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==Types in 5e== Types are back to being a simple set of categories in this edition, in fact it's almost exactly just 3rd's set minus subtypes except for a few differences. These differences being that they dropped Vermin and Shapeshifter, fused Beast from 4th with Magical Beast, folded Monstrous Humanoid into Humanoid, and most bizarrely, divided Outsider into Celestial and Fiend. That last change leads to many creatures no longer easily identifiable as originating from outside the Prime Material. As a result of these changes a lot of creatures got their type shuffled around, along with some creatures who's type didn't get removed but had their type swapped anyway. * [[Aberration]]: They're utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are [[Aboleth|aboleths]], [[Beholder|beholders]], [[Illithid|mind flayers]], and [[Slaad|slaadi]]. * Beast: They're nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, [[Dinosaur|dinosaurs]], and [[Dire Animal|giant versions of animals]]. * [[Celestial]]: They're creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. * [[Construct]]: They're made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. [[Golem|Golems]] are the iconic constructs. Many creatures native to the outer plane of [[Mechanus]], such as [[Modron|modrons]], are constructs shaped from the raw material of the plane by the will of more powerful creatures. * [[Dragon|Dragons]]: They're large reptilian creatures of ancient origin and tremendous power. True dragons, including the good [[Metallic Dragon|metallic dragons]] and the evil [[Chromatic Dragon|chromatic dragons]], are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as [[Wyvern|wyverns]] and [[Pseudodragon|pseudodragons]]. * [[Elemental]]: They're creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. * [[Fey]]: They're magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. * [[Fiend]]: They're creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hellhounds, rakshasas, and yugoloths. * [[Giant]]: They tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. * [[Humanoid]]: They're the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (gol:ilins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. A variety of humanoids appear throughout this book, but the races detailed in the Player's Handbook- with the exception of drow-are dealt with in appendix B. That appendix gives you a number of stat blocks that you·can use to make various members of those races. * Monstrosity: They're monsters in the strictest sense- frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owl bears), and others, are the product-of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type. * [[Ooze]]: They're gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. * Plant: They're vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. * [[Undead]]: are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. [[Category:Dungeons & Dragons]] [[Category:Game Mechanics]]
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