What are the D&D 5E Monster Types

What are the D&D 5E Monster Types

Dungeons and Dragons 5th Edition has 14 types of monsters listed in the Monster Manual. Each type has specific features or traits in common, such as where they come from, what they are, how they act, and where they can be found. Think of the monster type as a way to organize monsters, similar to how science categorizes animals and plants.

Knowing this can help Dungeon Masters (you) create more believable encounters and keep the continuity of the game world. For example, you wouldn't expect to find a fire elemental in the depths of the ocean! Monster types also play a role in-game mechanics, determining how certain spells and abilities affect different creatures.

With the new Monster Manual on the horizon, it will be interesting to see how these changes to monster types impact both gameplay and worldbuilding. Check back for updates.

Here is a list of the different monster types, all monsters fall into:

  1. Aberrations
  2. Beasts
  3. Celestials
  4. Constructs
  5. Dragons
  6. Elementals
  7. Fey
  8. Fiends
  9. Giants
  10. Humanoids
  11. Monstrosities
  12. Oozes
  13. Plants
  14. Undead

Aberrations

These are monsters that don't fit anywhere else. Think cosmic horrors or creatures that are completely alien. They exist outside the natural world, and some even dwell outside of time and space. Their powers are drawn from their own minds rather than from any mystical forces in the surrounding environment. Because of this, they can be found almost anywhere, driven by an ancient intelligence beyond mortal comprehension.

Aberrations are thought to originate from the Far Realm, or perhaps energies from this realm have leaked into other planes and altered matter to create these monsters. Think of the Far Realm as the birthplace of Lovecraftian horrors, and Aberrations as the entities that manifest in your campaigns.

I like to use Aberrations when I want to introduce something completely foreign to the players. They tend to give the game an uneasy feeling, a sense of dread.

Well-known Aberrations include aboleths, beholders, and mind flayers.

Beasts

Beasts are almost the opposite of Aberrations. They are non-intelligent creatures that have a natural place in the world—or at least your campaign's version of the natural world. They may or may not have magical abilities, but they generally lack intelligence, language, and organized societies.

You should find beasts where you would expect to find animals in the real world: forests, plains, oceans, farms, zoos, etc.

Even though beasts don't have language, spells like speak with animals can be used to gain information from them.  (Think of the animals in Baldur's Gate that you could communicate with.) Their speech should be simple, reflecting their low intelligence. I like to pick a single trait to make the main point of their personality: hungry, food-focused, overly observant of one thing (like belt buckles), grumpy, overly cheery, and so on.

Some examples of beasts include horses, fish, dinosaurs, and giant goats.

Celestials

Celestials come from the Upper Planes, which are the good-aligned planes, and are the opposite of fiends. They tend to be servants of deities, working as messengers or agents on the Prime Material Plane and other planes. They are generally good by nature but may not always understand humor or local customs, which could lead to some fun moments in a game.

In rare cases, a celestial might stray from "the path," making for a particularly harrowing encounter or series of encounters.

Examples of celestials include angels, pegasi, and moon dogs.

Corrupted Automaton from Spectacular Shops and Services 

Constructs

Constructs are made by someone or something, not born like natural creatures. They can be imbued with sentience and capable of independent thought, while others are programmed to perform only simple tasks. They can be made from all sorts of materials and powered by magic, science, or even the will of a greater power (like the constructs from the Outer Plane of Mechanus).

Since constructs are created with a purpose in mind, it's important to make that purpose clear when you include one in your campaign. Consider the setting and the construct's actions. Golems are the classic example of constructs and are often used as ageless guardians.

Examples of constructs include golems, Warforged, animated armor, and homunculi.

Dragons

This is arguably the most iconic monster type of them all, as it's right in the name of the game: Dungeons & Dragons! True dragons—chromatic (evil) and metallic (good)—are ancient reptilian beings who possess immense power and intelligence. There are also more distantly related relatives of dragons, such as wyverns and pseudodragons, who are less powerful and less magical.

I tend to keep dragons rare, big, and powerful, reserving them for truly momentous occasions. When one finally appears, it should be a terrifying and awe-inspiring force that leaves a lasting impression on the players. Their presence should signal a significant turning point in the campaign, a challenge that tests the players' characters to their limit. This approach elevates dragons to their rightful place as apex predators and legendary figures in the world, making any encounter with them a truly memorable event.

Examples of dragons include the classic chromatic and metallic dragons, wyverns, drakes, and pseudodragons.

Elementals

These are beings that embody elemental energy and originate from the Elemental Planes. These creatures range from animated masses of their particular element to beings infused with elemental energy, some of whom possess intelligence and form civilizations. Genies, which include djinn and efreet, are one of the largest and most important groups on the Elemental Planes.

While elementals can be powerful forces of nature, I haven't personally used them much in my games beyond summoning them as mostly brainless fodder for encounters with villains.

Examples of elementals include azers, gargoyles, invisible stalkers, and marids.

Fey

Fey are magical creatures closely tied to nature. They hail from a plane called the Feywild, which is closely connected to the Prime Material Plane. As such, fey creatures are typically found in areas like forests, groves, and swamps. The places they inhabit often take on aspects of the creatures' personalities, reflecting a deep connection to the environment.

Fey encompass a wide range of creatures with diverse behaviors, from playful tricksters to beings of malevolent darkness. They tend to be exaggerated versions of natural phenomena, so when describing them, lean heavily on the natural features that are inspiring that particular creature.

Examples of fey include hags, pixies, dryads, and satyrs.

Fiends

As mentioned above, fiends are the opposite of celestials and hail from the evil-aligned Outer Planes. They are characterized by their selfish and wicked ways. While it's exceedingly rare for a celestial to become evil, it's even rarer for a fiend to be good, though not impossible.

There are two types of fiends: demons, who are chaotic, and devils, who are lawful. These two groups are locked in an eternal war, not to mention the infighting that occurs within each group. Archdevils and demon princes constantly vie for power within their respective hierarchies.

Examples of fiends include devils, demons, hell hounds, and imps.

Giant from Wreches and Rewards

Giants

Giants are, well, giant human-like creatures. I say it that way because some have two heads or other deformities that make them not quite humanoid (more on humanoids soon!). Generally, everything in this category is size Large or bigger.

Giants are an ancient race, almost as old as dragons. The Monster Manual devotes several pages to their history, pantheon, and overall motivations. The true giants (hill, stone, frost, fire, cloud, and storm giants) are descendants of Annam, the father of all giants, now worshipped as their god. Annam has forsaken his children until they rise again to rule everything.

I tend to keep giants away from civilization, in the wilderness. If giants are encountered near a town or city, they would likely attack it or try to enslave its inhabitants, which could be a good adventure hook for a higher-level adventuring party.

Examples of giants include the various true giants (hill, stone, etc.), along with trolls, ogres, and ettins.

Humanoids

The humanoid category is made up of all the people of the land. This includes all the playable races, but also many others. They all share a basic human-like form: one head, two arms, and two legs. They also have some kind of culture, whether it's settled and leverages magic and technology for shelter and food, or something simpler like a hunter-gatherer structure. Some, like goblins and orcs, are more savage, relying on raids and violence to get what they need.

Something to keep in mind: just because a creature might look and act like a humanoid, doesn't necessarily mean it is one. This is important because spells that affect humanoids won't work on other monster types.

You can find lots of details on humanoids in the Monster Manual and the Player's Handbook. Keep in mind that humanoids are found everywhere and at all levels. If your players can reach level 10, then they can encounter a party of level 10 orcs. Just to keep things interesting!

Examples of humanoids include humans, orcs, elves, dwarves, drow, and many more.

Monstrosities

These are the monsters of the monsters if I can put it that way. Many come from folklore and stories throughout human history. In D&D, monstrosities are often the results of magical experiments gone wrong, the products of curses, or the unnatural corruption of living beings. Many seem to be multiple creatures mixed into one. Take the owlbear, for example, which is the result of a magical experiment gone awry. Or consider Driders, a mix of drow and spider, created by Lolth's corruption.

These are the scary creatures that wander the dark woods, lurk in abandoned towns, or dwell deep in the sewers. The Monster Manual says they are creatures that don't fit into other categorizations, but I think they fill their own niche quite well.

More examples include the tarrasque, harpies, and cockatrices.

Loric a demon from Spectacular Shops and Services 2

Oozes

Oozes tend to be amorphous puddles of slime or jelly. Most are found underground in caves or lost dungeons, lying in wait for something to stumble into them. They lack intelligence and simply feed on whatever happens to be around.

The gelatinous cube and black pudding are two well-known examples.

Plants

These are creatures that are plant or fungus-based (don't be upset with D&D, science people, I know plants and fungi are very different) and are not typical flora. Some of these can move around like other monsters, while others are fixed in place like normal plants. They were brought into being through various means, but most are related to magic in some way. Some are intelligent, while others are simply more active when they need to feed.

Since these are plants and fungus, you should find them anywhere you find plants and fungi.

Examples include myconids, shambling mounds, and treants.

Undead

Undead creatures are beings that were once alive but, through necromancy or an unholy curse, exist in a state of undeath. They are trapped in this state, some merely shadows of their former selves, stuck wandering the world, hungry and suffering. A few retain much of their former selves and tend to be some of the more fearsome undead, such as vampires and liches.

Undead can be found where there are many dead bodies, like old battlegrounds and graveyards, but also in places permeated by curses or necromantic magic. Such locations should be dark, feel unnatural, and unsettling. As players approach, they might start to smell decay, hear strange sounds, or notice an unnatural silence. I like using undead in my games because you can build suspense as the players get close. There's a rich history of undead in folklore and fiction, making it easy for players to visualize these creatures.

Examples include zombies, vampires, Liches, ghosts, and ghouls.

Most Importantly, Have Fun

As mentioned, understanding the different monster types in D&D 5e can greatly enhance your game, both for players and Dungeon Masters. By recognizing the unique characteristics, origins, and motivations of each type, you can create more believable encounters, build suspense, and craft compelling stories. Whether you're facing the cosmic horror of an aberration, the primal fury of a beast, or the chilling presence of an undead, knowing your monsters will make your D&D experience richer and more rewarding.

Remember, the upcoming release of the new Monster Manual may bring changes to monster types and their classifications. This is an exciting opportunity to revisit these categories and explore the new possibilities they offer for your campaigns. So, keep an eye out for those updates and be prepared to adapt your knowledge to the evolving world of D&D!

Also, keep coming back to learn more, we are working on some of our own monsters, which we will share here soon.

Happy gaming!

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