Thursday, 14 November 2019

Reviewing D&D Monsters - 5E Monster Manual, Kobolds to Mimics

And here's my next batch of monsters from Dungeons & Dragons' fifth edition monster manual. I do admit that this series has gone a lot longer and wordier than I expected it to be initially, but eh. I do note that from this point onwards, for some of the races, I'll be taking in some of the material and lore added in other 5th Edition sourcebooks, like what I did with the Kenku in the previous segment.

Click here for the previous part, covering Goblins to Kenku.
Click here for the next part, covering Mind Flayers to Oni, and also featuring the basic PC classes.
Click here for the index.
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5e4e1e
Kobold
3e
3E Kobold
I've always found the D&D Kobold to be so, so much memorable than the D&D Goblin as far as early-game sentient enemies go. They really only have a passing resemblance to the Germanic kobold, which is more of an invisible fairy more than anything. In D&D, they're weak lizard-people. Again, while everything sort of depends on your GM's world-building skills, I've always found that the 'default' kit for kobolds to be a bit more interesting. growing up with the Warcraft games, I've always viewed the Kobolds in those games as a being pretty skittish mole-men, or rat-men or based on the generic concept of vermin. Insert your own candle joke here. I was definitely pretty dang surprised to come to D&D and realize that the entire kobold race are actually little reptile-midgets! And initially I thought this ended up making them sort of like a poor man's Lizardman, but in time I've grown to really appreciate them. In the very first edition of the game, they were considered to be a type of goblinoid -- and the 1E and 2E artworks are certainly generic beast-men -- but quickly ended up growing into their own unique race as of 3E onward.

See, they're little cowardly and genuinely petty reptile people, but they're driven by an interesting little gimmick. They worship evil dragons (who are happy to have minions) as basically deities! And it is kind of an obvious nod to how so much of the original D&D concept is just a system to populate a labyrinthine dungeon with monsters, so the kobolds (borrowing its name from a term for a Germanic sprite) are essentially created to be a default 'servant race' to the dragons without too much justification for motivations. Hell, they're even noted to really like to tinker and invent traps, which justifies all those nasty spike pits and the good ol' green-ooze-stuffed-in-a-trapdoor one-two. Viewing themselves as 'blood-kin' to their mighty draconic brethren, they end up having a fair amount of racial pride on being 'selected' to look visually similar to their godlike cousins. They also really, really hate gnomes, and they will even do something as cruel as spit in their milk bowl or rearrange their dishes. (Actual scenarios provided by a 5E sourcebook).

I do really like the little detail that kobolds have the potential to live to centuries old (referred to as 'wyrms')... but since the kobolds reproduce very rapidly and tend to be in the crossfire between their dragon masters and uppity adventurers, kobolds don't have a long projected life-span. Their entire way of combat and life involves trying to simply overwhelm their enemies by simple numbers, or, failing that, by taking advantage of the tiny tunnels and rickety bridges that allow access to their little reptilian forms and not you, Artix Bonesmasher, half-orc paladin in full plate armour. They live in massive clutches and tribes with each kobold being given a role, which ends up being mostly detailed in 5E's Volo's Guide to Monsters. My favourite part of the Kobold chapter in Volo's (which admittedly dealt more about the fancy traps and lairs the kobolds build more than kobold society itself) has to be the description of "City Kobolds", where their warrens extend into the sewers of a city and it's either an infestation... or a warren of kobolds invited by humans that pay them with food and a promise of non-aggression. Non-hostile kobold NPC's? In my D&D? Awesome. While it doesn't go too in-depth as the Kenku, Volo's also recommends Kobold as a possible monster PC race. Yay!

Winged Kobold
Winged Kobold / Urd
Volo's would give us a bunch of 'elite' kobolds like the Scale Sorcerer, the Inventor and various others, but the 5E Monster Manual dug through D&D's history and resurrected the "Urd", a winged relative of the kobolds from the 2nd edition. Largely ignored since its single appearance (where you can see the identity of a kobold as a lizard-person hasn't been solidified yet), 5E brings it back from obscurity and presents it to us as an elite version of a kobold, one born with draconic wings. We don't get much prose written about the Winged Kobolds, other than the fact that the wingless ones are rightfully jealous of their winged brethren, and I really do wish we had gotten a lot more about the role of winged kobolds in a kobold hive. Are they like the kobolds' society's version of X-Men, having great power but ultimately ostracized?

5e4e
Kraken
Another creature from real-life myths is the Kraken, a giant octopus from Scandinavian folklore that crushes ships and drags them down into the depths of the ocean. In 3E and 4E, the Kraken is just an impossibly large giant squid, which gets extra-creepy with the description that they have a sentient, evil mind under those unblinking cephalopod eyes and how they've existed deep beneath the ocean "for ages untold". There's a hint of some Elder-creature inspired flavour there, but it doesn't really take way the fact that it's still just ultimately a big squid. 5E goes for a completely different way -- the kraken tends to be combined with the Cthulhu mythos in many fantasy settings, and they sort of go all the way here, and the 5E Kraken ends up being a creature with the vague body outline that sort of resembles a squid, but with very little cephalopod anatomy other than the tentacles, with its face being where the squid's head tip would be, where it terminates in a massive, angry reptilian face with a tentacle beard and a pair of stumpy hands. Because of the Cthulhu influence, the Krakens are noted to be former minions of the gods during some primeval war (against the aboleths, maybe? There are a lot of 'ancient pre-civilization battles' in D&D's lore) that ended up leaving their master's yoke, and they periodically rise up from the abyss to wreak havoc upon civilization, manipulating the storm and the seas as it rises from the depths of the ocean.

3e
3E Kraken
On one hand, I feel like it ends up feeling a bit too try-hard, like it's one of those  "let's grimmify and make a wacky monster super serious" attempts. On the other hand... it is a genuinely pretty cool deep-sea monster, and if this was billed to me as a "Great Deep One" or a "Leviathan", I'm pretty sure that I'd love this giant axolotl-godzilla-squid. I can't be the only one who thinks the Kraken's face looks like an angry axolotl, right? I kind of feel like this more Kaiju-esque treatment of the Kraken is done to give it an excuse to waddle up onto land and act as a land-bound threat, because apparently underwater combat is hard to GM (here's your daily reminder to be thankful to your GM for managing all these rules and don't rules lawyer too much)... but take the kraken out of the ocean and it ends up just being a slightly-different dragon or something, y'know? The whole point of what makes the Kraken so scary is how agoraphobic and terrifying it is to be in the stormy ocean, on top of a boat, and an immense underwater predator is rapidly crushing the only thing that is keeping you afloat. Y'know, I do kind of like my Cthulhu mythos and everyhting, but I'm not sure about making the Kraken basically Cthulhu-lite. Between it wading to land or gathering cultists to herald some larger purpose, I feel it just ends up feeling like they're slapping a somewhat overused backstory on what's otherwise just a cool giant octopus. It's all good, though, and at the very least it's a neat-looking visual spectacle. Recently, the 5E Kraken's "Juvinile" form was revealed in the module Ghosts of Saltmarsh (a delightful tome filled with nautical escapades), essentially making a reproduction of the original 3E/4E artwork of a giant squid, and I do like that attempt of giving us both the classic look of a monster and their attempted reimagination.

5e3e1e
Kuo-toa
4e
4E Kuo-toa
And here's one of my favourite races in the D&D lore, the Kuo-toa! Even their name is hilariously wacky. Just say it out loud. Kuo-toa. Originally sort of flip-flopping from being a fish-man to the wacky-looking frog-man in 3E, they're basically re-solidified as crazy fish-men cultists, and, well, if they look familiar to the Murlocs of Warcraft... yeah, probably they took inspiration from each other. Out of all the different Kuo-toa artwork, I do think that the 5th edition one has a nice blend of the comical dead fish-eyes as well as a somewhat threatening humanoid stance. The Kuo-toa aren't pushovers like, oh, the bullywugs, and they're still a threat, but I did feel like the 4th edition Kuo-toa are a bit too threatening and edge a bit into Sahuagin territory as the badass, scrappy fish-man race.

Archpriest (5E)
And what's the flavour of the Kuo-toa race, you ask? Well, they're yet another ancient race that lived on the land (although the Kuo-toa are before the humans drove them underground into the Underdark... and then they go crazy! That's the whole point of them, particularly in 5th Edition. They're crazy. It's partially some of those mind-flaying that the Flayers do, and partially just being driven underground for generations... and now they go crazy and invent their own gods. Like Blibdoolpoolp! Who is gloriously named, and is a giant naked woman with a lobster head and claws. And their belief is apparently strong enough that the tribe's "collective subconscious" makes the god a reality. They're so crazy that they basically imagine their gods into being. They're so crazy that this ends up manifesting in clerical powers. And just look at the 5th edition artwork for the Kuo-toa variants, those dead fish-eyes are clearly the perfect manic showcase of a mind that's not quite there. The various Monster Manuals also often describe multiple different ranks of the race, like the Whip, the Monitor and the Archpriest. They're crazy, they have wacky names, and while clearly insane, they's still enough of a threat if you're low-level enough. They're pretty neat fish-folk!

5e2e1e
Lamia
Another monster that's been around since the first edition is the Lamia, another creature based on Greek legends. The Lamia really doesn't share much with her mythological counterpart other than being a monster lady, though, being a woman with the lower body of a lion (or part-lion part-goat in 1E) instead of a serpent, and having none of the child-hunting facet of her mythological counterpart. And in a sense, she ends up feeling like a poor man's sphinx of sorts, being a lion-lady with none of the more interesting facets of a sphinx. 4th Edition briefly depicts the Lamia as a swarm of insects that inhabits the dead bodies of elves, devouring their organs and using the corpse as a 'suit' to fool people, which is, of course, a pretty cool concept, but also a pretty weird direction to take the Lamia. In other editions, the Lamia end up basically feeling like a generic early 'dungeon boss', lurking in ruins that look extra-pretty thanks to illusions and creating their own personal courts and are served by groups of jackalweres who bring her slaves and treasure from other creatures, then beguiling them into being her minions with her magic. Honestly, it's something that I feel so many other monsters in the Monster Manual do a lot better, which means that both visually and thematically, the Lamia always feels a bit lackluster.

5e4e1e
Lich
3e
D&D is perhaps the reason why the term 'lich' ends up becoming one of the most common undead-monster tropes in fiction. I double-checked, and 'lich' was just originally another generic word for a corpse before D&D basically turned the Lich into one of the most memorable monsters ever. Other than dragons and fiends, I feel that liches embody the other potential 'final boss' of a campaign. Liches are the undead forms of particularly powerful wizards who attempt to preserve themselves, either in search of true immortality, or the true meaning of magic, or just because they're crazy, and this ends up causing them to embark on a ritual that transforms them into an essentially-immortal undead... while retaining all the powerful magical spellcasting abilities they had when they are alive. The method to become a lich differs from setting to setting, but other than a couple of exceptions (the Archliches and Baelnorns of 3E), they tended to almost always be evil. Or neutral at best. They transform themselves into liches through a secret ritual (again, depending on the setting, this is guarded by fiends or evil gods), and when they become a lich, a unique part of lichdom is the existence of a phylactery, a little magical bauble that contains the lich's soul. It is this little item that makes Liches so dangerous. Destroy a lich's physical form, and they can straight-up just regenerate from their phylactery, which might be anywhere in the world, or even in a different plane altogether! And the phylactery itself is such a mighty magical artifact that you might sometimes even need some special way to destroy it. Maybe it must be thrown into the lava pools of Mordor or something. Depending on the edition, liches also have to sometimes feed souls to the phylactery to preserve the magic.

And while Liches can very well just be another stopgap or a boss in a sufficiently high-level dungeon, they can definitely step up to be the mighty manipulators of a campaign's events, and, in fact, many of the most infamous D&D or D&D-related main villains have been liches. Like Vecna! Or Acererak! As a highly intelligent creature that isn't pigeonholed into any specific mentality or motivation, the lich is very versatile for dungeon masters to properly develop a character out of. It's easy to handwave a lich as just a powerful undead, but a combination of the phylactery gimmick, the fact that they have access to basically a large proportion of the spells that your group of motley adventurers have, and the sheer flavour of the lich makes it the ur-example, alongside vampires, for a mighty undead villain in a campaign.

5e3e1e
Lizardfolk (a.k.a. Lizardmen)
Originally called Lizardmen, the race ends up being renamed to Lizardfolk in 3.5E. And they are another pretty common sight in derivative fantasy works, being a humanoid with lizard-like features. They tend to be portrayed as a savage, shamanistic people that lurk in forests and swamps, but ultimately fall under the 'neutral' side of things. And it's these races that's always going to be interesting, because it's absolutely easy for your GM to make a plot hook for your adventuring party. Provoke the large tribes of the swamp and make an enemy of the entire tribe? Or maybe attempt to understand these strange people with their strange culture and make allies out of them? Of course, the lizardfolk themselves are noted to be pretty damn territorial and xenophobic. Their idea of morality also differs a lot from what conventional humans and elves and gnomes view as 'moral'... and I've heard them being described as basically a 'video game protagonist', where death and murder is just a way to expedite things in life. They kill trespassers not out of malice or hatred, but because in their mind, it's their fault for entering their territory, and it's up to any outsider to essentially prove their worth to a given Lizardfolk tribe. They eat their fallen dead, not out of disrespect, but because, hey, it'd otherwise be a waste of meat that could nourish warriors who need it desperately.

4e
4E Lizardfolk
Since 3E, the Lizardfolk has visually been shown to be a lot more tribal and thick-set, drawing more from larger lizards like crocodiles, dinosaurs and monitor lizards visually to better distinguish them from the kobolds. In previous editions, like 3E and 4E, we get variations of lizardfolk like the Greenscales, Blackscales, Poison Dust and various specialized tribes with their own slightly differing culture and differing attitudes about treating outsiders. I remembered 3E having a tribe of lizardfolk that rode around on giant wasps! 5E also details the "Lizard King/Queen", a subtype of lizardfolk that is born larger and more powerful because they are born under the sign of the demon lord Sess'inek, as opposed to the regular Lizardfolk deity Semuanya. Inspired by the 4E artwork, my gaming group's taken to basically giving individual lizardfolk NPC's and enemies features and abilities based on different real-life reptiles, which I thought was pretty cool.

The Lizardfolk is another race that Volo's Guide to Monsters recommends as a good player race, and it details the more bestial, instinctual mind of these pragmatic people. And while not quite as gimmicky as the Kenku, I do really like how the Lizardfolk is cast as a race of cold, calculating pragmatics, devoid of proper emotion and just acting as the situation demands, noting that lizardfolk that ally themselves with other humanoid races mostly mimic their cultural bits not out of respect, but rather because "it'd be troublesome" if the other humanoid allies get angry that Scalebane the Lizardfolk feasted on the bodies of the dead guards. Overall, a pretty neat race -- visually they're something that is commonly found in many other fantasy games and settings, but I always do have a soft spot for these iguana-men.


5e3e
Lycanthrope: Werebear
Of course lycanthropes are a monster in D&D. Vampires and werewolves are all the rage, and perhaps one of the few monsters that sort of work in almost any setting ever. In D&D, though, you're not just limited to werewolves, and there's a whole load of potential half-man half-animal creature you can transform into -- and lycanthropes can pick whether they want to transform into the beast, or to a half-man, half-beast form. Like One Piece Zoans! Lycanthropes are not a proper species of their own, but rather a cursed humanoid that is able to access their mighty half-beast forms. Lycanthropes are a 'template', and depending on the individual character, they might be a serial killer who hunts in the guise of a wolf under a full moon, or if they're good, they just wander in wildernesses to enjoy the wild. People become a lycanthrope when they are bitten or wounded by another lycanthrope, or if they're born out of a lycanthrope parent. Naturally-born lycanthrope can't have the curse be removed outside of the Wish spell, while any spells that can remove curses can cure acquired lycanthropes. If you don't remove the curse, though, the curse will transform your character particularly under the full moon, with the bestial urges often times clouding the lycanthrope's mind. In true werewolf-story fashion, sometimes the lycanthrope doesn't even remember that he or she has transformed into a wolf and mauled half the village to death, and they need time, experience and acceptance to properly control their lycanthrope powers. It's like the druid class's bestial transformations, I suppose, but with a whole danger of being taken over by your bestial side.

We're starting off alphabetically, and we'll probably blaze through these quickly. The Werebear is the only one that has the default alignment of 'good' among the five basic lycanthropes in 5th Edition, and I'm not sure what it is about bears that makes them far easier for a lycanthrope to maintain their conscience, but okay. I really do like just how weirdly friendly the 5th edition Werebear looks, in comparison to the 90%-muscle-by-mass Werebear from 3E. They're essentially loners, not wanting to accidentally hurt people when he/she transforms, and even if forced to fight, they tend to try to utilize weapons in order to not to resort to biting and spreading the curse. They're described as sort of guardians of an area, only passing the curse down to apprentices or their own children. Sort of like druids, but one where their lifestyle is less of a career and more internalized.

5e2e
Lycanthrope: Wereboar
Wereboars are just there to make it a bit confusing with Werebears. They're pig-men, and there's just something about boar-men with tusks that makes them so easily used as dumb, brutish enemies. Wereboars are essentially the dumb muscle of the lycanthropes, charging through towns and whacking people with their hammers and goring them with their tusks, infecting their curse indiscriminately. Perhaps in a neat nod to the fact that orcs used to be depicted as pig-men in the past, the wereboars apparently often build settlements and ally themselves with the brutish orcs. They're neat, but nothing too spectacular. Oh, and most lycanthropes have some degree of command over the beasts that they turn into -- wereboars, for example, can control boars and pigs.

5e4e
Lycanthrope: Wererat
The Wererat is perhaps one of my favourite lycanthropes, for the simple reason that rats are one of those creatures that elicit disgust and a bit of hilarity when they appear. The weakest of the lycanthropes physically, they're also the most cunning and sly, and I do like the note that this tends to extend to their humanoid forms as well. Even when un-transformed, the Wererats look pretty ratty. They tend to like to use ambush tactics and a wererat clan apparently operates similarly to a thieves' guild, with them using the curse as something like a ritual to induct new members of their clan-guild. It's a bit of an exclusive club, and they'll hunt down and kill deserters. Obviously, they live in sewers, catacombs, and tunnels underneath cities. I like these guys. I think they were originally just a generic 'Rat Man' race before being retconned into being a type of lycanthrope in 2E.

5e4e1e
Lycanthrope: Weretiger
Whoever drew that 1E artwork really need to get laid. And also that artwork makes an example why sometimes you really don't want to exhibit too much of a biological accuracy when designing fantasy monsters. The Weretigers have tended to receive artwork that sort of make them look like anime beast-man protagonists, which... I don't mind? They sure got cool artwork in 4E and 5E, although the 5E version really could stand to look a bit more angry. The weretigers are the more civilized, haughty ones of the lycanthrope family, and they even prefer to fight in their humanoid forms instead of transforming. Pretty neat, but not much for me to say. I'll note the fact that 2E and 3E really went super-crazy with lycanthrope sub-types. Werebats, werecrocodiles, weresloths, werebadgers, wererays, weresharks, wereowls, werebisons...

5e4e1e

Lycanthrope: Werewolf
And here we go with the all-too-familiar Werewolf. We go back to the basic essence of the myth. Werewolves are savage predators consumed by their instinct, with a trigger-happy temper and a desire to rip and mangle meat. They're able to rip and mangle with their claws, or wield weapons if they prefer to, and the werewolves tend to flee civilization upon being afflicted, tending to roam around in packs of werewolves and real wolves. Noted to be the most common type of lycanthropes, werewolves are... well, they're what you expect from the monster trope, really, and there's enough flexibility in their description that they could be treated as simply a pack of ravenous savages, or if you want to go the route of a tragic cursed person trying to control their bestial side, or even just go the Incredible Hulk way and make the werewolf mode as a 'super mode' that they can control.

Honestly, lycanthropes don't make for particularly interesting enemies on their own, since they're ultimately just people that can transform into animals. And don't get me wrong, the wolf-men and tiger-men and pig-men are cool, but they're just sort of there. It's the fact that they can pass their lycanthropism, and that your character might have to deal with becoming a cursed lycanthrope themselves that ends up making these creatures interesting as encounters. Lycanthropes have never been my favourite part of D&D, but I really do love that they exist and they can end up easily being the focus of a campaign.

5e3e1e

Magmin
Okay, this one is a bit different. The Magmin, sometimes "Magmen", have been around since the first edition and showed up in most editions other than 4E, but I just genuinely don't really remember them. They're little gremlins that are on fire, and are essentially fire elementals with a nasty, impish streak to them. I do like seeing more miscellaneous elementals, which really do help in making the Elemental Plane feel a bit more diverse than just "elementals, djinnis and elemental lords". I do particularly the 5th Edition artwork, showing a little humanoid with the skin consistency of molten slag, with flames dancing around their hands and head, with a devilish skull-head. I've always found the more organic-looking previous iterations to be relatively mundane-looking. Their bio notes that when they're summoned from the elemental planes, they're basically psychotic little pyromaniacs that try to burn everything around them down. Not a whole ton to say here, they're relatively neat little fire-shooting little imps -- it's part of a good world-building, I suppose, not everything can be fully fleshed-out creatures with backstories and motivations, and sometimes you need a bunch of imps that quite literally just exist to burn shit and cackle.

5e1e
Manticore
3e
3E Manticore
A creature that drew inspiration from Persian legends is the Manticore, and, man, all of these different cultures really love making lion-based fusion beasts, huh? From the griffon to the sphinx to the chimera to the manticore... D&D's Manticore is surprisingly faithful to the original concept, keeping the lion body, the human face, barbed tail and the porcupine quills... but like the Chimera, adds a little flourish of their own by slapping a pair of dragon wings, something that's been consistent throughout all five editions the Manticore's shown up in. Just how human-looking the face does vary from edition to edition -- 1E and 2E has a straight-up bearded dude's face, 4E has a far more leonine face, 5E goes for a very unsettling monster-human look with multiple rows of serrated teeth... and 3rd Edition's Manticore just looks nightmarish in general with whatever the hell that face's supposed to be. I do like 5E's artwork based on how cool and spiky it is, particularly that cool-yet-unsettling face, but I do acknowledge that the emancipated, wretched-looking 3rd-Edition Manticore does have a unique identity.  Manticores in D&D are intelligent beasts that roam around as sadistic, cruel pack hunters, and tended to rely on ambush tactics and shooting its poison-tipped quills at the enemy from the distance. It's noted that the Manticores aren't particularly bright, but is intelligent enough to be negotiated with, or to be pressed into service by orcs, giants, hobgoblins or other humanoid races. Ultimately, a pretty cool set-piece, and a generally awesome-looking visual monster. The Manticore admittedly isn't particularly high in my head's ranking of the D&D world's many, many 'fused animal' style monstrosities, but I do like it for what it is.

4e3e1e
Medusa
If there's a huge pet peeve I have against D&D is the fact that "Gorgon" and "Medusa" are two different races of monsters. It really shouldn't bother me, and I know that the term "Medusa" is far, far more familiar to the general public, but I dunno. It just kinda bothers me. Anyway... another very popular creature based on a character from Greek myths, the Medusas are a race of serpent-haired women who was cursed to turn any who gaze upon them into stone. It's actually interesting just how ghoulish the Medusas of 3E and 4E look, barely looking human. 4E gives us a very gaunt looking Medusa with snake-like skin, while 3E Medusa looks more like a bronze contraption. 5E's Medusa, in contrast, gives us an almost haunting beauty with a non-terrible face, which... I dunno, as cool as the 5E Medusa looks, I think I prefer the older versions? 5E gives them the backstory of Medusas being specifically men or women who pray to gods, dragons, fey and fiends for eternal youth and beauty, and end up eventually being transformed into Medusa eventually. I am actually surprised that never in D&D's history has the Medusa been given the snakey lower body that Gorgons tended to be slapped with ever since Clash of the Titans popularized that look for Medusa. The Medusa in 5E is another creature who gets 'lair actions', which is actually pretty dang appropriate for the Medusa.

In 2E through 4E, the Medusa get a significantly larger lore with descriptions of how the male variants of the Medusa race have some differing powers. The male medusa essentially have a weaker version of the females' power, with their gaze merely weakening and sapping strength instead of instant petrification.

5e5e5e

5e5e4e1e
Mephits
Unless google has failed me, the Mephits are a race of what's essentially elemental imps that's original to Dungeons & Dragons. And, like the Magmin, it's very neat to have a bunch of extra minions to populate an Elemental-centric storyline with! They're a lot of these Mephits, and they essentially take the role of tiny enemy/familiar for the elementals in the same way that the imps and quasits are. In 5E they all had identical appearances that only differ in the element they're tied to -- in order of the 5E Mephits, we've got the Dust Mephit, Ice Mephit, Magma Mephit, Mud Mephit, Smoke Mephit and Steam Mephit. They all are gangly, crouching little imp-dudes with long-ass noses and little bat-like wings. And I do appreciate the work that went into all of these artwork, particularly with the awesome wing textures for the smoke and magma mephit. The specific types that show up in 5E all meant to represent two of the four base elements combining, I believe -- like, ice mephit represents the combination of the base elements of water and air; while magma represents earth and fire.

They all are pretty neat-looking, and I definitely enjoy all the artwork, but their place in the Monster Manual are essentially just huge chunks of stat blocks, and I really wish they had gone into a bit more detail explaining their nature as elementals, or their personalities beyond "kinda cruel, I guess", but ultimately the only ones whose short write-ups give any personality are the Mud Mephit (who are complainers) and the Smoke Mephits (who are lazy and also like to mock others). Previous editions tended to have each Mephit have a more distinctive proportion, although they're all still winged imp-like humanoids. Previous editions also flip-flop on whether the Mephit is a sub-type of an "Imp", or if they were elementals, or if they were their own thing entirely. I think I prefer the 5th Edition's approach, although that might be just because I really like the long gobln-nose and gangly imp-body of the 5E artwork.

5eMerfolk1e
Merfolk (a.k.a. Mermen, Mermaids)
Oh, wow, the 5th Edition Merfolk suddenly got a lot fishier than before, huh? That's genuinely surprising! I've always internalized it that among the water-dwelling humanoid races in Dungeons and Dragons, the merfolk (or mermaids and mermen) are the classic "upper body of a human, lower body of a fish" deal that look very humanoid, while the tritons are the race of more fishy-looking humanoids that incorporate more of the anatomy of aquatic creatures. Seeing the artwork for the 5E Merfolk certainly caught me off-guard, since I was so used to D&D merfolk being perfectly humanoid. I'm not complaining, though, those little fin details look pretty cool! The 5E Manual did say that since the Merfolk kingdoms span so much of the ocean, the merfolk are varied in colour, culture and appearance as the land-dwelling races, so, yeah, canonically, you can make your mermaids and mermen look as variable as you want. Pull something out of One Piece and make each individual merfolk's tail draw from a different, specific type of fish! Some older rulings note that Merfolk could shapeshift their fishy lower bodies for legs when they come on land, although I don't remember which edition I read that in, or if it's just a homebrew thing.

I've always had a huge, huge love for the aquatic monsters and creatures in D&D, which I think never really got enough love because aquatic adventures aren't quite as popular thanks to the difficulty in DM-ing combat in three dimensions, or to keep track of something like swimming speed or water-breathing. I think that's the reason for why there's not a whole ton of aquatic monsters out there, and the most prominent ones like the Aboleth or Kuo-toa tend to focus on how their lairs are underground cave pools. Kind of a shame, really, because there's a lot of cool underwater enemies in D&D. The Merfolk are more quest-givers and NPC's, really, and they're described as mostly friendly to other land-dwelling races.


Merrow
Based on the monstrous mermaids of Irish folklore, the Merrow was originally introduced in 2E and 3E as a type of sea ogre (and in 3E it's barely a footnote in the 'ogre' block), but is revamped in 5th edition as an even-more mutated deep-sea merfolk with a particularly awesome looking artwork featuring a particularly badass grisly-looking face, trailing catfish tentacles, a whole lot of fins, and a huge harpoon weapon. Pretty awesome design, really, and they're described as roaming predators that attack land-dwellers and merfolk alike. Apparently these are a kingdom of merfolk who were transformed when they touched a cursed idol of Demogorgon, striking the people with madness that they were transformed when they enacted a ritual to travel to Demogorgon's layer of the Abyss, transforming them into evil monstrosities. They're still not considered 'fiends', which is interesting. I do really love that artwork, and they basically serve the role of an evil band of sea-raiders that lurk in underwater caves, marking their territory with corpses tied to kelp. Honestly, a pretty damn cool monster, although most of what made me really like this thing is really its artwork.

5e1e
Mimic
3e
3E Mimic
And here we end this segment with easily one of the most iconic monsters in D&D, and a creature that's shown up in many, many D&D-derivative works. It's the Mimic! While a lot of the 'haha lol' trolly monsters like the Lurker have been phased out or reinvented, the Mimic and its utterly goofy charm remains. Borrowing their roots from, again, the original D&D where the main focus is on making a dungeon-run simulator with traps to spring upon your players and everything, and how the gameplay is more focused on combat, puzzles and looting, the Mimic is one of the biggest "fuck yous" imaginable, being a creature that looks like a chest. As your PC's lower their guard and are about to claim the loot from slaying the ogre or the grell or the manticore guarding the room, all happy that maybe they're getting gold or a new magic weapon... the chest attacks and punches you straight in the face! Or in later editions, straight up opens its mouth and chomps down on your adventurer. We never really know where the Mimics come from -- I guess we're left to assume that they're just a race of shapeshifter creations of some mad wizard? 4th Edition gives the handwave that these are creatures from the Cthulhu-esque Far Realm, but 4E does have a bad habit of slapping "Far Realm" as an origin story for anything that remotely isn't found in our natural world. I think 4E also had the 'object mimic' as the juvenile stage for a shapeshifter who, when they mature, can mimic humanoids? I'm not sure.

2e
2E Mimic
Mimics have since basically became such a staple of roleplaying games that they quickly bled into video games as well, and have became such an iconic part of fantasy gaming that there's even a TV Tropes article about them, listing a large amount of Mimic-inspired monsters in existence. Neat! In D&D terms, the Mimic is a shapeshifter monstrosity that takes the forms of inanimate objects. While almost always portrayed in artwork as treasure chests, they can actually take the form of, say, a door or a wine barrel or something else. It's just that treasure chests are proven to be the thing that attracts the most schmucks as prey. They basically stay still until someone comes close enough, at which point it sprouts sticky "pseudopods" and attacks. And honestly, it really makes me wonder what a 'true' Mimic form is. Or does it even have a true form? 1E and 3E depicts the Mimic's arms as seemingly being wooden in nature, 2E seems to have them grow out fleshy arms and fangs, while 4E's artwork makes the fang and claws seemingly made out of an ooze-like matter. 5E probably has my favourite Mimic, sort of depicting a set of musculature and a set of fangs and tongue that's hidden within the 'chest', which I assume is an anatomical piece that might act equivalently to an insect's carapace or something? Mimics aren't super-intelligent, and sometimes can't even really communicate, but apparently certain individuals are smart enough to be willing to barter information or help in exchange for food.

Ultimately, hey, it's the Mimic! I love Mimics. Join us next time as we delve into another one of D&D's flagship iconic monsters, the Mind Flayer!


The 5E stuff for the creatures we covered here:
Kuo-toa Whip
  • Kobold: Small humanoid - kobold; lawful evil; CR 1/8
  • Winged Kobold: Small humanoid - kobold; lawful evil; CR 1/4
  • Kraken: Gargantuan monstrosity - titan; chaotic evil; CR 23
  • Kuo-toa: Medium humanoid - kuo-toa; neutral evil; CR 1/4
  • Kuo-toa Archpriest: Medium humanoid - kuo-toa; neutral evil; CR 6
  • Kuo-toa Whip: Medium humanoid - kuo-toa; neutral evil; CR 1
  • Lamia: Large monstrosity; chaotic evil; CR 4
  • Lich: Medium undead; any evil assignment; CR 21
  • Lizardfolk: Medium humanoid - lizardfolk; neutral; CR 1/2
  • Lizardfolk Shaman: Medium humanoid - lizardfolk; neutral; CR 2
  • Lizard King/Lizard Queen: Medium humanoid - lizardfolk; neutral; CR 4
  • Werebear: Medium humanoid - human shapechanger; neutral good; CR 5
  • Wereboar: Medium humanoid - human shapechanger; neutral evil; CR 4
  • Wererat: Medium humanoid - humanoid shapechanger; lawful evil; CR 2
  • Weretiger: Medium humanoid - human shapechanger; neutral; CR 4
  • Werewolf: Medium humanoid - human shapechanger; chaotic evil; CR 3
  • Magmin: Small elemental; chaotic neutral; CR 1/2
  • Manticore: Large monstrosity; lawful evil; CR 3
  • Medusa: Medium monstrosity; lawful evil; CR 6
  • Dust Mephit: Small elemental; neutral evil; CR 1/2
  • Ice Mephit: Small elemental; neutral evil; CR 1/2
  • Magma Mephit: Small elemental; neutral evil; CR 1/2
  • Mud Mephit: Small elemental; neutral evil; CR 1/4
  • Smoke Mephit: Small elemental; neutral evil; CR 1/4
  • Steam Mephit: Small elemental; neutral evil; CR 1/4
  • Merfolk: Medium humanoid - merfolk; neutral; CR 1/8
  • Merrow: Large monstrosity; chaotic evil; CR 2
  • Mimic: Medium monstrosity - shapechanger; neutral; CR 2


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