Trying to dissect the rhetoric of your Monster Manual to find all the racism against monsters, starting with using the term "monsters" for sapient beings. Whoops?
......Sorry about that!
Law schoolâs kind of a bitch, it turns out.
On the bright side me and my friends have a bevy of 5e games that are going really really well. I have some really cool characters, some really cool stories, some really cool settings, and with some really cool people.
5th Edition is just, ugh, I could sing its praises for days. Mechanically, Iâve never seen D&D be just so smooth in operation, and so easy to understand. Like generally if thereâs any quibbling over rules interpretations, itâs more akin to interpreting a weirdly-worded phrase out of the Constitution, rather than deciphering hieroglyphics.Â
All the classes feel really good and fun to play, even/perhaps especially the so-often-maligned Fighter. Itâs a really good game system, even if itâs arguably a bit too heavy on the combat focus, and honestly thereâs never been a better time to get into, or get back into, Dungeons & Dragons. 10/10, the most fun I have with my friends on Friday nights.
Expect an article maybe in a week or so, I got a couple ideas on what to do. Oneâs slightly obscure, and the otherâs gotten some more airplay recently thanks to Mordenkainenâs Tome of Foes.
...Oh, hey! Speaking of which! My dearest darling obscure D&D creatures, the gun-toting imperialist mercenary hippo-people, the Giff, are in Mordenkainenâs Tome of Foes! They have a special ability to huck a barrel of gunpowder at a target 15 feet away from them! Despite the blast radius on that barrel of gunpowder being 20 feet, meaning they will almost certainly always be in the blast radius of their own attack, on that front. I love them. Theyâre amazing. I hope they receive official (or at least âUnearthed Arcana PDFâ official, if not âactualâ official published content) player stats sometime in the future.
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Selkies! Everybodyâs favorite Celtic seal-women! ...Well, theyâre usually women, anyway. Women who put on sealskins that transform them into seals. Unless theyâre seals that remove their skins to transform themselves into humans? Bit of a chicken-or-egg dilemma there.Â
Though something I cannot ignore right now is that the art in this edition for selkies is nothing short of hideous. Lemme tell you, the weird misshapen webbed hands, the tiny legs coming out of that squat flat butt, that face, itâs just so unappealing. All you had to do was draw a seal, and then like some tasteful shot of a woman draped in a sealskin right next to it, with the connect between them fairly implicit, not this weird not-quite-one-not-quite-the-other look yâall got going on.
General:
âSelkies are seal-like beings that have the ability to change into human form for a few days at a time.â
...A few days? Thatâs it? What for? In most selkie stories Iâve ever heard about, yes, the selkie does eventually return to her seal form, but itâs more just that she has this innate desire to be free and in the sea, whereas this seems to imply some kind of like...physical limitation? Is this an Animorphs situation? Will the selkie become human permanently if theyâre in human form for more than a week?
âWhen in their true, seal-like forms, they are nearly indistinguishable from normal seals. Close inspection of their arms, however, will reveal the presence of slightly webbed hands instead of fore flippers and legs instead of a tapering body and rear flippers.â
Yeah, âClose inspectionâ, my ass. The structure of those grody hands are pretty markedly and immediately distinguished from a regular seal flipper. The only time this guy wouldnât get weird looks was if the water was murky. And even then, most people who got a good look would be all, âpoor dear, itâs got malformed flippersâ. And the legs, just... no, thatâs pretty much entirely different from a sealâs legs. It gives the body an entirely different profile. The selkies will look like potbellied swimmers in wetsuits from a distance, only for people to think theyâre just really misshapen seals for whom every waking moment of life is agony with their accursed limb deformities. And then someone will probably be like, âOh wait, theyâre probably just selkies.â
Like I really donât think this was the best way to go for this creature, guys. You should have given them a regular seal form, and a regular human form; this half-and-half thing they got going on is nothing short of disturbing. And like, there can still be telltale signs in either form that this is no ordinary human/seal, like maybe some kind of special birthmark, or maybe selkies in human form are notably hefty, because the seal blubber doesnât just disappear when the sealskin comes off, but this ainât the way Iâd go, with the limbs, and...yeesh.
âOnce a month, each selkie is able to assume human form for about a week. Usually selkies prefer to briefly visit the realm of men (which they call the âoverworldâ) out of curiosity, but sometimes they are ordered to go forth and purchase desperately needed supplies or information.â
Iâm still weirded out by the timescale provided, here. That doesnât seem long enough. A week per month? But at least the reasons given for why they go to the surface are certainly reasonable. For fun, when it isnât for food or information. Simple but not stupid.
âWhen in human form, selkies are very attractive indeed and their fine looks have broken more than a few overworldersâ hearts. Their eyes are particularly noticeable as they are always either a bright emerald green or startling light blue. Since the selkie transformation is not a spell or magical effect, only spells like true seeing will reveal a selkieâs true nature, although their peculiar mannerisms and predilection for seafood also might.â
I like this, honestly. Unless you know to look for the eyes, or if theyâre really, really not good at blending in with the surface-dwellers, selkies are hard to suss out. Adds an air of mystery when the partyâs benefactor only shows up a week every month and insists on holding meetings at the local crab shack. And then someone makes the connection and all the eccentricities click.Â
Combat:
âSince selkies are unable to swim quickly while carrying weapons, 90% of selkies encountered underwater will be unarmed. They use their sharp teeth whenever they are cornered but prefer to use their impressive speed underwater to escape superior odds. If encountered on land, selkies are wise enough to bear human weapons, most likely swords scavenged from the wrecks of ships.â
...Nothing much to add, really. Itâs all fairly sensible. Seriously, selkies are hard to make unlikable, to me.
Habitat/Society:
âSelkie communities are divided between male and female, with females usually outnumbering males, as male selkies are he hunter/gatherers throughout the often dangerous waters nearby.â
Ugh, I say that and they immediately fall into the same bizarre job dichotomy the centaurs did...
âHowever, both aspects of selkie âcommunityâ (domestic and provider) are equally respected within the lair, and no sex is accorded undue privileges.â
Oh! Well, thatâs good at least. You immediately caught yourselves, selkies. Donât disappoint me, now.
âSelkies inhabit only colder waters and there are both saltwater and freshwater varieties. Selkies almost always build their lairs in water-filled regions--selkie young must be raised in an air-filled environment for about their first year.â
Huh! Well thatâs...interesting, I suppose?
âAs mentioned earlier, selkies often find and explore wrecks of sunken treasure. Most selkie communities have hoarded at least some booty (especially pearls), keeping those otherwise useless trinkets only for purposes of trade with the overworld.â
This is one of those times where again Iâm like âthen what the fuck else do they have for currency, unless they have some sort of barter system or communistic command economy type thing going on?â I mean, okay, yeah, a lot of times in an emergency situation when it comes right down to it, money doesnât *do* anything...but in day-to-day situations, you exchange it for goods and services! How âbout that shit! You use it for trade, but itâs otherwise useless? ...Well yeah, guys, itâs money, that is its use. Like, duh. I know youâre trying to make a little bit of a hippy-dippy âtheyâre like, beyond money, maaaan!â sort of statement, but it comes off to me like youâve just said âthey use moneyâ in the most roundabout way possible. Granted, they only use money with surface-worlders, and that does leave gaping holes in how their society works, but whatever.
âOnly selkies who have visited the overworld many times have ever acquired a taste for ornamenting themselves like overworlders, and can be distinguished from more traditional selkies immediately. For obvious reasons, these more experienced selkies are often the best representatives to deal with if one is an overworlder. Selkies can be hired and have a limited knowledge of overworlder culture.â
Of course, the whole fact that there are more surface-experienced selkies out there, kind of raises the question as to what one of these selkies would do in the fairly-typical-in-the-old-tales scenario where their sealskin was stolen.
...Though, that said, hold on: where are their transformative sealskins? I donât think Iâve seen anything in this passage that more than vaguely hints in the direction of their traditional, mythological means of going from one form to another. Which is frankly bizarre. Why even have selkies if youâre not going to include the sealskins...?
âAll magical treasure recovered by selkies is immediately commandeered for the good of the community and the lairâs defense.â
Ah, so they at least have some sort of community militia, outfitted with the best salvaged magical loot. Good! This is a good thing. I like it.
Ecology:
âSelkies are omnivorous, preferring to eat fish, shellfish, crustaceans, and various forms of seaweed. Those that have visited the surface are often partial to human fare as well. Selkies are particularly suceptible to fine wine, which is to be expected since these intoxicants are unknown below the seas.â
I mean I guess that makes sense? I just fear that too much wine will like, get some landlubbers whoâve caught onto the whole selkie society to start economically exploiting the selkies by selling them wine, and...
Eh, you see where Iâm going. But like I said, it makes sense, to me.
âSelkies are sensitive about their environment and harvest only what they need to survive. It is worth noting that selkie representatives lobby heavily whenever local overworlder environmental issues threaten selkie existence. Most selkie communities have learned the value of dropping a few pearls here and there in order to get what they want from men.â
Well, theyâre a cut above the centaurs by actually trying to actively influence human environmental policy through financial incentives. Being the change they want to see in the world, and all that.
âWhile selkies in human form are quite beautiful, they are fortunate indeed that their pelts have little value in overworlder markets. They are, therefore, without any special enemies besides those common to seals and all ocean-dwelling beings.â
...Huh. You know, itâs weird, but I think that is the first, last, and only mention of the whole selkie pelt thing, and even then the fact that its tied to their transformation is only implied. So if you had no idea what a selkie was coming into this, I guess youâre going to be a tad confused where this note about the pelt is even coming from.Â
Also is this meant to be a subversion of the common selkie narrative of âselkie in human form gets stuck that way when some prick takes her pelt and forces her to marry himâ thing? Like âOh, uh, seal pelts arenât worth much, so, uh, you donât gotta worry, or nothing.â Itâs weird.
Selkie, Leader:
âEach venerable leader of a selkie community can cast the following spells once per day, one spell per round: augury, cure light wounds, and cure disease. Leaders can also cast weather summoning and control weather once per week. Selkies fear the wrath of the sea should they ever use their powers for ill.â
...Wait, all selkies need to do to get these spells is to...get old? Or do they need to both be old and be generally accepted as a leader of their community? I do like the sort of ominous warning at the end there. It almost implies like, a wrathful sea god, or something, who will totally Odyssey you for a decade if you screw with him.
Overall:
...I like âem! You know, itâs weird that the whole pelt transformation is only even implied just the one time in the text, but they seem pretty placid and agreeable. Totally unlike the centaurs from last time, geez. Really my biggest critique is that their seal form is ugly as all hell. Look at that thing. Honestly. Just, draw a seal, have them be a seal in seal form. They wonât be able to use weapons, but seals got big olâ teeth, you guys. Theyâll be fine.
Yet another creature cribbed from Greek myth, where they were all rapacious drunken wild men who would rampage through the countrysides in whirlwind orgies of sex and violence, except for Chiron, who was pretty much the only decent centaur. So, youâd think centaurs would be perfect for yet another âtheyâre evil bandits, kill them, kill them allâ sort of entry in the Monstrous Manual, right?
WRONG! See, they look more human than orcs or hobgoblins or kobolds (at least, from the waist up), and beings so human-like could not possibly be evil, right?
Though having said that, they might still be just a little evil, in a manner the writers of this book probably didnât intendâŚ
Yet another creature cribbed from Greek myth, where they were all rapacious drunken wild men who would rampage through the countrysides in whirlwind orgies of sex and violence, except for Chiron, who was pretty much the only decent centaur. So, youâd think centaurs would be perfect for yet another âtheyâre evil bandits, kill them, kill them allâ sort of entry in the Monstrous Manual, right?
WRONG! See, they look more human than orcs or hobgoblins or kobolds (at least, from the waist up), and beings so human-like could not possibly be evil, right?
Though having said that, they might still be just a little evil, in a manner the writers of this book probably didnât intend...
General:
âCentaurs are woodland beings who shun the company of men. They dwell in remote, secluded glades and pastures.
The appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being and the lower body of a large, powerful horse.
Centaurs speak their own language and some among them (about 10%) can converse in the tongue of elves.â
Well! Short, sweet, to the point. Though it is a little odd that they donât speak common. Hell, only a minority of them bothered to learn Elvish.
I wonder why Elvish, though? COULD THEY BE ESTABLISHING A THEME?
Yes, yes they are, but first...
Combat:
âA band of centaurs is always armed, and the leaders carry shields.â
...Thatâs a little bit of an ominous way to put it, isnât it? âAlways armedâ? I mean I suppose an adventuring party doesnât have any room to talk, since your average D&D party even at low levels has enough weaponry to besiege a small town, but are there no centaur civilians? And donât they ever get tired of carrying their weapons? I suppose in theory they could utilize their own horse-backs for cargo transportation purposes, but the illustration up top is clearly an invocation of some kind of nubile noble savage archetype, what with the complete and utter nudity.
âHalf of the centaurs will be wielding oaken clubs (the equivalent of morning stars), one quarter will carry composite bows and have 10-30 arrows (either flight or sheaf, depending on the current state of affairs in the area). The remainder of the band will be leaders (AC4; HD5) using medium shields and medium horse lances.â
Okay, see, again, the wooden clubs and the bows and arrows are again sort of tying into an implied âenlightened nature-loving savageâ theme, like elves (COUGH COUGH) only even more so, and yet the leaders have medium shields and horse lances, like medieval knights. Like, alright, if you want to go for the jousting imagery, because they are, in fact, literal horsemen, it doesnât make sense to me to have the leaders and only the leaders being knights if the rest of their society isnât at that same level of cultural development. Though thatâs just me.
âCentaurs make 3 attacks each round in melee: once with their weapons and twice with their hooves.â
Oh, shit. Like, no joke, thatâs nothing to scoff at. Taking a horse hoof to the head will seriously ruin your day, perhaps the rest of your life.
Habitat/Society:
âCentaurs are sociable creatures, taking great pleasure in the society of others of their kind. Their overall organization is tribal, with a tribe divided into family groups living together in harmony. The size of the tribe varies, it range [sic] from 3-4 families to upwards of 20 families. Since males have the dangerous roles of hunter and protector, females outnumber males by two to one.â
...Wait, wait, females are twice as numerous as males, just because the men are the hunters and warriors? The turnover rate is that fucking high? What the shit? When the gender imbalance is that high, I donât care how conservative and traditionalist these centaurs are, you need to start getting some warrior women up in here.
âThe centaur mates for life, and the entire tribe participates in the education of the young.â
So the children are raised by the tribe as a whole, and yet we still have separate gender roles, with the men hunting and warring, and the women doing...everything else, I guess?
âThe lair is located deep within a forest, and consists of a large, hidden glade and pasture with a good supply of running water. Depending upon the climate, the lair may contain huts or lean-tos to shelter the individual families. Centaurs are skilled in horticulture, and have been known to cultivate useful plants in the vicinity of their lair. In dangerous, monster infested areas, centaurs will sometimes plant a thick barrier of tough thorn bushes around their lair and even set traps and snares. In the open area, away from the trees, are hearths for cooking and warmth. If encountered in their lair, there will be 1-6 additional males, females equal to twice the number of males, and 5-30 young. The females (3 Hit Dice) and the young (1-3 Hit Dice) will fight only with their hooves, and only in a life or death situation.â
Okay, okay, hold up, hold up.
First of all, itâs a little creepy how you keep referring to them very clinically. âMalesâ, âfemalesâ, and especially âyoungâ. Theyâre children, for Godâs sake. Second of all, WHAT THE FUCK WHY ARE YOU PROVIDING THE HIT DIE FOR THE FUCKING CHILDREN ARE YOU FUCKING EXPECTING A FUCKING GAMING GROUP IS GOING TO FUCKING GO OUT OF THEIR FUCKING WAY TO FUCKING MURDER CHILDREN
Third of all, why are the women unarmed? Like, if theyâre the ones handling the horticulture, and they pretty much have to be if the men are out hunting and/or fighting, they should at least have gardening or farming tools that could serve as makeshift weapons.
âCentaurs survive through a mixture of hunting, foraging, fishing, agriculture and trade. Though they shun dealings with humans, centaurs have been known to trade with elves, especially for food and wine. The elves are paid from the group treasury, which comes from the booty of slain monsters.â
Thatâs...thereâs an, um, an unfortunate little problem, with this concept. Well, more like a pair of problems, rather. And less âlittleâ and more âgiganticâ.
So, first of all, they shun dealings with humans, but they trade with elves? Why? Do they just scoff at humans not being âclose enough to natureâ, or whatever? If someone is willing to trade you for a fair price, why not deal with them? Whatâs with these strange forest sanctions?
Secondly, all of their money in their treasury comes from âthe booty of slain monstersâ??? Excuse me? Like, okay, granted, what the writers deem a âmonsterâ is a far looser set of criteria than what I use, obviously, but usually I deem a monster to be some kind of nonsapient and usually supernatural man-eating creature, of some sort. Now most animals have absolutely no concept of the value of money, and so have no reason to keep any on their person. So obviously, the âmonstersâ that they slay must have enough higher reasoning to utilize currency. Going by the other examples given in the book, then I would presume the âmonstersâ that they slay are orcs, goblins, kobolds, and other fully sapient, thinking creatures capable of reason, even if they arenât often portrayed as such. So, basically the centaurs straight-up murder any orc who wanders into their territory, presumably, given the extreme isolationist xenophobia on display by these centaurs, even the ones who were honestly simply lost in the woods, and take their money for their treasury. That is a lot of forest murder in order to generate enough revenue to pay elvish traders. Inter-polity economics donât come cheap! I mean, they donât think to sell any surpluses they might have from the hunting, foraging, fishing, or agriculture mentioned at the beginning of the same paragraph?? Their monetary economy is literally dependent upon there regularly being enough orcs (or other sapient humanoids who lack a sufficient amount of physical beauty) who wander into the woods, maliciously or otherwise, where the centaurs then murder them and take their stuff. That is not a way to generate long-lasting revenue for your economy, thatâs a good way for anybody with half a brain stem to notice, âOh hey, I know of at least 15 people who went into those woods and were never ever heard from again, maybe letâs avoid them.â I mean, again, I suppose adventuring parties have no room to talk in the arena of âkilling people and taking their stuffâ, but at least those are small groups of individuals, not whole tribal communities large enough to trade with developed elvish states.Â
âThe territory of a centaur tribe varies with its size and the nature of the area it inhabits. Centaurs are also not above sharing a territory with elves.â
M-multiculturalism? Could it be? For once, an instance where two races live peaceably in a cosmopolitan mix of people?
âThe attitude of a centaur toward a stranger in its territory will vary with the visitor. Humans and dwarves will usually be asked to leave in a polite manner, while halflings or gnomes will be tolerated, and elves will be welcome.â
Oh. No. Itâs just centaurs being racist pricks towards anyone who isnât an elf, who for some bizarre reason are apparently the only species the centaurs see as equals?? Like, the language of them âtoleratingâ gnomes and halflings suggests a sort of intolerance, ironically enough. Like, if a gnome or halfling wanted to live among centaurs, for whatever reason, it seems that theyâd quickly become a second-class citizen within the tribe. But hey, at least theyâre not one of those nasty humans or industrial-minded dwarves. God forbid even a single tree be felled to fuel a hearth.
Hearths that centaurs have in their forest lairs, according to this same article.
...How does the smoke not give them away, I wonder? I just noticed that.
âMonsters will be dealt with in a manner according to the threat they represent to the welfare and survival of the tribe. Were a giant or dragon to enter the territory, the centaurs would pull up stakes and relocate, while trolls and orcs and their like will be killed.â
Ah. Mm. Right. Okay. So. If a tribe of orcs, desperately searching for a land they can call their own, settle in your forest, because youâve been hiding out in your secret special awesome secret glade and havenât bothered to make it clear that these lands are already taken, you would prefer to murder them all in lieu of peaceable diplomatic negotiations beneficial to all involved?Â
Oh, wait, right, these orcs will probably have cash. How else are you going to buy some sweet elvish brandy if you donât murder these orcs, men, women, and children, all, to get your hands on their pocket change?
Of course, the fact that they would move out of their forest if a giant or dragon came to town kind of makes their tree-hugging isolationist xenophobia ring a little hollow. It comes off as like, âThis is OUR forest, and we shall defend its boughs until our hearts beat their last! Unless youâre bigger than us, in which case, fuck it, weâll find another forest. Thereâs plenty, who even cares?â
Like, okay, dragons are a pretty hard to deal with problem, granted, but if itâs just the one giant, at least he canât fly like the dragon can, and I doubt he can outrun you, so if you just did the horse-archer schtick and hit-and-fade a bunch you could probably drive him off, if you all worked together. But then, if you wanted to be most effective in this regard, youâd really, really want to abandon your tradition of having your women be near-total noncombatants, despite outnumbering the men two-to-one. There is strength in numbers, especially when weâre talking about having enough arrows to blot out the sun.
âCentaurs will take the treasure of their fallen foes, and are fully aware of its value. Most male centaurs have a small coin supply, while the tribe has a treasury which may well include some magical items. Leaders will have twice the normal individual treasure. This treasure is used to buy food for the group, or to ransom (90% likely) captured or threatened members of the tribe.â
So you donât mint your own money, you take it off of people that you kill. And if you have enough money that most male centaurs have a coin purse, on top of the previously-mentioned treasury, and this supplies you with a not-insignificant amount of magical items, I again must ask: how many people are you guys murdering?! Because with the wealth you have been described as having, and given the one way that the reader has been informed that you collect it, that means that you either have killed one particularly wealthy orc, or, far more likely, have been murdering hundreds, if not thousands of orcs over the years, and rifling through their pockets for change.Â
And worse yet, this isnât just one centaur tribe, this is every centaur tribe, since this is an entry for the species as a whole. Every centaur tribe has a fairly substantial treasury funded by the dead bodies of orcs who may well have simply made the mistake of being in the wrong place at the wrong time, because as youâll recall, the centaursâ policy towards orcs in their forests is strictly of the âshoot first, ask questions neverâ variety.
âWhile basically neutral or chaotic good, centaurs have been known to become rowdy, boorish, and aggressive when under the influence of alcohol. They are also extremely protective of their females and young.â
...So, a species of strangely forest-obsessed frat-bros?
âCentaurs are basically pastoral, but will react with violence if their lifestyle and survival is threatened.â
Alright, that seems reasonable in theory, and yet so far the examples provided of them acting violent towards intruders donât seem to be justified by this line of thought. What do these centaurs see as a âthreat to their lifestyle and survival?â Because it seems that they believe that you are a threat to their lifestyle or survival by dint of being born an orc, in a lot of cases. If a human or dwarf whom they âpolitely asked to leaveâ then refused to leave as asked, would the human or dwarf then become a threat to their lifestyle or survival, too?? They kind of come across as racist Luddites.
Ecology:
âThe centaur lives in close harmony with nature and spends its lifetime carefully conserving the natural resources around its lair. The race seems to have an innate knowledge of how to achieve this precious balance.â
Though with the way they treat non-elves, it certainly doesnât seem that theyâre willing to share any knowledge about the subject to anybody who doesnât already know it. I mean, some protectors of nature youâve turned out to be, if you donât bother to teach others how you manage to do it so efficiently, even though that would be the most effective way of preserving the environment, by spreading your techniques.
âIf forced to chop down a tree, a centaur will plant another to replace it. Centaurs never over hunt or over fish an area as a human group might do, but choose their game with care, limiting the amount they eat.â
Ah. Do you also have proper birth control? Because if the answer is no, if your population growth is positive, then it doesnât matter how much you limit the amount you eat, your population will eventually outstrip your ability to acquire food in a sustainable manner, and youâll have to look to outside sources, which means youâll need a source of income, which means youâll go on another pogrom against orcs, goblins, kobolds, or anybody else who doesnât look like you and whom you assume âwas probably up to no good, anyhowâ, because your economy is LITERALLY SUSTAINED BY HATE CRIMES.
Overall:
Okay, like, I know it wasnât the intent of the writers, because they themselves were working with the assumption that orcs were either evil to a man, or the exceptions were so rare that it wouldnât be worth it to give any random orc your run across the benefit of the doubt, but from a more nuanced perspective where no, not every orc is a bloodthirsty evil psychopathic maniac who would attempt to murder you as soon as look at you, then their entire economy is literally founded on hate crimes. To these centaurs, orcs, who have Intelligence scores, and therefore are sapient, and have all the free will that any other sapient species does and can choose not to be evil, are simply monsters that can be killed, their corpses rifled through for money and trinkets to throw on the community money pile.
That attitude combined with their haughty disdain for humans and dwarves, and what seems to be only thinly-veiled disdain for halflings and gnomes, makes them seem less like wise and noble guardians of the forest, and more like xenophobic isolationist racist Luddites who will murder you for looking funny while also being on their property, which they apparently donât mark, considering they live in secret glades while the men go out and stalk the woods for âintrudersâ, intruders who probably didnât know that this forest was already occupied because nobody bothered to warn a guy, first. And their weird nonsensical misogyny is just a topper on a cake of horrible. Like, thereâs a trope called âMen Are The Expendable Genderâ, but I donât think that trope should be in play when men are literally so scarce that they are outnumbered by women two-to-one. It does not make sense.
All in all, their alignment being âChaotic Goodâ is nothing short of baffling. The most âgoodâ they do is living in a way that is environmentally friendly. A way that they have not deigned to share with âpollutersâ like humans and dwarves, despite that if they lived like you, you wouldnât have any reason to disdain them, and the only way theyâd learn these secrets, it seems, is if you bothered to get off your high horse and teach them a thing or two, you jackasses!
...So yeah, they need a rewrite. The drunken marauders would almost be better, quite frankly, because at least their violence was fueled by hedonistic drunken revelry, and not hate-crimes with a monetary goal.
Have you considered doing analysis on more recent material from D&D, like 5e? I'd be very interested to see your take on the stuff in Volo's Guide to Monsters.
Alright I know this is a question from like six months ago at this point but itâs something I wanna bring up, is that like, Iâll get to stuff that isnât AD&D in a nebulous âeventuallyâ kind of way. Like, due to college and other life shit going on (which is the reason posts on this blog can be so, *ahem*, sporadic) a lot of my non-AD&D books are several hundred miles away, so it wouldnât happen until at least I get those back. Like, thereâs a bunch of 3.5 stuff I really wanna cover, at some point in time, including/especially the Playerâs Handbook, where half-orcs are literally the only player race that gets a net -2 to their stat spread, whereas everyone else is at a net 0. Like 3.5 at least seemed to know a little more about what it was doing in terms of realizing that maybe not every single orc is irredeemably evil, from birth, but the farther we get away from it the more the cracks show, as with AD&D. Like, thereâs a whole splatbook in 3.5 about playing monstrous humanoids, which was in many regards a step in the right direction, and in many others, not, because in most respects the rules for playing monsters sucked because of empty âmonsterâ levels that were supposedly to balance the âhideousâ power of playing, say, a bugbear, or a minotaur.
In fact Iâd have to work out how to make it work in my formatting, and not make it take literal days to read, but Iâd like at some point to make articles about some AD&D splatbooks, too. Maybe be like an overview with the excerpts being the âbest hitsâ, so to speak? I dunno. Maybe break them up into groups, or chapters. I still need to consider it. The Book of Humanoids, from AD&D, at least, has a roughly similar entry style compared to the Monstrous Manual, so that at least should be pretty easy to get that ball rolling.And say what you will about 4th edition, I thought the removal of negative racial stats was a good idea, because it made certain races more optimal for this role or that, while not making them totally unusable in any other role, just merely sub-optimal. Though honestly I will admit the very heavy combat focus of 4E kind of makes analyzing its fluff a little bit of a losing proposition, in my opinion? Like I remember looking through some 4E Monster Manuals and being like â??? This is just stat blocksâ, with maybe a token paragraph, or somesuch.Though I liked how they provided player stats for a handful of monsters in the back of every monster manual, if you wanted to be a bullywug, or a gnoll, or what-have-you.
Now, 5th Edition, from everything that I have seen, read, and just within the last couple of weeks personally experienced, is really, really good.âŚLike I havenât had a lot of opportunity to analyze a lot of the fluff, I donât have many 5E books, but as a game itâs really tightly designed and has a whole lot to offer in terms of like, player customization and choice, and making every class feel like theyâre doing something useful within their role, and not having as bad a time power balancing the wizards versus everyone else as compared to 3.5, especially, and without having to resort to the âeveryone has kinda-sorta magicâ solution of 4E. It feels like itâs simplified without being dumbed down? And I just, like it a lot, already, and I havenât even done much in it. Like, the classes, the archetypes, I think itâs really cool. And they do have playable minotaurs, even, thanks to a PDF off the Wizards of the Coast website. âŚTheyâre Dragonlance minotaurs, but flavor can be mucked around with, when youâre a DM. Itâs liberating that way. As for Voloâs, I havenât read it myself, but I have a friend who has, and heâs told me Iâll especially want to take a good long look at its take on kobolds, which, Iâve heard, suuuuuuuuuucks.Like, they get a whole mechanic based on groveling like sniveling cowards?? A racial mechanic?? So any/all kobold PCs could do this??I mean, minotaurs always having a melee weapon available on account of the horns, that makes sense, because unless theyâve been cut the hell off, every minotaurâs going to have horns to headbutt people with, right? I mean, in theory a minotaur could be born naturally hornless, like polled cattle in real life, but I digress; the whole point about a racial ability is that it should be something universal, that anybody of the species has the capacity to do, usually based on an integral physical trait, like the dragonborn and their breath weapons, or the half-orcs and their ability to go down swinging because of their adrenaline, or whatever it is. But groveling and cowardice?? For shame, Volo. Thatâs some anti-kobold libel. Youâd better hire a top-notch barrister, Volo, because whatever international organization for kobold civil rights exists in your setting is going to be breathing down your throat any minute now.Of course, if itâs Forgotten Realms, like a lot of 5e fluff seems to be almost implicitly, then he might get off scott free, but, erâŚ
Uh, but yeah, stuff that ainât AD&D is coming, eventually.I suppose itâs that AD&D stuff is almost like, low-hanging fruit? Like it talks so matter-of-factly and cut-and-dry with no room for nuance about a lot of these races that of course they donât stand up to even the barest of scrutiny. :PâŚAlthough come to think of it, I could at some point do a little analysis of the 5E playable minotaur, like I did with the 5E aarakocra, and see how I like their fluff.Which I suppose would just devolve into a review of the Dragonlance settingâs interpretation of the minotaur, since thatâs what the 5E minotaur explicitly is? ButâŚ?Eh. Centaur article should be along pretty quick, by the way. ^^I totally wasnât inspired to do it because Orisa came out in Overwatch, or anything.Â
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Speaking of âgoofyâ monsters that really arenât, these are the âlava childrenâ from early Dungeons and Dragons I think theyâre fucking nightmarish:
Theyâre the fucked up children of an Earth and Fire elemental who abandoned them deep underground where they somehow (SOMEHOW, ITâS NOT DESCRIBED) kept multiplying and they can pass through metal or minerals like air and their identical little kid faces are always, always smiling.
Because they are in any way interesting they consistently end up on âtop ten dumbest D&D monsterâ lists and modern re-imaginings completely ruin the point by trying to make them look badass:
The original Fiend Folio had a lot of concepts that are dragged up on Cracked and Something Awful âdumbest monsterâ lists solely because their art is poorly done, and not because the concepts themselves are bad (case in point: Flumph).Â
My vote for âdumbest monsterâ is probably the Flind or Lizard King. One of those things that are literally just âan existing race with better stats because monsters are made of arbitrarium in earlier editions.â
I vote for the amount of stuff in early D&D that exists just to troll players. Like⌠Itâs not interesting to have to check if the floor, ceiling, door, treasure chest, and that pair of pants inside the treasure chest is actually a monster that wants to kill you - all of which, as I recall, exist in the various monster tomes of early D&D. It makes little to no sense on an evolutionary perspective. I know âA wizard did itâ is an explanation that exists (and in some cases âevil prankster wizardâ specifically), but we all know thatâs a cop out for world building, giving us something thatâs neither interesting from a game play perspective, nor which actually makes sense from a world building perspective. So why are they there? (*Checks*: Lurker Above, Trapper, Stunjelly, and Mawler being the ones I was thinking of there, apparently. On top of the Mimic which I go into in more detail below)
Thankfully itâs only the treasure chest mimics that have survived into popular culture, though they seemingly exist everywhere these days to the point of almost getting eye roll responses from me at this point. Donât get me wrong, trapped stuff makes sense in many contexts. Cursed stuff makes sense in some cases. Even general shapeshifters that realize there are treasure hunters in town so varying the stuff they usually disguise themselves as to either look innoculous for an evade or ambush, or inviting for an ambush specifically. Monsters disguised as a pair of trousers in the hopes that a wandering adventurer happens to be the right size to wear it, and change lower body garments in front of their colleagues while treasure hunting⌠Not so much.
(And, honestly? The attempts to make Mimic type monsters look realistic or believable in an otherwise realistically rendered world by either going full on Eldritch Horror or trying to make them look believable as a realistic monster? Just emphasize how ridiculous the concept is to me, because they always either have to concede to making them Eldritch abominations even in otherwise fairly traditional fantasy, or they make them look utterly ridiculous - the more cartoony a world, or more open to otherworldly monstrosities a world is, the easier it is to buy their existence. Game that looks like a Saturday Morning cartoon? Sure, Iâll buy into treasure chests with teeth lying in wait for unwary adventurers existing in this world. Gritty ârealisticâ fantasy world. Just not able to buy it in that world.)
Oh god thatâs right. Monsters that exist solely to troll players are something I kind of blanked out on (possibly because my group has generally agreed not to use them, unless someoneâs running a pre-made adventure). They were really popular in early D&D; Gary Gygax was the original killer-DM-who-hates-his-players and the hobby has suffered a lot from him.
The same Fiend Folio that gave us the Lava Children also gave us the Nilbog, which also exists to troll players and from a game design standpoint is probably the worst monster ever. This is the actual entry from the book:
This creature looks exactly like a normal goblin and has all the characteristics of that race (see ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL - Goblin) with one important exception - it suffers from a curious spatio-temporal reversal. It remains a mystery why only goblins are susceptible to this strange disorder. Nilbogism (the name given to the disorder) appears to occur when overly heavy use of magic strains the fabric of the space-time continuum, and leads to some very strange localised events. The coincidence of conditions which lead to nilbogism is extremely rare and is only imperfectly understood. Although the creature itself does not in any sense transmit the disorder to those around it, some of the effects are transmitted.
Many and varied accounts have been received about the nature of the space-time disturbances which take place in the presence of nilbogs. Only one factor appears to be common - the adventurers will have no control over their own actions and will generally pursue courses of action contrary to their normal intent; for example they may feel an overwhelming compulsion to load all their treasure into an empty treasure chest in the nilbog lair and leave empty-handed. There are no saving throws against these effects, nor is there any known defence (though a powerful spell such as a wish, will, if used properly, have a good chance of rendering local immunity against the effects).
Another curious feature of nilbog power is that the creature gains hit points when it is struck, the addition being equal to the intended damage rolled. It can only lose hit points by such means as casting cure wounds spells on it, forcibly feeding it healing potions and so on. For obvious reasons, encounters with these strange creatures are dreaded and, as a result, normal goblins tend to be treated with extreme caution lest they turn out to be nilbogs. There appears to be no way of distinguishing between the two apart from the use of such spells as commune or by trial and error.
So far as is known, no other creature has been afflicted with nilbogism.Â
And of course there are âmonstersâ that are blatantly racist (like more so than there being things like âgood racesâ and âevil racesâ) such as the Pygmy, the Aborigine and at least two racist depictions of Roma peoples in D&D alone that I can think of off the top of my head (the Aperusa and the Vistani).
I actually dig a lot of the weird (and often goofy) original stuff more than I do all the stuff just copied from various fantasy novels Gygax happened to like. My favorite race in D&D is probably the Thri-Kreen.
Having asked someone whoâs actually knowledgable about this in between my rant and your post⌠Apparently some of the more off the wall troll monsters exist purely because D&D survival tournaments were, at one point, a thing (After D&Dâs dungeons as logistics puzzle - which is why basically everything in a D&D dungeon can have a chat with a player, though that was deemphasized heavily, apparently, due to the amount of work playing the game in that mode is for the DM). And then repackaged to the home environment in such a way as to give no indication that this was for a specific type of play, resulting in dungeons crafted for survival tournaments into packaged adventures not labelled that this was a specific type of dungeon rather than a general dungeon, and monsters designed for them into monster volumes, again not differentiated from regular monsters, both implying that D&D should be played in that way.
http://prokopetz.tumblr.com/post/155028316627/why-did-the-guys-that-wrote-up-things-like-the-bag having the details (though not my question and response to it, just the one linked to from it and from the same person)
My favorite D&D race that isnât cribbed either from another work of fiction or some kind of public domain myth or legend (at least, as far as I know) is probably the Giff, the hippo-people from the Spelljammer setting (if youâll excuse my linking to my own damn blog). They are obsessed with guns to the point that the front of their ship in Spelljammer is evidently a giant cannon, despite the âphysicsâ of Spelljammer not being very conducive to safely and effectively utilizing firearms technology (or so Iâve heard, most of my Spelljammer knowledge is second- or third-hand). And theyâve got a vaguely Klingon-esque deference to the chain of command, though with less murder-as-promotion and more regular moving up through the ranks over time with experience, and theyâre like a big olâ mercenary military collective. And theyâre hippos, and like, as far as Iâve seen itâs not really incorporated as a motif or theme, theyâre just...hippos. Bipedal hippos with hands and a love of guns. Itâs a weird, goofy concept that almost seems more at home in an episode of Star Trek than in D&D. Though Spelljammer being what that is, I suppose that isnât terrible, either. :P
Least favorite is mongrelmen. Straight-up. Itâs like a weird Lovecraft-esque anti-miscegenation species and Iâm just sitting there wondering how on earth did nobody at any point in the writing, editing, and publishing process stop and say âhold on chaps I think this might be the worst concept we possibly could have put to paperâ
(And a special shout-out to readasaur for showing me this post. ^^)
Hobgoblins! Like goblins, only...hobbier?
Or rather, theyâre bigger and stronger and...more orange than regular goblins. And I hear theyâre highly militarized in structure.
But only the parts of the military that make them more evil.
Letâs take a gander, then!
General:Â
âHobgoblins are a fierce humanoid race that wage a perpetual war with the other humanoid races.â
So, first sentence, and we already are embroiled in a war of racial violence.
...This doesnât bode well.
âThey are intelligent, organized, and aggressive.â
See, if it wasnât for the previous sentence, or the adjective âaggressiveâ, they could simply be intelligent and organized. But no, to hell with that, theyâre evil, because my fighter isnât going to getting to Level 5 by not murdering people.
âThe typical hobgoblin is a burly humanoid standing 6 1/2Ⲡtall. Their hairy hides range from dark reddish-brown to dark gray. Their faces show dark red or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their teeth are yellow.â
Wait, really? Iâve never seen it portrayed where their face is a significantly different color from the rest of their body, not to mention their noses. It makes them sound almost like baboons, or mandrills, or other weirdly colorful apes...
And of course, they have terrible dental hygiene, because itâs not like anyone who wasnât evil didnât have terrible teeth, too. Heaven forbid a good person ever be unable to receive or afford dental care, right?
âTheir garments tend to be brightly colored, often bold, blood red. Any leather is always tinted black.â
Iâm struggling not to quote âPaint It Blackâ, here, guys.
âHobgoblin weaponry is kept polished and repaired.Â
Hobgoblins have their own language and often speak with orcs, goblins, and carnivorous apes. Roughly 20% of them can speak the common tongue of man.â
...Wait, the common tongue of man? Since when has humanity ever, ever had a common tongue? I mean, you get lingua francas from time to time, but even those are usually known more by scholars or merchants or the like, not all people, everywhere. Hell, the closest weâve ever gotten to a âcommon languageâ is English, and thatâs only due to the cultural influence of both Great Britain and the United States over the last two centuries, after the Industrial Revolution was well underway, and then even more so after the advent of television, and later the Internet. To me thereâs a gaggle of weird and/or unfortunate implications by having a âcommon languageâ that is explicitly âof manâ in a pseudo-medieval setting. Not to mention, if dwarves and elves have been around longer, as they so often are in D&D settings, why wouldnât any lingua franca descend from Dwarvish, Elvish, or hell, even Draconic??
...Iâm sorry, I got off on a tangent, so allow me a very small one: âCarnivorous apesâ?! Where are the carnivorous apes?! I havenât seen any carnivorous apes in this book, much less ones that are sapient to the point of using language. Did I miss them?? I mean, they canât be using an insulting term for orcs or goblins, because theyâre mentioned by name alongside the âcarnivorous apesâ. Where are the apes?!
Alright, sorry, moving on.
Combat:
âHobgoblins in a typical force will be equipped with polearms (30%), morningstars (20%), swords and bows (20%), spears (10%), swords and spears (10%), swords and morning stars (5%), or swords and whips (5%).â
You know, with a diversity of arms like that, and if you read up on the necessary strategies to portray this in-game, you could make the hobgoblins masters of combined arms tactics. A squad of spearmen defending the archers, and such. I mean, I suppose a high enough level wizard could blow through such groups with fireballs and the like, but on the other hand, if itâs just the one wizard against an army of hobgoblins, an army has more men to spare than most wizards have spells for the day...
âHobgoblins fight equally well in bright light or virtual darkness, having infravision with a range of 60 feet. Hobgoblins hate elves and always attack them first.â
I...well.
...That came right the hell out of nowhere, didnât it? No context of any kind, before or after, this is the last sentence of this section. Just leave us on that note, eh?
Is this just to remind DMs that if the party has an elf in it, any hobgoblin armies will just beeline towards them for murder? Whatâs the point?
Habitat/Society:
âHobgoblins are nightmarish mockeries of the humanoid races who have a military society organized in tribal bands,â
Ah. Just starting off with a right hook of âevil AND uglyâ, eh? Well. âNightmarish mockeriesâ? Seriously? Just because they do have a military society, and are perhaps not as âclassically beautifulâ like the elves are, doesnât make them âNightmarish mockeriesâ. I mean, most dwarves arenât exactly lookers, themselves, and their society is all about mining and killing whatever disrupts their mining, but that doesnât make them ânightmarish mockeriesâ of anyone else who mines and is militaristic. Hell, ânightmarish mockeriesâ would make more sense if they were corruptions of a different race, like how Tolkiens orcs are thought to be corrupted elves, or if they were just manufactured by some evil entity, but as far as I can tell hobgoblins arose as naturally as any other race in Dungeons & Dragons, and yet youâre just going to call them ânightmarish mockeries of the humanoid races who have a military societyâ.Â
Right.Â
âEach tribe is intensely jealous of its status. Chance meetings with other tribes will result in verbal abuse (85%) or open fighting (15%).â
This just gives me the hilarious mental image of some scribe shadowing a hobgoblin tribe and recording the reaction whenever they came across a different tribe over the course of a year or two. âIt just gets into a metaphorical pissing match 85% of the time.â âThatâs ludicrously precise.â
âHobgoblin tribes are found in almost any climate or subterranean realm. A typical tribe of hobgoblins will have between 20 and 200 (2d10 x 10) adult male warriors. In addition, for every 20 male hobgoblins there will be a leader (known as a sergeant) and two assistants. These have 9 hit points each but still fight as 1+1 Hit Die monsters. Groups numbering over 100 are led by a sub-chief who has 16 hit points and an Armor Class of 3. he great strength of a sub-chief gives it a +2 on its damage rolls and allows it to fight as a 3 Hit Die monster. If the hobgoblins are encountered in their lair, they will be led by a chief with AC 2, 22 hit points, and +3 points of damage per attack, who fights as a 4 Hit Die monster. The chief has 5-20 (5d4) sub-chiefs acting as bodyguards. Leaders and chiefs always carry two weapons.â
...This implies a much more complex and organized society than the monstrous manual will deign to elaborate on.
And on a minor note, why didnât they go all the way with the military ranking thing? Like, okay, so you got sergeants in charge of 20-man groups, why isnât the âsub-chiefâ called a âcaptainâ or a âcolonelâ, or something? Why isnât the chief a âgeneralâ or âwarlordâ?Â
...Donât tell me itâs because by using âtribalâ terminology it makes them seem more âprimitiveâ and therefore less âculturedâ and therefore because they donât contribute much in the way of âcultureâ itâs âmore okayâ to exterminate them, because that would be nothing short of absolutely hideous.
âEach tribe has a distinctive battle standard which is carried into combat to inspire the troops. If the tribal chief is leading the battle, he will carry the standard with him, otherwise it will be held by one of his sub-chiefs.â
...Well, uh, good? Is there some morale bonus for depriving them of it? If there is, you donât expound upon it here. Is it in the DMG?
âIn addition to the warriors present in a hobgoblin tribe, there will be half again that many females and three times as many children as adult males.â
Oh, my God.
So literally for every two hobgoblins youâre killing, thatâs three hobgoblin women and six hobgoblin children youâre leaving without a father/husband/brother/what-have-you? Thatâs awful. You keep doing this, Monstrous Manual, you keep telling us about the women and children, right after telling us that this species can be killed without any moral quandaries, and then donât tell us what to do about the noncombatants that the party will leave behind, traumatized, if you play them as written. It is baffling.
âFully 80% of all known hobgoblin lairs are subterranean complexes. The remaining 20% are surface villages which are fortified with a ditch, fence, 2 gates, and 3-6 guard towers. Villages are often built upon ruined humanoid settlements and may incorporate defensive features already present in the ruins.â
See, this shows at least as much knowledge of construction of fortification, or ingenuity in utilizing old construction, as the armies of Rome did in ancient times, but I hardly think you would call Rome âuncivilizedâ or free to exterminate, eh? Despite the Roman Empire being at least as devoted to military expansion as these hobgoblins youâre trying to portray as irredeemably evil.Â
âHobgoblin villages possess artillery in the form of 2 heavy catapults, 2 light catapults, and a ballista for each 50 warriors. Underground complexes may be guarded by 2-12 carnivorous apes (60%)â
It is things like this that I like, because they do portray the military focus of their society, even though I know itâs to show DMs how to design these fortresses that their parties are inevitably going to infiltrate and burn to the ground.Â
...Also, again with the carnivorous apes?! Did I overlook an entry in this book? Where are the carnivorous apes??
......Oh, theyâre under âMammalâ.Â
...Huh. See, itâs just weird that, first of all, they can be spoken with in a manner they can understand, and also as far as I know there are no apes that are obligate carnivores? ...I mean, I suppose more than a few are insectivorous, but thatâs a little different from red meat, you know?
Though who knows, I could be wrong. Moving on!
âThey are highly adept at mining and can detect new construction, sloping passages, and shifting walls 40% of the time.â
See, between the mining, the stout defenses and fortifications, and the racial hatred towards elves, explain to me in what way hobgoblins are different from most dwarven kingdoms.
Ecology:
âHobgoblins feel superior to goblins or orcs and may act as leaders for them.â
...In a âwhite manâs burdenâ, kind of way, or...?
âIn such cases, the âlesser racesâ are used as battle fodder.â
Ah.
...Though in practice, thatâs usually how the âwhite manâs burdenâ mentality seems to play out, too...
âHobgoblin mercenaries may work for powerful or rich evil humanoids.â
But only evil ones, because since when have good humanoids ever been powerful and/or rich?
Like, this is especially odd, considering if youâre mercenaries, you work for the highest bidder, usually, right? So if the good guys pay you better, could you convert hobgoblin mercenaries to your way of thinking? Or, because theyâre EEEEEEVIL, would they take the money and run?
Koalinth:
âThis marine species of hobgoblin is similar to the land dwelling variety in many respects. Koalinth dwell in shallow fresh or salt water and make their homes in caves.
Their bodies have adapted to marine environments via the evolution of gills. Their webbed fingers and toes give them a movement rate of 12 when swimming. Their bodies are sleeker than those of hobgoblins and they have light green skin. They speak an unusual dialect of the hobgoblin tongue.â
...So does anyone else get vague flashbacks to the seadweller trolls from Homestuck? Because Iâm getting vague flashbacks to the seadweller trolls from Homestuck.
...Also, hold up, they evolved gills? So evolution in Dungeons & Dragons is confirmed. So are hobgoblins some manufactured-to-be-evil race, or did they arise through natural evolution? Because if they evolved naturally there is no reason that I can think of that they would be absolutely bugfuck evil, to a man.
âThey tend to employ thrusting weapons like spears and pole arms. Koalinth are every bit as disagreeable as hobgoblins, preying on every thing they come across, especially aquatic humanoid and demi-human races. They detest aquatic elves.â
Well thatâs self-destructive as hell. If you destroy anything and everything that is not you, then anything that isnât you is going to gang up on you and take you out. Itâs societal suicide.Â
...And again with the weird, specific elf hate. No expounding on that point at all, just âthey hate THESE GUYS in particularâ.Â
I mean, I suppose racism doesnât really have any good explanation, but usually they try to think of some threadbare justification to sate their own warped consciences.
General:
Well!
I mean, if nothing else, you canât say their society isnât organized.
...But if the males are implicitly all warriors, does that leave the women to farm and feed these armies? Because I mean, hey, an army canât fight on an empty stomach, right? At least, not very well. And raiding and pillaging neighboring cities only works for so long, once their scouts tail you back to the lair and call down a siege that you can only outlast if you actually do have farms to feed off of.
Like maybe I kind of harp on this, but a society needs an infrastructure to realistically survive. It can only mooch off of others for so long. Like, I suppose if they get big enough to actually conquer a human kingdom, they could use their new vassals to farm for them, but the entry as written implies hobgoblin settlements are usually individual fortresses with relatively small garrisons.  Also, the children! What are you going to do with the hundreds of children?! You could raise them as your own, but then that almost plays into all sorts of âwhite saviorâ/âwhite manâs burdenâ narratives, and...
Itâs all just a little frustrating. Like, okay, yeah, the whole âthey are military-based, and are evilâ isnât that much better than âall they do is banditry. Banditry all the time, 24/7, 365 days a year, theyâre evilâ, but it at least is more easily made into an actual workable culture that can realistically be portrayed in a setting? Like history is no stranger to military dictatorships. You can play up the Lawful bit of their Lawful Evil alignment, make them be very heavy on the hierarchy of the chain of command, give them a very zealous military police, a court martial, all that. Like, if their theme is âmilitaryâ, play it to the hilt, Iâd say.Â
And they still neednât be evil, even at that point. They could just be an overly zealous, overly paranoid obsessed with making sure their people are not conquered. Hell, make âem Sparta. A proud military city-state that doesnât take no guff from outsiders.
Until they bite off more than they can chew, are conquered by a much larger outside empire, and are quickly rendered irrelevant for the rest of time, if youâre going to go all-out with the analogy, but still.
I guess what Iâm saying is, and really this applies to every entry on this blog, is that you gotta work for it. Maybe theyâre an isolationist city-state, maybe theyâre an expansionist empire, maybe you drop the militaristic culture entirely and make them peaceable agrarians, just take the âmonsterâ given to you and give them just a modicum of depth.
Or at least, deeper than what the Monstrous Manual offers. Shouldnât be hard.
:P
More fish people. These ones in particular are subterranean fish people, which, in my opinion, means that they shouldnât have eyes, but they do, so, eh. Iâve heard the Kuo-Toa are tinged with a lot of the flavor of H.P. Lovecraftâs Deep Ones from The Shadow Over Innsmouth, but perhaps thatâs something more from later editions than this one. But, weâll see!
General:
âKuo-toa are an ancient race of fish-men that dwells underground and harbors a deep hatred of surface dwellers and sunlight. A kuo-toan presents a cold and horrible appearance. A typical specimen looks much like a human body, albeit a paunchy one, covered in scales and topped with a fishâs head. The huge fish eyes tend to swivel in different directions when observing an area or creature. The hands and feet are very long, with three fingers and an opposing digit, partially webbed. The legs and arms are short for its body size. Its coloration is pale grey, with undertones of tan or yellow in males only. The skin has a sheen from its slimy covering. The color darkens when the kuo-toan is angry and pales when it is badly frightened. A strong odor of dead fish follows it around.â
Ah, right, âcold and horribleâ. Already presenting a fair and balanced idea of what kuo-toans are, arenât we? Honestly, maybe it would be creepier to see a more photorealistic portrayal, but as theyâre represented by the little guy at the top of the page they look almost cute in a âweird fish-manâ sort of way. The wide eyes and the fishy frown make him look rather hapless, but that might just be me. Also the detail about their skin coloration darkening with rage and paling with fear reminds me of how such emotional extremes tend to effect anime characters, which in and of itself also kind of detracts from their supposed âcold and horrible appearanceâ. And I suppose what is another strike against the âcold and horrible appearanceâ claim is that Iâm not exactly being sold on the size of these guys. Theyâre listed as Medium creatures (with higher level ones being Large, as one does with enemy progression) but they have the rotundity and awkward limb sizes of halflings. Like take the picture given to us and label it âaquatic halflingâ and Iâd totally buy it. If theyâre supposed to be Medium creatures Iâm just going to be forced to sit here and wonder how theyâre supposed to be a threat, between the stubby legs, and the skinny arms, and the soft, unprotected belly which evidently is 80% of their mass, and the heads which seem to preclude binocular vision...
At least the Locathahs had the general proportions of something that stands at a manâs height. Here, the supposed menace of subterranean aquatic society is a bunch of naked flabby fish guys with stubby legs and skinny arms.
âIt wears no clothing, only leather harnesses for its weapons and gear. Typically, a kuo-toan warrior carries daggers, spears, shields, harpoons, and weighted throwing nets.â
Again, unless I find something that says otherwise, their skin doesnât look especially thick or protective, and while one might argue the leather harnesses in lieu of armor are to make sure theyâre unhindered underwater, theyâre already being loaded down by their four different kinds of weapons, plus the shield. At that point, and considering how awkward their body plan is for underwater locomotion already, theyâd be better served with committing to armor, anyways. âFlabby naked fish peopleâ donât register as a major threat, certainly not one on the level of, say, the drow, or the mind flayers.Â
âKuo-toa speak the strange subterranean trade language common to most intelligent underworld dwellers.âÂ
Well! Then I fully expect them to be open to reasoned talks and negotiation, if they bothered to learn the lingua franca of the underground. The Underdark? Whatever weâre calling it, these days.Â
âAdditionally, they speak their own arcane tongue and have empathic contact with most fish.â
Like Aquaman? ...The empathic contact to fish, not the arcane tongue, that is.
âTheir religious speech is a corruption of the language used on the elemental plane of Water; if a kuo-toan priest is in a group of kuo-toa, it is 75% unlikely that a creature from the elemental plane of Water will attack, for the priest will request mercy in the name of the Sea Mother, Blibdoolpoolp.â
Thatâs...actually a legitimately interesting concept. Kind of a poor name for a sea goddess, âBlibdoolpoolpâ, but it almost suggests like some kind of primordial creation myth that might be more true than surface-dwellers would like to think, or something... I mean, if it has a tangible effect on peeps from the Elemental Plane of Water, you would think, eh?
Combat:
âThese creatures normally travel in well-armed bands. If more than 20 kuo-toa are encountered, it is 50% likely that they are within 1d6 miles of their lair.â
...I mean, I would assume so. Otherwise itâs a warband on the march, and thatâs almost worse, really.
âIf more than 20 normal fighters are encountered, the group is a war [sic] consisting of the following:
One 10th-level fighter as Captain
Two 8th-level fighters as Lieutenants
Four 3rd/3rd-level fighter/thief Whips
One Monitor (see below)
One slave per four kuo-toaâ
Thatâs really not something to sneeze at, depending on the level of your party. Hell, a party of 5 at 5th level or lower would probably really struggle with these guys. Damn. Almost a âEnd boss of a lower level adventureâ threat, honestly.
âThe whips are fanatical devotees of the Sea Mother goddess of the kuo-toa. They inspire the troops to stand firm and fight without quarter for the glory of their ruler and their deity.â
So the resident commissar/political officer, then, eh?
âIt is 50% probable that any kuo-toan priest above 6th level is armed with a pincer staff. This is a 5-foot-long pole topped by a three-foot-long claw. If the user scores a hit, the claw has closed upon the opponent, making escape impossible. The weapon can be used only on enemies with a girth range between an elf and a gnoll. It is 10% probable that both arms are pinned by the claw and 40% probable that one arm is trapped. If the victim is right handed, the claw traps the left hand 75% of the time. Trapped opponents lose shield and Dexterity bonuses. If the weapon arm is trapped, the victim cannot attack and the Dexterity bonus is lost, but the shield bonus remains.â
...Thatâs...silly. A little claw-grabber arm. Thatâs their big signature weapon. âOOOOH IâMMA GETCHA! GONNA GETCHA WITH MY GRABBY-POLE!â isnât exactly...threatening. Now, being trapped and beset upon by all sides by remorseless fish people is a lot scarier, but it would be scarier if the distinct mental image in my head of this thing was not of a grabby-hand sort of childâs toy or reaching tool that old people sometimes have to use. It undercuts the menace, just a tad.
âWhen two or more kuo-toan priests or priest/thieves operate together, they can generate a lightning stroke by joining hands. The bolt is two feet wide and hits only one target unless by mischance a second victim gets in the way. the bolt inflicts 6 points of damage perpriest, half that if a saving throw vs. spell is successful. The chances of such a stroke occurring is 10% cumulative per caster per round.â
Uhhhh, guys, I donât know if you know this, but youâre aquatic. Which means generally youâll be found in/very near water. Which means you will conduct electricity super well, and as fish, will fry up deliciously, Iâm afraid.Â
Now whether or not a divine magical bolt of lightning follows the rules of conductivity normal lightning does is up in the air, but thatâs how Iâd rule it. Zapping themselves in their bid to zap their enemies, brought low by their own hubris, the poor things...
âDespite their eyes being set on the sides of their heads, they have excellent independent monocular vision, with a 180-degree field of vision and the ability to spot movement even though the subject is invisible, astral, or ethereal. Thus, by maintaining complete motionlessness, a subject can avoid detection. Kuo-toa also have 60-foot infravision and have the ability to sense vibrations up to 10 yards away. They are surprised only on a 1 on the 1d10 surprise roll.â
...Excuse me? How the bloody hell could you possibly see the movement of somebody whoâs invisible, astral, or ethereal?? How would lacking binocular vision help you in that regard?? Even if I was to assume that invisibility in D&D is like the cloak from the Predator movies and itâs a shimmery sort of invisibility that you can spot if youâre aware and looking hard enough for it, but first of all, I do not think thatâs how thatâs supposed to work, and secondly, thatâs the sort of vision that would be a whole hell of a lot harder to see if you did not have any sort of depth perception, which monocular vision by definition precludes. Thatâs such a non-sequitur that if you sprung that upon your players as a DM, theyâd eviscerate you. Like,
âI turn invisible and sneak up on the kuo-toa guarding the door.â
âHe can see you perfectly.â
â...How?? Iâm invisible! Is he wearing a magical item, or something?â
âNo, uh, he just...has eyes...on the sides of his head...â
â...Are his eyes magical?â
â...No?â
âTHEN THAT DOESNâT MAKE ANY SENSEâ
Seriously. Itâs just a transparent attempt to make them seem like more of a threat than squat-looking fishy folk should be.
âKuo-toa are totally immune to poison and are not affected by paralysis. Spells that generally affect only humanoid types have no effect on them. Electrical attacks cause half damage, or none if the saving throw is successful; magic missiles cause only 1 point of damage; illusions are useless against them.â
Okay, but again: why?? Poisons I could at least see them having some sort of natural biological immunity towards, but how are an aquatic species immune to electricity? Are they like the famed electric eel? I mean I know they were tossing some divine thunderbolts earlier, but I was willing to write that off as a fluke because it was magically summoned from their god, but if itâs any electrical attack, period, that is seriously weird, to me. And then just...no explanation as to why they only take a single point of damage from magic missiles, or why illusions donât work (aside from the âside-mounted eyesâ bullshit excuse from earlier), so Iâm just left here scratching my head.
âThey suffer full damage from fire attacks and save with a -2 penalty against them.â
Which makes sense, but if youâre fighting them in water, I wonder how any of that is affected...
âSometimes kuo-toa are encountered in small bands journeying in the upper world to kidnap humans for slaves and sacrifices. Such parties are sometimes also found in dungeon labyrinths that connect to the extensive system of underworld passages and caverns that honeycomb the crust of the earth. Only far below the surface of the earth can the intrepid explorer find the caverns in which the kuo-toa build their underground communities.â
You know, itâs funny that so much is made of their apparently superhumanly acute vision when, as cave fish, youâd think theyâd be blind, even totally eyeless. Also Iâm not sure human slaves will survive for long in waterlogged caverns, but then I suppose thatâs why raiding parties are seen at least somewhat regularly, based on their wording. ...And hold on, are âdungeon labyrinthsâ a common underground occurrence? How extensive is this system of underworld passages and cavers that honeycomb the crust of the earth? Is the surface world going to eventually fall victim to a giant-ass sinkhole once the underground civilizations bite off more than their infrastructure can chew? Is this how the kuo-toa will die, literally crushed by the surface world falling on top of them, the surface world they sought so desperately to annihilate?
Habitat/Society:
âKuo-toa spawn as do fish, and hatchlings, or fingerlings as they call their young, are raised in pools until their amphibian qualities develop, about one year after hatching. The young, now a foot or so high, are then able to breathe air and they are raised in pens according to their sex and fitness. There are no families, as we know them, in kuo-toan society.â
I suppose it would be a little anthrocentric to presume they would have families exactly similar to those of human societies...but then, why does their method of child-rearing resemble human aquaculture, instead??Â
âEspecially fit fingerlings, usually of noble spawning, are trained for the priesthood as priests, priest/thieves, or special celibate monks.â
...If there are no families, and you just dump your young into communal spawning pools to be born, how do you determine who is or is not ânobleâ? Itâs hard to be of noble blood when thereâs no noble familial system.
âThe latter are called âmonitorsâ whose role is to control the community members who become violent or go insane. The monitor is capable of attacking to subdue or kill.â
...I...does...does this happen often, for members of the community to just âbecomeâ violent or go insane, apropos of nothing? Because if itâs truly so common that you have a dedicated niche of this society specifically to control these segments of the population, perhaps a better mental health care system is in order.
âA monitor has 56 hit points, attacks as a 7th-level fighter and has the following additional abilities: twice the normal movement rate, AC 1, and receives four attacks per round--two barehanded for 2d4 points of damage (double if trying to subdue) and two attacks with teeth for 1d4+1 points of damage. One hand/bite attack occurs according to the initiative roll, the other occurs at the end of the round.â
...I donât know how well modern D&D stats translate back to ye olden ones, but that sounds like a pretty big threat for a low-level party. And even a middling party sounds like they might be liable to be swamped by these shoosh-slapping little grunts.
âSubdued creatures cannot be larger than eight feet tall and 500 pounds. Subduing attacks cause only half real damage, but when the points of damage inflicted equal the victimâs total, the creature is rendered unconscious for 3d4 rounds.â
And there it is. These are the guys who if you donât take them out first theyâll slap you into unconsciousness for their fellows to murder at their leisure. Great.
âKuo-toan communities do not generally cooperate, though they have special places of worship in common. These places are usually for intergroup trade, councils, and worship of the Sea Mother, so they are open to all kuo-toa. These religious communities, as well as other settlements, are open to drow and their servants, for the dark elves provide useful goods and services, though the drow are both feared and hated by the kuo-toa. This leads to many minor skirmishes and frequent kidnappings between the peoples.â
...Okay, you canât just leave it at âuseful goods and servicesâ. If the xenophobic hate and fear on both sides is so strong as to erupt into kidnappings and warfare, what is it that the dark elves are bringing to the table that make it worth it to the paranoid-and-hateful-as-hell kuo-toa allow them into their trading spaces? ...Is it spices? Spices are always popular.
âThe illithids (mind flayers) are greatly hated by the kuo-toa and they and their allies are attacked on sight.â
...Wait, so they hate and fear the drow, and yet still trade with them anyway, but since they hate the illithids, they attack them on sight?
Well thatâs bizarrely arbitrary. I mean, I know illithids eat brains for sustenance, so maybe theyâre a little higher on the threat radar by default, but...?
âThe ancient kuo-toa once inhabited the shores and islands of the upper world, but as the race of mankind grew more numerous and powerful, these men-fish were slowly driven to remote regions. Continual warfare upon these evil, human-sacrificing creatures threatened to exterminate the species, for a number of powerful beings were aiding mankind, their sworn enemies.â
...So humanity had divine mandate to displace the kuo-toa?
Thatâs...frankly a little bizarre? Like, okay, human sacrifice is bad, alright, but it seems to imply that humans were once unknown or at least a rarity insofar as the surface-dwelling kuo-toa knew, so Iâm wondering what the hell they sacrificed before humans came around. Other kuo-toa? Like what aside from âinexplicable inherent bias towards humanityâ was the justification of these deities to support them over the kuo-toa? Was the impetus just âall kuo-toa are inescapably, irredeemably evil, to a man?â Or, to paraphrase a joke from one of the Pirates of the Caribbean movies, these fish people, by dint of being fish people, are inherently less civilized than non-fish people?
âSome kuo-toa sought refuge in sea caverns and secret subterranean waters, and while their fellows were being slghtered, these few prospered and developed new powers to adapt to their lightless habitat."
Bio-luminescence? Like, angler fish-esque lures? That sounds interesting! And prosperous, too, you say?
âThe seas contained other fierce and evil creatures, however, and the deep-dwelling kuo-toa were eventually wiped out, leaving only those in the underworld to carry on, unnoticed and eventually forgotten by mankind.â
Oh.
...Well that sucks.
âBut the remaining kuo-toa have not forgotten mankind, and woe to any who fall into their slimy clutches.â
Okay, humanity ruined your surface abodes, to be sure, but at the very least, for equityâs sake, you got to at least put whatever deep-dwelling sea bastards wiped out your angler-cousins right below mankind. Hell, considering how dominant mankind is in 99% of D&D settings, you might even consider taking out whoever nailed your sea brethren first, since theyâre almost certainly easier to wipe out than humans.
...Not that I would condone wiping anybody out, though. Iâm just saying, as long as youâre jotting down species-wide vendettas.
âNow the kuo-toa are haters of sunlight and are almost never encountered on the earthâs surface. This, and their inborn hatred of discipline, prevent the resurgence of these creatures, for they have become numerous once again and acquired new powers.â
...Wait, I was making a joke by quoting Pirates of the Carribbean, what the hell. âInborn hatred of disciplineâ, seriousy?!
âHowever, they have also become somewhat unstable, possibly as a result of inbreeding, and insanity is common among the species.â
...Wait, wait, so now youâre saying that any player characters would not be fighting the battered but resolute remnants of an ancient evil empire, but would instead be fighting their cripplingly inbred descendants, most of whom suffer from mental illness?
Aside from their nobles, who are listed as having âpriest/thiefâ as their class, and ranging from 10th-14th level depending on where on the aristocratic totem pole they sit, other kuo-toa youâll find in a given lair include, but are not limited to:
âEight Eyes of the priest leader--6th- to 8th-level priest/thieves
One Chief Whip--6th/6th-level fighter/thief
Two Whips of 4th/4th or 5th/5th level (see whip description)
One Monitor per 20 2nd-level kuo-toa
Females equal to 20% of the male population
Young (noncombatant) equal to 20% of the total kuo-toa
Slaves equal to 50% of the total male populationâ.
So if youâre going into a lair, and assuming youâre tough enough to kill the kuo-toa warriors and free the slaves, because youâre the good guys...what are you going to do with the women and children? I mean, the adult women are obviously still indoctrinated into this culture of hatred, but the children...most of them are presumably at a tender enough age to prevent them from becoming evil slavers, right? Especially considering they might also be suffering from mental illness? Is the party not obliged to ensure these kids have some manner of sustainable, happy life? Do you just leave the children to die? Do you give them to the escaping slaves and tell them to raise them as their own, despite the fact that most of these slaves probably would do nothing but vent their rage against their oppressors upon these miniaturized versions of them?
...I donât really have an answer, but seriously, if youâre playing them as written here, youâre going to have to deal with the âOh God, what do I do with all these freshly orphaned fish childrenâ question.
âThough kuo-toa prefer a diet of flesh, they also raise fields of kelp and fungi to supplement their food supply. These fields, lit by strange phosphorescent fungi, are tended by slaves, who are also used for food and sacrifices.â
So hereâs a thought that comes to me yet again: if these slaves are, implicitly, human or at least close (elven, dwarf, halfling, gnome, the usual suspects), why use them as sacrifice material in their religious rituals to their Sea Mother? Like I know weâre not exactly given some comprehensive look at the deepest lore of their religion, at least, not here, like, I get it, but I just donât understand why the Sea Mother would prefer things that do not come from the sea as her sacrifice of choice. It seems like a little bit of a stretch, to me.
Ecology:
Yeah, I know, âHow is this article still going?â Like, for using nearly two full pages of this book they seem to say surprisingly little about how their society theoretically operates. Like, if they hate the surface so much, how do they get the slaves who apparently are integral to the regular functions of their society, their religion, even? Do they buy them off drow raiding parties? Despite hating and fearing the drow? Though evidently trust them more than the illithids, whom they hate and fear to the point of not trading with them? It donât make a lick of sense, ifân you ask me. Anyway.
âNot much is known to surface-dwelling sages about this enigmatic, violent, subterranean race, but some of the more astute scholars speculate that the kuo-toa are but one-third of the three-way rivalry that includes mind flayers and drow. It is partially because of this continuing warfare that none of the three races has been able to achieve dominance of the surface world.â
...Yeah, I suppose that hits the nail right on the head, there, doesnât it.
Overall:
I... I donât know about this one, guys. They give us a lot of vagaries without really saying a whole awful lot about what theyâre really like, aside from âEvil, slave-holding, human-sacrificers; worship a Sea Mother named âBlibdoolpoolpâ. The locathah had half the information imparted, are not Chaotic Evil, and yet I still think theyâre way more interesting as presented than the kuo-toa are.Â
I mean, the backstory has some value, I think? But it still needs some more fleshing out, more definition, more nuance.Â
I suppose the intent is that your Dungeon Master does that, but that seems kind of like a cop-out to me.
[Modâs Note: I must give especial thanks to @temporiludi for guest writing this article! So very thoughtful. :D]
So! Cat-people. Everyoneâs favorite race to cringe at when the local self-proclaimed âotakuâ brings them to the game table. And while they insist their character looks almost entirely human, save for the âkawaiiâ additions of cat ears and matching tail, most iterations of a feline-humanoid race are closer in appearance to their quadrupedal real-life counterparts than the ever popular cat-girl of Japanese anime. Today weâll be exploring a race of cat folk introduced in The Isle of Dread module for AD&D, the Rakasta (NOT Rakshasa). At a glance, they resemble the Khajiit of The Elder Scrolls series. Upon further inspection howeverâŚno, yeah. Theyâre Khajiit. But stronger.
General:
âRakasta are a race of intelligent, nomadic, catlike humanoids. They are a proud, barbaric race of warriors who, while not prone to initiating hostilities, quickly respond when provoked.â
First off, it may be a fun drinking game (if youâre of age) to take a shot every time the monster manual uses the term âbarbaricâ to describe an entire race of people.
On second thought, that would probably cause severe liver damage by the time you get to the letter C. So (cat)scratch that.
With that out of the way, itâs good to see some positive adjectives attributed to the Rakasta. Intelligent makes sense, since their stat block clocks them as Very intelligent, and the fact that they wonât attack unless provoked plays nicely into their Neutral alignment. It makes sense that they would be quick to defend themselves if theyâre attacked; they probably deal with tons of bandits and highwaymen on their travels hoping to get at their belongings.
âRakasta walk upright, much like humans, with an agile, feline grace. They have feline heads and are covered with soft, tawny fur. Most fur coloration ranges from light tan to dark brown.â
Well, I would hope that theyâre at least a little agile. But anyone who has owned a cat before knows that the âfeline graceâ only activates for about 10 minutes a day. After itâs used up, all thatâs left are crash landings and getting stuck in places nobody thought they could even get to. Also, only various shades of brown? What about black cats? Siamese? Stripes? Spots? I find it hard to believe the generic tabby cat dominates the Rakasta world.
âRakasta have catlike eyes, most of which are brilliant green. A Rakasta has a nonprehensile tail 4 to 6 feet long.â
Wait, catlikeÂ? ÂYouâre telling me a race of anthropomorphic cat people have eyes that are only like a catâs? How are they similar? How are they different? Does catlike mean they have thin vertical pupils that dilate into larger circles when theyâre focused on something? Nowhere does it say they have any form of Darkvision, so that could be what separates themâŚbut not giving them Darkvision seems rather counterproductive.
Nevertheless, a long nonprehensile tail makes perfect sense and Iâd be miffed if they didnât include them. Also, thank the Gods theyâre not prehensile. I do not want monkey-cat-people. No thanks.
âRakasta speak Common and their own language. Some of the more primitive Rakasta speak in a purring voice with many rolled râs and hissed sâs.â
MoreâŚprimitive. Great. If weâre considering that a synonym for âbarbaric,â then take another shot.
Now, this implies that the standard Rakasta doesnât speak with a purring voice, rolled râs and hissed sâs. So, what, they sound like a run-of-the-mill adventurer with a vaguely British accent when speaking Common? I find that hard to believe, especially if their language (which is so conveniently not given a name) does involve rolled râs and hissed sâs. Also, why the hell is that considered a primitive way of speaking? Dozens of real world languages roll their râs in a variety of ways, and even English hisses some of its sâs in certain words (the double s at the end of success, for example). But, no. Theyâre a barbaric race. Their language is primitive. Ugh.
Combat:
âRakasta are fierce fighters who neither ask for nor give any quarter. Eschewing normal weapons, Rakasta rely on their claws and bites. Since a Rakastaâs claws inflict only 1d2 points of damage, the creatures usually employ special metal war claws called kasas; worn on the paw like a glove, a kasa inflicts 1d4 points of damage on a successful attack.â
Alright, so if youâre dumb enough to attack a peaceful caravan of friendly cat people, youâre going to get ripped to shreds. I like that. They probably deal with expensive artifacts and high amounts of coin on the day-to-day, making them a prime target for the occasional (cat)burglar. And being a race of people who just want to be left alone? No wonder they show no mercy, and the fact that they ask for none in return shows just how badass these cats really are. However, 1d2 damage from a claw attack isnât going to be dropping any highwaymen anytime soon. Their bark is probably worse than their bite, as it were.
Itâs good that they included a way to augment their damage, though. The Kasas are a neat variation on the clawed-glove family of weaponry, and makes perfect sense for a culture that has favored their natural abilities over sword and shield. The jump from 1d2 to 1d4 isnât much to celebrate, however, and really just adds an exotic curio for the standard adventuring party to loot once theyâve taken the caravan down.
âA Rakasta who strikes with both claws (or both kasas) in the same round can choose to rake with both rear claws. Rear claw attacks are rolled separately and cause 1d3 points of damage on a successful strike.â
Hold on. Rear claw attacks? Are you telling me these cat people can do a Kangaroo Jack-esque kick with their back legs in addition to their front claw attacks? Well thatâs badass as all hell. These guys really are nimble fighters.
âCertain Rakasta ride saber-toothed tigers into battle.â
Sweet Jiminy Christmas.
[Modâs Note: The use of domesticated Ice Age fauna is a quick and easy way to immediately gain my interest, as well.]
âThese tiger riders, known as the Hatra, are considered the bravest and strongest of the Rakasta warriors, and only they can hold the respect of the saber-toothed tigers. Hatra have 3+1 Hit Dice, a minimum of 15 hit points, and +1 bonus to damage rolls.â
Okay, okay. This is what I like to see. Large and powerful warriors able to tame savage wildcats and mounting them to ride into battle. The Hatra seem like the perfect defense against anyone stupid enough to threaten a pride of Rakasta. Not only do you have to take down the saber-toothed tigers that they ride, but also the warriors that were able to tame the damn things. Which is just another reason why you shouldnât do that. Seriously, leave these guys alone, for your own sake.
âThe Hatra use special saddles that enable them to leap as far as 20 feet from their mounts and still attack in the same round. The saddles allow the Hatra to fight unhindered while mounted, using both hands for attacks yet still maintaining control of their saber-toothed mounts.â
Hereâs some of that feline agility we were talking about earlier. So not only can they leap 20 feet towards you, but they can also strike you with their claws as theyâre doing so. They incur no penalties while fighting mounted, and they donât even need to keep one hand on the reigns. With skills like this, no wonder their unarmed claws only do 1d2. Any more and it would be completely impossible for a low-level adventuring party to handle. Which they shouldnât. Because fighting these guys is a bad ideaÂ.
Habitat/Society:
âThe nomadic Rakasta are organized into prides of 6d10 adult Rakasta plus an additional 25% of that number in noncombatant offspring. Each pride also has 1d12 saber-toothed tigers. When not on the move, each Rakasta pride sets up its own temporary settlements, composed of many colorful tens and pavilions.â
So thatâs what, a maximum of 60 adults and 15 kittens, but only 12 of the adults would be Hatra? I guess the Hatra are just so dang powerful and intimidating that they can get away with not having an entire platoon of tiger-riders guarding every pride.
Also, I am always wary whenever thereâs a statistic for noncombatant offspring. While on the one hand, itâs much more realistic that families would be travelling together, but on the other hand, it creates the awkward situation of âWhat do we do with the children now that weâve just murdered every adult they have ever known or called family?â If the partyâs decent folk, they wouldnât have attacked the damn pride in the first place. That leaves the unsavory party to either slaughter the children in cold blood, leave them to die in the wilderness, or any other horrible act they could think of. Again, not cool.
[Modâs Note: I mean, I guess the party could adopt them? But then again perhaps the people who just got done murdering their parents would not be the best parental replacements for these freshly orphaned kids...]
Moving on, itâs good to see that their lodgings arenât small tents or pitiable sleeping bags, but actually representative of a thriving and artistic culture. It would almost be like a flea market to the uninitiated adventurer, with dozens of stalls to explore and hopefully find that one special thing that calls out to their coin purse.
âRakasta possess excellent artisan skills. They typically own many bright rugs and silk tapestries of fine workmanship; artfully crafted bowls and drinking cups, and other items of value. These items are found in place of gems and jewelry in the treasure of a pride of Rakasta.â
So they donât wear jewelry or gemstones? Interesting. I suppose they deal exclusively in coin and trade, then, which does make some sense. But no gemstones whatsoever? Itâs bold choice. Would that imply their culture may not value gems of any kind, and decorating yourself with them is as silly as wearing a necklace made of pebbles you found outside your house?
âEach pride is led by a chief with at least 5+1 Hit Dice, a minimum of 24 hit points, and a +3 bonus to all damage rolls. The chief is always accompanied by six of the best Hatra and their saber-toothed mounts. The chiefâs word is law, and is obeyed without question.â
So they have a chiefdom, which does make sense for the whole âpride of lionsâ sort of theme weâve got going here. Typically, a chief is appointed via kinship, implying that a pride is either one large extended family, or made up of smaller families that decide upon whose elder holds the position every time a new chief is needed. But, looking at the chiefâs statistics, if theyâre so dang strong, why do they need 6 Hatra accompanying them? While an elite guard protecting the chief makes sense, that could potentially be half of all of the Hatra travelling with the pride. It seems that a pride values the wellbeing of its leader over the wellbeing of people, which isâŚkind of sad. But hey, if theyâre a good chief, theyâll order their guards to protect the rest of the pride during a crisis situation.
âEach pride has a Rakasta cleric of 4 Hit Dice who casts spells as a 4th-level priest. More powerful clerics are rumored to exist, as well as Rakasta with wizard abilities, perhaps as high as 7th level.â
Ohh, okay, so now weâre getting into magic. Up until now thereâs been no mention of magic users in Rakasta culture, but it seems that a divine caster is present in every pride, no matter how small. Probably serves as the prideâs medical expert, as well as the link between the pride and their hereby still unnamed deities. The fact that more powerful casters are merely rumors implies that they either donât exist, or the Rakasta donât want outsiders knowing the upper limits of their magical capabilities. Perhaps they even use this as a tool of control? Keeping their magic users in the shadows so that they can call upon them when the chief needs something to get doneâŚdiscreetly. Secret magical cat folk hitmen anyone?
âThe Hatra, as the finest warriors in a pride, enjoy a special place in Rakasta society. Hatra are held in high honor, since this culture values combat prowess over all else. Rakasta also value their code of conduct, known as the Sriâraka. This code dictates a warriorâs behavior. Among the most noteworthy tenets:â
Good! So itâs been implied up until this point, but now we have confirmation that theyâre a strength-based society. To that, it makes perfect sense that the chief is the most physically adept member of the pride, and perhaps hasnât gained the title through age and wisdom, but instead earned the title themselves through proving their strength to the pride. Itâs probably the case that every chief was at one point a Hatra themselves, as it has been stated that they are the strongest members of a pride, strong enough to tame and mount vicious saber-toothed tigers. Also, Iâm excited to see what code these brutal tiger-riders hold themselves to.
Letâs take a look!
âNo challenge to fight is ever refused.â
Hmm. So once a pride has been attacked, they have no choice but to engage in combat? That makes sense. But does it carry over into internal affairs? Like is someone wanted to challenge the chief for leadership of the pride. Of course, the chiefâs word is law, but itâs likely they gained their position by issuing the a similar challenge to the chief before them? By their own rules, they would be forced to battle for the crown. Ultimately, it seems to be a matter of pride. Heh.
âWounded are never left behind; carry them or kill them.â
Or kill them? Geeze, thatâs harsh. I hope they get a say in whether or not theyâre carried home or straight up killed. But I guess this is also so they canât be taken prisoner, which canât be a good thing in Rakasta societyâŚ
âBetter to die in battle than in oneâs sleep.â
Ah, here we go. That good olâ âproper deathâ dealeo. A true warrior would want to go out in the most honorable way possible, which turns out to be struck down in combat. Come to think of it, thatâs probably the way any challenge issued against the current chief ends. Either the challenger is killed, showing they werenât the strongest and therefore didnât deserve the chiefdom, or the old chief is killed, granting them an honorable death at the hand of the strongest member of the pride. Brutal.
âGive no mercy; never expect it.â
This was mentioned before, and from what weâve read so far itâs pretty consistent. Go hard, or die trying.
âRetreat is permissible only in order to regroup. A new attack must be launched against the other force within two sunrises.â
Interesting. So this goes back to the 2nd tenet. During a tactical retreat, it may not be possible to gather up any injured, so itâs much easier to strike them down on the way out. At least they have two days to go back in for a second strike, but something tells me that if they werenât successful the first time around, theyâll probably be just as unlucky on the second assault.
[Modâs Note: I wonder how many chieftains have used âWeâre not retreating, weâre âadvancing in a different directionââ as a face-saving semantic device...]
âNever surrender. Those who would exist as prisoners are not Rakasta.â
Oh wow, I was right! A Rakasta whose been captured is disowned from its entire raceâŚI canât imagine how bad that would be for the sorry sap who got left behind and wasnât killed for some reason. Theyâd probably deal with a major identify crisis and off themselves at the first chance they get. The honorable thing for a dishonored warrior to do is to finish the job themselves. Quite the tragedy.
Well that was a bundle of joy to read about. I donât imagine the other tenets are any more uplifting.
Ecology:
âThe Rakasta make reliable trading partners when attention can be turned from battles. Rakasta are excellent hunters, and they keep the game herds from overpopulating.â
Well thatâs not very much information. But I suppose itâs better than nothingâŚ
Again, Iâm digging the positive adjectives used to describe these guys. Theyâre reliable trading partners, which makes plenty of sense, but if theyâre non-aggressors, why does their attention have to be turned away from battles in order to trade? I feel like this line is just another reminder that theyâre âbarbaricâ and prone to violence, even if that sentiment was contradicted at the very beginning of their description. Being a society that values strength and merit doesnât make an entire culture primitive or less-than-civilized. The Romans considered themselves to be the greatest culture to ever exist, and they were some of the most brutal people to ever walk the earth! But they still had literature, art, architecture, complex social ties and reverence for their Gods. I guarantee even the most hot-headed Rakasta is going to value economy over violence.
Also, theyâre great hunters. Who wouldâve guessed the cat people were good at hunting? But since theyâve eschewed traditional weaponry, do they hunt with their kasas? Do they stalk their prey on all fours and go for a full on sprint, only to strike at its neck and eviscerate its stomach with their back paws?
âŚthatâs intense and makes them even more terrifying to deal with.
Again, who thinks itâs a good idea to fight these guys? At first I felt bad for them, being the under(cat)dog and getting the short end of the stick. But now I just feel sorry for any poor bloke who gets on their bad side.
Related Species:
So there are several subspecies of Rakasta, though they werenât included in their original publication. Dragon magazine, Issue #247 instead gave a whole exposĂŠ about the Rakasta and their complicated culture and relationships among different prides. You can find it floating around the internet somewhere, which will go much more in depth than Iâm going to go here. But for the sake of giving the whole picture, Iâll talk about a few noteworthy subspecies here:
Caracasta: Pariahs of Rakasta society, as they have adopted the usage of bows and arrows from the local human populations. As such, theyâre looked down on by other Rakasta. They have large ears with black tufts of hair at the tips.
Cloud Pardasta: Arboreal Rakasta with innate magical abilities. Theyâre covered in leopard like spots and are especially proficient in leaping from treetop to treetop.
Simbasta: Essentially, lion Rakasta. Theyâre very proud and are the only Rakasta able of becoming Paladins. Also, insert The Lion King joke about Simba here.
[Modâs Note: HAHAHA I TOTALLY WANT LION-PALADIN-PEOPLE IN MY CAMPAIGN SETTING NOW. Even/especially if that would foster an endless amount of Thundercats references.]
Overall:
I feel like the Rakasta suffer from the same thing nearly every beast folk/monstrous humanoid race suffers from: theyâre cast in a light that wants to simultaneously make them more like the other core races in terms of culture, but also keep them in the Monster Manual as something to kill and pillage the corpses of. But theyâre not as bad as they couldâve been. Their culture is really interesting, albeit at some points contradictory, but I feel like that could be played up. Theyâre kind enough folk if you want to trade or make friends, but the moment you turn on them they strike you down hard. A culture that values strength is not inherently barbaric, and I wish that could be emphasized by exploring their religion or the significance behind the tapestries that they create. On the plus side, there was no gendered language used when talking about the Hatra or the chief, so that makes me believe that it is a very egalitarian society, which is good! Show me some badass tiger-riding female warriors that, on their down time, weave beautiful blankets and adorn their saddles with culturally significant beadwork. You can do better in your setting. Give the Rakasta the attention and care that they deserve.
âŚyou know, Iâm glad that at no point was I given the opportunity to make a single skooma joke. Good job, AD&D.
Holy shit, itâs been quite a while, hasnât it? Then again, Iâve had a very busy summer. And May, of course, was total bedlam what with the graduating from university and such. And of course this fall, where my faith in the American people was...uh, letâs call it âshakenâ, even though that rather undersells it, in my opinion.
Hmm.
Well, without any more hemming and/or hawing, thri-kreen. Mantis men. Zorak, even.
Really, whatâs not to love about the thri-kreen? Theyâre MANTIS MEN. That is awesome!
I mean, sure, none of their forearms have chitinous blades for hands like actual mantises, but four hands means four weapons, plus, theyâre psionic.Â
Iâd say that makes up for not being Scyther.
General:
âThri-kreen are a race of large, intelligent insect often referred to as âmantis warriors.â They roam the deserts and savannah, where they have marked-out hunting territories. They have no need of sleep and can remain active through the day and night.â
...Well, on the one hand, they arenât hampered by lack of sleep, and on the other, it must mean their caloric intake is ludicrous considering they are constantly active. ...Then again, thatâs probably why theyâre constantly roaming their various hunting grounds...?
âMature adult thri-kreen are roughly 7 feet tall at the shoulder and 11 feet long.â
Well, thatâs nothing if not imposing!
âOf the six limbs protruding from their midsection, two are used for walking; the other four end in four-fingered hands.â
I mean itâs interesting, but I canât help but think looking at the example thri-kreen presented up top as looking a little unbalanced with how thin and skittery his legs are. Like, four arms is a wonderful gimmick that adds to what they can do? Itâs just that from a practical perspective I canât help but think the thri-kreen would have been best served on an evolutionary level with four legs and two arms. But who am I to judge?
âThe tough, sandy-yellow exoskeleton is extremely hard. A thri-kreen has two compound eyes, usually black with highlighted eyespots, two antennae, and a complicated jaw structure that manipulates food as the thri-kreen chews. The antennae help the individual to maneuver through brush and grasslands in the darkness (they also reduce any melee combat penalty from darkness or blindness by 1; missile combat is not affected). Thri-kreen often wear harnesses and even some forms of clothing, but they never wear armor.â
This is all fairly accurate to regular mantis anatomy (though as I recall, most mantises have some kind of extra simpler eyes in the middle of their head? But I suppose thatâs not majorly important), but the thing I question is their refusal to wear armor?
Like, is this supposed to be a purely mechanical thing? Theyâll later on state that their exoskeleton gives them a natural Armor Class of 5; would wearing actual armor over that be that much of an overkill? Is this supposed to reference how in their native Dark Sun setting, metal armor is among the rarest of artifacts? Because even as a species with a hard, chitinous exoskeleton, I think I would want as much protection as I can afford if Iâm a soldier or mercenary of some stripe.
Like, the exoskeleton is great and all, but if something gets through that exoskeleton, itâs like youâve lost armor plating, and have broken a bone, and have exposed your squishy innards in one fell swoop.Â
âThe native thri-kreen language is made up of clicks and the grinding of its jaw appendages. While it is difficult for other creatures to speak this tongue, it is just as difficult for a thri-kreen to imitate more standard speech patterns. Thri-kreen speak their own language, but some understand the Common tongue.â
Inevitably leading to Chewbacca-and-Han-Solo-esque bilingual dialogues as the one guy in the party who understands thri-kreen talks to their one guy who understands Common.Â
Unless somebody has some kind of enchanted doodad to allow thri-kreen to speak Common unhindered, assuming they know it. Such are the luxuries of a fantastical setting, eh?
âThree-kreen seldom live more than 35 years.â
Oh. Ohhhh. Ohhhhhhhhh...
Itâs a real good thing they donât need sleep, then. Really have to maximize their time, while they still have it.
Combat:
âA thri-kreenâs chitinous exoskeleton gives it AC 5 naturally. Unarmed, it can attack with four claws and one bite attack per round.â
No offense, but lacking the natural blades of regular mantids, those arms look rather willowy, and trying to use them for mere fisticuffs seems a waste. And while those mouthparts look sharp, I donât generally think of mantises when I think of âvicious bitesâ.Â
âIf using a weapon, the thri-kreen can attack with its weapon and bite.â
See, now thatâs more like it. And judging by the illustration, it would appear they very well might be able to quadruple-wield! ...Though considering the various penalties that would involve, perhaps it would be best to just wield a two-handed weapon with four hands. Hell, perhaps some bonuses for that could come into play, I donât know. I mean, youâre using more hands than is necessary, thereby giving your blows more force, and--ah, never mind. Bit of a longwinded tangent.
âThri-kreen also learn special combat maneuvers as they grow older, learning all by the time they are mature adults.â
Oh! This is different! Do tell!
âLeap: This ability allows a thri-kreen to leap 20 feet straight up or up to 50 feet forward. They cannot leap backward.â
Criminy! Thatâs...really rather impressive. I mean I suppose great leaping is more of a grasshopper, cricket, or flea-associated ability, more than with mantises, but...I donât know, it seems like a rather clever reference to whenever one is trying to compare the jumping ability of any of those insects to a human scale? ...Though I must say Iâm a tad puzzled at this being a learned combat maneuver, and not merely a natural jumping ability, merely being applied to combat scenarios...
âChatkcha: This is a crystalline throwing wedge. A thri-kreen can throw two chatkcha per round, up to 90 yards. A chatkcha causes 1d6+2 damage when it hits, and returns to the thrower when it misses.â
...Boomerangs?
...Well, okay then. I like boomerangs. Boomerangs are neat. Donât know why the tri-kreen in particular have boomerangs, but Iâm not complaining. :V
âVenom:Â This venom is delivered through an older thri-kreenâs bite. Anyone bitten must make a successful saving throw vs. paralyzation or be paralyzed. Smaller than man-sized creatures are paralyzed for 2d10 rounds, man-sized for 2d8 rounds, large creatures for 1d8 rounds, and huge and gargantuan creatures for only one round.â
I...wait, what? Venom? The mantis-men have venom? I could understand driders, being spider people, or naga or yuan-ti, being snake people, having venom, but...the mantis-men? That doesnât follow. I mean, of course I donât think any sapient fantastical species mostly based on one creature needs to stick to the abilities of the animal, but the additions should at least make sense.
...Also, that sounds like a great way to make a group of thri-kreen a pretty huge threat. If someoneâs unlucky theyâre out for 16 rounds, 20 if theyâre a dwarf or halfling.
âDodge missiles: A mature thri-kreen can dodge missile fired at it on a roll of 9 or better on 1d20; they cannot dodge magical effects, only physical missiles. Magical physical missiles (arrows, thrown axes, etc.) modify this roll by their magical bonus.â
Oh! Bullet time! Neat! And unlike the venom thing, this actually makes some sense, on account of how zippy a striking mantis is. Also, thatâs literally bullet time if you have guns in your campaign setting. Whatâs more, since itâs dependent on the thri-kreenâs roll, it doesnât even matter if the archer or gunslinger are really good (unless itâs a natural 20, I think, which will always hit? but I donât know how youâd work that out), itâs all dependent on wether or not the DM rolls well on those dodge rolls. And on a 9 or higher, the odds are in the thri-kreenâs favor.Â
Color me impressed. Donât piss off the mantis-men, especially if your party mostly consists of ranged folks.Â
âPsionics:Â Some thri-kreen have psionic wild talents. There is a 50% chance that any thri-kreen will have a psionic wild talent, described in the Complete Psionics Handbook.â
Oh right, thatâs a big thing in Dark Sun, isnât it? The proliferation of psionic powers? Hell, the descriptionâs kind of underplaying it by saying âsomeâ thri-kreen have psionic powers if a full 50% have them. A few bad coin flips and the party is being tossed about by a group of angry insectoid Jean Greys (Jeans Grey? ...Grey Jeans?).
âMagical Items: Thri-kreen can use most magical items, though those designed for humanoid creatures cannot be worn properly, so will not function for a thri-kreen.â
...I mean that makes sense, but thatâs a little vague. Like surely magical weapons work the same, itâs not like they donât have hands. Not to mention magical rings, necklaces, bracelets, hell, even like a tiara or crown or circlet or something if situated properly around those antennae. Youâd definitely have to make some alterations to, say, a magical chain shirt, or something, to give it the proper arm spacing. Not to mention the four arm holes. But such a carte-blanche âit donât workâ doesnât seem terribly reasonable. Itâs not like theyâre weird blob things, they have arms, legs, a head...most of the general stuff should still work alright, in my limited estimation.
Habitat/Society:
âThri-kreen organize into hunting packs; there are no permanent thri-kreen communities.â
Tch, pity, really. I mean, it seems mostly a measure to ensure you can justify a thri-kreen random encounter. âUh, they were just...out here. Hunting. Yeah. Now fight them, take their stuff.â Unless of course you use your random encounter table for things that arenât just for random murder opportunities for your party.
Ecology:
âThri-kreen are carnivores. They seldom hunt other intelligent creatures for food, but will do so in times of need.â
Well, better than the lizard men, who explicitly prefer the taste of human flesh. I prefer Donner Party behavior to eating people when there are perfectly serviceable non-sapient animals and plants to choose from available already.
âMantis warriors have a well-known taste for elves, which keeps both races at an uneasy peace at best.â
...Wait, what?! You just said they seldom hunt other intelligent creatures for food, now youâre saying they have a taste for elves?! ...I mean, granted, the word âseldomâ implies a non-zero number of intelligent creature hunts in non-starvation conditions, but still, that seems like a contradiction, to me.Â
Related Species:
âThe tohr-kreen, or mantis nobles, are larger, more cultured versions of thri-kreen. Though many of them wander their world to gain knowledge, they sometimes build cities as well. They regard thri-kreen as somewhat barbaric cousins, though there have been incidences of a tohr-kreen creating a permanent settlement of thri-kreen, or teaching a pack more civilized ways.â
...Okay, well, first of all, âmore civilized waysâ are in the eye of the beholder. Second of all, they earlier mentioned that thri-kreen do not create permanent settlements. Yet, the tohr-kreen do? I suppose Iâm not really convinced that these tohr-kreen are actually a distinct species so much as a ruling class/caste of the same species. The âlargerâ thing, which would appear to be the only explicit physical difference between tohr- and thri-kreen, could easily just be the fact that noblemen of cultures the world over and throughout history have been better fed than the peasants, allowing them to grow larger instead of having their growth stunted through malnutrition.
âThe xixchil are spacefaring mantis. These creatures are skilled surgeons and artificers, who enjoy replacing lost limbs with âmore efficientâ substitutes.â
Ooh! Spelljammer shit, sounds like! I love me some sci-fi-fantasy crossover! I mean, theyâre really undeveloped, but âskilled surgeons and artificers with a taste for cybernetic enhancementâ is almost deeper characterization already than the rather vague and generic âHUNTING CULTUREâ that appears to define basic thri-kreen.
Overall:
I really think they could have done more with the lore. Like they didnât even tell us wether thri-kreen women ritualistically kill their mates after conception. Not even as a joke. The most impressive thing about them is their various skills, like their leaping, and their psychic powers, not to mention Bullet Time. Iâd say use them, sure, but give them something to work with from a characterization perspective. If youâre going to keep them as hunters, I might go so far as to say crib from the Predator movies, and have THE HUNT be the centerpiece of their culture. Like, superiority in THE HUNT is the be-all, end all.Â
Itâs better than âyeah, uh, they hunt, but sometimes they eat people, except when they donât, but except when theyâre starving.â
Give them a proper culture.
Though I guess thatâs what I usually ask for, then, ainât it?
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Rats. Theyâre rats. Theyâre the rats. They prey at night, they stalk at night. Theyâre the rats.
Thatâs the giant rat, he makes all of the rules.Â
Letâs see what kind of trouble they can get themselves into!
Habitat/Society
âThe chief purpose of rats is to find Mayan Treasure. Â Packs often burrow into hamburger joints to get into the treasure in the back room. Rats nest almost anywhere, chewing cloth, paper, or police cars to make a nest.â
SomethingâŚdoesnât seemâŚrightâŚumâŚ
Brush Rats:
âThey are attracted to small, shiny objects and sometimes steal them and carry them to their getaway car, but are often foiled by the valiant cat police. Sometimes instead of stealing treasure, theyâll steal toothbrushes instead. Pack rats are herbivores and will not attack humans, except to steal the chest theyâre stealing.â
Iâm
I have no idea whatâs going on
Giant Rats:
Rodents of unusual size? I donât think they exist.
âThese vile beasts plague underground areas such as crypts and toilets, in which they often get stuck. Their burrows honeycomb many graveyards, where they cheat ghouls of their prizes by playing with weighted dice, the cads.â
I mean that makes sense. Giant Rats are pretty shrewd at gamesmanship.
âGiant Rats avoid attacking strong parties by sending out their host of smaller rats, because the Giant Rat is the Giant Rat that makes all of the rules. When a Giant Rat dies, a regular rat immediately quintuples in size to become the new Giant Rat. Giant Rats are generally partial to the popular Disney animated film, Frozen, often rating it as âfavoritest movieâ. Giant rats are fearful of the cat police, except when emboldened by the promise of massive profits from a film franchise.â
Say who, dungeonbabbler?
Osquip:
âThe osquip is a multi-legged rodent the size of a small dog.â
OH JESUS
Now this here isâŚ
Probably going to be less rage-fueled, just because of how silly this really is.
Hippo people, with a huge firearm fetish, with a culture that is pretty much a parody of 16th century mercenary companies, especially the Swiss, at least in one particular regard, but weâll get to that.Â
Like basically the Giff are what happens when you take any number of trigger-happy, war-hungering caricatures from Vietnam War movies, and turn them into hippos with hands.
How can something be so stupid, and yet so charming? The world may never know. It probably helps that they were introduced in Spelljammer, which was (is? I might have heard they brought or are bringing it back?) D&Dâs âIN SPAAAAAACEâ setting, with star-faring wooden ships and such.
General:
Some things to consider: theyâre Lawful Neutral, and their societal organization is listed as âPlatoonâ. So I guess everybody, men, women, and children, are all soldiering from day one.
âThe giff are a race of powerfully muscled mercenaries. They are civilized, though they lack mages among their own race.â
Because magic, as we all know, is an automatic marker of civilization. Never mind that half the stock villains in generic fantasy settings are evil sorcerers from a tower they stole from Saruman.
âGiff hire on with various groups throughout the universe as mercenaries, bodyguards, enforcers, and general legbreakers.â
He seems like the kind of guy you want manning the door at your fancy nightclub, right? Iâd hire him.
âThe giff is humanoid, with stocky, flat, cylindrical legs and a humanoid torso, arms, and fingers. Its chest is broad and supports a hippopotamus head with a natural helmet of flexible, chitinous plates. Giff come in colors ranging from black to gray to a rich gold, and many have colorful tattoos that leave their bodies a patchwork record of past victories.â
Iâm having trouble picturing a ârich goldâ hippoâŚ
Probably because while I know they donât mean it, my mind jumps to a hippo thatâs literally like, gilded.Â
As for tattoos, Iâm getting the distinct idea of like, tally marks, rank insignia, or regimental designs.
âGiff speak their own language and the Common tongue.â
Of course, I think itâd be funny if Giff turned out to mostly be a dialect of Common, but with so much military slang and jargon as to make it bafflingly incomprehensible to outside listeners.
Hell, it might be fun if every platoon of Giff had its own distinct dialect, reflective of that platoonâs own slang derived from their experiences on the job, or whatnot.
Combat:
âThe giff are military-minded, and organize themselves into squads, platoons, companies, corps, and larger groups. The number of giff in a platoon varies according to the season, situation, and level of danger involved. A giff âplatoonâ hired to protect a gambling operation may number two, while a platoon hired to invade an illithid stronghold may number well over a hundred.â
Which isâŚa tad odd, since according to Wikipedia, a platoon consists of around 15-30 individuals, whereas a squad or a fireteam would be a term more fitting for a two person military group, whereas a company would be more fitting to a military group numbering over a hundred. But thatâs a matter of mere vocabulary, no?
Also, if youâre in Fantasy Vegas, and you see the local casinoâs floor men are giff, maybe donât try and be some sort of card shark, if you want to come away with usable hands.
âThe giff pride themselves on their weapon skills, and any giff carries a number of swords, daggers, maces, and similar tools on hand to deal with troublemakers.â
Iâll bet muggings arenât big problems in giff-populated cities, once the fifth mugger in a row gets shanked by his would-be target.
Although considering the sheer size of these guys, I get the feeling anybody whoâd even attempt a mugging on a giff ainât exactly the brightest bulb to begin with.
âA giffâs true love in weaponry is the gun. Any giff has a 20% chance of having an arquebus and sufficient smoke powder for 2d4 shots. A misfiring weapon matters little to the giff (occasional fatalities are expected), the flash noise, and damage is what most impresses them.â
Ooh! Hell, that makes the giff perfect to import into like, a D20 Modern setting, or something. Like theyâre scary enough being one of the few peoples to use firearms in the basic D&D sword and sorcery settings, but let them go buck wild with modern automatic and semi-automatic weaponry, that would just be a thing of pure beauty, I tell you what.
âEven unarmed, the giff are powerful opponents. They are as strong as a hill giant (+7 damage adjustment for Strength).â
WHOA! âPowerful opponentsâ, nothing, theyâre as strong as something nearly twice their size! To hell with the guns, donât you dare challenge these guys to fisticuffs, or theyâll turn your head into a pink mist with their damn bare hands!
âThey will wade into a brawl just for the pure fun of it, tossing various combatants on both sides around to prove themselves the victors. Once a weapon is bared, the giff consider all restrictions off--the challenge is to the death.â
Okay, scratch that; only challenge a giff to a bare knuckles brawl, because at least then theyâre just having fun with you; theyâre not trying to murder you outright. But again, woe betide the idiot who tries mugging a giff; theyâll wave a switchblade in their face, and then have their knife met with a blunderbuss the size of their torso.
âThe giff prize themselves as mercenaries, and to that end have made elaborate suits of armor (AC 2). These include full helms with other monsters on the crests, inlaid with ivory and bone along the large plates. Armor repair is a major hobby among the giff.â
Well, our pictorial representative up there is dressed less like a fully armored mercenary and more like a British colonialist, but oh well. Also I take umbrage at their phrasing, âother monsters on the crestsâ. Although, this does mean that the book canât try and say that the giff have no artistry; obviously, they just pour their creative pursuits into a more militaristic direction. Iâd like to think that each suit of armor is almost like a giffâs personal combat record, intricately carved with various battle scenes and notable enemies slain in glorious combat.
âFinally, giff are somewhat magic resistant. They are deeply suspicious of magic, magicians, and magic devices.â
Damn. These guys are the perfect super soldiers. If youâre looking for hirelings, consider the giff, if theyâre available. I mean, there are some caveats, and weâre getting to those, but they have natural armor, natural magic resistance, fight in plate armor with firearms, are superhumanly strong; theyâre the whole package, insofar as soldiering is concerned.
Habitat/Society:
âGiff of both sexes serve in their platoons, and both fight equally well.â
If anthropomorphic hippopotamus people can have perfect gender equality, I have no idea why humanity canât. Hop to it, people!
âGiff young are raised tenderly until they are old enough to survive an exploding arquebus, then are inducted fully into the platoon. Every giff, male, female, and giffling, has a rank within society, which can be changed only by someone of a higher rank.â
So, literally their society is built around the chain of command of a modern military? âŚI mean, Iâve seen way less functional things to base a society on, here. Like banditry. Or cannibalism.
I mean, theyâre already more functional than, say, Klingons, in that working your way up the chain of command is less âMURDER YOUR SUPERIOR TO PROVE YOUR SUPERIORITY OVER HIM!â and more âYouâve been promoted from Corporal to Sergeant, Sergeant! Enjoy your increased pay!â I guess Iâm mostly puzzled as to what happens when the commander-in-chief diesâŚ
âWithin these ranks are sub-ranks and within those sub-ranks are color markings and badges. The highest-ranking giff gives the orders, the others obey. It does not matter if the orders are foolish or even suicidal--following them is the purpose of the giff in the universe. A quasi-mystical faith among the giff mercenaries confirms that all things have their place, and the giffâs is to follow orders.â
That isâŚuncomfortably close to fascism, but okay.
âGiff mercenaries are usually paid in smoke powder, though they often will accept other weapons and armor. It is purely a barter system, but to hire one giff for one standard week requires seven charges of smoke powder (one per day).â
Well, that certainly complicates things if you want to hire a giff expeditionary force to help you invade the Big Bad Evil Wizard Tower. That would quickly become a whole lot of smoke powder. But I mean, if all they require of you is smoke powder, while they provide their own armor, weapons, food, etc. it might be cheaper than hiring normal mercs, with exponentially more effectiveness, I would imagine.
âGiff are fierce fighters, despite their somewhat comical appearance and mania for weapons. They will not, however, willingly fight other giff. If forced into such a situation on a battlefield, both groups retire for at least a day of drinking and sorting out ranks. There is a 10% chance that one platoon will join another in this case, but it is more likely that both will quit their current hiring and look for work elsewhere.â
This is actually a pretty clever historical reference, I believe, to the Swiss mercenaries of old, who would refuse to fight other Swiss mercenaries. Of course this complicates my advocacy for hiring giff mercenaries; it means now you must make sure that the bad guy hasnât hired these wonderful little hippos himself, and if he has, at the very least make sure the giff heading your merc platoon would outrank the bad guyâs platoon leader, on the off chance they decide to form one conglomerated platoon. Hell, you might even weaponize this: finding out the local crime boss hires out a big giff platoon, and then you hire one of your own, and once they meet face to face, theyâll decide to hell with this and skip town, leaving the crime boss without his goon squad.Â
Ecology:
âGiff live about 70 years, but do not age gracefully. As a giff grows older and begins to slow down, he is possessed with the idea of proving himself still young and vital, usually in battle. As a result, there are very, very few old giff.â
ThatâsâŚreally sad, actually? Like, in a âno, grandpa, you really donât need to do thisâ sort of way. Like that could almost be a fun little side quest, to try and make some elderly giff fellow realize that he doesnât need to kill himself to do his bit on the battlefield, that his tactical knowledge is what is most valuable at his age.
Overall:
I dunno, I just really find these guys charming. They got a huge boner for guns and military bureaucracy and discipline, and they work for gunpowder. And theyâre hippos! From space!! Seriously, what isnât there to love about these guys? I want ten. Platoons. And the party is going to become drinking buddies with all of them.Â
Before they were the more gender-inclusive âLizardfolkâ, everyoneâs favorite Ăźber-territorial scaly swamp dwellers were called lizard men.Â
Lizard men generally seem to be, from a narrative and/or mechanical viewpoint, basically the orc equivalents you have to deal with in swamps, marshes, rivers, or any sort of Everglades-esque freshwater environment. Which is odd, since lizards arenât generally amphibious. Hell, thatâs what distinguishes reptiles from amphibians, is that lizards donât need water, and certainly canât breathe in it. I mean alligators or crocodiles and the like spend plenty of time in the water, but they still donât breathe it.
Maybe itâs just that âlizard menâ sounds cooler than âsalamander menâ. Anyways!
General:
Something to note is that in the stat block lizard men are listed as Neutral, not any kind of Evil. So basically, the lizard men just want to be left alone; if your party is being attacked by lizard men, chances are you had it coming because youâre invading their sovereign ground, having ignored the obvious warning signs and totems likely littered all around on the river banks or edges of the marsh. So it should be kind of, you know, wrong to slaughter villages of lizard men en masse without feeling any kind of remorse, right?
Like, if you trespassed into an elven forest, and you were confronted and apprehended by an elven forest ranger patrol, youâd talk it out, right, because this is, after all, sovereign elven territory and you should have asked permission to transverse it, right? So why shouldnât the same apply to lizardfolk?
Just saying. Anyways,
âLizard men are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering.â
And here we have yet another entirely-unsustainable-in-any-realistic-setting-that-bothered-to-think-about-it society, somewhat mitigated by the fact that they do admit to lizard men peaceably fishing and gathering instead, when they can.
âMales are nearly impossible to distinguish from females without close inspection.â
Finally an aversion of a certain popular fantasy trope. Better brush up on the often subtle indicators of reptilian sexual dimorphism, fellas! (Which could be anything from size, to coloration, to certain specific sexual indicators, such as horns or a dewlap, depending on what kind of reptile weâre talking about, here.)
âLizard man garb is limited to strings of bones and other barbaric ornament.â
Thatâs a rather needlessly dismissive tone to take. No consideration as to any possible symbolic merit the bones could possess? Just going to call them âbarbaricâ and call it a day? Alright then.
âLizard men speak their own language.â
And since they donât have a percentile chance to know Common, Iâd advise you to learn their language so you can settle things like rational beings, and not fall into a painfully played out âgibbering savages roasting our civilized protagonists over a spitâ scene.
Combat:
âIn combat, lizard men fight as unorganized individuals. If they have equality or an advantage over their opponents, they tend toward frontal assaults and massed rushes. When outnumbered, overmatched, or on their home ground, however, they become wily and ferocious opponents.â
Again, playing into âuncivilized savagesâ archetypes straight out of some pulp magazine from the 30s.Â
âWhile individually savage in melee, lizard men tend to be distracted by food (such as slain opponents) and by simple treasures, which may allow some of their quarry to escape. They occasionally take prisoners as slaves, for food, or to sacrifice in obscure tribal rites.â
Look, anything that would come across as offensive if it described a human culture isnât automatically made non-problematic when itâs applied to nonhumans, especially if they functionally fill the same niche as âracist conception of Mesoamerican culturesâ, since these lizard men are being described as ersatz-Aztecs, or maybe ersatz-generic-African-tribes-as-portrayed-by-Hollywood-in-1932. Like the âcannibal tribeâ archetype is no less offensive, really, if all youâre doing is changing the species of the tribe. Hell, it could be interpreted as even more offensive because now youâve made these tribal groups quite literally inhuman.Â
Habitat/Society:
âLizard men are typically found in swamps, marshes, and similar places, often (35%) dwelling totally underwater in air-filled caves.â
ThatâsâŚreally cool, actually. Underwater air-filled caves? I like that. Iâm gonna use that.
âA tribe rarely numbers more than 150 individuals, including females and hatchlings. It is not uncommon for several tribes in an area to forge an informal alliance against outsiders, including other lizard man tribes.â
This is good. This is how proper nation-states are first formed. If they find true cohesion, then they can legitimately press their claims of sovereignty and just fine the damned-fool human travelers for illegally trespassing on sovereign land. Instead of, you know, eating them.
âLizard men are omnivorous, but are likely to prefer human flesh to other foods.â
UGGGGGGH CASE IN FUCKING POINT
âIn this regard they have been known to ambush humans, gather up the corpses and capture the survivors, and take the lot back to their lair for a rude and horrid feast.â
Look, alright, I know itâs not *technically* cannibalism since theyâre a different species, but in a fantasy setting eating the flesh of any sapient species is similar enough to fall under that heading, so again, itâs just another lazy example of âcannibalism to easily paint a species as evilâ.
Ecology:
âLizard men have few natural enemies. They prey on human, demihuman, or humanoid settlements if these are nearby.â
Okay, well, in that case, WHY ARE THEY LISTED ASÂ âNEUTRALâ IF THEY OPENLY PREY UPON NEIGHBORING COMMUNITIES FOR NO OTHER REASON THAN THAT THEY CAN? AÂ âNeutralâ species shouldnât be killing and eating their neighbors! Nor should they be spreading peace and good cheer! Thatâs why theyâre Neutral! Theyâre neither Good nor Evil, they just look out for their own!! So stop with this insanely aggressive characterization! Youâre making the whole alignment system mean NOTHING!
âLizard man eggs are bitter and inedible, as is their flesh, but their skin is sometimes worked as scale armor (Armor Class 6). Lizard men produce no art, artifacts, or trade goods.â
WHAT THE FUCK
OKAY
LOOK.
Because APPARENTLY I need to explain this:
If it isnât okay for lizard men to eat humans or other sapients, if doing that is an Evil act, then it is EQUALLY ABOMINABLE TO EAT OR SKIN LIZARD MEN FOR FOOD OR LEATHER. WHAT. THE. FUCK.
Like, if you eat lizard man eggs? Youâre literally eating BABIES! Lizard man babies, but those are no less babies! They are the children of thinking beings, so theyâre babies, and eating them is as fucking evil as Evil gets!
And skinning lizard men for their leather is something out of fucking Silence of the Lambs, oh my God!
And AGAIN, trying to make it seem like itâs âokayâ to slay lizard men because they âdonât produce art or trade goodsâ is something out of a fucking Manifest Destiny screed.Â
AND, itâs totally hypocritical, since their garb is described as âstrings of bones and other barbaric ornamentâ, which, while primitive, IS A FORM OF ART. I mean, I seriously doubt they would string bones together and wear them willy nilly and without reason, meaning that they are art! So fuck off, Monstrous Manual!
Advanced Lizard Men:
âAbout 1 tribe in 10 has evolved to a higher state.â
Thatâs not how evolution works. There is no inherently âhigherâ state, evolution just has a species adapt to what is most beneficial for the environment in which the species resides. There arenât âlevelsâ of âhow evolvedâ something is.
âThese lizard men dwell in crude huts, use shields (thus Armor Class 4) and hurl barbed darts (30 yard range, 1-4 points of damage) or javelins (1-6 points of damage) before closing with the enemy. These lizard men use clubs (treat as morning stars, 2-8 points damage), and the leaders may use captured swords or other weaponry. The chance of these advanced lizard men having a lizard king is doubled, i.e., 20% cumulative chance per tribe.â
Because Heaven forbid the âadvancedâ lizard men be anything more than yet another pastiche of âprimitive tribalsâ. Hrmph.
Lizard King:
While the lizard men are, as Iâve said, listed as Neutral, Lizard Kings are listed as Chaotic Evil. Iâm not sure how much worse you can get than the âpillage murder and eatâ lifestyle of the so-called âNeutralâ lizard men, but letâs find out.
âA lizard king is a lizard man of above average height and intelligence, leading one or more loosely organized tribes of lizard men.â
Ah, so theyâre the cream of the lizard man crop? The best the lizard men can offer? Surely, then, they are great and just leaders of men, governing with a steady, even hand.
âThe lizard king is most often armed with a great trident, which it wields with great skill and ferocity. In the hands of the lizard king, the weapon inflicts 5-20 (3d6+2) points of damage. If the attack roll is 5 or more greater than the score needed to hit, the lizard king inflicts double damage (with a minimum of 15 points).â
Or, heâs your swamp campaignâs end boss. Typical.
âA lizard king usually demands two humans each week. If no humans are available, demihumans and other humanoids will be sought. If none are available, two of the lizard kingâs bodyguards will be killed and eaten instead.â
Thatâs an entirely unsustainable way of life. Especially if this lizard king arises in a purely lizard-man controlled area, and assuming heâs in charge of only one lizard man tribe, which as the book says, is at most around 150 individuals, that means that within a year heâll have eaten all his subordinates.
OR, IF THEYâRE NOT FUCKING STUPID, THEYâLL HAVE DEPOSED THIS SELF-DESTRUCTIVE MOTHERFUCKER.
CriminyâŚ
Overall:
Again, why are they Neutral? Did you not have the balls to admit that they were Evil, even when describing them doing heinous and openly Evil acts, guys? Was this a feeble attempt to fight accusations that everything in this book is just adventurer fodder? Because you failed! You mentioned in ONE SENTENCE how in âless hostile areasâ they fish and gather instead of raid and pillage, but then turned around and devoted the REST OF THE FUCKING ARTICLE to how they raid and pillage everyone and everything around them! And how the rare example of âpeakâ lizard men physical and mental abilities, the lizard kings, are so stupidly self-destructive on a societal level that they would get them and their entire tribe killed within a year!
I guess the real takeaway is: donât base your lizard men after the Hovitos tribe from the opening scene of Indiana Jones and the Raiders of the Lost Ark. Like, do we really need an entire species of âsavage cannibal tribeâ stereotypes? Because I donât think we do.
hello, i love that you're doing this project; it's hilariously similar to something i've been doing in 5e, though mine's more in the vein of homebrewing patches then just analyzing what's wrong. what are the chances you'll review the lizardfolk soon? 'cause they're pretty problematic in 5e and i'm morbidly curious about how bad their ad&d incarnation was.
OH GOD SORRY IâVE LEFT THIS UNANSWERED FOR LIKE A MONTH SCHOOL HAS PRETTY MUCH DOMINATED MY WEEKENDSBUTIâve finally finished it!âŚSo yeah!âŚâŚSorry for the delay! ^^;;;;;
Treants.
Theyâre trees that are people. They are certainly not Tolkienâs ents renamed as to not piss off his estate, thatâs for sure. Nevertheless, LotRâs Treebeard is pretty much iconic as a nature-guarding tree-person. And here theyâre true to their Lorax-esque roots, speaking for the trees, and all that good stuff.
Possibly to the extent of extremism, but hey, thatâs what weâre taking a look at.
General:
âTreants are strangely related to both humans and trees, combining features of both species.â
âŚDo I want to question the mechanics of this? IsâŚis it magic? Please let it be magic.
âPeaceful by nature, treants can cause great damage when roused to anger. They hate evil things and the unrestrained use of fire.â
How do they judge somebody as âevilâ? Usually you need to spend time observing somebody before you can confidently categorize them as evil.
âTreants are almost indistinguishable from trees. Their skin is a thick, textured brown bark. Their arms are gnarled like branches and their legs fit together when standing like the trunk of a tree. Above the eyes and along the head are dozens of smaller branches from which hang great leaves. In winter the leaves of a treant change color but rarely fall out.â
Which means that treants should be very easy to pick out in the dead of winter, provided the surrounding trees are deciduous, and people know that treants rarely lose their leaves in winter.
âTreants are very intelligent and often speak a number of languages including their own, elf, dwarf, common, and a smattering of just about all other humanoid tongues (at least enough to say âGet out of my trees!â)â
Point being: If youâre dicking around in the woods, and you hear a rumbling voice say, âGet out of my trees!â, either get out of the damned trees, or prepare for a major ass-kicking.
Combat:
âDue to their tough, barklike skin, treants have a superior Armor Class rating against almost all weapons. Their only weakness is fire. Any fire-based attack against a treant is at +4 to hit and +1 damage. In addition, treants save against all fire-based attacks at -4. This weakness to fire also applies to animated trees controlled by a treant.â
Oh. Itâd be one thing for it to be a Pokemon-esque âsuper effectiveâ situation, but the wording implies that treants are actually more flammable than regular trees. Like you could put out your cigar on a tree no problem (so long as there arenât a lot of dry leaves on the ground to be ignited by the ashes, mind you), but if you put out a cigar on a treant, the guy is going to burst into flames, no question.
âTreants have the ability to animate normal trees. One treant can animate up to two trees. It takes one round for a normal tree to uproot itself.â
Letâs just hope that animated normal trees donât have the ability to animate other normal trees themselves, because then you would quickly have a âMagicianâs Apprenticeâ situation going on, there.
âTreants (regardless of size) and treant-controlled can inflict structural damage when attacking a building or fortification.â
And the lesson to be learned is: IF YOU PISS OFF THE TREES, THERE SHALL BE NOWHERE TO HIDE.
Habitat/Society:
âTreants live in small communities, usually amidst old hardwood forests (oak, maple, mahogany, etc.). In the forests treants rarely reveal themselves, preferring not to interact with the more transient lifeforms (anything with a lifespan of 500 years or less).â
Well thatâs age discrimination of the highest caliber. Like 500 is older than even most dwarves will make it, so youâre pretty much limiting yourselves to talking with elves for the rest of time, guys. Hell, this is probably why the non-elves are so industrious and willing to infringe on your forests, because you only ever bother to talk to the elves. Like you could probably head off or at least mitigate any major deforestation initiative by talking it out. Just because neither we, nor the dwarves, nor the orcs live as long as you doesnât mean that we lack the ability to reason.
I know youâre kind of inheriting the sort of slowness to react and engage outsiders from Tolkienâs ents, but you could really stand to be a bit more proactive if you actually care about the trees so much. I mean, youâre supposed to be like much more intimidating Loraxes, but you can only really speak for the trees when you, you know, bother to actually speak with people.
âHumans and demihumans have only a slight chance of spotting a treant who is trying to blend in with the trees. Rangers have a fair chance of spotting a treant (10% per level).â
Which means that any ranger 5th level or above has a pretty good chance of seeing right through the treantsâ whole âdonât mind us completely normal trees with strangely human featuresâ schtick. That could probably lead to some awkward comedy as the ranger is desperately trying to convince the rest of the party that thereâs a treant standing right in front of them, while the treant plays possum the whole time.
âTreants are intolerant of evil, particularly when fire and the wanton destruction of trees is involved. They hate orcs and goblins with a passion and tend to be suspicious of anyone carrying an ax.â
Wow.
The only way these two sentences are connected in any way is if you just immediately assume that orcs and goblins are inherently evil and given to fire and wasteful tree use. In any case where orcs and goblins arenât species with an unworkable and unsustainable civilization based entirely on thievery, conquest, and chaos, this becomes just outright racism. If your partyâs skirting anywhere near a known treant forest, any half-orcs in the group best cover up, just to be safe. And God help you if youâre so progressive as to have *gasp* actual orcs or goblins in the party. They should have known better than to be born an orc or goblin, obviously!
Add on that suspicion of ax-wielders, and your stereotypical half-orc barbarian is gonna be the victim of a treant hate crime.
âTreants have no use for treasure, and usually place all such items somewhere out of sight, such as under a rock.â
âŚIf they have no use for it, then why do they stash it? Why not just dump it at the edge of the forest? And how do your typical treasure items, like gold, jewels, the odd weapon, just âwind upâ in the forest for the treants to store?
UnlessâŚ
Oh God, the treants are sitting on piles of orcish gold. The bodies are probably buried under the next rock over.
âOccasionally a treant can be convinced to give up his treasure but only when some great good will be accomplished by this generosity.â
Again: why?? Why do they hold onto what is, in their eyes, basically garbage cluttering up their forest? Why not just immediately dump it off on the first people who express an interest in it? Quid pro quo, guys, come on!
Ecology:
âTreants, like all trees, gain sustenance via photosynthesis. Treants often sleep for long periods of time (anywhere from a few days to several years) during which short roots grow into the ground beneath them gathering water and minerals from the soil. Reproduction is via off-shoot stalks which the female treants then protect and care for until the stalks are grown.â
âŚBut, wait, what was described sounded like it was pretty much asexual reproduction. So why do they have females, or separate sexes, at all? I mean, sure, trees (or at least, flowers) have sexes, of a sort (I amâŚnot a botanistâŚ), but if treants donât grow from flowers or cones, then why have âmalesâ or âfemalesâ at all? Do the female treants just identify as female despite being sexless, like Steven Universeâs Gems? And if so, why assign them the stereotypical gender role of motherhood despite there being no actual reason for child-rearing in treants to be connected with a specific gender identity? Is this where the oblique reference to them being ârelated to both humans and treesâ comes into play? Were the first treants transformed human druids, or something?? The mind boggles!
âThe lifespan of a treant is not known, but is several thousand years at least. As they grow older, treants become slower and less agile, sleeping for longer periods and talking less of things that are and more of things that were. Eventually an old treant will not wake up, taking permanent root in the spot where he sleeps and living out the rest of his life as a normal tree.â
âŚTreant dementia? ThatâsâŚreally sad, actually, oof...
Overall:
I like treants, in concept. Ambulatory trees are just cool. But maybe make them a bit more proactive, and less judgmental of outsiders? Or even have them as totally sociable. Like, if the species is so hung up on tree conservation, surely they by all rights should impart their knowledge on other civilizations so that they can at least use wood in a reliable and renewable manner. It doesnât have to be choosing between clear-cutting everything and never ever using wood or wood byproducts. At the very least they should know that the occasional minor forest fire is good for clearing out the underbrush and ensuring that a larger, uncontrollable and very destructive forest fire wonât spring up down the line.
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Minotaurs hold a special place in my heart. I honestly could not tell you why, exactly, but minotaurs are my favorite fictional creature, bar none. My only problem is far, far too often are minotaurs treated as pure dumb muscle. Itâs like the world refuses to accept an intelligent, or at least civilized, minotaur. Hell, the most civilized minotaurs Iâve ever seen in a setting are Warcraftâs Tauren, and even those are broad Native American pastiches that harken back to âNoble Savageâ archetypes that are borderline uncomfortable at times. Even now itâs not terribly uncommon to see minotaurs as being little more than bipedal animals intent on murdering anything that looks at them askance.Â
(To subvert the âdumb bruteâ stereotype, I have a minotaur character thatâs a well-read aristocratic gentleman. A very, very German gentleman. Dueling scar and everything!)
As not to belabor the point any further, let us see how badly the minotaur is butchered, here.
âŚWait, was that a meat industry joke? Ah, crapâŚ
Hey! Keep up the good work bro, I'm loving what you're doing, and I can't wait to see more! I'd love to see your analysis on the AD&D version of the classic Treant, if you have the time!
Tree people, or âtreeopleâ, are a staple of fantasy settings, especially once it was clear that the Tolkien estate owned the word ent, not the concept of trees that are also people. So, sure! Treants it is, next!