So, I didn't really think we would make it this far, but here we are. We went through the three primary bestiary books for the fifth edition of Dungeons & Dragons, and since we started this little wacky journey of talking about all of D&D 5E's monsters, we've gotten a little bonus supplementary bestiary released in December 2019 as a downloadable online PDF, Mordenkainen's Fiendish Folio, Volume 1: Monsters Malevolent and Benign. The fact that this is a volume 1 means that hopefully we'll be getting more of these! Also, this online material is done in cooperation with Extra Life, so I can get a little mini D&D bestiary while also donating to cancer research. That's a nice bit of goodness.So yeah, we'll talk about this book first, and it's a neat callback to one of my favourite books from the first edition of D&D (and, granted, one of the only two or three books I've ever read of 1E), the Fiend Folio, which is famous and infamous because of its... well, let's just say unconventional monsters. The original Fiend Folio had a lot of crazy, wacky creatures that I feel were thrown in to be intentionally weird, and while a fair amount of them ended up being iconic D&D monsters themselves (the Ettercap, the Aarakocra, the Drow, the Gith, the Slaad, the Kuo-toa, the Death Knight, the Shadow Demon, the Flumph and the Bullywug are some of the more high-profile monsters that debuted in the original Fiend Folio) there are some that are a bit more... funky, and a lot of them are often criticized for being weird for weird's sake without any sort of real origin or explanation.
And, well, all of the monsters found in 5E's Mordenkainen's Fiendish Folio are basically 5E versions of a lot of these monsters found in the original Fiend Folio. Suffice to say that one of my eventual projects would be reviewing the original Fiend Folio, but the lack of good pictures of the creatures there online, and the fact that I could sort of talk about a significant chunk of the creatures there in this one means that I'm definitely going to cover this one first. We've got seventeen monsters here, and I absolutely love that all of them are given black-and-white artwork that's meant to be evocative of the original 1E artwork. Sure, side-by-side, the quality of the artwork is obviously different, but I do really love that some of the artwork (look at the Blindheim or the Fog Giant here) do employ a bit of stylistic minimalism to mimic the inking methods of the time. I do appreciate that.
As a side-note, I tried my best to scrounge up the previous editions' artwork for most of these monsters, but some either never had good artwork in previous editions or never had them scanned and uploaded to the internet. (And honestly, that's perhaps the biggest reason why I haven't done more reviewing monster segments outside of 5th Edition).
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Assassin Bug
- Medium Monstrosity; Neutral; CR 3
Interestingly, the 5E lore describes the Assassin Bug as resembling 'giant bluebottle flies', a description that fits the original Assassin Bug down to a T, but the 5E Assassin Bug definitely looks like it's more of an amalgamation of more sleeker-looking and let chunky, fat-looking flies. Unlike real life Assassin Bugs, D&D's Assassin Bugs are also parasitic, doing the whole Alien thing of stabbing their enemies with their ovipositors and injecting their eggs alongside a paralytic toxin that will grow into maggots that eat their hosts alive. It's more parasitic wasp than assassin bug, inspiration-wise, but it definitely fits the vibe of a D&D monster for sure! Mordenkainen posits a couple of various origins to the Assassin Bug, and apparently clues point to them being created by the normally-benign druids, and we're not sure if it's a benign experiment to create what's essentially an organic corpse-disposal machine that went rogue, or if the druid sect created a biological weapon to wipe out those damn tree-cutting humanoids.
As a huge fan of the Alien franchise and of parasitic animals in general, I'm a big fan of the Assassin Bug. They're honestly not that dangerous in combat, being a mere CR 3 monster, but I really do like the description that Mordenkainen's Fiend Folio tells us, noting how many villages in the frontier have been wiped out by these plagues, how a single bug that escapes can cause a lot of devastation and turn a village into a hive for these creatures, and how sometimes kingdoms and adventurers have to burn down entire villages to curb the infestation... and I do love how this is going to give your characters a way to basically make hard decisions. The 5E Fiend Folio also gives us a pretty nasty description of trolls that will allow Assassin Bugs to lay their young within their regenerating flesh just to have a parasitic snack they can chomp on.
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Blindheim
- Medium Humanoid - Blindheim; Chaotic Neutral; CR 2

The Blindheim's eyes now deal radiant damage, which is the same sort that things like priest and paladin spells do, which... hey, if these frog-men can emit light from their eyes, why not radiant light, right? The fact that a lot of Underdark creatures have sunlight sensitivity (like the Underdark variants of the drow and dwarves) actually make it a lot more logical for the Blindheim to be useful as mercenary allies. My favourite feature, though, is that as a race, the Blindheim are extremely suspicious of the sun, imploring their mercenary allies from the surface to tell them if the sun is angry, and to not tell about their behaviour to the sun. Overall, a very neat upgrade! They kept everything that's necessary about the goofy 1E strobe-light frog-men, gave them an actual backstory and some culture, and even made them actually kind of cool in combat.
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- Large Giant; Neutral; CR 3
Known as "Crabmen" in the original Fiend Folio, the Crab Folk are... certainly a lot more different than their original 1E counterpart. Look at those 1E Crabmen. They sure have crab pincers, but between the beak and the lack of anything crab-esque, they look more like a bunch of Star Trek aliens found themselves in a cave. 5E's Crab Folk goes all in with making them truly crab-like, and crabs in general are pretty badass-looking when you exaggerate their features. That crab face, those giant pincers, the huge shell on their back... and it's also got a definite humanoid body layout, making it not just a giant crab. Interestingly, the Crab Folk are classified as 'giants' in 5E, which is one of the more exclusive and rarer tags that has been given out. Turns out that 5E Crab Folk are actually originally ogres, transformed by a green hag in ages past to help guard a coastal region (because they are so dumb they kept drowning, silly ogres), and creating a whole new race. It's interesting to note that the Crab Folk are normally peaceful hunter-gatherers that live in quiet settlements, but sometimes 'when the conditions are right', the magic that created them causes them to lash out like actual monsters. What's the condition?

A seagull arriving when the seasons change from summer to autumn -- which is extremely specific, and is apparently a holdover from the original hag's orders that's embedded in the Crab Folks' magic, because the hag used to have a seagull familiar that barked war orders to the original Crab Folk. They also have a gigantic compulsion to get silver items (again, because of the hag's orders) and worship an effigy of their creator... but it's heavily implied that the green hag that created these Crab Folk has long passed away, and it's really interesting that the entire race are basically doing things to appease a god-like entity that has died long ago, and there's no real way to stop these stray bits of magic from spurring them on. Not my favourite thing in this book, but it's still a very cool-looking crab monster.
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Dire Corby
- Medium Humanoid - Dire Corby; Neutral Evil; CR 1/2
A corby is an old Scottish term for the common raven, but the Dire Corby isn't just a huge, scarier version of a regular corby, but rather a creepy-looking crow-man. 5E's Dire Corby has a pretty wonderful artwork that really highlights how unsettling a raven's dead-white eyes could look next to the long, smooth beak, although I also do like the hideous, mottled 4E Dire Corby. Originally just a race of men with bird heads and feet, 4E and 5E's art update makes them significantly more creepy-looking with anatomically accurate raven heads. 5E's Dire Corbies are noted to travel in large packs (large murders, since these are technically ravens) and they just basically strip all the tunnels they pass through of life, basically making them creepier, man-sized locust swarms, and it's noted that this is basically a twisted versions of the traveling patterns of a migratory bird... and I do like the little bit of detail noting that Underdark travelers will prize maps that lay out the migrations of these giant flocks of Dire Corbies, which would allow them to walk through tunnels where the Dire Corbies have helped to clean up the monsters that would've otherwise be troublesome.


A Dire Corby's signature move is creating a massive cacophony that disorients and disables their prey, instilling a sense of vertigo and causing spellcasters to be unable to cast all but the most basic of spells. Again, the Fiend Folio notes that many inventive (and crazy) adventurers have found a way to mimic the sounds of a Dire Corby, allowing them to be accepted into the flock and essentially travel under the protection of the simple creatures. Perhaps not the most exciting monster, although I do like the concept of a moving swarm of destruction that's just sort of accepted as part of the Underdark fauna. While the previous bestiaries highlighted more about the cultures of the Illithids, Drow and Duergar that live in the Underdark, I have a sense that this Fiend Folio is trying to expand more on the wacky underground creatures of the Underdark.
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A Dire Corby's signature move is creating a massive cacophony that disorients and disables their prey, instilling a sense of vertigo and causing spellcasters to be unable to cast all but the most basic of spells. Again, the Fiend Folio notes that many inventive (and crazy) adventurers have found a way to mimic the sounds of a Dire Corby, allowing them to be accepted into the flock and essentially travel under the protection of the simple creatures. Perhaps not the most exciting monster, although I do like the concept of a moving swarm of destruction that's just sort of accepted as part of the Underdark fauna. While the previous bestiaries highlighted more about the cultures of the Illithids, Drow and Duergar that live in the Underdark, I have a sense that this Fiend Folio is trying to expand more on the wacky underground creatures of the Underdark.
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Eye of Fear and Flame
- Medium Undead; Chaotic Evil; CR 9

The Eye of Fear and Flame's distinguishing features is that its eyes are gemstones, red and black in each eye socket, and, hey, turns out that the name is literal, and one eye casts a fire spell and the other casts a fear spell. It'll turn you into a scared barbeque! And you'd think that glowing eyes would be a real giveaway, but the Eye of Fear and Flame is intelligent, it's got a hood to cover those eyes that the bio explicitly notes as causing the interior of the hood to look like an opaque black void until it opens it willingly, so you might not even realize that this thing's an undead at all, and just a creepy traveler with a tattered hood. I'm not the biggest fan of its modus operandi, where apparently only twenty of these creatures exist, created by the gods of chaos to basically wander around towns and settlements that are gripped in uncertainty (like during wars or famine) and basically order people to do evil things, just to sow chaos. There's a neat sense of an urban legend quality to this thing, though -- disobey the Eye of Fear and Flame's mysterious and usually-evil orders, and it will open its hood and beam you with its gemstone eyes. Kinda like a Kuchisake-onna, huh?
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Forlarren
- Medium Fey; Chaotic Neutral; CR 3
The Forlarren are gangly, skinny-looking mutant satyrs with a very wretched-looking face. They kinda look like a generic hobo-satyr in the first edition artwork, while the 5E version poses them as if they're floating in the air. They're the descendants of satyrs corrupted by a bargain with devils, and is described as being the bizarre union between the rigid demands of the devils and the impulsiveness of the Feywild. It's interesting that the creation of the Forlarren basically ended up thanks to the weird laws governing souls -- the archdevil Fierna attempted to court a mighty fey lord, but failed... but not before the fey lord's satyr minions were corrupted by the dark delights of hells... but are unable to bargain away their souls because they were bound to their fey lord, so these corrupted satyrs and their descendants are trapped between two worlds, rejected by both devils and fey alike.

In practice, this means that the Forlarren are extremely unpredictable with insane amounts of mood swings, since they're basically got two extremes of personalities stuck inside a single mind, going from a drunken local guide to psychotic and calculating murderer within moments. It's sort of Gollum-esque, and it's definitely an interesting way to portray an NPC or two that your party member might meet in your journeys. Not my favourite monster here, but it's still a pretty interesting concept.
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Fog Giant
- Huge Giant; Neutral Evil; CR 11
Now this one, I remembered seeing all over the place in the 2E and 3.5E edition. They're never quite placed on the same level as any of the classic, original D&D giants, but I feel like whenever they decide to expand the giants, they tend to go with the fog giants as the default one. They're always noted to be offshoots of cloud giants in most editions, and tended to be the more brutish, barbarian-esque versions of their proud cloud giant brethren. In 5E, the fog giants are explicitly noted to be cloud giants that have fallen from grace due to losing their wealth (which is a huge thing in cloud giant society), and they basically become raiders trying to reclaim their wealth by any means possible, living the peasant life of raiding other races while also longing and pretending that they're still barons and princes. I do find the 5E artwork to look particularly interesting, with sallow and almost thin features compared to the brutish, mountain-barbarian-msucle-men vibe of the 3E and 2E Fog Giants.


It is kind of interesting that these guys are basically just cloud giants that are now poor and fallen from grace, and will do anything to try and get their hands on treasures and those oh-so-important refinement for their upper-class life. Hell, even when they bully other bandits to be their minions, fog giants basically only want 'civilized' races like humans and dwarves, and tend to end up being the leader of a huge thieves' guild or something. It's a far more interesting update, I feel, even if the lore now barely mentions the 'fog' part of its name (they have the capability to cast fog cloud and can blend into them, but it's an afterthought) but the whole backstory about being cloud giants fallen from grace is admittedly more interesting than 'giants, but they make fog'.
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Jermlaine
- Tiny Humanoid - Jermlaine; Neutral Evil; CR 1/8
Awww, look at that adorable artwork of the Jermlaine hanging out with his mouse buddy under a bunch of rock. That mouse looks so happy! And the 5E Jermaline certainly looks a lot less 'hideous humanoid' like the gonk-y fairy tale troll creature from 3E. I think the name 'Jermlaine' is an intentional corruption of 'gremlin'? I don't think I've actually seen the term 'gremlin' show up in D&D, come to think of it. Despite their adorableness, the jermlaine is noted to be neutral evil, and described as 'cruel and malevolent'. Jermlaines basically hide out in little nooks and crannies in the Underdark (again, more Underdark monsters) and wait for moments of opportunity where they have the right amount of numbers to beat up drows and duergars. Their skin are basically textured like stone, making them invisible to any creature with darkvision due to physics or magic or something.



And the reason for this? They hate and resent all large creatures, because big creatures will prey and bully smaller creatures (or, in Underdark creatures' case, harvest their skin to make stealth cloaks). And so the entire race has basically made up this angry crusade to wipe out the big folk. They are also able to communicate and control rats, meaning that the presence of rats is usually a sign that there is a Jermlaine infestation somewhere. I really do love the little note that the master wizard Mordenkainen stuck, post-it-note style, on the 5E Fiend Folio, noting that the easiest way of dealing with Jermlaines is to cast an enlarge spell on one of them, causing the rest of the colony to turn on the 'size traitor' that has joined the big folk.
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And the reason for this? They hate and resent all large creatures, because big creatures will prey and bully smaller creatures (or, in Underdark creatures' case, harvest their skin to make stealth cloaks). And so the entire race has basically made up this angry crusade to wipe out the big folk. They are also able to communicate and control rats, meaning that the presence of rats is usually a sign that there is a Jermlaine infestation somewhere. I really do love the little note that the master wizard Mordenkainen stuck, post-it-note style, on the 5E Fiend Folio, noting that the easiest way of dealing with Jermlaines is to cast an enlarge spell on one of them, causing the rest of the colony to turn on the 'size traitor' that has joined the big folk.
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Khargra
- Small Elemental; Neutral; CR 1/8
What the fuck is this? Something right out of the same sort of wacky design mentality that created the Xorns, the 5th Edition Khargra is actually probably my least favourite version of the creature. And don't get me wrong, it's still a very cool monster, with multiple legs around a cylindrical body and a flower-like set of four jaws and a bunch of eyes around it, but it also feels a fair bit more mundane from the positively alien-looking rocket-cylinders of 1E and 2E. Those things are basically just little cylinders that end in maws, with a bunch of weird eyes that either point outwards like a bizarre robot (2E) or littered almost haphazardly around the circumference of the mouth... and those bizarre fins that make the Khargra look like they're swimming in the water like some sort of bizarre alien approximation of a fish... except that the Khargra are earth elemental creatures and they 'swim' through dirt and rock and the air. There's a completely bizarre, alien vibe to 1E and 2E's Khargra, and while 5E's Khargra is undoubtedly very cool, it's also almost animal-like in how it's drawn. I dunno.


Still, either way, all the Khargras look bizarre. 5E's Khargra is noted to fly through the air, hunting down metal ores and particularly loves refined and crafted metals. They're essentially the version of dirty raccoons in the Elemental Plane of Earth, scavengers that are barely worth noticing, but on the off-chance that they accidentally enter the material plane through a mis-summoning, they will basically go wild and hunt down all the metals in vicinity. Which means, yes, your +3 Broadsword. Thankfully, they don't find gold to be palatable. Apparently people in the material world like dwarves and duergar have trained khargas as couriers, putting secret messages coated in iron and feeding it to the Kharga, and the Kharga will burrow through the earth and vomit out the non-iron message scroll. That's such a bizarre, wacky thing. Ultimately, a very, very bizarre little weirdo.
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Still, either way, all the Khargras look bizarre. 5E's Khargra is noted to fly through the air, hunting down metal ores and particularly loves refined and crafted metals. They're essentially the version of dirty raccoons in the Elemental Plane of Earth, scavengers that are barely worth noticing, but on the off-chance that they accidentally enter the material plane through a mis-summoning, they will basically go wild and hunt down all the metals in vicinity. Which means, yes, your +3 Broadsword. Thankfully, they don't find gold to be palatable. Apparently people in the material world like dwarves and duergar have trained khargas as couriers, putting secret messages coated in iron and feeding it to the Kharga, and the Kharga will burrow through the earth and vomit out the non-iron message scroll. That's such a bizarre, wacky thing. Ultimately, a very, very bizarre little weirdo.
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Killmoulis
- Tiny Fey; Neutral; CR 0


I do like the bit of the Killmoulis being described as something of a double-edged sword. Sure, sometimes your party being selected by a Killmoulis for the target of their following around might be because a party member brought one too many peanuts in their rations.... but then your group might not be aware that the Killmoulis is a harmless creature that just wants snacks, and it's D&D-land where nine times out of ten, any weird-looking creature is likely evil. I do like that even when you offend a Killmoulis, its 'curse' isn't like, deformity or attempted murder or anything. It's just sticks and stones shoved into your sleeping bags.
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Mite
- Small Fey; Lawful Evil; CR 1/4
Serving as the cover for the 5E Fiend Folio is the Mite, and... it has nothing to do with the real-life tiny bugs, but is rather yet another fey creature. I could've sworn that 'mite' is also used for a mythological creature, but I can't seem to find it. Unlike the Killmoulis, the Mite is a straight-up prick that likes to cause havoc and chaos. Even if it's relatively minor stuff, apparently they are so assholish that even the most veteran adventurers will be frustrated by them. Again, as with most 5E fey creatures, the Mite are born when an associated emotion is felt by a person in the material plane -- namely when someone is so irritated that they lash out in violence, and then gets directed by strange dream to sleepwalk to the nearest tree, dig a hole, scream into it and fill it up. It's such a hilariously specific way that the Mite comes to form, compared to, say, the Killmoulis on this page that just pops into being in the Feywild. The Mites themselves are basically dicks and honestly not that interesting, just a short, deformed old man who shuffle around in underground tunnels and burrows that set traps and cast hexes to annoy anyone who passes.

They're just there to literally be dicks and snicker when a group of adventurers can't open a broken lock or become frustrated and argue with each other thanks to the Mites' vexing presence ability. And while the Mites themselves are no more difficult to fight than a giant rat, they don't have to fight you to sabotage your dungeon run, they just sneak about in the tiny sub-tunnels around the dungeons. Not my favourite creature here, but there's definitely some thought put into this one. I probably find it to perhaps be one of the more boring additions in this book, though.
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Needle Spawn
- Medium Plant; Chaotic Evil; CR 1/2 (Needle Spawn)
- Large Plant; Chaotic Evil; CR 3 (Needle Lord)
The Needle Spawn are created by a mighty plant creature that hails from regions of the Feywild wracked by violence, the ogre-sized Needle Lords. Since it's born on the battlefield, the Needle Lord ends up taking the emotions from the battlefield and fancies itself as a conquering general. Upon entering a material plane forest, the Needle Lord begins to unleash its young, dropping seed pods all over the place. The seed pods will only reproduce when a humanoid dies nearby, and the seed pod will take over the corpse and basically puppeteer it with the vines it grows out. The Needle Lord being a pretty powerful creature itself, sometimes it will kill humanoids and drop them near seed pods. Which is a nice way to not mock the original concept of the Needleman, but update it in a way that makes it feel like the weird, exotic way that this creature reproduces. The Needle Lord is only concerned with taking over a forest, and honestly, as a relatively low-CR creature with a pretty fun backstory, the Needlefolk are actually a nice starter enemy to lob at a newly-formed group.
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Norker
- Small Humanoid - Goblinoid; Chaotic Evil; CR 1/2 (regular), 3 (War Leader)
In the original Fiend Folio, the Norker is just handwaved as identical to hobgoblins, but they have extra fangs and hard skin. No, really, the book basically tells you that other than those features, 'in all other aspects they are similar to hobgoblins'. 5E's Norkers give them a bit more depth, even if the appearance is more or less still basically the same. They're noted to be the most cruel and the most lazy even among goblinoids, and while they have the aforementioned physical mutations that make them an asset in a hobgoblin army... they're lazy asshats that are as likely to sleep or escape from a war camp than to fight. Apparently the norkers were once goblinkind that lived deep beneath the earth before the goblin god Maglubiyet conquered and slew their now-forgotten god, which is the way for them to reconcile the addition of a fourth goblinoid race with the goblinkind lore we got in Volo's Guide to Monsters. The hobgoblin overlords are just so loathe to acknowledge that such lazy, insubordinate scum like the Norkers could claim the honour of being part of Maglubiyet's grand design.

They're basically the black sheep of the goblinoid family, but the hobgoblins still keep them around mostly because they're still an asset in battle. It's kind of interesting, I suppose, because they're kind of pariah goblins, but at the same time it's not the most interesting monster concept out there.
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Screaming Devilkin
- Small Fey; Lawful Evil; CR 1

It's also noted that the Screaming Devilkin will only be quiet only when it's about to ambush, or if it's in subservience to a far more powerful person with a foul soul, like a necromancer or a tyrant. And it's noted that if the Screaming Devilkin are somehow cowed or loyal to a seemingly harmless bandit, it might be a sign that the bandit is far, far more powerful than what he or she seems.
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Xill
- Medium Monstrosity; Lawful Evil; CR 3



In 3.5E, we don't really learn anything about the Xill other than it's an extra-planar being who exists only to implant eggs in other creatures, but 5E tells us that the Xill are spawned from a particularly sinister demiplane, which are miniature worlds created by powerful archmages. And, well, the Xill are horrid four-armed lizard-insect fusions that arrive onto the material plane from a demiplane created by the mad wizard Keraptis, paralyze their prey and abduct them back to the Ethereal Plane. 5E's Fiend Folio makes it ambiguous what the Xill does with their abducted victims (with the suggestion that the Xills brainwash them to guard Keraptis's demiplane), maybe so that there isn't too much obvious overlap with the Assassin Bug, but older editions are consistent in having the Xill lay their eggs on the hapless humans. It could be both, I suppose. Either way, it's a pretty cool plane-hopping bug monster.
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