D&D (2024) Humanoids in the MM...

Elf in fantasy RPGs have become entrenched as there own thing, the idealised eidolon of Humanoid exuding charm, wisdom and otherworldliness. Elfs are Elfs - theyre essentially their own type

Gnomes are a small whimsical but not quite defined species, in the mundane world but still not quite conforming to it. Making them Fey also means they get to link back to other fey types be it Pixies and bogans, jermlaines, redcaps or leprechauns. And if Goblin are fey then theres really no reason why Gnomes cant be
Gnome (≈ hob, brownie, etcetera) and goblin are both fairies, helpful seelie and hostile unseelie, respectively.

The hobgoblin (such as Puck, Robin Goodfellow, according to Shakespeare) is paradoxically both a helpful hob and a hostile goblin, simultaneously. The idea is he does painful practical jokes, which is helpful because laughter and a sense of humor are joyful and healthy, while the prank can seem hostile. This is why the "hobgoblin" is also the "jester" of the fairy court.
 
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I hope that they keep Gith as humanoid, hearkening to the AD&D fluff description hinting that they were once human or human like, but mutated / evolved over time by their Ilithid overlords.

Adds a bit of irony to their implied supremacist ideals. Unless that was just Larian studios having a bit of fun with the lore.
 

I hope that they keep Gith as humanoid, hearkening to the AD&D fluff description hinting that they were once human or human like, but mutated / evolved over time by their Ilithid overlords.

Adds a bit of irony to their implied supremacist ideals. Unless that was just Larian studios having a bit of fun with the lore.

Giths in Planescape had a non-humanoid type (aberration) which I bet will carry over. Actually, I think that fits better, seeing as they are so mutated they are no longer related to humans but insist they are superior.
 

On the subject of applying different species templates to NPC archetypes: I wonder how much actual support the MM will give in that regard. If I have to flip 7 pages back and forth to make use of it, I am probably not going to. Stat blocks should be COMPLETE (and concise in being so). It is bad enough when they have feats and spells that aren't included in the usable information, but add in racial/species abilities and other ephemera and you have failed at producing a viable, usable stat block.
 

I hope that they keep Gith as humanoid, hearkening to the AD&D fluff description hinting that they were once human or human like, but mutated / evolved over time by their Ilithid overlords.

Adds a bit of irony to their implied supremacist ideals. Unless that was just Larian studios having a bit of fun with the lore.
Gith have already had their Ceeature Type changed in recent books for a while now, so I wouldn't bet on it
 

I prefer the Lycanthropes take the Beast type. Being a "Werewolf" is about becoming a wolf. It is Primal magic, but conveys the identity of a natural wolf. In their Humanoid form, they are Humanoid, of course, but even then I can see them remaining a kind of Beast.
They could make multiple stat blocks for the different forms; they did it for Alyxian in Call of Netherdeep and Auril in Rime of the Frost Maiden. In 5e, having higher than animal intelligence made a critter a monstrosity (unless it was awakened), so if a werewolf stat block is a beast, it will have probably have 3 int. Likewise, pretty much any supernatural ability kicked a critter out of beast, so any kind of resistance/immunity to nonsilvered weapons doesn't seem compatible.
 

They could make multiple stat blocks for the different forms; they did it for Alyxian in Call of Netherdeep and Auril in Rime of the Frost Maiden. In 5e, having higher than animal intelligence made a critter a monstrosity (unless it was awakened), so if a werewolf stat block is a beast, it will have probably have 3 int. Likewise, pretty much any supernatural ability kicked a critter out of beast, so any kind of resistance/immunity to nonsilvered weapons doesn't seem compatible.
Awakened means made intelligent by magic. Perhaps, a werebeast is comparable to an Awakened Beast. The Beast is an actual natural Beast, but the mind is magically the stats of the Human, a kind of Awakened.

When a Human first becomes a Beast form, one loses oneself in the Beast identity. The Intelligence would be a score of 3 or so. But as a Human attunes and integrates the animal nature, one can retain ones mind even while in the Beast form. It is a kind of awakening of the Beast.
 

On the subject of applying different species templates to NPC archetypes: I wonder how much actual support the MM will give in that regard. If I have to flip 7 pages back and forth to make use of it, I am probably not going to. Stat blocks should be COMPLETE (and concise in being so). It is bad enough when they have feats and spells that aren't included in the usable information, but add in racial/species abilities and other ephemera and you have failed at producing a viable, usable stat block.
The impression I got is that the new NPC statblocks are supposed to represent individuals of all species, so I don't expect any species templates to modify them in the new MM. Presumably if you want an aarakocra mage to have aarakocra traits like flight, that'd be a homebrew thing from here on. I could be misinterpreting, of course.
 

I prefer the Lycanthropes take the Beast type. Being a "Werewolf" is about becoming a wolf. It is Primal magic, but conveys the identity of a natural wolf. In their Humanoid form, they are Humanoid, of course, but even then I can see them remaining a kind of Beast.

It would be hard to put 2 creature types in one statblock where everyone will notice.

But turning lycanthropes into a condition that turns a Humaniods to a beast is interesting.

I could see other curses that convert Humaniods to monstrosities, fiends, giants, or celestials. Like a Mr Hyde cursed Humaniods who become Monstrosities.
 

That may be, but I am not sure how they would do that. It would be leaving a lot of classic threats out of the game. However, they did make this statement:

"The stat blocks of monsters with the Humanoid creature type have been redesigned to represent any Humanoid species. Now, these stat blocks include distinct mechanics aligned with a certain role or profession. So, whether you're introducing your player characters to a charismatic drow performer or a questing goliath knight, you can find inspiration for your NPCs."

So it seems they are integrating NPCs and Humanoids in some way. I just don't understand how yet.
Pact tactics who told us that there are no monster creation rules said that there is a conversion guide in the book that he did not read.

My guess: there you will find rules to convert monsters including NPCs.
 

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