Monsters in Dungeons & Dragons


Monsters in the Dungeons & Dragons fantasy role-playing game are generally the antagonists which players must fight and defeat to progress in the game. Since the game's first edition in 1974, a bestiary was included along other game manuals, first called Monsters & Treasure and now commonly called the Monster Manual. Described as an "essential" part of Dungeons & Dragons, the game's monsters have become notable in their own right, influencing fields such as video games and fiction, as well as popular culture.
The term monster in Dungeons & Dragons can refer to a variety of creatures, including traditional monsters such as dragons, supernatural creatures such as ghosts, and mundane or fantastic animals—in short, "an enormous heterogeneous collection of natural and monstrous foes." While many monsters are adapted from pre-existing myths and legends, others have been invented specifically for the game, sometimes having characteristics specifically suited to the mechanics of the game.

Origins

The sources of Dungeons & Dragons monsters are diverse, including mythology, medieval bestiaries, science-fiction and fantasy literature, and film. In game books, monsters are typically presented with illustrations, fictional elements, and game statistics. Monsters are adapted to fit the needs of the game's writers and publishers, such as by describing combat abilities that may have been absent or only implied by an original source. In a few major cases, names taken from the works of J.R.R. Tolkien had to be changed due to copyright disputes, and fictional elements were altered to further distance the works.
Original monsters have also been included in Dungeons & Dragons, and these are among the game's most memorable. Monsters such as the gelatinous cube have been described as "uniquely weird," inspired by unusual sources or designed to suit the particular needs of a role-playing game. The rust monster and owlbear, for instance, were based on toys purchased at a discount store. The mimic disguises itself as a chest, thwarting players expecting to find treasure.
Because of their broad, inclusive background, D&D monsters have been called a pastiche of sources, freely combining qualities of classical works as well as modern or wholly original creations.

Influence and criticism

The monsters of Dungeons & Dragons have significantly influenced modern fantasy fiction, ranging from licensed fiction, such as the novels of R. A. Salvatore, Margaret Weis, and Tracy Hickman, to how monsters are portrayed in fantasy fiction generally. The scope of this influence has been compared to the works of J. R. R. Tolkien. Indeed, as Jeffrey Weinstock notes, "it is not even clear where Tolkien pastiche leaves off and Dungeons & Dragons pastiche begins in modern genre fantasy." In a 2005 interview, author China Mieville stated,
References and homages to Dungeons & Dragons monsters can be found in works such as Adventure Time, and the game's monsters have inspired tributes that both celebrate and mock various creatures. A 2013 io9 retrospective detailed memorable monsters, and in 2018 SyFy Wire published a list of "The 9 Scariest, Most Unforgettable Monsters From Dungeons & Dragons", and in the same year Screen Rant published a list of the game's "10 Most Powerful Monsters, Ranked". Other writers have highlighted the game's more odd or eccentric creations, such as in the article "Dungeons & Dragons: Celebrating 30 Years of Very Stupid Monsters", Geek.com's list of "The most underrated monsters of Advanced Dungeons & Dragons", The Escapist's list of "The Dumbest Dungeons & Dragons Monsters Ever ", and Cracked.com's "15 Idiotic Dungeons and Dragons Monsters".
The monsters of Dungeons & Dragons have received criticism from multiple sources. In addition to other game elements, the presence of magical or demonic monsters has provoked moral panics among religious conservatives. The game's emphasis on slaying monsters has also elicited negative commentary. As monsters have traditionally been defined by the amount of "experience points" they award when killed, the game has been said to promote a "sociopathic" violence where the dungeon master "merely referees one imagined slaughter after another."

Monster types

Many kinds of monsters can be classified into a typologies based on their common characteristics, and various books and game guides have been produced focusing on specific kinds of monsters. For example, the publishers of the game have produced a Bestiary of Dragons and Giants, describing creatures of those distinct types with a mini-scenario for each type; Night Howlers, addressing the use of lycanthropes within the game; and Libris Mortis, covering the various kinds of the undead. Gamer Keith Ammann, in his book, The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters examines thirteen such groupings, those being "humanoids", "monstrosities", "dragons", "giants", "undead", "aberrations", "fiends", "celestials", "fey", "elementals", "constructs", "oozes and plants", and "beasts". There is some flexibility within these groupings. For example, many kinds of creatures can become undead, or can be used to form magical constructs.

Notable monsters

TSR 2009 – ''Monster Manual'' (1977)

This was the initial monster book for the first edition of the Advanced Dungeons & Dragons game, published in 1977. Gary Gygax wrote much of the work himself, having included and expanded most of the monsters from the previous D&D supplements. Also included are monsters originally printed in The Strategic Review, as well as some originally found in early issues of The Dragon, and other early game materials. This book also expanded on the original monster format, such as including the stat lines on the same page as the monsters' descriptions and introducing more stats, expanding the length of most monster descriptions, and featuring illustrations for most of the monsters. The book features an alphabetical table of contents of all the monsters on pages 3–4, explanatory notes for the statistics lines on pages 5–6, descriptions of the monsters on pages 6–103, a treasure chart on page 105, and an index of major listings on pages 106–109.
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TSR 2012 – ''Fiend Folio'' (1981)

The Fiend Folio: Tome of Creatures Malevolent and Benign was the second monster book for the first edition of Advanced Dungeons & Dragons, published in 1981. While the Monster Manual consisted primarily of monsters previously published in D&D books edited by Gary Gygax, the Fiend Folio consisted mostly of monsters submitted to White Dwarf's "Fiend Factory" column. Don Turnbull, later Managing Director of TSR UK, was the editor for the "Fiend Factory" column, as well as the Fiend Folio, which was billed as "the first major British contribution to the Advanced Dungeons & Dragons game system." The monsters in this book are presented in the same format as those in the previous Monster Manual work, and most featured illustrations of the monsters. Also, there are full-page black and white illustrations of various monsters throughout the book. The book contains a foreword on pages 3–4, an alphabetical table of contents on page 5, explanatory notes on pages 6–7, descriptions of the monsters on pages 8–97, a treasure chart on page 99, additional tables and charts for all the monsters in both the Monster Manual and Fiend Folio on pages 100–119, an index of major listings on pages 120–124, with an epilogue on page 124.
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TSR 2016 – ''Monster Manual II'' (1983)

Monster Manual II was the third and final monster book for the first edition of Advanced Dungeons & Dragons, published in 1983, and has the largest page count of the three. As with the Monster Manual, this book was written primarily by Gary Gygax. While this book contains a number of monsters that previously appeared in limited circulation, unlike the Monster Manual and Fiend Folio a large amount of its contents was entirely new at publication. The monsters in this book are presented in the same format as the Monster Manual and Fiend Folio. The book contains a preface on page 4, a section entitled "How To Use This Book" on pages 5–7, descriptions of the monsters on pages 8–132, random encounter tables on pages 133–155, and an index of all the monsters in the Monster Manual, Fiend Folio, and Monster Manual II on pages 156–160. Unlike the previous two books, this book does not contain an alphabetical listing of the monsters in the beginning of the book.
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Fiends

Fiend is a term used in the Dungeons & Dragons fantasy role-playing game to refer to any malicious otherworldly creatures within the Dungeons & Dragons universe. These include various races of demons and devils that are of an evil alignment and hail from the Lower Planes. All fiends are extraplanar outsiders.

The most common types

Demons

The most widespread race of fiends are the demons, a chaotic evil race native to the Abyss; they are rapacious, cruel and arbitrary. The dominant race of demons is the tanar'ri. The Abyss and its population are both theoretically infinite in size. "True" tanar'ri such as the balors and the six-armed serpentine mariliths push other weaker tanar'ri around and organise them into makeshift armies for battle. Demon lords and demon princes such as Orcus, Demogorgon, Zuggtmoy, Graz'zt and countless others rule over the demons of their individual layers of the Abyss, in as much as the chaotic demons can be ruled over.

Devils

The devils, of which the ruling type are called baatezu, are lawful evil natives of the Nine Hells of Baator; they subjugate the weak and rule tyrannically over their domains. Pit fiends are the most powerful baatezu, though even the strongest pit fiends are surpassed by the Lords of the Nine, or Archdevils, whose ranks include Baalzebul, Mephistopheles, and Asmodeus. Unlike the demons, the devils arranged themselves through a strict hierarchy. Like the demons, the devils are scheming backstabbers; while a demon only keeps its words when it is convenient for it, a devil keeps its word all too well; though being used to exploiting repressive bureaucratic machinations to the fullest, always knows all ways around the letter of a contract to begin with. The tanar'ri and the baatezu hold an eternal enmity for one another and wage the Blood War against one another.

Yugoloths

The yugoloths are neutral evil natives of the Bleak Eternity of Gehenna and the Gray Wastes of Hades; they are neutral to the affairs of the other fiendish races, interfering only when they see a situation that may be profitable or a potential for the advancement of their own schemes. The yugoloths are manipulative, secretive, and mercenary by nature, often acting as soldiers for deities in their own private wars, or even at times aiding both sides of the Blood War. In 4th Edition, the yugoloths are considered to be demons, and their previously standard naming convention of "loth" is replaced by "demon". In fifth edition, yugoloths are listed as neutral evil fiends under their original names.

Other fiends

Demodands

The demodands are race of evil fiends that live on the plane of Carceri. Demodands were introduced in the 1st edition supplement Monster Manual II, renamed as Gehreleths in the 2nd edition Monstrous Compendium Outer Planes Appendix, and reintroduced as demodands in the 3rd edition sourcebook Fiend Folio. In 1st edition D&D, the three types of demodands from weakest to strongest were tarry, slime, and shaggy. In 2nd and 3rd editions, the three types are farastu, kelubar, and shator.

Hordlings

The hordlings are fiends that form the hordes of the Gray Waste of Hades. They first appeared in the 1st edition supplement Monster Manual II. Hordlings wander the Gray Waste preying upon everything they come across, even other hordlings. Hordlings vary greatly in appearance. It is said that Hordlings evolved from Larvae whose hatred was so unique, their souls became individual. The hordlings can be summoned using an artifact known as the Bringer of Doom, which was created around the time of the Invoked Devastation of Greyhawk. Hordlings are the most common inhabitants of the Gray Waste. They also occasionally roam the other Lower Planes as well.

Kython

The kythons are distinct from the other fiends in that they did not originate on any of the lower planes. When a group of fiends were trapped on the Material Plane, they tried creating more of their own kind through magical means. The results were eyeless reptilian creatures with insectoid traits and neutral evil traits. As the kythons matured, they took on varied forms. None of them were loyal to the fiends that created them. Because kythons originated on the Material Plane instead of the Abyss, they are also called earth-bound demons. Kythons are only interested in eating and breeding. They have spread rapidly across the Material Plane. The current hierarchy of kythons, from the weakest to the strongest is: broodlings, juveniles, adults, impalers, slaymasters, and slaughterkings. Eventually, with more time, kythons will grow into newer and more powerful forms. Kythons closely resemble xenomorphs. They were originally created for Monte Cook's Ptolus campaign, based on some gaming miniatures he had bought, and were added by him to the Book of Vile Darkness absent the context of the Galchutt, who wouldn't appear until later on in Chaositech.
Monte Cook originally planned on perhaps renaming them so their name was not quite so similar to kytons, or chain devils, as well as other episodes of Monte Cook's Ptolus campaign to see how they were originally used.

Night hags

Night hags are fiends from the Gray Wastes of Hades that traffic in the souls of mortals in 3rd edition sources. In 5th edition they come from the Feywild and are exiled to the Gray Wastes of Hades.

Rakshasas

are fiends that may have originated on Acheron according to 3rd edition sources. In 5th edition they originated in the Nine Hells.

Slaad

In the 4th Edition game, Slaadi are Chaotic Evil and originate out of the Elemental Chaos. This is markedly different from the portrayal of Slaadi in all prior editions of the game, when they were Chaotic Neutral natives of Limbo and thus not fiends.

Half-fiends and fiendish creatures

The cambions are simply half-fiends; hybrids of fiends and non-fiendish creatures, often humans or other humanoids. Cambions are typically created through fiends raping mortals or seducing them after shape-shifting, although some of the most depraved beings actually participate willingly. Those cambions that actually survive birth typically look like grotesque, hellish variants of their mortal progenitors, having wings, claws, fangs and often many other features that reveal their fiendish origins. Cambions are usually outcast, being feared and hated in mortal societies for their fiendish origins and being derided by pure-blooded fiends for their impure heritage. A variant of cambion called durzagon is described in Monster Manual II and is the hybrid of a devil and an unsuspecting duergar. The fiendish creatures are simply fiendish versions of other species in Dungeons & Dragons. They typically look like fearsome travesties of beings from the material plane. Most fiendish species are divided into a number of variants, usually in a hierarchy of increasing power and cunning.

Other fiends not associated with a specific group

The inclusion of demons and devils proved controversial among critics of Dungeons & Dragons. TSR eliminated most references to occult symbols, demons, and devils from the second edition of the game. When the creatures were reintroduced in the Monstrous Compendium supplement MC8: The Outer Planes, the terms "baatezu", "tanar'ri", "yugoloth", and "gehreleth" were introduced and were used exclusively in place of the terms "devil", "demon", "daemon", and "demodand", respectively.
Following a more relaxed attitude towards the hobby, Wizards of the Coast reinserted many of these excised references in the third edition of the game. They kept intact the terms they had been replaced with, using both when applicable to appeal both to older players and those who played in subsequent editions of the game. While the 1st edition of AD&D used the term "Daemon", all subsequent editions beginning with 2nd edition have used the term "yugoloth" for the same creatures.

Reception

Fiends were considered among the "standard repertoire of "Monsters"" of the game by Fabian Perlini-Pfister.

Blood War

The Blood War concept was introduced as part of the new background for the outer planes in 1991's Monstrous Compendium Volume Outer Planes Appendix. The conflict is depicted as a bitter war of annihilation between the baatezu race and the tanar'ri; an absolute, all encompassing, and virtually eternal struggle. Trenton Webb of Arcane magazine wrote, "the fate of all the planes hangs on its outcome". The Blood War was thoroughly detailed in various books throughout the Planescape setting, particularly the 1996 boxed set '. The 4th edition of D&D's Manual of the Planes updated the Blood War into a smoldering cold war that was formerly an all-out war.
The Blood War has been given various causes across different game books.
' attributes it to an offshoot of the primordial battles between law and chaos, continued out of violent and sadistic stubbornness. depicts Asmodeus as a formerly angelic being tasked with fighting an eternal war against the demons. When he and his followers take on demonic traits to better combat their foes, these angels, now deemed devils, are either exiled to or granted their own plane, where they fight the Blood War without disturbing the primordial lords of order. This is depicted as possibly being self-serving historical revisionism. The Guide to Hell instead portrays the Blood War as a distraction by Asmodeus to hide his true goal of usurping divine power and reshaping the multiverse. Later official materials claim Asmodeus possesses a piece of the pure elemental chaos Tharizdun used to create the Abyss. The demons are drawn to this and seek to reclaim it.

Tarrasque

The tarrasque is a gigantic lizard-like creature which exists only to eat, kill, and destroy, "the most dreaded monster native to the Prime Material plane". The tarrasque was introduced in 1983 in the Monster Manual II, in the first edition of Advanced Dungeons & Dragons. It is very loosely based upon the French legend of the tarasque. It is very large, 50 feet tall and 70 feet long, and has a Tyrannosaurus rex–like form, although it is much more broad and muscular, with a differently shaped head, and with larger and more developed front arms. It has brown skin, with scabs and warts and bits of encrusted dung all over it which are grey in color. Protecting its back and tail is a thick, glossy caramel-colored shell or carapace. It has spikes coming from its chin, the sides of the mouth, the underside of its neck, the elbows of its front arms, and its shell. The creature also has two horns projecting forwards from the top of its head. The tarrasque's skin is very hard and thick, and provides excellent armor. The second edition of the game included rules for extracting treasure from the creature's carcass. In the Spelljammer series, the accessory Practical Planetology suggests the tarrasques originate from the planet Falx. Several hundred tarrasques live there, where they feed upon the native Imbul, a lizard-like creature. In the 4th edition of the game, the tarrasque is listed as an "abomination" and classed as a "Gargantuan elemental magical beast"—a living engine of death and destruction created by a primordial race for use as a weapon against the gods.
The tarrasque has been called "a creature that embodies wanton destruction" and "singularly deadly" and been compared to a kaiju. It was ranked No. 2 on the list of the ten best high-level monsters in Dungeons and Dragons 4th Edition For Dummies. Rob Bricken from io9 named the tarrasque as the 10th most memorable D&D monster. Screen Rant compiled a list of the game's "10 Most Powerful Monsters, Ranked" in 2018, calling this one of the strongest, saying "There are a lot of giant monsters that roam the various Dungeons & Dragons worlds, but none is more feared than the Tarrasque. This creature is an engine of destruction and it can crush entire cities in a single rampage."