low-level telepathic assault that manifests as whispered voices, strange noises, other phenomena only perceived by the chosen target.
When their weakened prey beds down for the night, the meenlocks will attempt to paralyze them, carry them back to their lair while still alive, turn them into another meenlock through a short, gruesome procedure