Dmg Eiladrin
These feats are meant to complement those released in the Racial Feats article by Wizards of the Coast. Each of the feats are tied to races released in offical Wizards of the Coast releases of some kind; the Unearthed Arcana series of articles, the Dungeon Master's Guide, or other sources (not including Volo's Guide to Monsters).
Feb 09, 2016 Eladrin are a subrace of elves, similar to wood, high, and drow. They all have darkvision, +2 dex, perception proficiency, etc. Eladrin, however, get +1 INT and misty step 1x rest, while high elves are the ones who get +1INT and a free wizard cantrip. Wood elves and drow get different bonuses. Apr 01, 2017 Re: Half-Elf Eladrin: Would You Allow It? I'd also allow it, provided that there's not some goofy specific mechanical interaction the player is chasing that I'm just not thinking of. It makes for a good race, but I think that it's important that custom player options are. Perhaps the eladrin is of the Wildfae, and seeks to distance itself from the war. Perhaps the eladrin is a member of their Court's agents in the material world, the introduction of a new faerie faction to bring alongside the Harpers and such. The shiere knight is an Eladrin racial Paragon Path in the Player's Handbook 2 (2009). The eladrin also appeared in the fourth edition Monster Manual 2 (2009). The spiral tactician is an Eladrin racial Paragon Path in the Martial Power handbook (2010).
Eladrin +1 Int High Elf with a teleport spell. You can be an Eldritch knight or an Arcane Archer easily with these. DMG Halfling +2 Dex You get the increase in Dexterity like the Elf, but you get the Lucky Racial feature with the limitation of having to go with finsesse weapons, shortbows and crossbows.
Race | Feat |
---|---|
General | Abyssal Heritage |
General | Celestial Heritage |
General | Elemental Heritage |
General | Infernal Heritage |
General (Druid) | Weathersense |
Aasimar (DMG) | Angelic Wings |
Aasimar (DMG) | Darkened Heavens |
Aasimar (DMG) | Heavenly Emissary |
Aasimar (DMG) | Searing Radiance |
Elf (eladrin) | Seasonal Affectation |
Elf (eladrin) | Sylvan Step |
Elf (eladrin) | Weathersense |
Genasi | Planar Melding |
Genasi (air) | Child of the Clouds |
Genasi (air) | Weathersense |
Genasi (air) | Zephyr Dash |
Genasi (earth) | Artisan's Eye |
Genasi (earth) | Landslide |
Genasi (earth) | Shifting Stone |
Genasi (fire) | Brass Ingenuity |
Genasi (fire) | Flame Rush |
Genasi (fire) | Heated Soul |
Genasi (water) | Eternal Purity |
Genasi (water) | Stormsurge |
Genasi (water) | Water Weird's Gift |
Goliath | Berserker's Fury |
Goliath | Deadweight Toss |
Goliath | Giantkin Wrestler |
Minotaur | Berserker's Fury |
Minotaur | Gore or Glory |
Minotaur | Resident of the Underdark |
Revenant | Baneful Lichdom |
Revenant | Knight of Death |
Revenant | Vengeful Spirit |
Tiefling | Fallen Wings |
Tiefling | Fiendish Melding |
Tiefling (abyssal) | Order of Graz'zt |
Tiefling (abyssal) | Resistance of the Goristro |
Abyssal Heritage
Dungeons And Dragons - 5th Edition: Playable Races, All Playable races from Official books D&D books, with ability scores etc. The Eladrin has gone through a lot of revisions, and there have been a couple of attempts to get a working version of the Eladrin in Unearthed Arcana playtests. The 'first' iteration was the one in the DMG, which presented an Eladrin as an example of what you could do in the 'creating your own subraces' section.
Restricted: No aasimar, eladrin, genasi, or tieflings
Your family has a touch of the Abyss in the blood, tainting you for generations. You gain the following benefits:
- Increase your Charisma or Constitution by 1, to a maximum of 20.
- You learn Abyssal.
- After you complete a long rest, roll on the following Lesser Abyssal Arcana table twice; once in the 'Cantrips' column and once in the '1st level' column. You may use the resulting spells as in the Abyssal Arcana feature (found here).
Lesser Abyssal Arcana
d6 | Cantrips | 1st Level |
---|---|---|
1 | dancing lights | burning hands |
2 | true strike | charm person |
3 | light | magic missile |
4 | message | cure wounds |
5 | spare the dying | Tasha's hideous laughter |
6 | prestidigitation | thunderwave |
Angelic Wings
Prerequisite: Aasimar (DMG)
You gain the ability to manifest a pair of angelic wings, which grant you a flying speed of 20 feet. Your armor must accomodate these wings, and cloth will be ripped if not properly made to account for their growth.
Artisan's Eye
Prerequisite: Genasi (earth)
The treasure seekers of the dao echo in your heritage, allowing you an innate knack for identifying precious items. You have advantage on any check made to determine the quality, rarity, or legitmacy of precious gems or metals, or objects made with them. You also can cast the detect magic spell once per long rest without expending a spell slot, but it only detects magic items and objects, not spells.
Baneful Lichdom
Prerequisite: Revenant
Your link to the world is more tenuous than normal, and your form is maintained by dark, necromantic energy as a lich-like creature. You gain resistance to necrotic damage. You also learn the chill touch cantrip and can cast the ray of sickness spell without expending a spell slot once per long rest. Intelligence is your spellcasting modifier for these spells.
In addition, you are now suceptible to the effects of Turn Undead. A friendly cleric can exempt you from the effect if they use it, but otherwise you are turned as an undead whose CR is equal to half your level.
Berserker's Fury
Prerequisite: Goliath, Minotaur
Your people's rage and wild fighting style has left its mark on you. As an action, you can enter a fury while in combat. This state lasts for 1 minute, and confers the following benefits:
- When you make a melee weapon attack using Strength, you add +2 to the damage dealt.
- As a reaction to taking bludgeoning, piercing, or slashing damage, you can reduce that damage by half. You may only do this three times, and then your fury ends.
- Your speed increases by 10 feet if you aren't wearing heavy armor.
This fury lasts 1 minute, or until you lose concentration. You may not cast spells while in a fury. You may use this ability once per long rest.
Brass Ingenuity
Prerequisite: Genasi (fire)
Elemental fire lends you skill in the pursuit of crafts. You learn the mending cantrip, though you may only use it to repair metal objects via your internal heat. You also may add your Constiution modifier to any check you make with smithing tools or alchemist's tools. Your resistance to heat allows you greater skill in utilizing fire.
Celestial Heritage
Restricted: No aasimar, eladrin, genasi, or tieflings
A heavenly blessing lies on your family, passing down from parent to child. You gain the following benefits:
- Increase your Wisdom by 1, to a maximum of 20.
- You learn Celestial.
- You learn the light cantrip. You also learn lesser restoration and can cast it once per long rest. Charisma is your spellcasting modifier for these spells.
Child of Clouds
Prerequisite: Genasi (air)
You embody the elemental nature of your heritage, and have domain over the skies. You gain the following benefits:
- Increase your Dexterity by 1, to a maximum of 20.
- You have a flying speed of 30 feet if you are not wearing medium or heavy armor or exceeding your carrying capacity.
- Your Mingle with the Wind racial feature now allows you to cast gust of wind or levitate .
Darkened Heavens
Prerequisite: Aasimar
Your celestial heritage pulls from a darker source, devoid of the radiant light that pervades most of the heavens. Perhaps your angelic ancestor was the servant of a god of darkness, or even a fallen angel. You gain the following benefits:
- You increase your Charisma score by 1.
- You replace the light cantrip with thaumaturgy.
- You replace the lesser restoration spell with false life.
- You replace the daylight spell with darkness.
Deadweight Toss
Prerequisite: Goliath
Years of wrestling with your kin in your youth have taught you a few tricks when it comes to grappling. You gain the following benefits:
- Increase your Strength by 1, to a maximum of 20.
- Your range with thrown weapons without the Finesse property increases by +10/+20.
- When grappling a target at least one size smaller than you, as an action you can throw them up to 15 feet, knocking them prone when they land.
Elemental Heritage
Restricted: No aasimar, eladrin, genasi, or tieflings
The magic of the Elemental Planes runs in your family, stemming from some distant source. You gain the following benefits:
- Increase your Constitution by 1, to a maximum of 20.
- You learn Primordial.
- Choose one of the following:
- Air. You can cast levitate once per long rest. Constitution is your spellcasting ability for this spell.
- Earth. You can move across difficult terrain made of earth or stone without expending extra movement.
- Fire. You have fire resistance and know the produce flame cantrip. Constitution is your spellcasting ability for this spell.
- Water. You can breathe air and water and have a swimming speed of 30 feet.
Eternal Purity
Prerequisite: Genasi (water)
The purity of the elemental plane of water flows through your veins, protecting you against poison. You are now immune to the poisoned condition, and have resistance to posion damage. You can drink any manner of water, so long as it is of an appropriate temperature - this includes sea water, thin mud, and other such liquids - and you still gain the benefits of drinking normal water.
Fallen Wings
Prerequisite: Tiefling
You gain the ability to manifest bat-like demon wings, which give you a flying speed of 30 feet as long as you are not wearing heavy armor. Your armor must be made to accomodate these wings, and cloth will rip if not made to account for their growth.
Fiendish Melding
Prerequisite: Tiefling
While you are sure of your mortal race, the question of where the majority of your more fiendish heritage lies is less certain. You gain the following benefts:
- If you are an Infernal tiefling..
- You learn Abyssal.
- You gain 1 hit point per level.
- You learn one cantrip and one spell of your choice from the Abyssal Arcana feature, and can cast them as in that feature.
- If you are an Abyssal tiefling..
- You learn Infernal.
- You gain fire resistance.
- You add the Infernal Legacy spells to your Abyssal Arcana, replacing spells of your choice from that list.
Flame Rush
Prerequisite: Genasi (fire)
Eladrin Tof
Your body is infused with elemental fire, barely constrained by your mortal nature. You gain the following benefits:
- Whenever you take the Disengage action on your turn, you can choose to turn to flame for the duration of your movement. During this movement, you can pass through another creature's space and deal fire damage to them equal to your proficiency bonus. You may only deal this damage to a creature once per turn, and you may not end your movement in an occupied space.
- As an action, you can make a special unarmed attack with a free hand. This attack deals 1d10 fire damage on a hit.
Giantkin Wrestler
Prerequisite: Goliath, Strength of 13 or higher
Your childhood practice with wrestling has paid dividends; your skill with wrestling is easily a match for far larger creatures. You gain the following benefits:
- Increase your Strength by 1, to a maximum of 20.
- You double your proficiency bonus on all Athletics checks.
- When grappling, you count as one size category larger than you are.
- When grappling a single target your size or smaller, you can use your action to pin them. You become prone, and your target becomes prone and incapacitated. They may still make checks to escape, albeit with disadvantage. The condition ends if you stop grappling the target or stand up.
Gore or Glory
Prerequisite: Minotaur
You've sharpened and cared for your horns to make them into deadly lacerating weapons. You gain the following benefits:
- When making an attack with your horns, you score a critical hit on a roll of 19 or 20.
- On a critical hit with your horns, the target must make a Constitution save at the end of each of its following turns, with a DC equal to 10 + your Constitution modifier. On a failure, the creature takes necrotic damage equal to your proficiency bonus. The condition ends after three successes or 1 minute.
Heated Soul
Prerequisite: Genasi (fire)
As a bonus action, you may flare your internal heat. For 1 minute, any metal weapons you wield deal your ability modifier damage as magical fire damage, rather than the same type of damage dealt by the weapon. You may use this ability once per long rest.
If you attempt to use this ability with a nonmagical wooden weapon, the weapon begins to burn and deals only 1 fire damage on a hit. Additionally, anyone trying to wield one of your weapons within 1 minute of you releasing it while under the effects of this ability suffers fire damage equal to your proficiency modifier each turn.
Heavenly Emissary
Prerequisite: Aasimar (DMG)
Your natural charm makes you trustworthy and earnest. You gain the following benefits:
- Increase your Charisma or Wisdom by 1, to a maximum of 20.
- You gain proficiency in Persuasion. If you are already proficient, you double your proficiency bonus for all Persuasion checks.
- You have advantage on all Insight and Persuasion checks when dealing with celestials.
Infernal Heritage
Restricted: No aasimar, eladrin, genasi, or tieflings
Your bloodline can trace itself back to a distant devilish ancestor. You gain the following benefits:
- Increase your Charisma or Intelligence by 1, to a maximum of 20.
- You learn Infernal.
- You learn the thaumaturgy cantrip. You also learn hellish rebuke and can cast it once per long rest. Charisma is your spellcasting ability for these spells.
Knight of Death
Prerequisite: Revenant
You are maintained by dark energy as a warrior of undeath. You gain resistance to necrotic damage. You also learn the greenflame blade cantrip, and can cast the searing smite spell without expending a spell slot once per long rest. Charisma is your spellcasting ability for these spells.
In addition, you are now suceptible to the effects of Turn Undead. A friendly cleric can exempt you from the effect if they use it, but otherwise you are turned as an undead whos CR is equal to half your level.
Landslide
Prerequisite: Genasi (earth)
Your body is composed of elemental earth, barely constrained by your mortal nature. You gain the following benefits:
- Whenever you take the Dash action on your turn, you can choose to turn to cascading earth for the duration of your movement. During this movement, you can pass through another creature's space and deal bludgeoning damage to them equal to your proficiency bonus. You may only deal this damage to a creature once per turn, and you may not end your movement in an occupied space.
- As an action, you can make a special unarmed attack with a free hand. This attack deals 1d10 bludgeoning or piercing damage on a hit.
Order of Graz'zt
Prerequisite: Tiefling (abyssal)
You've gained a modicum of control over your abyssal magic, drawing on the few places in the Abyss that know even the barest semblence of order. You gain the following benefits:
- Increase your Charisma by 1, to a maximum of 20.
- When you roll for your Abyssal Arcana racial feature, you may reroll up to two of the dice. If you reroll a category into the spell you had prior, you must instead use your original roll.
Planar Melding
Prerequisite: Genasi
Your elemental blood runs strong, and from multiple planar sources. Choose one of the following - air, earth, fire, or water. You may not choose the subrace that you already belong to. You gain the following benefits:
- If you choose air..
- You increase your Dexterity by 1, up to a maximum of 20.
- You can hold your breath indefinitely while you aren't incapacitated.
- You learn the gust cantrip. Constitution is your spellcasting ability for this spell.
- If you choose earth..
- You increase your Strength by 1, up to a maximum of 20.
- You can move across difficult terrain made of earth or stone without expending extra movement.
- You learn the mold earth cantrip. Constitution is your spellcasting ability for this spell.
- If you choose fire..
- You increase your Intelligence by 1, up to a maximum of 20.
- You gain darkvision out to 60 feet.
- You gain resistance to fire damage.
- If you choose water..
- You increase your Wisdom by 1, up to a maximum of 20.
- You have a swim speed of 30 feet.
- You gain resistance to acid damage.
Resident of the Underdark
Prerequisite: Minotaur
Your ancestors lived far underground, and roamed labrynthian mazes devoid of light. You have darkvision out to 30 feet. Additionally, you have advantage on any checks made to navigate dark, underground spaces.
Resistance of the Goristro
Prerequisite: Tiefling (abyssal)
Your body is infused with some of the hardiest energies of the Abyss, affording you a great deal of strength against mortal damage and effects. You gain the following benefits:
- You gain proficiency in Constitution saving throws.
- You gain a number of hit points equal to your level. You gain 1 additional hit point whenever you level.
- You have resistance to poison damage, and immunity to the poisoned condition.
Searing Radiance
Prerequisite: Aasimar (DMG)
Your celestial nature burns with holy fire, shining forth from your form. You gain the following benefits:
- You learn either the sacred flame or the word of radiance cantrip. Charisma is your spellcasting modifier for either of these spells.
- You learn either the searing smite or the guiding bolt spell. You may cast this spell once per long rest without expending a spell slot. Charisma is your spellcasting ability for either of these spells.
Seasonal Affectation
Prerequisite: Eladrin
The seasons run strong in you, with nature surging in your veins. Once per day, you can cast a spell associated with one of the four seasons listed below. When you do so, your emotions lock into that season for 1 minute after the spell is cast. Intelligence is your spellcasting ability for these spells.
Season | Spell |
---|---|
Autumn | Charm Person |
Winter | Ice Knife |
Spring | Silent Image |
Summer | Burning Hands |
Shifting Stone
Prerequisite: Genasi (earth)
Your inner essence shifts easily from one state to another. You gain the following benefits:
- Increase your Constitution by 1, to a maximum of 20.
- You gain a burrowing speed equal to half your movement speed, up to 30 feet.
- Once per long rest, you can harden your skin and become immobile by spending one minute concentrating. You gain resistance to all non-magical damage. This state ends as soon as you are dealt damage by an attack, though you still have resistance to that attack's non-magical damage.
Stormsurge
Prerequisite: Genasi (water)
Your body is composed of elemental water, barely kept together by your mortal nature. You gain the following benefits:
- You ignore difficult terrain caused by water, mud, snow, or any other liquid besides lava.
- While swimming, you may take the Dash or Disengage actions as bonus actions on your turn.
- Whenever you take the Disengage action on your turn, you can choose to dissolve into water for the duration of your movement. During this movement, you can pass through another creature's space or gaps as small as 1 inch, though you can't willingly end your movement there.
Sylvan Step
Prerequisite: Eladrin
Your link to the Feywild remains strong, despite your travels. You gain the following benefits:
- Increase your Charisma or Intelligence by 1, to a maximum of 20.
- You learn one druid cantrip of your choice. Your spellcasting modifier for this cantrip is Intelligence.
- Whenever you cast misty step from your racial feature, you don't provoke attacks of opportunity until the end of your turn.
Vengeful Spirit
Prerequisite: Revenant
Even as your body crumbles, your will remains strong. When you die, your spirit seeks out a recently dead host rather than reform your body. Your DM determines whether or not there are any suitable corpses within 1 mile. The corpse must have been dead for more than 24 hours, but not yet be significantly decayed.
When you possess this new body, your stats change to reflect the race of the new body. Your +1 to Constitution from the revenant subrace remains unchanged. You also gain possession of any items buried with the body. You can also reform your original body by meditating for 24 hours, after which you die and reform in your original body somewhere within 1 mile after an additional 24 hours.
Water Weird's Gift
Prerequisite: Genasi (water)
Your form takes to water especially well, allowing you to meld in almost seamlessly with the liquid. Whenever you are submerged in water, you have +10 to any Stealth check you make. Additionally, you can meld into any puddle of water that is at least one inch thick and a number of feet across equal to half your height. While you are melded with water, you cannot take any actions save to exit the water, or move along inside of it.
Weathersense
Prerequisite: Eladrin, Genasi (air), druid 8th level
The ever-changing patterns of weather seem simple to you, due to your deep connection to nature. Over the course of 1 minute, you can meditate to find out the following information about your local region:
- Current temperature and approximate wind speed.
- Weather for the next 8 hours.
- General trend of the season (drier, wetter, warmer, colder).
- Whether or not any outside force has acted on the weather in the past 24 hours.
Zephyr Dash
Prerequisite: genasi (air)
Your body is made of tempests of air, barely held together by your mortal nature. You gain the following benefits:
- You ignore difficult terrain caused by adverse weather effects, such as strong winds or driving rain.
- Whenever you take the Disengage action on your turn, you can choose to dissipate into gas for the duration of your movement. During this movement, you can pass through another creature's space or gaps as small as 1 inch, though you can't willingly end your movement there.
- As an action, you can make a special unarmed attack with a free hand. This attack deals 1d10 slashing damage on a hit, and has a range of 10 feet.
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Monsters may be resistant to or fully protected from some forms of attack and vulnerable to others.
For reference, 'normal' damage is shown with red numbers. Resistances (via DR) are indicated by yellow damage numbers: this means some of your damage is being reduced and it might be possible for you to overcome this by changing weapon type. To see what damage type you need to use, check the Combat Log. Full protection is indicated by white zero damage numbers. Some forms of damage are particularly effective against a monster and this is indicated by purple damage numbers. Green damage numbers indicate that the monster is actually healed by that type of damage; you see this occasionally with Summoned Fire Elementals being attacked by fire, for example.
Reading the DR Type:
- The number listed is the amount of damage that an attack is reduced. After the slash (/), the damage type listed is the type of attack that will bypass the DR. For example, 'DR 10/Good' will take 10 off every attack unless that attack has the 'Good' descriptor attached to it. If there's a dash (-) after the slash, 'DR/-', the DR simply cannot be bypassed; it's effective against all attack types.
- 'or' means one, or the other, of the DR overcoming types listed, such as '/silver or good' to overcome devils. Silver weapons will do it, and Good weapons will too.
- '+' means that both (or all) listed damage types must be on a weapon to 'break' the DR of the monster in question. If the DR is '/Silver+Good', then a silver weapon won't do it unless it's also Good, and vice versa.
Alignment is listed here so that you can tell which alignment-based weapon enchantments will add extra damage; alignment-based damage is not required to break DR unless it is mentioned in the 'DR' column.
Dragons
You can’t activate version 16.17 or later with an Office 2016 for Mac volume license. Microsoft office 2010 mac download. Starting with the 16.17 release in September 2018, this information also applies to Office 2019 for Mac, which is a version of Office for Mac that’s available as a one-time purchase from a retail store or through a volume licensing agreement. Older versions up to and including 16.16 can be activated with an Office 2016 for Mac volume license. For information about Office 2016 for Mac releases from September onward, see. The update history information for version 16.16 and earlier also applies to Office 2016 for Mac, which is also a version of Office for Mac that’s available as a one-time purchase.
Link | Name | Type | Race | Alignment | Weak | Resistant | Immune | Healed | DR |
---|---|---|---|---|---|---|---|---|---|
Auraxyllon | Undead | Blue Dragon | Lawful Evil | Electricity | |||||
Link | Aussircaex | Dragon | White Dragon | Lawful Neutral | Fire | Cold | |||
Link.. | Aussiroth | Dragon | White Dragon | Lawful Neutral | Fire | Cold | |||
Link | Eternity (not weakened) 1 | Undead | Blue Dragon | Neutral Evil | All | 1000/- | |||
Link | Eternity (weakened) 1 | Undead | Blue Dragon | Neutral Evil | |||||
Link | Grundaussir | Dragon | White Dragon | Chaotic Evil | Fire | Cold | |||
Link | Rhindvutha | Dragon | Black Dragon | Chaotic Evil | Acid | ||||
Link | Sinvala | Dragon | Black Dragon | Chaotic Evil | Acid | ||||
Link | Varath | Dragon | Black Dragon | Chaotic Evil | Acid | ||||
Link | Velah (epic) | Dragon | Red Dragon | Chaotic Evil | Fire | ||||
Link | Velah (non epic) | Dragon | Red Dragon | Chaotic Evil | Cold | Fire | |||
Link | Yorgulhar | Dragon | Blue Dragon | Lawful Evil | Electricity |
1 Appears only during the Mabar Endless Night Festival.
Link | Name | Type | Race | Alignment | Weak | Resistant | Immune | Healed | DR |
---|---|---|---|---|---|---|---|---|---|
Link.. | Abishai (Black) | Evil Outsider | Devil (Abishai) | Lawful Evil | Cold | Acid, Fire | Good | ||
Link.. | Abishai (Blue) | Evil Outsider | Devil (Abishai) | Lawful Evil | Acid, Cold | Electricity, Fire | Good | ||
Link.. | Abishai (Green) | Evil Outsider | Devil (Abishai) | Lawful Evil | Cold | Acid, Fire | Good | ||
Link.. | Abishai (Red) | Evil Outsider | Devil (Abishai) | Lawful Evil | Acid, Cold | Fire | Good | ||
Link.. | Abishai (White) | Evil Outsider | Devil (Abishai) | Lawful Evil | Acid | Cold, Fire | Good | ||
Link.. | Acid-Scar Troglodyte | Reptilian | Troglodyte | Chaotic Evil | Acid | ||||
Link | Acidstone Elemental | Earth Elemental | Earth Elemental | True Neutral | Fire | Acid | DR/- | ||
Link.. | Adamant Earth Elemental | Earth Elemental | Earth Elemental | True Neutral | Adamantine and DR/- | ||||
Link | Adamantine Defender | Construct | Iron Defender | True Neutral | All | Adamantine | |||
Link | Air Elemental | Air Elemental | Air Elemental | True Neutral | DR/- | ||||
Ancient Arachnid | Vermin | Arachnid | True Neutral | Electricity | Acid | Pierce | |||
Link.. | Ancient Iron Defender | Construct | Iron Defender | True Neutral | Electricity | Adamantine | |||
Ancient Warforged | Living Construct | Warforged | True Neutral | Acid, Cold, Fire | |||||
Link | Animated Armor | Construct | Animated Object | True Neutral | All | Adamantine | |||
Animated Statue | Construct | Animated Object | Lawful Neutral | Adamantine | |||||
Arcanaloth | Evil Outsider | Yugoloth | Neutral Evil | Electricity, Fire | Acid | ||||
Link | Arcane Ooze | Ooze | Arcane Ooze | True Neutral | Cold, Electricity, Fire, Sonic | Acid | |||
Link | Bearded Devil | Evil Outsider | Devil (Bearded Devil) | Lawful Evil | Acid, Cold | Fire | Silver or Good | ||
Link | Bezekira | Evil Outsider | Devil (Bezekira) | Lawful Evil | Fire | Good | |||
Link | Blackbone Skeleton | Undead | Skeleton | Neutral Evil | Cold, Fire | Bludgeon | |||
Link | Bladesworn Warforged | Living Construct | Warforged | Neutral Evil | None or Adamantine | ||||
Link.. | Blight Ooze | Ooze | Gray Ooze | True Neutral | Cold, Fire | ||||
Link.. | Blight Troglodyte | Reptilian | Troglodyte | Chaotic Evil | Cold, Fire | ||||
Link | Bralani | Good Outsider | Eladrin (Bralani) | Chaotic Good | Cold, Fire | Electricity | Cold Iron or Evil | ||
Link.. | Brimstone Skeleton | Undead | Skeleton | Neutral Evil | Acid, Cold | Bludgeon | |||
Link.. | Brimstone Zombie | Undead | Zombie | Neutral Evil | Acid | Slash | |||
Link | Cacodemon | Evil Outsider | Demon (Cacodemon) | Chaotic Evil | Acid, Cold, Fire | Good | |||
Cinderspawn | Undead | Fire Elemental | Chaotic Evil | Cold | Fire | DR/- | |||
Cinderspawn (Greater) | Undead | Fire Elemental | Chaotic Evil | Cold | Fire | DR/- | |||
Link | Clay Golem | Construct | Golem (Clay Golem) | True Neutral | Alignment, Cold, Electricity, Fire, Force, Light, Sonic | Acid | Adamantine + Bludgeon | ||
Link.. | Corrupted Fire Elemental | Fire Elemental | Fire Elemental | Neutral Evil | Cold | Fire | DR/- | ||
Link | Crimson Foot Spider | Magical Beast | Arachnid | True Neutral | Electricity | Acid | Pierce | ||
Daelkyr | Evil Outsider | Daelkyr | Chaotic Evil | Byeshk + Lawful | |||||
Link | Devourer of Dreams | Evil Outsider | Quori (Cinderspawn) | Lawful Evil | Acid, Cold, Fire | Crystal + Good | |||
Link | Djinn | Chaotic Outsider | Djinn | Chaotic Neutral | Acid | ||||
Link | Doomsphere | Undead | Beholder | varies | Fire | Cold, Electricity | |||
Link | Dream Crawler | Evil Outsider | Quori (Phase Spider) | Lawful Evil | Acid, Cold, Fire | ||||
Link | Dream Reaver | Aberration | Dream Reaver | Lawful Evil | Acid, Cold, Fire, Sonic | ||||
Link | Dream Scourge (Green) | Evil Outsider | Quori (Shadow) | Lawful Evil | Electricity | Cold, Fire | Acid | Good | |
Link | Dream Scourge (Red) | Evil Outsider | Quori (Shadow) | Lawful Evil | Cold | Acid, Electricity | Fire | Good | |
Link | Dream Scourge (White) | Evil Outsider | Quori (Shadow) | Lawful Evil | Fire | Acid, Electricity | Cold | Good | |
Link | Dream Stealer | Evil Outsider | Quori (Wraith) | Lawful Evil | Acid, Cold, Fire | Crystal or Good | |||
Link | Drowned Zombie | Undead | Zombie | Neutral Evil | Cold, Electricity | Fire | Slash | ||
Link | Earth Elemental | Earth Elemental | Earth Elemental | True Neutral | DR/- | ||||
Link | Efreeti | Evil Outsider | Efreet | Lawful Evil | Cold | Fire | |||
Link.. | Entombed Zombie | Undead | Zombie | Neutral Evil | Cold | Slash | |||
Link.. | Eternal Skeleton | Undead | Skeleton | Neutral Evil | Electricity, Fire | Cold | Bludgeon | ||
Link | Fen Cat | Magical Beast | Razor Cat | True Neutral | Acid | Bludgeon | |||
Link.. | Fiendish Bat | Magical Beast | Bat | Neutral Evil | Cold, Fire | ||||
Link.. | Fiendish Gnoll | Gnoll | Gnoll | Chaotic Evil | Cold, Fire | ||||
Link | Fiendish Lion | Magical Beast | Lion | Neutral Evil | Cold, Fire | ||||
Link | Fiendish Scorpion | Magical Beast | Fiendish Scorpion | Neutral Evil | Cold, Fire | ||||
Fiendish Spider | Magical Beast | Fiendish Spider | Neutral Evil | Cold, Fire | |||||
Link | Fiendish Troglodyte | Reptilian | Troglodyte | Chaotic Evil | Cold, Fire | ||||
Link.. | Fiendish Troll | Giant | Troll | Chaotic Evil | Acid | Cold, Fire | |||
Link.. | Fire Bat | Magical Beast | Bat | Neutral Evil | Cold | Fire | |||
Link | Fire Elemental | Fire Elemental | Fire Elemental | True Neutral | Cold | Fire | DR/- | ||
Link | Fire Giant | Giant | Giant (Fire Giant) | Lawful Evil | Cold | Fire | |||
Link.. | Fire Hardened Earth Elemental | Earth Elemental | Earth Elemental | True Neutral | Fire | DR/- | |||
Link | Fire Mephit | Fire Outsider | Mephit | True Neutral | Cold | Fire | |||
Link | Fire Reaver | Evil Outsider | Demon (Fire Reaver) | Chaotic Evil | Cold | Acid | Fire | Cold Iron + Good | |
Link | Firebrand Gnoll | Gnoll | Gnoll | Chaotic Evil | Fire | ||||
Link | Flesh Golem | Construct | Golem (Flesh Golem) | True Neutral | Acid, Alignment, Cold, Fire, Force, Light, Sonic | Electricity | Adamantine | ||
Link | Flesh Render | Evil Outsider | Demon (Flesh Render) | Chaotic Evil | Acid, Cold, Fire | Cold Iron + Good | |||
Link | Frost Beholder | Aberration | Beholder (Chaos) | Lawful Evil | Fire | Cold | |||
Link | Frost Giant | Giant | Giant (Frost Giant) | Chaotic/Neutral Evil | Fire | Cold | |||
Link.. | Frostmarrow Skeleton | Undead | Skeleton | Neutral Evil | Fire | Cold | Bludgeon | ||
Link | Gelatinous Cube | Ooze | Gelatinous Cube | True Neutral | Electricity | ||||
Link | Ghaele | Good Outsider | Eladrin (Ghaele) | Chaotic Good | Cold, Fire | Electricity | Cold Iron + Evil | ||
Link | Ghostly Skeleton | Undead | Skeleton | Neutral Evil | Cold | Good | |||
Link | Giant Skeleton | Undead | Skeleton (Giant) | Neutral Evil | Cold | Bludgeon | |||
Link | Granite Gargoyle | Monstrous Humanoid | Gargoyle | Chaotic Evil | Adamantine | ||||
Link | Gray Ooze | Ooze | Gray Ooze | True Neutral | Cold, Fire | ||||
Link.. | Greater Clay Golem | Construct | Golem (Clay Golem) | True Neutral | Alignment, Cold, Electricity, Fire, Force, Light, Sonic | Acid | Adamantine | ||
Green Hag | Evil Outsider | Hag | Neutral Evil | Acid, Electricity, Fire | |||||
Link | Hell Hound | Evil Outsider | Hellhound | Lawful Evil | Cold | Fire | |||
Link | Hezrou | Evil Outsider | Demon (Hezrou) | Chaotic Evil | Cold, Fire | Electricity | Good | ||
Horned Devil | Evil Outsider | Devil (Horned Devil) | Lawful Evil | Acid, Cold | Fire | Silver + Good | |||
Link | Ice Flenser | Evil Outsider | Demon (Ice Flenser) | Chaotic Evil | Fire | Acid | Cold | Cold Iron + Good | |
Link | Ice Mephit | Air Outsider | Mephit | True Neutral | Fire | Cold | |||
Link | Ice Spider | Vermin | Arachnid | True Neutral | Fire | Cold | |||
Link.. | Infernal Mephit | Fire Outsider | Mephit | Neutral Evil | Cold | Fire | |||
Link | Iron Golem | Construct | Golem (Iron Golem) | True Neutral | Acid, Alignment, Cold, Electricity, Force, Light, Sonic | Fire | Adamantine | ||
Link | Jarilith | Evil Outsider | Demon (Jarilith) | Chaotic Evil | Cold, Fire | Electricity | Cold Iron | ||
Lantern Archon | Good Outsider | Eladrin (Ghaele) | Chaotic Good | Cold, Fire | Electricity | Cold Iron + Evil | |||
Link | Lava Mephit | Fire Outsider | Mephit | True Neutral | Cold | Fire | |||
Link | Lich | Undead | Lich | Neutral Evil | Fire | Cold, Electricity | Bludgeon | ||
Link | Lich (Greater) | Undead | Lich | Lawful/Neutral Evil | Cold, Electricity | Bludgeon | |||
Link.. | Lightning Iron Golem | Construct | Golem (Iron Golem) | True Neutral | Acid, Alignment, Cold, Force, Light, Sonic | Electricity | Fire | Adamantine | |
Link.. | Living Chained Lightning | Ooze | Spell | True Neutral | Electricity | ||||
Link.. | Living Delayed Blast Fireball | Ooze | Spell | True Neutral | Cold | Fire | |||
Link.. | Living Firestorm | Ooze | Spell | True Neutral | Cold | Fire | |||
Link.. | Living Meteorswarm | Ooze | Spell | True Neutral | Cold | Fire | |||
Link | Magefire Cannon | Construct | Animated Object | True Neutral | Acid, Cold, Fire | ||||
Link | Marilith | Evil Outsider | Demon (Marilith) | Chaotic Evil | Cold, Fire | Electricity | Cold Iron + Good | ||
Link | Marut | Construct | Inevitable | Lawful Neutral | varies | Chaotic | |||
Link | Menechtarun Hyena | Animal | Hyena | True Neutral | Cold, Fire | ||||
Menechtarun Scorpion | Vermin | Scorpion | True Neutral | Fire, Sonic | |||||
Link | Mind Flayer | Aberration | Mind Flayer | Lawful Evil | Byeshk | ||||
Monastery Drow | Elf | Drow Elf | Lawful/Neutral Evil | Fire | |||||
Link.. | Mountain Gnoll | Gnoll | Gnoll | Chaotic Evil | Fire | ||||
Link | Mudman | Earth Elemental | Muckman | True Neutral | Fire | ||||
Link | Mummy | Undead | Mummy | Lawful Evil | Fire | DR/- | |||
Link | Mummy (Greater) | Undead | Mummy | Lawful Evil | Fire | DR/- | |||
Night Hag | Evil Outsider | Hag | Neutral Evil | Cold, Fire | Cold Iron | ||||
Link | Ochre Jelly | Ooze | Ochre Jelly | True Neutral | Electricity | ||||
Link | Orthon | Evil Outsider | Devil (Orthon) | Lawful Evil | Acid, Cold | Fire | Silver or Good | ||
Link.. | Paragon Kobold | Reptilian | Kobold (Paragon) | Lawful Evil | Epic | ||||
Link | Pit Fiend | Evil Outsider | Devil (Pit Fiend) | Lawful Evil | Acid, Cold | Fire | Silver + Good | ||
Link | Planar Gateway | Construct | Inanimate Object | Lawful Evil | All | DR/- | |||
Link | Pyrodemon | Evil Outsider | Demon (Pyrodemon) | Chaotic Evil | Cold | Acid | Fire | Good | |
Quorforged Iron Golem | Construct | Golem (Iron Golem) | Neutral Evil | Adamantine | |||||
Link | Rakshasa | Evil Outsider | Rakshasa | Lawful Evil | Pierce + Good | ||||
Link | Razor Cat | Magical Beast | Razor Cat | True Neutral | Cold | Bludgeon | |||
Link | Scrag | Giant | Troll | Chaotic Evil | Acid, Fire | ||||
Link.. | Shambling Zombie | Undead | Zombie | Neutral Evil | Acid | Slash | |||
Link | Skeleton | Undead | Skeleton | Neutral Evil | Cold | Bludgeon | |||
Link | Stone Golem | Construct | Golem (Stone Golem) | True Neutral | All | Adamantine | |||
Link | Stone Guardian | Giant | Giant | Chaotic Evil | All | Adamantine | |||
Link | Stone Scorpion | Construct | Golem (Stone Scorpion) | True Neutral | All | ||||
Link | Storm Giant | Giant | Giant (Storm Giant) | Lawful Evil/Neutral | Electricity | varies | |||
Link | Succubus | Evil Outsider | Devil (Succubus) | Lawful Evil | Acid, Cold | Fire | Cold Iron or Good | ||
Sulatar Drow | Elf | Drow Elf | Neutral Evil | Fire | |||||
Link | Summoned Fire Elemental | Fire Elemental | Fire Elemental | True Neutral | Cold | Fire | DR/-needs verification | ||
Superior Sentinel Guardian | Construct | Animated Object | True Neutral | Force | Cold, Fire, Sonic | Acid, Electricity | |||
Link | Thaarak Hound | Evil Outsider | Hellhound | Chaotic Evil | Cold, Fire | Acid | Lawful | ||
Link | Tiefling | Native Outsider | Tiefling | Lawful Evil | Electricity, Fire | ||||
Link | Troll | Giant | Troll | Chaotic Evil | Acid, Fire | ||||
Link | Vampire | Undead | Vampire | Chaotic Evil | Light | Cold, Electricity | Silver | ||
Link | Vampire (Greater) | Undead | Vampire | Chaotic/Lawful Evil | Light | Cold, Fire, Electricity | Silver | ||
Link | Vine Stalker | Plant | Vine Stalker | True Neutral | Electricity | ||||
Link.. | Vinetrasher Wildman | Monstrous Humanoid | Wildman | Chaotic Neutral | Electricity, Fire | ||||
Warforged (generic) | Living Construct | Warforged | varies | None or Adamantine | |||||
Link.. | Warforged Titan | Construct | Warforged Titan | True Neutral | All | Adamantine | |||
Link | Watcher Construct | Construct | Animated Object | True Neutral | Force | Cold, Sonic | |||
Link | Water Elemental | Water Elemental | Water Elemental | True Neutral | DR/- | ||||
Link | Wheep | Undead | Wheep | Lawful Evil | Pierce | ||||
Link | Wildman | Monstrous Humanoid | Wildman | Chaotic Evil | Electricity, Fire | ||||
Link | Will-o'-Wisp | Aberration | Will o' Wisp | Chaotic Evil | Force | Cold, Fire, Sonic | Acid, Electricity | ||
Link | Windlasher Gnoll | Gnoll | Gnoll | Chaotic Evil | Electricity | ||||
Link | Winter Wolf | Magical Beast | Wolf | Neutral Evil | Fire | Cold | |||
Link.. | Worg Sentinel | Magical Beast | Wolf | Neutral Evil | Cold, Electricity | ||||
Xorian Flenser | Evil Outsider | Demon (Xorian Flenser) | Chaotic Evil | Fire | Acid | Cold | Byeshk | ||
Xorian Reaver | Evil Outsider | Demon (Xorian Reaver) | Chaotic Evil | Cold | Acid | Fire | Byeshk | ||
Link | Xorian Render | Evil Outsider | Demon (Xorian Render) | Chaotic Evil | Acid, Cold, Fire | Byeshk | |||
Link | Zombie | Undead | Zombie | Neutral Evil | Slash |
Eladrin Elf 5e
Vampires are weak to Light damage.
Will-o'-Wisps are weak to Force damage.
Beholders of 'Beholder (Chaos)' race don't have an anti-magic cone.
Watcher Constructs and Superior Sentinel Guardians are weak to Force damage.
All Golems have magic immunity (50% spell absorption for all energy damage types including alignment, force and light damage) with Quorforged Iron Golems being the only exception.
The following monsters have DR/Magic:
Dmg Eladrin
- Dragons
- Fiendish monsters
- Fiendish Bats
- Fiendish Gnolls
- Fiendish Lions
- Fiendish Troglodytes
- Fiendish Trolls
- Exception: Fiendish Scorpions and Fiendish Spiders don't have DR/Magic.
- Gargoyles
- Granite Gargoyles
- Mephits
- Undead (some)
- Liches
- Incorporeal Undead (all)
- Quells
- Shadows
- Spectres
- Umbral Gargoyles
- Umbral Worgs
- Wheeps
- Wraiths