D&D Monster Types Players often underestimate

Overconfidence is a sin D&D runs and most players they are bound to make this mistake one way or another. There are monsters that seem menacing, but not so much as to worry the player, and this is when the potential TPK starts cooking. From beasts of all kinds to some creatures that remain a mystery in the lore of the Realm and beyond, players see them and think they are easy to defeat.

This thought can be the first step to one of the scariest experiences and a sure way to draw a new character. Undead creatures, creatures from other planes, aberrations, all small in size and even slightly low in challenge rating, every monster type in this list has been underestimated by players at least once until it was too late to regret their mistake.

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5

Wolves

And Other Similar Animals

Wolf dungeons and dragons

Wolves they have to be some of the most famous and infamous creatures to appear in any classic random encounter, and a great resource for crafty GMs to keep their players sharp and focused on the path ahead (and behind them, too). These ugly creatures roam the forests and wilds in packs of at least three members and always bring trouble to unprepared and exhausted adventurers.

Not only do they prefer to hunt in groups and attack exhausted prey, they also ravage it during the nights when they sleep comfortably in their bedrolls. In nine out of ten cases, the wolves will not directly attack the player, but stealthily observe their movement along the road, growing in hunger and numbers over time. The problem is that these creatures use their natural weapons to surround, take down and bite the weakest member of the group. Of course, if the GMs play their cards right. Wolfpacks are nasty enemies that should pounce on an unsuspecting party, and it can be tiring to face them repeatedly. But imagine a party traveling across the plains, constantly harassed by a large wolf pack in the middle of winter. This is no joke at all and no player should underestimate their deck tactics and ability to make characters fall.

4

Redcaps

Ugly little creatures

Redcap Monster Manual D&D designed by Richard Witters

The Redcaps they're the nastiest and worst of all the common Fey, a bunch of bloody, murderous little garden gnomes (though they're not, and in fact hate gnomes with all their might). It is unbelievable how such a small frame creature could contain the vast amount of evil these creatures are capable of. From slaughtering entire villages in their sleep to stealing and selling babies in the Feywild, these pesky little hybrids are capable of anything just for fun.

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They despise all humanoids, but above all, their hatred of other well-rounded Fey is legendary. The war between the Redcaps and the Fairies is the stuff of legend and has gone on for centuries without mortals ever noticing (until a sudden skirmish at the edge of the woods brings it to their attention). Redcaps tend to live in groups of dozens and prefer to ambush their enemies when they are least aware of their presence. The Redcaps, masters of illusion and magic, are a raging mob of tiny, grandpa-like vermin waiting for an excuse to tear any adventure to shreds. Judge them by their size and that may be the last mistake you ever make.

3

Stirges

Like mosquitoes, but much more dangerous

Stirge Monster Manual DnD 5ED

Stirges they are a lesser-known species of beast, native to the Malatran jungles in the days before the Godswar. They now inhabit almost every swampy and dark corner of Faerûn (and other realms as well). These creatures are a mish-mash between a crow, a mosquito and a bat, with sharp claws that they use to grab onto their prey and a sharp, needle-like beak that sucks the victim's blood in an instant.

Being attacked by a cloud of Stirges is no joke, as the only way to dislodge a Stirge attached to their prey is to kill it. And Stirges is never alone; they live in colonies of up to 30 (sometimes more) individuals, have a relatively short reproductive cycle, and tend to hang around bodies of water in wooded areas, waiting for their next prey to approach to drink. They prefer to attack livestock and easy prey, but a hungry pack of Stirges will drive adventurers to the edge of the world if need be. Additionally, players stung by a Stirge will have to make a Constitution check (if the DM is playing by the old rules) or contract a blood-related disease, which could even be the evil and deadly Darkrot.

2

Undead

Not dead again!

Vampire Thrall and Skeleton Monster DnD 5ED Manual

For every GM using Undead attack trope in one of their runs, an angel from the Astral Sea gets his wings. Now, on a serious note, the Undead shouldn't be underestimated: they're tough, despite being walking corpses, they come in a wide variety, and they're hard to identify properly unless the players make a successful Religion or Arcana check, and above all, there's a lot of them. Zombies, skeletons, and other evil undead creatures often guard the lairs of higher Undead, such as Wights, Wraiths, or the most dangerous of all: Liches. They are also a favorite pet of necromancers, evil wizards, and cultists, so they run into them when they delve into a dungeon with spells: “There lives a bad guy” and trigger the paladin party's breath.

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These deviations are often associated with dark deities such as Bane, Bhaal, Myrkul and the almost forgotten but evil Cyric. Zombies and skeletons (aka lesser undead) inhabit crypts and abandoned cemeteries, while the most dangerous creatures, such as Shadows, Wraiths, ghosts, Wights, and even vampires, prefer to inhabit remote places where humanoids rarely venture. Underestimating these beings is akin to courting death; however, even experienced players tend to believe that with a bit of Radiant damage, any undead will disappear. This might work when there are only a few of them, but at higher CR these nasty creatures are a nightmare for all kinds of players, seasoned and new.

1

Elementals

Oh no! They are Immune To The Bard's Charms

The problem with Elementalsnot only are they extremely difficult to deal with, but they also come in four different types and several different sizes, thus the challenge ratings. Players tend to believe that Lesser Elementals, whose CR is ridiculously low, can't hurt them, and that's a big mistake. In fact, seasoned players prefer to fight a single, larger elemental rather than a variety of smaller elementals swarming around and dealing different types of elemental damage and effects. These extraplanar beings are top producers of TPK.

Fighting half a dozen Lesser Elementals is exhausting not only because they use every part of their bodies to do damage (they are large masses of animated elements, after all). Additionally, they have multi-attack and different abilities depending on their element type. Water elementals run and are hard to hit and will engulf players and try to drown them at the slightest chance. Fire elementals are a no-brainer: No one wants to be chased by a huge, raging flame. Air elementals are tricky because they will knock the player off if they don't make a strength save. Earth (and mud) elementals, on the other hand, are more physical, they can burrow and also take the shape of inanimate objects. Each type of elemental is a dangerous foe and will destroy unsuspecting parties with their combined powers if given the chance.

dungeons-and-dragons-series-tabletop-game-franchise

Franchise

Dungeons & Dragons

Original release date

1974

Designer

E. Gary Gygax, Dave Arneson


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