Everything from the 5th edition of D&D. 5e, monster manual, DnD, collection.
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Sprite (X)
Sprites are tiny, dragonfly-winged fey warriors that inhabit secret groves, fiercely protecting their forest homes from intruders. With the ability to sense the moral character of creatures, they judge and defend their territory using poisoned arrows and cunning tactics, while also brewing potent toxins and antidotes from the flora of their domain. Though they lack warmth and compassion, sprites ally with good-hearted adventurers against evil fey, standing as staunch protectors of nature.
Troll (X)
Trolls are monstrous beings driven by insatiable appetites, consuming anything they can catch. Lacking a structured society, they often serve as mercenaries for more powerful creatures, demanding food and treasure in return. Their remarkable regenerative abilities allow them to recover from severe injuries, even reattaching severed limbs, though they are vulnerable to fire and acid. This regeneration can lead to bizarre mutations, resulting in unique traits depending on their experiences.
Revenant (X)
Revenants are vengeful spirits of mortals who met cruel fates, clawing their way back to the world to exact revenge on those who wronged them. They resemble zombies but possess burning eyes filled with resolve, and they can inhabit any humanoid corpse if their original body is destroyed. With a year to fulfill their vengeance, they are relentless in their pursuit, knowing the exact location of their adversaries, and they do not require air, food, drink, or sleep.
Pixie (X)
Standing a foot tall, pixies resemble elves with wings like those of dragonflies or butterflies, bright as the dawn and as luminous as the full moonrise. Curious and shy, they prefer to observe from a distance, often playing harmless tricks on visitors to gauge their temperament, and possess innate powers of invisibility and magical pixie dust that can grant flight, confuse foes, or induce slumber. Proud of their appearance, pixies detest violence and would rather flee than confront danger.
Skeleton
Skeletons are animated remains of the dead, brought to life by dark magic in places steeped in death. They retain a rudimentary form of movement and thought, echoing the habits of their past lives while lacking any true connection to their former selves. Driven by necromantic energy, skeletons attack living creatures on sight unless commanded otherwise, and they do not require air, food, drink, or sleep.
Oni (X)
Oni are fearsome, demonic beings resembling ogres, with blue or green skin, dark hair, and short ivory horns. They possess the ability to shapeshift and hide their true form during the day, often masquerading as humanoids to lure unsuspecting victims. Known for their innate magical abilities, oni are cunning and manipulative, serving powerful masters in exchange for magic and luxury, while their insatiable hunger drives them to abduct and devour those they deceive.
Half-Ogre
Half-ogres are the formidable offspring of ogres and humanoids such as humans, hobgoblins, bugbears, or orcs. Towering at 8 feet tall and weighing around 450 pounds, these beings possess immense strength and resilience, often struggling with their dual heritage, as human mothers rarely survive their birth. The half-ogre born of an ogre and an orc is known as an ogrillon, embodying the raw power and ferocity of both parent races.
Ogre
Ogres are massive, brutish creatures standing between 9 and 10 feet tall, known for their incredible strength and legendary stupidity. They live a life of raiding and scavenging, driven by furious tempers. Ogres are greedy collectors, hoarding bizarre treasures and fighting over gold, while their primitive lifestyle involves crafting crude tools and weapons from the natural world.
Minotaur (X)
Minotaurs are savage conquerors born from demonic rites, embodying the primal essence of the hunt. They are driven by an insatiable lust for carnage. These solitary carnivores, descendants of cultists transformed by the Horned King Baphomet, charge into battle with a fearsome roar, overwhelming their enemies in a blood rage. Though they reject authority and organization, minotaurs breed true, forming an independent race that echoes the savagery of their dark origins.
Lich (X)
Liches are the remnants of powerful wizards who have embraced undeath. These gaunt, skeletal beings, with empty eye sockets glowing with malevolent light, are driven by an insatiable hunger for forgotten secrets and arcane mastery. Bound to their phylacteries, they must periodically feed on souls to maintain their existence. Liches are notorious for their cunning schemes, vast collections of magical artifacts, and their relentless pursuit of immortality, often at the cost of others' lives.
Lamia (X)
Lamias are seductive and predatory beings with a beautiful humanoid upper body that transitions into a leonine lower body. They rule over ruined desert cities and forgotten tombs, using their magic to create illusions. With a penchant for hedonism and cruelty, lamias ensnare adventurers with their intoxicating touch, turning them into slaves for their amusement. They are minions of the demon lord Graz'zt, granted immortality and monstrous power in exchange for their loyalty. Darkvision 60 ft.
Merfolk
Merfolk are aquatic humanoids with the upper body of a human and the lower body of a fish, adorned with shell decorations. They inhabit vast undersea caverns and coral mazes, living in small hunter-gatherer tribes that reflect a rich diversity of color and culture, united only in times of common threat. Their settlements, illuminated by bioluminescent flora and fauna, are often defended with salvaged spears, as they lack the means to forge traditional weapons or build stone structures.
Medusa (X)
Medusas are cursed beings, once beautiful mortals who sought eternal youth and adoration, only to be transformed into serpent-haired monstrosities. Immortal yet isolated, they wield the power to petrify those who gaze upon them, surrounded by the stone remains of their past admirers, forever haunted by their vanity and the price of their hubris.
Harpy (X)
The Harpy is a sadistic creature, combining the body and wings of a vulture with the torso and head of a human. Known for their enchanting yet deadly song, they lure adventurers to their doom, reveling in the suffering of their prey. Once an elf cursed by the gods, Harpies now haunt treacherous cliffs and remote ruins, collecting trophies from their victims and delighting in the torment they inflict.
Hag (?)
Hags are ancient fey beings that resemble withered crones, embodying wickedness. Masters of dark magic, they thrive on blasphemy and deception, consuming human infants to propagate their kind. Hags are notorious for their love of dark bargains and trickery, surrounding themselves with grotesque decorations and monstrous minions. Despite their mutual hatred, they adhere to a strict code when interacting with one another.
Deep Gnome (X)
Deep gnomes, or svirfneblin, are small, sturdy beings that dwell in the twisting warrens and caverns of the Underdark. With gray skin that camouflages them against stone, they are known for their stealth and cleverness, often living in fortified enclaves led by females while males venture into the depths in search of gemstones. These gem harvesters have a deep-seated enmity for drow and often ally with earth elementals, using secret tunnels for both trade and escape.
Gargoyle
Gargoyles are malevolent creatures of elemental earth, resembling grotesque, fiendish statues that lurk among masonry and ruins. They can remain motionless for years, serving as ideal sentries, and are known for their cruelty and penchant for tormenting the living, often serving intelligent masters or demons in exchange for the thrill of chaos and destruction. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Ghast
Ghouls are undead creatures driven by an insatiable hunger for humanoid flesh, thriving in decay and death. Originating from the Abyss, they were created by Doresain, the first ghoul, who served Orcus. While ghouls are savage and mindless, ghasts are infused with greater abyssal energy, granting them cunning and the ability to command packs of ghouls.
Goblins
Goblins are small goblinoids standing between 3′4″ and 3′8″, weighing 40 to 55 lb. They possess flat faces, broad noses, pointed ears, and small sharp fangs, with eye colors ranging from red to yellow and skin colors of yellow, orange, red, or green, often determined by their tribe. Known for their short tempers and greed, goblins are taught from a young age to be aggressive and ruthless, taking sadistic pleasure in revenge. They are often ruled by Hobgoblins.
Drow
The Drow are a race of dark-skinned elves, with strikingly beautiful features and eyes of various colors, most commonly red. Known for their intelligence and forceful personalities, they thrive in a decadent society that values beauty and hedonism, masking their cruelty with sophistication. Raised with a sense of superiority, Drow view other races as inferior, treating them as pets or slaves, and are taught emotional detachment, preferring manipulation and emotional cruelty over physical harm.
Kobold
Kobolds are small, aggressive, and industrious reptilian humanoids, standing between 2 and 2.5 feet tall. They live in tribal societies, valuing their tribe's success above all, and are skilled miners and trapmakers, often creating elaborate lairs underground or in thick forests. Resentful of their stature, they harbor a deep-seated hatred for larger creatures, looting and occasionally enslaving their foes, while expressing their history through wall art and crafting jewelry from precious gems.
Succubi (X)
Succubi are alluring fiends that can take on any humanoid form. In their true form, they are breathtakingly beautiful, with flawless skin, red or raven-black hair, clawed fingers, bat-like wings, and sometimes small horns or a tail. Their kiss charms victims, rendering them willing to protect their succubus master. Known for their linguistic prowess, succubi can speak all languages, but they are lovers, not fighters, fleeing from conflict and preferring to work alone.
Goliath
Goliaths are towering beings carved from the very stone of the highest mountain peaks, embodying the harshness and beauty of their frigid realm. As nomadic tribespeople; failure can mean death, while triumph ensures the survival of their kin. With a fierce dedication to fair play, goliaths expel those who cannot contribute, yet they show compassion to the injured, believing that a warrior's death in battle is far more honorable than a slow decline into old age.
Yuan-Ti
Yuan-ti are a serpentine race with appearances ranging from nearly human-like to almost entirely snake-like, characterized by their scales. Highly intelligent and strategic, they excel in ambush tactics, favoring bladed weapons and slow-acting poisons, while their culture revolves around ancient temple ruins hidden in tropical jungles, where they engage in demon-worship and bloody sacrifices, with status determined by the prominence of their serpentine features.
Hobgoblin
Hobgoblins are formidable goblinoids, larger and stronger than their goblin kin, known for their cunning and martial prowess. While not inherently evil, they possess a violent temperament and lead industrious communities where they command goblins, favoring martial combat over magic, and expecting any spellcasters to support their military endeavors.
Gnome
Gnomes are small, energetic beings standing just over 3 feet tall and weighing between 40 to 45 pounds. With a lifespan of three to five centuries, they embrace life with enthusiasm, often becoming skilled engineers, alchemists, and inventors, unafraid to take bold risks and learn from their mistakes. Living in hilly, wooded areas, they enjoy the balance of underground and surface life, possessing superior vision in dark conditions and a natural intelligence that sets them apart.
Fairy
Fairies are small, winged fey resembling diminutive elves with delicate, insect-like wings. Known for their whimsical nature, they possess a variety of features, from animal-like anatomy to enchanting visual effects, and are capable of simple magic. While they can be diligent and hardworking, their reputation as mischievous troublemakers often precedes them.
Lizardfolk
The Lizardfolk are semi-aquatic reptilian humanoids that inhabit swamps. Towering over humans with powerful builds, they possess thick, scaly hides, sharp claws, and non-prehensile tails. Valuing sustenance over wealth, they acquire food through hunting and scavenging, and practice a unique tradition of consuming their deceased in ceremonial wakes. While often perceived as savage, they are not inherently evil, viewing themselves as superior to the 'softskins' of the civilized world.
High Elf
High Elves are graceful and intelligent beings, standing at human height but with a lighter, athletic build. They possess a natural affinity for the arcane, enhanced agility, and a strong will, allowing them to enter a trance for 4 hours each night instead of sleeping. Their longevity grants them a detached perspective on the world, often making them appear haughty and intimidating. High Elven cities are architectural marvels, seamlessly blending elegant structures with the beauty of nature.
Wood Elf
Wood Elves are a proud and compassionate race, with coppery skin and green, brown, or hazel eyes. They prefer to live in harmony with nature, often residing in the limbs of trees or in caves, or in homes crafted from natural materials. With a polyamorous approach to relationships, they value community and amiable relations over territorial expansion. While they reject the trappings of civilization, they are skilled hunters and accept natural magic as part of their connection to the world.
Imp (X)
Imps are small, cunning fiends standing about 2 feet tall and weighing around 8 pounds, often appearing in various animal forms but most commonly in a dark red humanoid shape. With leathery wings, prehensile tails ending in stingers, and sharp, twisting horns, they delight in corrupting mortals through trickery and temptation, serving their infernal lords with a duplicitous nature that masks their true intentions.
Nymphs
A kind of Fey, Nymphs are ethereal beings closely tied to nature, embodying the beauty and grace of the natural world. With an innate connection to elemental forces, they possess the ability to manipulate flora and fauna, often appearing as enchanting figures with shimmering skin and hair that reflects the colors of their environment.
Drider (X)
Driders are fearsome aberrations, transformed drow with the lower body of a spider. They retain their drow memories and personalities, but are consumed by shame, hatred, and a death wish, often seeking to die in battle against their former kin. As relentless hunters, they require blood every four days to stave off deterioration, and possess a venom that can paralyze foes. With the ability to climb walls and spin webs, driders are tireless predators, forever outcasts in drow society.
Dryad (X)
Dryads are ethereal fey beings bound to the trees of their woodland homes, embodying the spirit of nature. They are guardians of the forest, capable of communicating with plants and animals, teleporting between trees, and enchanting those who wander too close to their groves. While they remain youthful and alluring as long as their tree is healthy, harm to their home can lead to their suffering or even madness.
Tortle
Tortles are reptilian humanoids with large, protective shells. Their leathery skin ranges from olive-green to blue-green, and they prefer minimal clothing. Tortles are migratory, avoiding cold climates, and typically carry their homes on their backs, fostering a sense of freedom and adventure. They are eager learners, valuing beauty in the mundane, and while they live mostly in solitude, they cherish strong friendships and community ties, welcoming other races.
Animated Object
Animated Objects are magical constructs brought to life by skilled artisans, designed to follow commands and act independently based on their last orders. These beings do not require air, food, drink, or sleep, but their magical essence dissipates upon reaching 0 hit points, rendering them inanimate and irreparably damaged.
Satyr
Satyrs are fey creatures resembling stout male humanoids with fur-covered lower bodies, cloven hooves, and goat-like horns. Known for their hedonistic nature, they indulge in singing, dancing, and feasting, often dragging others into their revelries. They wield shortswords, bows, and magical pan pipes that charm or frighten foes, while their heads serve as formidable ramming weapons in combat.
Changeling
Changelings are a humanoid race with the ability to shape-shift into other humanoids, making them adept actors, spies, and criminals. In their true form, they possess pale grey skin, silvery hair, and blank white eyes, giving them an expressionless appearance. Changelings use 'masks' for superficial disguises and 'personas' for deeper identities. They are careful and wary, yet have expensive tastes and a passion for learning languages to enhance their disguises.
Aquatic Elf
Aquatic elves are a subrace of elves adapted to life underwater, characterized by their blue skin adorned with white stripes and patches. Tall and robust, they possess long limbs, webbed fingers and toes, and visible gills, allowing them to thrive in deep waters. Isolationist by nature, they build self-sufficient communities in calm waters, relying on kelp farms and fish hunting, while holding communal ownership and sacred promises in high regard. They do not trust outsiders.
Orc
Orcs are a warlike race characterized by their grayish skin, coarse black hair, and striking reddish eyes. Known for their quick tempers and preference for violent solutions, they approach life with a survivalist mentality, believing in subjugating enemies and hoarding resources, which often leads to conflict with other races and among themselves. With an average lifespan of just 40 years, Orcs are creatures of action, driven by a culture that prioritizes warfare and dominance.
Centaur
Centaurs are majestic beings with the upper body of a humanoid and the lower body of a powerful horse, standing around 7 feet tall and weighing approximately 2,100 pounds. Known for their strength and pride, they inhabit temperate forests and live in tribal hunter-gatherer societies, striving for harmony with nature while fiercely defending their territory when threatened; those with a wanderlust often seek adventure and companionship, though they disdain being treated as mere pack animals.
Tiefling
Infernal heritage with a natural affinity for dark magics.
Human
The most versatile and varied of races, without specific strengths or weaknesses.
Half-Orc
Brute strength combined with human adaptability.
Halfling
Small, nimble and resourceful, able to easily evade danger.
Half-Elf
Sharing characteristics of both humans and elves, versatile and adaptable.
Gnome
Small, curious, and inventive, skilled in arcane arts.
Elf
Graceful and wise, with an affinity for nature and magic.
Dwarf
Stout and strong, skilled in metalwork and masonry.
Dragonborn
Born of dragons, these creatures are large and in charge, with a breath weapon.