Released as the first set of setting books for the 2024/5.5E rules, we've got a pair of books set in the Forgotten Realms setting, the 'default' D&D setting where most of its published adventures take place in. The Forgotten Realms (or Faerûn) is the 'safe' high-fantasy setting that many D&D settings tend to derivate out of. For the most part in these review series, most of what I say about monsters or settings is based on the Forgotten Realms, and for the most part, sentient races and monsters work similarly to the Forgotten Realms... other than the changes that those settings specifically do to the monsters. Of note, the Forgotten Realms has had a huge boost in popularity in no small part due to the seminal video game Baldur's Gate III.
And for something that was meant to be the 'default' setting, there has been a lot of lore written about the Forgotten Realms over the years, and it serves as a perfect first expansion to the soft reboot of 5th Edition. I can't say I am going to read the book cover to cover to learn all about the setting, but it did come with a nice little bestiary tacked at the end. To be fair, these books really do feature more content regarding the setting and player options, but a bestiary's still a bestiary, and so I'll talk about the monsters here.
As is the principle with my D&D reviews going forwards, I'm going skip over any monster that is either a named character, just a regular animal given a statblock, or just a 'job', like odd setting-specific cultists and guards. Of note, I suppose, are the 'Drow of Lolth' that appear here as mostly villains, but with the benefit of having a setting book to give the context and backstory. I haven't read the context part yet, but this does mollify a lot of my grumpiness that I had when I talked about the 2025 Monster Manual.
Also, Adventures in Faerun also re-releases the Deep Dragon, which I covered before in Fizban's Treasury of Dragons! Rather than talking about the same creature twice, I'll just pop in the art and a few extra lines on my coverage of the Deep Dragon there! I think that's a nice way to deal with these creatures that reoccur on different books.
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Aranea
That's right, in a setting with at least two dozen (unironically, by the way) different were-creatures, the Aranea is a unique "werespider"! The Aranea's natural form is a bulky, humpbacked spider with extra arms, which is the artwork represented in 3.5E's Monster Manual. But an Aranea has two additional forms. The first is a small or medium humanoid... which is always the same appearance, a little detail left out from the 5E incarnation but one I found to be interesting. The second additional form is a 'humanoid-spider hybrid', which is represented in the 5E artwork as a dude with six arms and two extra eyes. (In 3.5E, this hybrid form actually passes for human, only hiding 'fangs and spinnerets', so I assume that the 3.5E Aranea either doesn't have the extra arms, or are hiding them under a long cloak).



- Medium Monstrosity; Neutral; CR 2
Oh, hello, Aranea! The Aranea were one of the first D&D monsters I ever saw in the first Monster Manual for the 3.5th Edition. The artwork shows a spidery monster with a odd-looking texture... but a slightly weird head and extra arms that reached out next to the head. ("A spider's head is supposed to be joined to its thorax!" said young me, already a creature geek by that point, "That's one of the defining differences between an arachnid and an insect!") What a nasty-looking creature, I dismissed it as a 'mere' weird spider for a while, until I read through the descriptive text properly.... Araneas aren't just monstrous spiders, they're monstrous shapechanging spiders.
That's right, in a setting with at least two dozen (unironically, by the way) different were-creatures, the Aranea is a unique "werespider"! The Aranea's natural form is a bulky, humpbacked spider with extra arms, which is the artwork represented in 3.5E's Monster Manual. But an Aranea has two additional forms. The first is a small or medium humanoid... which is always the same appearance, a little detail left out from the 5E incarnation but one I found to be interesting. The second additional form is a 'humanoid-spider hybrid', which is represented in the 5E artwork as a dude with six arms and two extra eyes. (In 3.5E, this hybrid form actually passes for human, only hiding 'fangs and spinnerets', so I assume that the 3.5E Aranea either doesn't have the extra arms, or are hiding them under a long cloak).
5E gives the Aranea some extra lore on what they do as a culture, only describing them as skittish and avoidant of combat, and being 'Neutral' in alignment. That bit also makes its way to its brand-new 5E flavour text! 5E notes that they are a reclusive culture that creates beautiful objects to express their artistry, and trade them to other communities. In fact, this is what 5.5E's obligatory creature table gives us, a table of crafts that the Aranea is skilled in.
In combat, an Aranea's skillset swaps around depending on whether it is in Spider, Hybrid or Humanoid form. It can use a slingshot attack when it has hands (as a humanoid or a hybrid), but in its spidery form it has access to spider powers, which is wall-crawling and a poison bite. It also has access to some spells to distract foes, like Silent Image and Hold Person.
I am quite happy to see this old classic return. I have an inordinate amount of love for the 3.5E Monster Manuals, particularly the first one... and am always happy to see old weirdoes get revisited. Personally, with how the 5E art direction has been, I am slightly disappointed that we didn't see all three (or at least, the two non-human) forms of the Aranea not represented in art.
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Beast of Malar





- Medium Monstrosity; Chaotic Evil; CR 11
The Beast of Malar is a manifestation of one of the gods of the setting, the god of bestial hunt Malar. The Beast of Malar can manifest in either a land, sea or sky form (both 3E and 5E elected to depict the sky form as a bat, and the land form as a... mutant wolverine?). In any of these forms, the fur is always black, but the fur around the jaws and claws are always blood-red, as if after a hunt. Fair enough, it probably did just kill something. They are also always unnaturally muscular, which may be true for these mutant wolverines, but neither depictions of the Malar Bat really looks particularly bulky.
The Beast of Malar is particularly interesting because it can shape-shift between any of its three forms, and is even counted as a legendary creature. Unless hit by radiant damage, the Beast of Malar constantly regenerates, and when it shapeshifts, it also heals itself. It's also got the 'divine immortality' trait, causing a Beast of Malar to die and dissolve into black goo, before being recreated within a week by Malar elsewhere.
This seems to be really tied to Malar-the-character, probably siccing the Beast of Malar on your adventurers as a test or something and presumably calling off the Beast of Malar after clearing the trial. I really would have liked this to be a bit more evidently shown in a statblock (and flavour text) that emphasizes how this hunter keeps regenerating and coming back, that there's a 'trick' to beating it... although even as I write this sentence, I suppose the idea is to trap it somewhere, bypassing the death-and-regeneration gimmick?
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Nimblewright

- Medium Construct; Neutral; CR 3 (Guard); 4 (Waterdeep's Nimblewright)
- Large Construct; Neutral; CR 7 (Hulk), 2 (Steed)
The Forgotten Realm's answer to its sister setting Eberron's Warforged are the Nimblewrights, who are intelligent constructs with magical clockwork that are the size of regular people. In fact, that was the whole gimmick of the Nimblewright during its initial 3E debut; that they can disguise themselves as people with enough clothing... or, I suppose, pretend to be a particularly armoured knight.
Nimblewrights debuted in 5th Edition in Waterdeep: Dragon Heist, but this book added three new variants, all of them with the trait of 'evasion', allowing them to dodge dexterity-related damage. I suppose 'nimble' is in their name. People would expect robots to be slow (and it's also true in-universe with golems!) but the Nimblewrights often surprise foes with how speedy they are. Even the flavour text notes that the Nimblewrights always fight with "whirling pirouettes". Fair enough, you fancy robots!
One thing about the Nimblewrights is that they are very expensive to create. And they should be, since the Nimblewrights are no mere automatons and are intelligent enough to form plans and adapt their routines. And while the text notes that they are 'wooden with metal cogs', the text also concedes that most Nimblewrights are covered up in metal plating, probably giving up on anyone interpreting the art as anything but fantasy robots.
In addition to the regular Nimblewright Guard, Adventures in Faerun gives us two additional variant. The Nimblewright Hulk is a larger, four-armed warrior which uses its bulk to fool others into thinking they are slow and dumb. They are, in fact, still very much nimble. And we've also got the Nimblewright Steed, which are used by rich people to pull coaches and riders... but have the fun quirk of often being fixated on taking a well-trod road.
Any 'fantasy robot' species is always going to pale before the Warforged, who did it basically perfectly for me, but I can't really hold it against these fancy whirly-boys just because I have a favourite sentient construct. The Nimblewrights are all right!
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Phaerimm
What utter weirdoes they are, though. A Phaerimm is a large-sized giant tube-sock tentacle with a hideous lamprey mouth, a mass of tendrils on the outer side of that mouth, and four arms extending out of it. They start off as being teeny-tiny little grublings, and 5E shows off both the hatchlings and the adult in full glory. These things just look weird in all the best ways, and I love how every adaptation of the Phaerimm since its original debut in the 80's still keeps the same concept.






- Small Aberration; Neutral Evil; CR 1/4 (Phaerimm Hatchling)
- Large Aberration; Neutral Evil; CR 8 (Phaerimm Agent)
I was made aware of the Phaerimm's existence maybe a couple of months before this book came out, which felt extremely surreal to me. Debuting in 2nd Edition, these weirdoes are one of the few monsters that didn't appear in a 'mainstream', setting-agnostic Monster Manual. Even 3E/3.5E only relegated the Phaerimm into its Faerun setting guide, which was why I missed them. I really do like this phrase from the 3.5E entry: "if Phaerimms were less evil, they would be more alien and difficult to understand". This is a cute subversion of the 'alien horror' thing. The Phaerimm might look different, but they are a race of elitist assholes who want to eliminate all other inferior life. You don't need to be an evil race of magical wind-socks to be racist!
What utter weirdoes they are, though. A Phaerimm is a large-sized giant tube-sock tentacle with a hideous lamprey mouth, a mass of tendrils on the outer side of that mouth, and four arms extending out of it. They start off as being teeny-tiny little grublings, and 5E shows off both the hatchlings and the adult in full glory. These things just look weird in all the best ways, and I love how every adaptation of the Phaerimm since its original debut in the 80's still keeps the same concept.
The Phaerimm are a race of 'alien' beings that seek to dominate, living in their underground empire. Their attempts to destroy the empire of Netheril caused them to be imprisoned underground in an impenetrable magical bubble. From what I can gather, the majority of the Phaerimm people are trapped within that underground empire, but a small group of independent 'Agents' roam the world to seek ways to gain powerful magical artifacts to free their imprisoned kin. This, by the way, was why I was happy to talk about their backstory, which while having a bunch of proper nouns, is something you can port to whatever setting with minimal change.
The Phaerimm having an extra edge of wanting to free their brethren does give them an extra twist compared to other aberrations 'merely' wanting to dominate the world and spread their influence. I mean, yes, the Phaerimm want that too (the Phaerimm has the same xenophobia most sentient aberrations share), but they also want to free their buddies from imprisonment. Thus, their plans often have that kind of an edge, whether to gain magical lore or artifacts, to create portals to free some of their brethren, or to breed just to propagate additional forces in the outside world.
The Phaerimm Agent is a full spellcaster, as you can probably imagine from a floating alien lamprey-thing. They have a nice list of spells, as well as the innate ability to teleport, to unleash a mind-controlling ray, and creating counterspells and shields against enemies. As a last resort, a Phaerimm's tail has a poison stinger... which older editions actually note that they really don't want to use, since that would be admitting that their spells suck!
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Polar Serpent
- Large Elemental; Neutral; CR 3
Polar Serpents, or Ice Serpents in its 3E debut, are... giant snakes made up of ice! Shocker, I know. They are actually classified as elementals, and they reside in the coldest parts of the world. Somewhat similar to Remorhazes, Polar Serpents have a particular knack for tracking down warm-blooded prey, hunting them down to specifically drain their heat.
I felt like despite being elementals, the Polar Serpent really didn't feel like one, not having any particular defensiveness against something like physical weapons... which its older incarnation does have, being able to disperse into ice and sleet. They just feel like giant snakes with some extra pokemon abilities! I feel like that would've made this a lot more interesting than basically being a discount Remorhaz.
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The Rusted





- Medium/Huge/Gargantuan Construct; Neutral; CR 4/9/14 (Berserker/Behemoth/Wyrm)
As far as I can tell, the Rusted is a brand-new addition to Forgotten Realms lore in 5th Edition. This supernatural curse manifests as a thin layer of iron on a creature's skin, and this iron rusts easily, giving the creature the distinctive look of a rusting creature. As this Rusting curse hardens skin, it also 'hollows out the mind', compelling those affected by it to destroy all unspoiled nature.
The book gives the statblocks for a 'Rusted Berserker' (regular humanoid), a 'Rusted Behemoth' (a giant) and a 'Rusted Wyrm' (a dragon), while also providing artwork for a rusted panther and a rusted basking shark. If we're honest, that artwork of the cursed basking shark is half the reason I considered this entry in the review. I like my sharks.
Anyway, so the Rusted act and behave like traditional 'zombie'-style creatures, or at least the zombies who get reduced to base instincts and attack everyone not like them. All Rusted count as Constructs, and have a bunch of immunities against effects that affect organics (like poison and exhaustion). Interestingly, the Rusted have no way to spread the Rusting Curse, though the Behemoth is able to rattle off its rusty hide to poison those around it, while the Rusted Wyrm breathes a steam breath and is able to encase people in rust... which both poisons and paralyzes the foe. I suppose tetanus takes the form of those two status conditions simultaneously.
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Spirit Dragon
- Medium/Large/Huge/Gargantuan Dragon; Neutral; CR 2/8/15/22
Almost every D&D book needs to give us a brand-new dragon type, and Adventures in Faerun brings us two dragon statblocks. We've talked about Deep Dragons in Fizban's Treasury of Dragons, which leaves us with the Spirit Dragon to talk to. An interesting artwork, a green dragon with huge elk horns and wings that look like autumn leaves. I've only heard the term "Spirit Dragon" as it refers to Magic: The Gathering characters who are... well, spirits, so I am curious to see what D&D's Spirit Dragons are.
And the first sentence in this entry? 'Spirit Dragons, sometimes called Song Dragons'. Oh! This is a take on an old friend. Old-school Song Dragons appeared in the first three editions, being a type of metallic dragon that particularly likes to spend its time shapeshifted into women. Specifically women, regardless of the gender of the dragon. Older editions even made it part of the Song Dragon's reproductive cycle. Which... yep. It did make the Song Dragon a bit of an in-joke, particularly when its actually interesting special feature, the ability to transform into a human form and spend most of their time among mortals, is an ability that's given to all metallic dragons, making these guys lose their novelty.
Anyway, 5th Edition's Spirit Dragons... doesn't really have much to do with that, for understandable reasons. Spirit Dragons are born when a dragon egg is buried amongst ancient rubble, and given the right conditions, the 'spirit of the bygone age' is infused into the wyrmling. Thus, the Spirit Dragon is empowered with the 'magic and history of forgotten fallen realms'. They are eternally fascinated with the ruins of ancient realms, and wish to learn more about the culture and art of humanoid societies. This, I suppose, is where the Song-Dragon-based fascination with mortal societies comes from, which is why adult Spirit Dragons like to use their magic to walk among people.
These Spirit Dragons are very emotional specifically in regards to anything involving the lost region they are associated with; and the Ancient Spirit Dragons embodies the lost culture so much that their personality and outlook become indistinguishable with the realm. Understandably, each Spirit Dragon looks unique as it embodies their respective lost realms.
The Spirit Dragon, of course, lairs in the ruins of ancient cities. While inhabiting it, acoustics of songs from bygone ages are enhanced, and the Spirit Dragon's yearning for the past distorts time. This segues nicely into the Spirit Dragon's draconic breath, which is a distortion of time that speeds up or slows down the enemy (a bit weaker from the actual Time Dragon). The Ancient Spirit Dragon is also able to 'unearth ruins', which summons just a chunk of an ancient city to sprout up. If you're not going to respect archaeology, the Spirit Dragon's going to hit you with it!
It is a pretty fun remaster and I didn't expect the Song Dragon to ever see the light of day again, but to be honest I did wish for either the 'really likes spending time as a humanoid' aspect to be highlighted a bit more in the modern Spirit Dragon. At the very least, the Aranea-esque aspect that each Song Dragon has a specific associated human form they always turn into would have been interesting.
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Spore of Moander

- Huge Plant; Chaotic Evil; CR 12
Look at that gorgeous, gorgeous artwork. 'Moander' is a dead god of corruption or decay in the Faerun setting. I'm sure it's a cool god and all, but look at that gorgeous heap of rotting dung. It's a mass of detritus, corpses and plant matter with vines and a giant maw that's just rampaging and knocking over trees. I love the random number of ribcages and mushrooms you can see in this thing's design. Spores of Moander can rise anywhere Moander's influence can be felt, so... dismal swamps and miasmic lagoons. Sure!
The Spore of Moander is just a big, monstrous ball of destructive rot. It just wants nothing more beyond spreading death and destruction, just like any sentient pile of rot would. Of course this thing has cultists, who think that the giant ever-spreading mass of rampaging rot will give them insight. Sure! If you say so, crazy cultists! I've heard crazier things in real life!
The Spore of Moander is a tanky giant glob of dirt and fungal matter, and it primarily fights by consuming foes, grappling and trapping people within its body. And presumably continually constricting and killing them with its acidic tendrils. Oh, and it also blows up when it dies. I'm sure the lore with Moander is exciting, and I'm sure this excites someone the way I do when my boys Kyuss or Atropus gets mentioned, but I'm not that familiar with Moander, sorry!
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Swanmay




- Medium Fey; Neutral Good; CR 3
I have mentioned that I have been slowly working through a copy of the 2E AD&D Monstrous Manual, which is going to be one of the huge series that I'm going to devote a lot of time to after I'm done with most of my 5E rewrites. One of the creatures that I haven't really heard before were the Swanmay, who are a group of quasi-lycanthropes that transform can only transform from human to swan form with tokens, and go around protecting nature like rangers.
5E reinterprets the Swanmay as fey, which makes so much sense. I love the new artwork for the Swanmay. No shade on the older versions, but that neck decoration and black hair combo just looks elegant, doesn't it? The Swanmay is more or less the same type of combatant as her previous versions, transforming between swan and humanoid form, and having access to a batch of druid spells.
The lore is quite simple and a nice adaptation of the previous lore, characterizing Swanmays as being part of a reclusive order, being charged to defend the wild, and being able to transform into swans. They also understandably get along well with dryads and other fey that protect the wild. With so many variations you can get for giants, dragons and fiends, I am happy that we're slowly padding out the fey ranks both nice and naughty with each successive 5E entry!
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Werewyvern
- Medium Dragon (Lycanthrope); Chaotic Evil; CR 8
I wasn't kidding on that Aranea entry when I said Dungeons & Dragons had a whole ton of were-creatures to pick from! As far as I can tell, I think the Werewyvern has only appeared in the 2000-era video game Baldur's Gate II before, and not actually shown up in any bestiaries? The specialness of the Werewyvern is that it's transforming into a draconic creature instead of a regular animal. The artwork is pretty neat, I suppose, showcasing a Wyvern with more humanoid proportions, that chest and the way those legs are arranged. I must confess that between Magic: The Gathering and anime in general, a more humanoid 'build' for dragons isn't particularly novel to me.
The inherent greed possessed by dragons bleeds into a Werewyvern's personality, leading them to become particularly greedy as bandits, mercenaries and assassins. And they also keep their wyvern transformations a secret until they need a trump card to either escape or bring down an enemy... which really should be standard practice for all werewolves, surely? I get that some of them might be unable to control their rage, but the lycanthropes that can control it surely would keep the fact that they have a transforming super mode a secret unless need be.
The Werewyvern is a bit unique in that it spreads its lycanthropy curse through its poisonous stinger tail. The flavour text makes this sound a bit more exciting, like it's always going to be random whether its victims succumb to the transformation (it's a surprise to the Werewyern as it is to the victim). In reality, it's not that much exciting -- upon being stung, a constitution saving role is rolled. If it fails, and only if the character dies from the poison, do they become a Werewyvern.