The world of Dungeons & Dragons is a vast and detailed fantasy universe, brimming with creatures of every kind: monsters, beasts, humanoids, fae, undead, and more. Some of the beings that populate this world will be familiar to fantasy fans, even if they've never played D&D before. Vampires, elves, dragons, and plenty of other in-game creatures are fantasy staples, though D&D often puts their own twist on them.

Other beings, though, are unique to the world that Wizards of the Coast created. Over the years, they've become D&D classics, iconic representations of this beloved franchise. The following are some of the most interesting, innovative monsters and beasts to populate D&D games, perfect for your next campaign.

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Owlbears

The Name Says It All

BG3 Owlbear

The name of this beast is fairly self-explanatory: these monstrosities resemble a cross between an owl and a bear. Their bodies are generally bear-shaped, but they have the heads of owls, and feathers extending across their torsos to blend with their fur. They are fierce, vicious predators, and encountering one can be a slow and excruciating end for adventurers.

Creatures that have characteristics of two or more animals are common in fantasy and myth. Griffons, which also appear in D&D, are a famous example dating back to Ancient Greece, with a lion's body and an eagle's head. Owlbears, while perhaps partly inspired by these creatures, have no history outside of D&D, and originated in the game's first edition. Like ordinary bears, adventurers are most likely to encounter them in temperate woodlands. The owlbear cub in BG3 may be adorable, but in most campaigns, these beasts are liable to rip players apart.

Kenku

A Crafty, Clever Avian Race

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Though they may have been partially inspired by the tengu of Japanese folklore, the Kenku are distinct in many ways, making them thoroughly unique creatures. These avian humanoids have a wide variety of birdlike characteristcs, but lack one key feature: wings, as they have arms instead. Kenku are sneaky and secretive by nature, often dedicating themselves to shady dealings in the criminal underworlds of the cities where they dwell. They are perhaps best known for their talents in mimicry, with the most skilled Kenku being able to replicate the sound of any animal or the voice of any humanoid.

First appearing in 3rd Edition, the Kenku are said to be descendants of a now-extinct avian race, though they have since lost their ability to fly. They are most common in the Beastlands, an area of southeast Faerûn ruled by monstrous folk; however, plenty of Kenku inhabit cities as well. Adventuring parties may encounter Kenku thieves, assassins, or spies — but this race is playable as well with Volo's Guide to Monsters. As players might guess from their description, Kenku make fantastic rogues, though they can also play well as monks or agile fighters.

Yuan-Ti

The Snake-People Of The Jungle

Like Kenku, Yuan-Ti are humanoids with animal-like features, this time snakes. But unlike Kenku, Yuan-Ti vary widely in the degree of their serpentine features. Pure-bloods are the most humanoid, with only slitted eyes, forked tongues, and patches of scales to convey their connection to snakes. Half-bloods were usually covered in scales, sometimes with a snakelike tail or arms. Abominations are the most animalistic, almost entirely snakelike with perhaps only a humanoid head or arms. The more a being resembles a snake, the higher they rank in Yuan-Ti society.

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Yuan-Ti are native to Malatra, a jungle of the Kara-Tur continent east of Faerûn. They tend to be of evil alignments, conniving and cold. They make a great inclusion for any campaign that takes place in a jungle setting, forcing players to remain cautious as they avoid being tricked or even becoming lunch for Yuan-Ti. It's worth noting, though, that Yuan-Ti purebloods are also playable thanks to Volo's Guide to Monsters. It's up to the player, though, whether their character will embody their snake-like nature or go against it.

Bulettes

Swallowing Adventurers, Gear And All

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Bulettes are sometimes called "land sharks" due to their underground-dwelling nature, and their habits as predators. These Monstrosity-type creatures are not only fearsome predators, but also incredibly difficult to kill, due to the natural armor that covers their bodies from head to stubby legs. They hunt by lying burrowed and sensing vibrations in the ground, and then bursting from the earth to swallow unfortunate animals — and adventurers — whole.

Although a bulette appears in the Underdark in Baldur's Gate 3, they are more often found on the surface world, where they typically inhabit forests and marshes. A part of D&D lore since the first edition, they are most common in the elven lands of Cormanthor, though they can appear all across Faerûn. Bulettes are a great choice for a surprise boss fight in a campaign, perfect for keeping players on their toes.

Beholders

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Of all the creature types in Dungeons & Dragons lore, Aberrations are among the most unique — and often the most terrifying. These creatures have no place in the natural order, and their origins are mysterious. Beholders are just one creature that falls under the Aberration type. They are one of the most iconic of the D&D mythos, going back to the first edition of the game. Longtime D&D fans may know of Xanathar, a Beholder crime lord from Waterdeep and the namesake of the sourcebook Xanathar's Guide to Everything. Devious and conniving, he represents the epitome of a Beholder's Lawful Evil nature.

Beholder anatomy consists of one central eye, ten eyestalks, and a gaping maw of fanglike teeth. More frightening than their appearance, though, is their intelligence. Beholders are conniving and greedy, hungering for power and determined to eliminate any life that is not like themselves . Considering these creatures' intelligence and capacity for scheming, a Beholder could serve as the ultimate antagonist or final boss for a campaign, operating from the shadows until the party uncovers the truth and must face the monster themselves.

Flumphs

Strange Yet Friendly Denizens Of The Underdark

Flumph

Many creatures in the Aberration category are to be feared, but that is not so with flumphs. Rather, these creatures are wise and benevolent, and have even been known to aid adventurers on occasion. Most often found in the Underdark, they tend to be Lawful Good, and are one of the few such aligned creatures to dwell there. Though they have been known to defend themselves when threatened, they are conflict-averse, and will more often flee when attacked.

Originating in the game's first edition, Flumphs typically live in groups called cloisters, where they lead a monastic lifestyle dedicated to the pursuit of knowledge and philosophy. As telepaths, they are highly sensitive to both good and evil thoughts, and have an aversion to the latter. Though adventurers might find their appearance startling, what with the masses of tentacles, Flumphs are proof that not everything unfamiliar is dangerous. In a campaign set in the Underdark, a party could even find an ally in a wise, friendly Flumph.

Gnolls

Ravenous Hyena-Like Monsters

Gnoll Warlord Flind

Gnolls are bestial, humanoid creatures that bear resemblences to hyenas, creatures which they have a strong affinity for and often keep as pets. Violent and bloodthirsty, they are fanatical worshippers of the demon lord Yeenoghu. Those most favored by their destructive deity are possessed by demonic spirits, becoming Fangs of Yeenoghu, servants of the Lord of Savagery. Hyenas who feasted upon a Fang's kill would be reborn as gnolls themselves, bursting out of a hyena's swollen belly.

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Encountering a pack of gnolls, especially one led by a Fang of Yeenoghu, can be a death sentence for a lower-level party. Adventurers are most likely to run across these creatures in warmer climates, though they can be found all across the world. Not only are they vicious, but they may even summon demons to aid them in battle, a gift from their lord. Their bloodlust alone makes them fearsome enough, but add in the demonic influences, and they can be downright terrifying.

Illithids (Mind Flayers)

A Hive Mind Of Tentacles

Baldur's Gate 3 - Mindflayer Tav

Baldur's Gate 3 players will be more than familiar with these eldritch nightmares, since they serve as the game's main antagonists. Yet another creature of the Aberration type, the name "illithid" literally translates to "mind flayer" in Undercommon, the language of the Underdark. These tentacle-mouthed beings consume the brains of humanoids, absorbing their memories and personalities as they do so. To reproduce, they place tadpoles into the eyes of their victims, which eventually transform the unfortunate soul into a mind flayer themselves. Their goal is the eventual subjugation of all life, bringing the whole world under illithid control.

Mind flayers possess powerful psionic abilities, able to influence the minds of those around them into doing their bidding and serving their purposes. Each one serves a being known as an Elder Brain, the final stage of an illithid's life cycle. Mind flayers possess a sort of collective consciousness, with the Elder Brain commanding their hive. Originating in D&D 3e, Illithids are among the most feared creatures of the Forgotten Realms, and for good reason. As BG3 demonstrates, they can be great as overarching antagonists for a D&D campaign. A final fight against an Elder Brain is sure to be one that players will remember.

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Franchise
Dungeons & Dragons
Original Release Date
1974
Designer
E. Gary Gygax, Dave Arneson
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