
Again, not a whole ton for me as an introduction here. I spent the past week reading through a huge chunk of Mordenkainen's first half, but... I guess I just really am not super interested about the history of elven gods and anything involving the Gith? The fiend stuff are pretty nice, though, even if they did went a bit overboard in detailing every single archdevil and whatnot, it's still better to have these information for background in a D&D campaign rather than not.
Anyway, I've re-edited the first part of the Mordenkainen's Tome of Foes coverage a little bit because I've actually finally re-read the segments of the book detailing the elves, dwarves, Gith and stuff. I've also finally finished reading Volo's, and have edited some parts of my coverage on them. I really do like these sort of books, honestly, that just cover the culture and the racial identity of these huge parts of D&D lore, and I do find it interesting how they use this as an excuse to tie in a bunch of seemingly unrelated monsters together. That's pretty neat.
- Click here for the first part of Mordenkainen's, covering Allip to Eidolons.
- Click here for the next part of Mordenkainen's, covering the demons and demon lords.
- Click here for the index.
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Eidolon
- 5.5E/5E: Medium Undead; Unaligned; CR 12 (Eidolon)
- 5.5E/5E: Large Construct; Unaligned; CR 12 (Sacred Statue)



Anyway, 5th edition's Eidolon is basically a golem with some extra steps. The appearance might look like a generic pot-bellied demon creature, but apparently these Eidolons are actually aligned to the gods, being spirits that are bound by a sacred oath to the gods they worship to safeguard a certain place of importance like a temple or whatever. They hang around the temples unseen, ready to jump an possess and pilot a bunch of specially-prepared Sacred Statues to fight any intruders that would defile their god's temple. So despite looking like generic rock people, these Eidolons are basically faithful zealots and priests who gave up their afterlife to continue serving their gods in undeath. It's a neat trope that I don't think I see enough in D&D modules -- most of these "serve their patron beyond death" monsters tended to be generic screaming evil monsters, and the Eidolon's definitely an interesting twist on the formula. There's a part of the Eidolon that's still very obviously meant to be part of a dungeon crawl, and there's honestly not much beyond that, but it's an all right monster, I suppose.
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Eladrin
- 5.5E/5E: Medium Fey; Chaotic Neutral; CR 10 (Autumn), 10 (Spring), 10 (Summer), 10 (Winter)
Where elves are able to control their emotions and whatnot, Eladrin wear their emotions on their sleeves -- literally, too, because their physical shape and even powers change depending on their emotions. Some Eladrin move through the different emotional spectrum every other week, while others are happy to remain in the same seasonal shape for years. It's a very fun showcase of literal nature-attuned spirits, in the way that many fantasy elves are portrayed. The different sub-types of Eladrin in 5E also basically have different powers and emotions associated with seasons. Autumn Eladrin are all about goodwill, defusing conflict and like to heal, cure and alleviate suffering, which is... interesting? It's not something I associate with autumn. The others are a bit more obvious -- Spring Eladrin are all about joy and happiness and mischief; Summer is all angry and wrathful and ready to fight; Winter is sad, sorrowful and bitter. The artwork are pretty damn neat, and I absolutely love the pretty different variations for spring, summer, autumn and winter Eladrins. I think the summer Eladrin with his almost gold-like face and the beautiful golden leaves and the bent sword looks the coolest, but I also really do like the autumn Eladrin with her little hunting dress.'

These Eladrin really feel like they will probably show up mostly as a playable race or NPC's or whatever, but since this is a monster bestiary book the D&D team are obligated to note potential avenues of conflict with adventurers, and like most fey, Eladrin basically just really loves beauty and sometimes they just want to abduct or steal really beautiful objects or people. These guys are fey, though, so they already operate on a pretty different morality compass than mortals -- any decent DM would be able to go off that without the bestiary having to shove down "hey these guys sometimes kidnap people all right?" Like, we've had a lot of evil baby-kidnapping fey already, the Eladrin seems pretty much tailor-made to basically be people who become antagonists thanks to misunderstandings and a different culture, y'know?
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Elder Elemental - Leviathan
- 5.5E/5E: Gargantuan Elemental; Neutral; CR 20
The Elder Elemental for water is the Leviathan, a monster term that... I'm genuinely surprised to realize haven't had much mileage in D&D. The only official D&D Leviathan I've been able to find prior to 5E is a giant whale from 3.5E, a one-off monster that's just hanging out in a page of its many Monster Manuals. I guess it is kind of true that water monsters just aren't that popular? 5E's Leviathan, meanwhile, is a gigantic sea serpent/dragon thing made entirely out of water currents, and that sure is a cool picture! Mordenkainen's describes the Leviathan as less of a beast and more of a force of nature, noting that it's "a towering wall of water that drags ships down and washes away coastal settlements". It's not a giant sea serpent, it's just water itself that sometimes takes on the form of a sea serpent. Not the most original monster concept, but a pretty cool one.
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Elder Elemental - Phoenix
- 5.5E/5E: Gargantuan Elemental; Neutral; CR 16


Most earlier editions had Phoenixes be neutral good fire-birds on the Large size category, basically being similar to Couatls or Ki-rins as intelligent beast-like entities, but 5E's Elder Elemental Phoenix is a gargantuan kaiju-sized bird that emerges into the material plane in a volcanic explosion driven with a simple desire to reduce the world into nothing but cinders. This makes 5E's Phoenix basically a more destructive, elemental version of the Rodan from that King of Monsters Godzilla movie. It sure is a neat visual image and all, but I think I find the original D&D take on the Phoenix as a reclusive magical beast with reincarnation abilities a bit more faithful to the mythological legends that inspired the Phoenix.
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Elder Elemental: Elder Tempest
- 5.5E/5E: Gargantuan Elemental; Neutral; CR 23
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Elder Elemental: Zaratan
- 5.5E/5E: Gargantuan Elemental; Neutral; CR 22
And where the other elder elementals are noted to want to burn or destroy or drown everything, the Zaratan is content to really just plod across the land like a happy turtle and 'express its rage through its trumpeting calls'... but at the same time, the description also makes it feel like the Zaratan's destructive capabilities is caused more on accident due to its massive size sending shockwaves and whatnot, and it feels the most like a rampaging animal as opposed to the more force-of-nature feel of its elder elemental kin. I also the kinda adorable description of it hiding inside its shell if it gets damaged like a real tortoise.
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Elemental Myrmidons
- 5.5E/5E: Medium Elemental; Neutral; CR 7 (Air Myrmidon), 7 (Earth Myrmidon), 7 (Fire Myrmidon), 7 (Water Myrmidon)
I do like the Air Myrmidon basically be comprised with wispy smoke or cloud, which is kind of a neat departure from how air elementals are almost often depicted as being nothing but tornadoes all the time. The water and fire ones are the coolest on a purely visual level. Spiky armour! It's interesting that these armoured states as Myrmidons are basically noted to basically be enslavement, with the Elementals being more or less brainwashed into serving their creators and them having very little recollection of being a free being.
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Giff
- 5.5E/5E: Medium Humanoid; Lawful Neutral; CR 3

All Giffs respect the military rank and see it as absolute. They work as interstellar mercenaries, but they insist on only serving in units composed entirely of other Giff, and will only sign contracts with a small print that says that it can sit out of any battle that pits it against other Giff. So serious, for a bunch of hippo people. Also, since they come from space, they have access to the highly amazing, advanced technology of... guns and the weaponizing of gunpowder. Which, depending on your setting, may or may not have existed before, and would be an absolute game-changer. Apparently they prefer payment in gunpower instead of gold, too, which... yeah, that makes sense as anything about the Giff. Anyway, I love these things. They look just so out of place with their Napoleonic outfits and chunky rifles, and I absolutely love the fact that the 5E artwork tries to make a goddamn hippo-person so posh with a monocle and the most fancy of pipes.
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Gray Render
- 5.5E/5E: Large Monstrosity; Chaotic Neutral; CR 12


Interestingly, Gray Renders reproduce not by giving birth or laying eggs, but by budding, creating little nodules that break off from their body that turn into more young Gray Renders, and they never take care of their young -- meaning that young Gray Renders have an instinctual impulse to go look for non-Gray-Render intelligent creatures to bond with, described lovingly as the Render singing and scratching the ground to ask permission to basically be your huge lumbering puppy forever and ever. Except, well, taking care of a Gray Render is a huge responsibility and like most large dogs, Gray Renders don't have a good gauge of their strength or what's socially acceptable. They'll never harm their master, but everything else is fair game. It's just that instead of your dog scratching up your sofa, your pet Gray Render might accidentally murder everyone in a tavern because someone bumped into you. And also, like real dogs, sometimes they get jealous at you showing affection to anyone else and might attack like a business client or whatever. Anyway, this is a gloriously adorable giant rock-beast monster and I love its flavour so much even if the design is disappointingly boring.
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Howler
- 5.5E/5E: Large Fiend; Chaotic Evil; CR 8


Anyway, I haven't even mentioned what a Howler is, huh? They arrive from the plane of madness, Pandemonium, and sometimes hang out in the Lower Planes like hell, and they're basically hideous beasts that unleash massive wailing yowls that strike confusion and fear into the hearts of the weak-willed, and can drive people insane. There really isn't much to them, they're just pack hunters that also have a fear/insanity-causing howl, and they tended to be captured and enslaved by fiends and other nasty beings, but I really do like them for that reason, and I enjoy the description in various monster manuals noting how they can only stare in shock and stumble aimlessly around the battlefield after succumbing to a Howler's howl, leaving them easy prey for the Howlers and/or their handlers. There's really not much more for me to say here, it's just a critter I find pretty dang cool.
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Kruthik
- 5.5E/5E: Small Monstrosity; Unaligned; CR 1/8 (Young Kruthik)
- 5.5E/5E: Medium Monstrosity; Unaligned; CR 2 (Kruthik)
- 5.5E/5E: Large Monstrosity; Unaligned; CR 5 (Kruthik Hive Lord)

You can just imagine one of these thing just scuttling around with its massive pointed feet, clattering all over the place as they communicate with their chattering hisses... and that's why they are very dangerous. Like real-life ants and termites, a single Kruthik might not amount to much, but give them a chance and they will summon the wrath of the entire hive to deal with the intruders, and the more Kruthiks are around, the more bold each individual one becomes. Also like real-life communal insects, the scent of enough dead Kruthiks might actually repel the entire hive, which is a neat way to 'defeat' an entire hive without having to fight the hundreds of Kruthiks that live there. Oh, and Kruthik hives also play host to other creatures, like oozes and undead, which they tolerate as guards in a neat way of symbiosis. Mordenkainen's also briefly describes the Kruthik life-cycle, going from egg to the juvenile young Kruthik, to an adult Kruthik... it's not necessary, but I appreciate this so much. The Hive Lord is, of course, the equivalent to the 'queen' of the colony, but even if you slay a Hive Lord, the rest of the Kruthik hive will just retreat, find a new lair, and then the largest Kruthik in the hive will metamorphose into a new Hive Lord. So I guess you do have to exterminate them to the last, then, to truly end the threat of the Kruthik infestation?
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Marut
- 5.5E/5E: Large Construct; Lawful Neutral; CR 25

I am not 100% sure about their lore in previous editions, but in 5E, the Inevitables are also part of the huge Mordron society, created by their god-creator Primus to bring order to the deals between planar folks, and they're basically the less-evil versions of Yugoloths. The Maruts hang out in the Hall of Concordance, and any two parties who agree to mutual terms can pay another Inveitable, a Kolyarut (center of the 3E artwork), to chisel a contract onto a sheet of gold, which is placed onto the disc-player chest of a Marut, and until the contract is fulfilled the Marut will enforce its terms and beat the shit out of any party who tries to break the terms of the contract. The Maruts are noted to be cold and unfeeling, caring nothing for the spirit of the agreement, only the letter, and will enforce what is written and not what is meant to be understood. It's certainly the basis of a very interesting encounter, and one that Mordenkainen's helpfully notes is great to be used in a storyline involving yugoloths and deals.
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Meazel
- 5.5E/5E: Medium Humanoid; Neutral Evil; CR 1


An interesting mechanic as an encounter, even if
visually and thematically the Meazel just looks like a gangly, angry
Gollum who found too much hair gel. Not my favourite monster by a long
shot, although I appreciate the attempt to add some diversity to the
Shadowfell population.
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Nagpa
- 5.5E/5E: Medium Humanoid; Neutral Evil; CR 17
Why the obsession
with calamities? The Raven Queen's ironic curse on them have caused
them to be unable to acquire any sort of new magical power unless it is
pilfered from ruins of fallen civilizations... so since there's only so
many ruins and so many fallen civilizations, the Nagpa go around to try
and orchestrate more fallen civilizations. I do like these sort of more scheming, manipulative
enemies, and while the Nagpa visually isn't the most interesting,
vultures are cool, sinister-looking birds and translating that into a
hunch-backed bird-crone is pretty neat.
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Nightwalker
- 5.5E/5E: Huge Undead; Chaotic Evil; CR 20

3E's original introduction of the "Nightshade" creatures features a lot of other delicious variants, but we're keeping it simple with just one big, lanky, scary humanoid shadow giant for now.
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