Overconfidence is a sin in D&D runs, and most players are bound to commit this mistake in one way or another. There are some monsters that seem to be menacing, but not as much as to worry players, and that's when a potential TPK starts to brew. From beasts of all kinds to some of the creatures that remain a mystery in the lore of the Realms and beyond, players see these and think they are easy to beat.
That thought might be the first step into one of the most horrific experiences, and a sure path to drawing a new character sheet. Undead creatures, beings of other planes, aberrations, all small in size and even slightly low in Challenge Rating, all of the monster types in this list have been underrated by players at least once, until it was too late to regret their mistake.
Dungeons & Dragons: 29 Best Homebrew Playable Races
Dungeons & Dragons lets fans play as tons of races and classes. Those looking for something more unique should take a look at these homebrew races.
5 Wolves
And Other Similar Beasts
Wolves have to be some of the most notorious and infamous creatures to appear in any classic random encounter, and a great resource for skillful GMs to keep their players sharp and focused on the road ahead (and behind them, too). These nasty creatures roam the forests and wildlands in packs of no less than three members, and they always spell trouble for the unprepared and exhausted adventurers.
They not only prefer to hunt in groups and attack exhausted prey, but also ravage them during the nights, when they comfortably sleep inside their Bedrolls. In nine out of ten cases, wolves won't be directly attacking players, but stealthily observing their movements along the road, growing in hunger and numbers as time goes on. The problem is, these creatures use their natural weapons to surround, take down, and bite to death the weakest member of the group. That is, of course, if the GMs play their cards well. Wolfpacks are nasty enemies to drop on an unsuspecting party, and they might be tiresome to face repeatedly. But imagine a party traveling across the plains, constantly harassed by a big pack of wolves in the middle of winter. That is no joke at all, and no player should underestimate their Pack Tactics and ability to make characters fall prone.
4 Redcaps
Nasty Little Creatures
The Redcaps are the nastiest and evilest of all regular Fey, a bunch of bloody, murderous little garden gnomes (though they're not and actually hate gnomes with all their might). It is incredible how such a small-framed creature could contain the sheer amount of evil these creatures are capable of. From massacring entire villages in their sleep to stealing and selling babies in the Feywild, these annoying little mongrels are capable of everything just for the fun of it.
The Strongest Boss Monsters In Dungeons & Dragons, Ranked
Dungeons & Dragons is plenty challenging, but these boss monsters make things tough for even the most experienced players.
They despise all humanoids, but above all else, their hatred for other Good-aligned Fey is the stuff of legend. The war between Redcaps and Fairies is the stuff of legend, and has spanned for centuries without the mortals even noticing (until a sudden skirmish on the outskirts of the forests alerts them of that). Redcaps tend to live in groups of dozens and prefer to ambush their enemies while they are least aware of their presence. Masters of illusion and enchantment, a group of Redcaps is an angry mob of tiny evil grandpa-like vermin, waiting for an excuse to shred any adventure to pieces. Judge them by their size, and that might be the last mistake you ever make.
3 Stirges
Like Mosquitoes, But Way More Dangerous
Stirges are a lesser-known type of beast, originating from the Malatran Jungles in the times before the times of the Godswar. Now, they inhabit almost every swampy and dark corner of Faerûn (and other Realms as well). These creatures are a mishmash between a crow, a mosquito, and a bat, with sharp claws they use to latch on their prey, and a sharp beak that resembles a needle, used to suck the blood of their victims in an instant.
Being attacked by a cloud of Stirges is no joke, as the only way to dislodge a Stirge latched onto their prey is to kill it. And Stirges are never alone; they live in colonies of up to 30 (sometimes even more) individuals, have a relatively short reproduction cycle, and tend to hang around bodies of water in foresty areas, waiting for their next prey to approach for a drink. They prefer to attack cattle and easy prey, but a famished flock of Stirges will chase down adventurers to the corner of the world if the need arises. Plus, players stung by a Stirge will need to make a Constitution Check (if the DM plays by the old rules) or contract a blood-related disease, which could even be the vicious and deadly Darkrot.
2 Undead
Not Undead Again!
For every GM using the Undead attack trope in one of their Runs, an Angel from the Astral Sea receives its wings. Now, speaking seriously, Undead are not to be underestimated: They're resilient, despite being walking corpses, they come in a wide variety, and it's hard to properly identify them unless players do a successful religion or arcana check, and above all else, there are many. Zombies, Skeletons, and other vicious unliving creatures often guard the lairs of higher Undead, like Wights, Wraiths, or the most dangerous of them all: Liches. They are also the favorite pet of necromancers, evil wizards, and cultists, so stumbling upon them while dungeon delving spells: 'Here lives an evil guy,' and triggers the smiting-sense of the party's Paladin.
Strongest D&D Villains, Ranked
The world of Dungeons & Dragons is host to some of the greatest villains, but which takes the title as the strongest across the multiverses?
These aberrations are often associated with dark deities like Bane, Bhaal, Myrkul, and the nearly forgotten but vicious Cyric. Zombies and Skeletons (also known as lesser undead) inhabit crypts and abandoned graveyards, while the most dangerous beings, like Shadows, Wraiths, Ghosts, Wights, and even Vampires, prefer to inhabit remote places where humanoids rarely venture. Underestimating these beings is akin to courting death; however, even veteran players tend to believe that with a bit of Radiant damage, every undead goes away. This might work when there are only a few of them, but in higher CR, these vile creatures are a nightmare for all kinds of players, both seasoned and new.
1 Elementals
Oh, No! They're Immune To The Bard's Charms
The problem with Elementals, is not just that they're extremely difficult to deal with, but that they come in four different types, and several different sizes and thus, Challenge Ratings. Players tend to believe that Lesser Elementals, whose CR is laughably low, cannot hurt them, and that's a big mistake. In fact, veteran players prefer to battle a single, bigger elemental than various lesser elementals swarming them and causing various types of elemental damage and effects. These extraplanar beings are top-of-the-line TPK makers.
A fight against half a dozen Lesser Elementals is exhausting, not only because they will use every part of their bodies to cause harm (they are big masses of animated elements, after all). Plus, they have Multiattack and various abilities depending on their elemental-type. Water Elementals are scurry and hard to hit, and they will engulf players and attempt to drown them at the slightest chance. Fire elementals are self-explanatory: Nobody wants a huge, angry flame chasing them down. Air elementals are tricky because they will fling players away unless they do a Strength save. Earth (and Mud) Elementals, on the other hand, are sturdier, can burrow, and also take the shape of inanimate objects. Each Elemental type is a dangerous foe, and by their powers combined, they will destroy unaware parties if given the chance.
- Franchise
- Dungeons & Dragons
- Original Release Date
- 1974
- Publisher
- Wizards of the Coast
- Designer
- E. Gary Gygax, Dave Arneson