Creature type (Dungeons & Dragons)

Last updated

In the Dungeons & Dragons fantasy role-playing game, creature types are rough categories of creatures which determine the way game mechanics affect the creature. In the 3rd edition and related games, there are between thirteen and seventeen creature types. Creature type is determined by the designer of a monster, based upon its nature or physical attributes. The choice of type is important, as all creatures which have a given type will share certain characteristics (with some exceptions). In 3rd and 3.5 editions, type determines features such as hit dice, base attack bonus, saving throws, and skill points.

<i>Dungeons & Dragons</i> Fantasy role-playing game

Dungeons & Dragons is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. It was first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game has been published by Wizards of the Coast since 1997. It was derived from miniature wargames, with a variation of the 1971 game Chainmail serving as the initial rule system. D&D's publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry.

Fantasy Genre of literature, film, television and other artforms

Fantasy is a genre of speculative fiction set in a fictional universe, often inspired by real world myth and folklore. Its roots are in oral traditions, which then became literature and drama. From the twentieth century it has expanded further into various media, including film, television, graphic novels, manga and video games.

Role-playing game Game in which players assume the roles of characters in a fictional setting

A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.

Contents

Certain magic items and special abilities, such as the ranger's favored enemy ability (prior to 4th edition) and bane weapons (in 3rd and 3.5 editions) interact with creature type.

The Ranger is one of the standard playable character classes in most editions of the Dungeons & Dragons fantasy role-playing game. Rangers were hunters and skilled woodsmen, and often lived reclusive lives as hermits.

3rd and 3.5 editions

Aberration

An aberration can have a bizarre anatomy, strange abilities, alien mindset, or any combination thereof. Examples include the beholder, illithid (mind flayer) and rust monster. The rules state that all aberrations have darkvision out to 60 feet. As a group, they have no other special abilities or immunities. [1]

Beholder (<i>Dungeons & Dragons</i>) classic D&D monster

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, and many smaller eyestalks on top with powerful magical abilities.

Illithid

In the Dungeons & Dragons fantasy role-playing game, illithids are monstrous humanoid aberrations with psionic powers. In a typical Dungeons & Dragons campaign setting, they live in the moist caverns and cities of the enormous Underdark. Illithids believe themselves to be the dominant species of the multiverse and use other intelligent creatures as thralls, slaves, and chattel. Illithids are well known for making thralls out of other intelligent creatures, as well as feasting on their brains.

Rust monster

A rust monster is a fictional creature from the Dungeons & Dragons fantasy role-playing game that seeks out and consumes metal, often the armor and weaponry of players' characters. Originally inspired by a cheap plastic toy, the rust monster was one of the first monsters specifically created for D&D, and has been included in every edition of D&D, although various aspects of the creature have changed from edition to edition. Although in most editions, the rust monster has been a non-lethal creature with little or no way of physically harming players' characters, it is the rust monster's ability to destroy a character's cherished and expensive weapons and armor in mere seconds that makes it a particularly fearsome opponent.

Animal

The game classifies "Animals" as living, nonhuman vertebrate creatures, with no innate magical abilities or capacity for language or culture. Virtually all animal type monsters are based on real world animals. Creature entries based on mythological, fictional, or nonexistent animals are usually classified as magical beasts (see below). Besides ordinary fish, birds, reptiles and mammals, the animal type is also applied to depictions of dinosaurs, prehistoric animals, and "dire" (or specially modified, re: larger and scarier) versions of real world animals (see below).

Some real world animals are not given the animal type in the game. Examples include arthropods (insects, spiders, etc.) and worms, which the game classifies as "vermin" (see below) and not animals. Mollusks, such as octopuses, are often classified as animals. Creatures deemed inconsequential by DMs or designers are not given any creature type at all, instead being treated as "set dressing" unless a specific game effect targets such non-creatures. Examples include actual-sized spiders, sparrows, fleas, worms, shellfish, and mice. "Swarm" type creatures are occasionally written to represent such otherwise nonthreatening creatures if they were to group together by some force of magic within the game world.

Under the rules of D&D, animal type creatures do not have an Intelligence score higher than 2. When a designer makes a change to an animal creature that increases its Intelligence or grants it additional abilities, the designer is encouraged to also change the creature's type, usually from animal to magical beast. When real world animals are rendered as vermin (see below) in D&D, they have no Intelligence scores at all.

Dire animals

Dire animals are larger, tougher, meaner versions of regular animals. They closely resemble their normal counterparts, only are larger and more powerful, and with a feral, prehistoric, and even demonic countenance. Sharp, ugly, bony ridges protrude from their spines, limbs and head. Dire animals cannot speak, are of animal intelligence and carry no equipment.

History

The third edition Monster Manual introduces twelve dire animals: dire ape , dire badger , dire bat , dire bear , dire boar , dire lion , dire rat , dire shark , dire tiger , dire weasel , dire wolf , and dire wolverine . [2] The same dire animals are presented again in the version 3.5 Monster Manual. [3] [4] [5] Each of these twelve creatures is described in its own section below. Masters of the Wild introduces six new dire animals. [6] The animals are: dire elephant , dire elk , dire horse , dire hawk , dire snake , and dire toad . [6] The Monster Manual II features six updated dire animals, [7] updated versions of the monsters published in Masters of the Wild. [6] The third edition Fiend Folio introduced one new dire animal, the dire rhino . [8]

<i>Monster Manual</i> series of core books for D&D

The Monster Manual (MM) is the primary bestiary sourcebook for monsters in the Dungeons & Dragons (D&D) fantasy role-playing game, first published in 1977 by TSR. It includes monsters derived from mythology and folklore, as well as creatures created specifically for D&D. It describes each with game-specific statistics, and a brief description of its habits and habitats. Most of the entries also have an image of the creature. Along with the Player's Handbook and Dungeon Master's Guide, it is one of the three "core rulebooks" in most editions of the D&D game. Several editions of the Monster Manual have been released for each edition of D&D. It was the first hardcover book of the D&D series. Due to the level of detail and illustration included, it was cited as a pivotal example of a new style of wargame books. Future editions would draw on various sources and act as a compendium of published monsters.

Ape superfamily of mammals

Apes (Hominoidea) are a branch of Old World tailless simians native to Africa and Southeast Asia. They are the sister group of the Old World monkeys, together forming the catarrhine clade. They are distinguished from other primates by a wider degree of freedom of motion at the shoulder joint as evolved by the influence of brachiation. In traditional and non-scientific use, the term "ape" excludes humans, and is thus not equivalent to the scientific taxon Hominoidea. There are two extant branches of the superfamily Hominoidea: the gibbons, or lesser apes; and the hominids, or great apes.

Badger informal group of mammals, use Q10328397 for Melinae

Badgers are short-legged omnivores in the families Mustelidae, and Mephitidae. They are not a natural taxonomic grouping, but are united by possession of a squat body adapted for fossorial activity. All belong to the caniform suborder of carnivoran mammals. The 11 species of mustelid badgers are grouped in four subfamilies: Melinae, Helictidinae, Mellivorinae, and Taxideinae ; the respective genera are Arctonyx, Meles, Melogale, Mellivora and Taxidea. Badgers include the most basal mustelids; the American badger is the most basal of all, followed successively by the ratel and Melinae; the estimated split dates are about 17.8, 15.5 and 14.8 million years ago, respectively. The two species of Asiatic stink badgers of the genus Mydaus were formerly included within Melinae, but more recent genetic evidence indicates these are actually members of the skunk family.

Races of Stone introduced the dire eagle . [9] Frostburn introduces numerous dire animals more suited to cold environments. Many of them are not named 'dire [animal name]' but are still counted as dire animals. They are the: dire polar bear , megaloceros , glyptodon , sabretoothed tiger , wooly mammoth [ sic ] [10] and zeuglodon . [11] Libris Mortis does not technically introduce any dire animals, however, the dire maggot is named 'dire', despite the fact that it is of the vermin type; [12] it is more usual to describe giant versions of real life vermin as monstrous, not dire, which is generally reserved for animals. [3]

<i>Races of Stone</i> book by David Noonan

Races of Stone is an optional sourcebook for the 3.5 edition of the Dungeons & Dragons fantasy role-playing game.

Eagle large carnivore bird

Eagle is the common name for many large birds of prey of the family Accipitridae. Eagles belong to several groups of genera, not all of which are closely related. Most of the 60 species of eagle are from Eurasia and Africa. Outside this area, just 14 species can be found—2 in North America, 9 in Central and South America, and 3 in Australia.

<i>Frostburn</i> book by Wolfgang Baur

Frostburn is a supplemental book to the 3.5 edition of the Dungeons and Dragons fantasy role-playing game.

Races of the Wild featured the dire hawk'. [13] Sandstorm introduced several new dire animals suited to a warmer environment. These were: dire hippopotamus , dire jackal , dire puma , dire tortoise , and dire vulture . [14] Stormwrack introduced two new dire animals, both designed to be well suited to an aquatic environment. They were the dire barracuda and the dire eel . [15] The book Dragon Magic introduces the dire phynxkin. [16] [17]

Beast

In 3rd edition, the beast type was used for nonhistoric and fantastic, but not necessarily magical vertebrates. The beast type was merged into the animal type in 3.5 edition.

Construct

A construct is either an animated object of some sort, or an artificially crafted creature. Most construct are mindless automatons, obeying their creator's commands absolutely. This makes them immune to bribery and absolutely trustworthy, although some take their orders literally and fail to consider their intent. A few constructs, however, such as Inevitables, are as intelligent as living creatures. As they lack a metabolism or internal organs, constructs are immune to many effects, such as poison, fatigue, exhaustion, disease, ability drain, level drain, death effects and critical hits.

Constructs are almost always created by wizards, sorcerers or clerics, though some are created by other character classes or spell-casting monsters. The first step in making a construct, sometimes performed by a non-spellcaster, is building the body; the second is a ritual requiring the casting of specific spells to bind a spirit of some kind (typically an elemental drawn from the Inner Planes) into the body and imbue it motion and special abilities. Most constructs are made of metal, but other materials — including bone and corpses—can be used.

The creation methods for certain constructs are unknown, or might have much more stringent requirements. Warforged, for example, can only be created with the help of specific artifacts, the creation forges. Golems are the best-known type of construct.

Deathless

Deathless are cadavers animated or empowered by Positive energy (whereas Undead are animated or empowered by Negative energy).

Dragon

A dragon is a reptile-like creature, usually winged, and tends to have magical or unusual abilities.

Elemental

An elemental is composed of one or more of the four classical elementals of air, earth, fire, or water. Elementals almost always have the extraplanar subtype. Most natives of the elemental planes are elementals, however there are some exceptions, for example most types of genies are native to the elemental planes, however genies are outsiders.

Fey

A fey is a creature which usually has supernatural abilities and a human-shaped form. A fey also usually connected to nature, or some other force or place. Many are based on faeries from mythology. Fey share a common native language called Sylvan.

Giant

A giant is a humanoid-shaped creature of great strength and size. All giants have low-light vision. As a group, they have no other special abilities or immunities.

Humanoid

Humanoids are bipeds of Small or Medium size with few or no supernatural or extraordinary abilities. Most humanoids can speak, and usually have well-developed societies. Larger bipeds are giants (see above), and bipeds with more special abilities are fey, monstrous humanoids or outsiders. In 3.0 and 3.5 editions, the Player's Handbook races (humans, dwarves, elves, gnomes, halflings, half-elves, half-orcs) are all humanoids.

Prior to 3rd edition, "humanoid" referred exclusively to orcs, goblinoids and similar creatures, while more advanced creatures such as Elves and Dwarves were referred to as demihumans and humans were outside of both categories.

Magical beast

A magical beast is similar to an animal in many ways, but usually has a higher intelligence, and possesses supernatural or extraordinary abilities. Examples include manticores and pegasi. All magical beasts have darkvision out to 60 feet as well as low-light vision; as a group, they have no other special abilities or immunities.

Monstrous humanoid

A monstrous humanoid is similar to a humanoid (see above), but usually has monstrous or animalistic features. Examples include harpies and minotaurs. All monstrous humanoids have darkvision out to 60 feet; many have supernatural abilities as well.

Ooze

An ooze is an amorphous or mutable creature without a single solid form. Oozes are usually mindless and homogeneous, and reproduce by simply splitting into two. The most famous ooze is the gelatinous cube. Many oozes dwell underground, and most secrete an acid from their skin that dissolves flesh and other materials rapidly. Oozes are essentially blind, but an ability called "blindsight", which allows them to discern nearby objects and creatures without needing to see them, more than compensates for this.

Outsider

An outsider is at least partially composed of the essence (if not the material) of a plane other than the Material Plane. Most outsiders (including angels, demons, devils and most genies) have the extraplanar subtype and are native to another Plane, such one of the Outer Planes or Elemental Planes; the rest (such as aasimars, tieflings and couatls) have the native subtype and are native to the Prime Material Plane. All outsiders have darkvision out to 60 feet. As a group, they have no other special abilities or immunities.

Planetouched

Planetouched are mortal creatures whose ancestors were extraplanar creatures such as celestials, fiends, or elementals. Aasimar (humans with celestial blood), tieflings (humans with fiendish blood) and genasi (humans with elemental blood) are the primary planetouched races. Other examples include tanarukk (orcs descended from demons) and celadrin (elves descended from celestials).

Plant

A plant is a vegetable creature that can perceive and affect the world in some way. Ordinary plants are considered objects rather than creatures.

Shapechanger

Shapechanger was a type in 3rd edition. It was converted to a subtype in 3.5 edition.

Undead

An undead is a once-living creature animated by spiritual or supernatural forces. Some, such as ghosts and vampires, have Intelligence scores; others, such as zombies, do not. All undead have darkvision out to 60 feet and immunity to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, or energy drain. In general, cleric spells that heal other creatures damage undead, and vice versa. Most undead can be "turned" (destroyed or driven away) by a Paladin or good Cleric or "rebuked" (controlled or made to cower in awe) by an evil Cleric.

Vermin

A vermin can be an insect, arachnid, arthropod, worm, or other invertebrate. Some have magical abilities, and others are giant versions of real insects. Most vermin are considered mindless individually. Since many vermin are too small to model individually, they are often represented as swarms (clusters that act like single creatures and sometimes have hive minds).

4th edition types, origins and keywords

In 4th edition, type was split into types and origins. Beast, humanoid and monstrous humanoid remained classified as creature types, while many subtypes from earlier editions were converted to keywords, as were some types, such as undead and construct.

Types

Animate

Animates are magically animated creatures, such as golems, zombies and shambling mounds. Animates generally possess the construct, plant or undead keyword. Intelligent undead and plant creatures generally belong to the humanoid or magical beast type rather than the animate type, and the Warforged are humanoids with the living construct keyword rather than animates.

Beast

The beast type encompasses mundane animals, as well as unintelligent monstrous animals, such as basilisks, hydras, owlbears and purple worms, and non-intelligent non-humanoid creatures which do not fit into another category, such as oozes.

Humanoid

Intelligent living or undead creatures which are at least roughly humanoid generally belong to the humanoid type. Examples include humans, driders, giants, vampires and warforged.

Magical Beast

The magical beast type encompasses intelligent non-humanoid living or undead creatures, such as beholders, dragons and treants.

Origins

Aberrant

Aberrant creatures are native to or corrupted by the Far Realm. Examples of aberrants include aboleths, beholders and illithids.

Elemental

Elemental creatures are native to the Elemental Chaos. Many elementals from earlier editions have been converted to elemental humanoids or elemental magical beasts, as have many demons and yugoloths, as well as the slaadi. Other examples of elementals include archons (elemental warriors unrelated to the angelic archons of earlier editions), genies and the tarrasque.

Fey

Fey creatures are native to the Feywild. Elves, Drow, Eladrin and Gnomes are considered Fey in 4th Edition, other examples of Fey include displacer beasts, owlbears, cyclopses and treants.

Immortal

Immortal creatures are native to the Astral Sea. Many outsiders from earlier editions have been converted to immortal humanoids or immortal magical beasts. Examples of immortals include angels, devils.

Natural

Creatures with the natural origin are native to the natural world. Examples include humans, orcs, and many (but not all) varieties of giants, dragons and monstrous animals.

Shadow

Shadow creatures are native to or otherwise connected to the Shadowfell. Examples include ghosts, nightmares, specters and wraiths.

5th edition

Fifth edition's approach to creature types is similar to third edition's. The outsider type has been split into celestials and fiends, animal and vermin type have been combined into beast type, and several types have been removed (magical beast, monstrous humanoid, etc.) and the catch-all monstrosity type has been added.

Related Research Articles

Dragon (<i>Dungeons & Dragons</i>) monstrous creature from Dungeons & Dragons

In the Dungeons & Dragons (D&D) fantasy role-playing game, dragons are an iconic type of monstrous creature used as adversaries or, less commonly, allies of player characters. As a group, D&D dragons are loosely based upon dragons from a wide range of fictional and mythological sources.

Mephit

In the fictional world of the Dungeons & Dragons fantasy role-playing game, mephits are extraplanar creatures similar to imps.

In the Dungeons & Dragons fantasy role-playing game, the planetouched are mortal creatures whose ancestors were extraplanar creatures such as celestials, fiends, or elementals.

In the Dungeons & Dragons role-playing game, archons are a type of creature. In 1st and 2nd edition, they are powerful lawful good creatures from the upper planes, and in 3rd edition they are celestials. These creatures are sent by higher powers striving for good to aid in battle against the forces of evil. In 4th edition, the term archon instead refers to elemental soldiers of chaos and destruction.

In Dungeons & Dragons, Fey is a category of creatures. The fey deities are associated with the Seelie Court and the Unseelie Court. Titania is the general fey deity, with individual races like the Killmoulis who worship Caoimhin. Fey are usually humanoid in form and generally have supernatural abilities and a connection to nature. The Sylph is one creature which has a Fey appearance, but is officially recognized as an outsider creature type.

Monstrous humanoids are a "creature type" in the 3rd and 3.5 editions of the Dungeons & Dragons fantasy role-playing game. Monstrous humanoids are differentiated from humanoids by their monstrous or animalistic features, and not all are technically "humanoid" in body form. They also often have supernatural or extraordinary abilities.

In the Dungeons & Dragons fantasy role-playing game, undead is a classification of monsters that can be encountered by player characters. Undead creatures are most often once-living creatures, which have been animated by spiritual or supernatural forces.

Elemental (<i>Dungeons & Dragons</i>) type of creature in the Dungeons & Dragons universe

In the Dungeons & Dragons fantasy role-playing game, an elemental is a type of creature. Elemental creatures are composed of one of the four classical elementals of air, earth, fire, or water.

In the Dungeons & Dragons fantasy role-playing game, an outsider is a type of creature, or "creature type". Outsiders are at least partially composed of the essence of a plane other than the Prime Material Plane.

Vampire (<i>Dungeons & Dragons</i>) undead creature in the Dungeons & Dragons universe

In the Dungeons & Dragons fantasy role-playing game, the vampire is an undead creature. A humanoid or monstrous humanoid creature can become a vampire, and looks as it did in life, with pale skin, haunting red eyes, and a feral cast to its features. A new vampire is created when another vampire drains the life out of a living creature.

Triton (<i>Dungeons & Dragons</i>) fictional species in the Dungeons & Dragons fantasy role-playing game

Tritons are a fictional species in the Dungeons & Dragons fantasy role-playing game.

In the Dungeons & Dragons fantasy roleplaying game, archomentals are powerful exemplary beings of the Elemental Planes and rulers over the elementals. Although they are not truly rulers of their planes, archomentals like to consider themselves as such and often grant themselves regal titles like Prince or Princess. They are compared in the source material to the archfiends or celestial paragons, and are considered to be the elemental equivalent of such beings.

Zombie (<i>Dungeons & Dragons</i>) fictional entity in Dungeons & Dragons

In the Dungeons & Dragons fantasy role-playing game, the zombie is an undead creature, usually created by applying a template to another creature.

Skeleton (<i>Dungeons & Dragons</i>) undead creature in "Dungeons & Dragons"

In the Dungeons & Dragons fantasy roleplaying game, the skeleton is an undead creature. In the third edition of the game, a skeleton's statistics are usually created by applying a template to those of another creature.

Golem (<i>Dungeons & Dragons</i>) fictional class of monster created for the Dungeons & Dragons fantasy role-playing game

The golem is a fictional class of monster created for the Dungeons & Dragons fantasy role-playing game based upon the Golem of Jewish mythology. The golem first appeared in the original Greyhawk supplement (1975) written by Gary Gygax and Robert J. Kuntz and has since then become one of the most well-known creatures of the Dungeons & Dragons game.

Within the world of the Dungeons & Dragons fantasy role-playing game, construct is a type of creature, or "creature type". Constructs are either animated objects, or any artificially constructed creature.

Para-elemental

The para-elemental is a classification of elemental in the Dungeons & Dragons fantasy role-playing game.

The Dungeons & Dragons fantasy role-playing game contains many monsters that are similar or related to dragons but which are not "true dragons", which are dragons that grow stronger with age. These can be magical beasts, half-dragons, creatures with more distant dragon ancestry, races descending from actual dragons, or creatures of other types, which resemble dragons. Alternatively, they could have the dragon type or keyword, but not be true dragons, or they could have the "dragonblood" subtype in the 3rd edition of Dungeons & Dragons.

References

  1. "Types & Subtypes". The Hypertext d20 SRD. Retrieved 2008-02-10.
  2. Cook, Monte, Jonathan Tweet, and Skip Williams. Monster Manual (Wizards of the Coast, 2000)
  3. 1 2 The 3.5 Edition Monster Manual
  4. D20SRD.org page about dire animals
  5. Dire Animal; ref docs
  6. 1 2 3 Dungeons & Dragons Masters of the Wild
  7. Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter. Monster Manual II , Wizards of the Coast, 2002
  8. Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, and James Wyatt. Fiend Folio (Wizards of the Coast, 2003)
  9. Dungeons & Dragons Races of Stone
  10. ref;
  11. Baur, Wolfgang, James Jacobs, and George Strayton. Frostburn . (Wizards of the Coast, 2004)
  12. Dungeons & Dragons Libris Mortis
  13. Dungeons & Dragons Races of the Wild
  14. Cordell, Bruce, Jennifer Clarke-Wilkes, and JD Wiker. Sandstorm (Wizards of the Coast, 2005)
  15. Dungeons & Dragons Stormwrack
  16. Dungeons & Dragons Dragon Magic
  17. Gygax, Gary. Monster Manual (TSR, 1977).