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Quasit

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Quasits are among the weaker of the demons. They're small, measuring about a foot long, though still kinda strong, have a poisonous bite and can turn into some potentially dangerous animals. Quasits are the Abyss' equivalent to imps, which are similarly intelligent shapeshifting winged tiny devils. However, unlike an imp, which probably has ambitions of power, a quasit is more likely to cause mayhem and will ally itself with someone that can accomplish that.

A quasit can be bound into the service of evil spellcasters. A valuable tool for any malevolent mage as imps can speak with other members and lords of the Abyss to get some information back.

Quell

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The longstanding traditional enemy of all undead are the clerics and priests of good-aligned deities. Clerics of gods such as Pelor and Heironeous are blessed with the ability to cast heal spells - which, being comprised of positive energy, actually deal damage when cast against undead. In addition, they can channel a wave of positive energy to "turn" nearby undead in an attempt to destroy them utterly. These abilities make clerics an excellent addition to any band of adventurers, not least when the quest at hand will involve numerous necromantic encounters.

A Quell is physically a very weak undead creature, just CR3. Barely corporeal, its matter flows around it like cloth, surrounded by a swarm of  floating runes of blasphemy and breaking. What marks it out is its loathing for deities and their followers - a loathing that manifests in an ability to completely cut off divine spellcasters from using divine magics against it. By itself, a Quell poses little threat; added to a group of sturdier undead it can effectively shut down a party's main means of survival for long enough for its brethren to do the necessary damage. For this reason, Quells are eagerly sought out by necromancers seeking to bolster their forces.

Retriever

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Though classified as a demon, the Retriever only fits that category loosely, in that its a thing created by demons for the purpose of hunting down and bringing back certain targets that the boss demon doesn't feel like chasing. This may be other demons, troublesome mortals or those who are trying to skip out of their end of the Faustian pact.

Retriever demon also comes with eyebeams which can be set to heat, electricity, frost or petrify. Available now for the tender heart of a newborn babe.

Rot Reaver

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Rot Reavers are brawny, hunched, simian creatures, their green skin calloused with years of caked-on gore. They subsist by consuming the flesh of others - but unlike most normal carnivores they savour the taste of the rancid, festering meat of the undead.

Brandishing a pair of magical cleavers (around which their enormous twin tongues wrap, to further relish the flavour of the blood), they swing like demonic butchers, hungrily and recklessly. Recipents of a Rot Reaver's attack beware: the wound will magically fester, and should its victim die the body will be brought back into unlife under the Rot Reaver's control, to either serve or feed it!

I love how wonderfully horrible the Rot Reaver is. I'm a firm believer that there's a certain point at which excessive violence and gore reaches a sort of critical mass and crosses over from "juvenile obsession" into an outright art form. That point, as we all know, is Peter Jackson's Braindead.

Shrieking Terror

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Shrieking Terrors are bizarre hybrids between the many-headed Hydra and the bat-like Vargouille. Their simple, starfish-shaped bodies support a head at the end of each arm with only a pair of leathery wings to hoist the creature aloft for movement. The heads themselves posses many of the same capabilities as an ordinary Vargouille, including a poisonous bite attack and the horrible "Vargouille's Kiss" - a perversely tender gesture by which the Shrieking Terror marks its victim with a curse that causes them to rapidly undergo a monstrous transformation into a Vargouille themselves!

Foes of the Shrieking Terror attack it with caution - its body restores itself quickly in the manner of a hydra, and each head, if severed, will quickly regrow twofold.

Apologies to those who aren't as keen on the more graphic style - it's a little quicker for me to work in and I wanted to catch up so Blanca and I are in sync again (Blanca's currently technically a week ahead!).  I've been reading a book I was bought recently containing Miyazaki's watercolour sketches for Nausicaä (both the movie and the comic), and I guess this is inspired by the tapestries at the start of the movie, the ones depicting the war and the God Warrior in this nice primitive style. I actually quite like the picture of the Shrieking Terror in the MM3, so check it out!

Salamander

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Salamanders are serpentine creatures from the Elemental Plane of Fire. Like a lot of fiery creatures, they're the sort of monster that you don't want to touch unless you've got your fire resistance spells up. Or like blisters. They can also transfer heat through their weapons so there's that too.

They're not especially strong creatures, though they're quite intelligent and difficult to damage unless you've got some magic weapons (which you should probably have if you were doing the planar travel shenanigans). They make pretty good guardians if you need your temple guarded by something that can probably subsit on coal and wood. They also have a tendency to get summoned by people who want them some finely crafted metalworks, since these guys are also very skilled blacksmiths.

There are different levels of salamander too. You've got your average salamander, which is pretty dangerous. There's also smaller guys called flamebrothers, which tend to get pushed around by their larger bretheren. Then you have salamander nobles, which can get pretty big, are master smiths and have all sorts of nasty fire-based spells that include summoning Huge fire elementals.

Bring some oven gloves and some cold spells is what I'm saying.

Tengu, Crow-Headed

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Beware of strange sounds on the misty mountains.

The tengu and the kenku both have the same mythological origin: the karasu tengu, or crow-headed tengu, mountain-dwelling, anthropomorphic bird swordsmen. Kenku is another acceptable term for tengu. It's a well-known creature of Japanse folklore, alongside kitsune, kappa and tanuki. It's said that the tengu would sometimes take on human pupils and teach them their own unorthodox fighting techniques. The tengu from Oriental Adventures is closest to its roots than the kenku, the latter essentiall being avian kobolds.

Tengu are nimble fighters, relying more on speed than strength. The setting may be Japan-inspired, but just because you teach samurai that doesn't mean you have to be obsessed with honor. Tengu use a combination of ambush techniques, illusions, intimidation and the buffeting of their wings to keep their opponent off balance. Despite this, they're not opposed to a good old fashioned duel.

I love doing creatures inspire by non-Western mythology because it really gives you an excuse to look up some new things. Japanese ukiyo-e and prints are absolutely beautiful and the fairy tales and folklore is really sweet. I've been on a pretty big fairy tale and folklore binge lately. This image of the tengu is partially inspired by this one, a painting by Katsushika Hokusai.

Tengu, Human-Headed

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Aaaaaand here's the other kind of Tengu you can fight.

Many monsters have stats given for more powerful versions (to scale with the level of your PCs) - most of them are simple HD addition but for some the book gives a distinct second form, sometimes with new abilities. For the Tengu you can either face a CR1 Bird-Headed Tengu or a CR6 Human-Headed Tengu (both variations exist in Japanese folklore). Interestingly, the human-headed variety is much smaller, relying less on strength and more on craftiness and spells.

I love Tengu in mythology (particularly the red-faced interpretation). It's a commonly recurring motif in a lot of Japanese media, not least with KOF's Mr Karate and that one episode of Great Detective Conan where they go the the hot springs, both of which informed my picture. I find the traditional face very pleasing in a sculptural way.

Urskan

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Dag nabbit, Phillip Pullman, it's your fault fantasy is required to have at least one armored bear in it now. Well I ain't gonna draw no bears in armor (plenty of those) and they're supposedly good at making armor so... Also more people need to draw bear men the way bears actually look when they stand up: weird and skinny. They're like buff weasels.

Urskans are D&D's required warrior bear-in-armor race. I'm showing them here standing up, which is a pose they're comfortable with, but you'll  be more likely to encounter them on all fours. They have a thumb that's just opposable enough to wield tools, but not opposable enough to make a common habit out of it. In battle, they're more likely to use steel-clawed gauntlets than an actual weapon. Like the Salamanders, Urskans are excellent smiths. But where Salamanders get their skill from mastery of fire, Urskans get it from sheer brute strength, which probably makes them better for making big crude things rather than dainty little things.

Also, they wear half-plate. Seems a little strange since half-plate is described as plates of armor attached to chainmail and leather. Making those little loops for chainmail is delicate, intensive work. Just imagine one of these guys squinting down as they try to bend a tiny ring. You'd think they'd just go for straight-up plate. Maybe it's to avoid breaking the ice sheets they walk on.

Another thing I love about doing stuff for this blog is an excuse to look up trades as well as monsters. Armoring's pretty cool and despite what this image might imply, you don't really need that much heat, just a lot of hammering. You might need some extra heat it you're trying to hammer a one inch thick piece of plate though.


Uldra

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The Uldra are a race of short Fey creatures common in colder climates. Although fierce by necessity in a harsh environment, the Uldra are highly concerned by ecology and the wildlife with whom their share their territory. The other notable trait of the Uldra is their love of decorative hats - with an especially high regard for height and pointiness. Since the Uldra are naturally resistant to the cold, their clothing is primitive (and in Summer is rarely worn at all), but it is rare indeed to see one not wearing a hat.

Hope y'all are having a splendid Christmas this year, gang - Blanca and I have accordingly illustrated choices from the always-chilly Frostburn book. Actually, hearing about the snowstorms in the US I'd imagine quite a lot of people could do with seeing less of Old Man Winter right about now.

 As you might imagine, the above drawing is a result of me being away from my usual art stuff (CS6, wacom tablet) and for once manning up and using real implements. It's a shame I can't colour it here (well I could but it would take too long) but it was fun to make. As a mostly digital artist you forget about how permanent marks can be when you're making a finished piece. I saved my butt in a couple of places with white-out (rescuer of many a drawing).

Anyway, I don't think the feel of it is a million miles from my digital stuff, which is what I was aiming for. Consistency is professional, innit!

Vine Horror

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Though named a Vine Horror, this creature is a sentient mass of algae that lumps itself together into a vaguely humanoid form. It has two main abilities: one to is animate vines (or similar plants) that will strange its opponents; the other ability is its extreme malleability. As mentioned, since the creature is made up of algae, it has no bone or bone-like structure. Because of this, a vine horror can effortlessly force its slimy body through a space as small as an inch without.

Many plant creatures are either mindless consumers or sentient protectors of nature. While it can be fiercely territorial over its patch of swamp, it doesn't care about it on any spiritual level. Because its body is so gooey and saturated with water, the Vine Horror doesn't care about fire and is able to protect itself from most weapons.

The Vine Horror is capable of speech, albeit the somewhat esoteric Sylvan, and is capable of reason. Debate is discouraged, however.

Vargouille

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A grotesque caricature of a human head crossed with a bat, the Vargouille is an awful creature hailing from the nether plane of Carceri. At a meagre 18 inches high (excluding its wings), it might seem little more than a pest to the experienced adventurer - yet it is endowed with the ability it shares with its greater cousin, the hideous Vargouille's Kiss and will often attack in swarms. Ranged combat with these horrors is recommended!

Happy New Year! 2012 was fun for the most part. We saw our pageviews skyrocket on a number of occasions (helped in no small part by certain websites COUGH COUGH) and all our statistical graphs exhibit healthy, upwards-pointing slopes. So a big THANKYOU to everyone who visits Dungeons & Drawings, particularly to those who check back weekly and who provide us with feedback and Facebook likes and such! This helps us to get the word out on our blog so that more people can check out what we do. So don't forget to comment, tweet and facebook anything you see that you like - we've even made it stupidly easy for you by adding a set of buttons below each post SO YOU DONT EVEN NEED TO COPY AND PASTE THE URL. You can LITERALLY do it ONE-HANDED. With a MOUSE. This means if you buy a second mouse you can use the other hand to tweet about TWO POSTS AT ONCE. THIS IS SOME 2013 STUFF HERE, KIDS.

So what can we expect of 2013? First and foremost a ton more monsters.

But I'm also looking into ways to increase the amount of viewer feedback we get from y'all, things like polls to let us know what you want to see more of - creature types, challenge ratings, maybe colours or something. I've been talking to Blanca about the possibility of opening a separate Tumblr blog - is this something any of you would like to see? We're also getting together some stuff for merchandise which will be on sale somewhere later this year. PLUS WE WILL BE AT ONE OR MORE CONVENTIONS IN THE UK (stay tuned for news).

So, yeah. That was a bit of a long post, but I guess I had a lot to say. Hope you like the Vargouille. Here's to another great year!

- Joe

Red Dragon

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Happy 200 images!

We mostly keep away from dragons and such to do some of the more obscure creatures in the D&D bestiaries. Those ones are usually a bit weirder and a bit what, but they're sometimes pretty cool and need more love. But in special occasions like these, you need to go back to the classics. Specifically, the classic final boss of the campaign and proof of your heroicness.

Among all the dragons, the Red Dragon is the one you really have to watch out for. They are the classic dragon: fire breather, gold hoarder, maiden eater, town razer. They are cruel, vindictive, greedy creatures and amongst the most powerful of dragons (only a fully grown gold dragon is stonger than a fully grown red). Even straight out of the egg, they're already the size of a human and are capable of taking down bears and similar dangerous animals. When they reach the Great Wyrm stage of their life, they're the only chromatic dragon to reach Colossal size, about 70ft in length. Even the main head of Tiamat, the chromatic dragon goddess, is that of a red dragon.

The first famous red dragon was Tolkein's Smaug from The Hobbit, who is the template on which all modern dragons come from. Which is a shame in some ways, because it feels like it limits them to a flying crocodile-dinosaur kind of form. I tried going in a more medieval direction with the Red Dragon, giving it some more leonine features, though he's still quite scaly and bat-winged.

Lich

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Wo Jia, Illustrious Scion of the Divine Kingly Bloodline and Peace-Loving Defender of the Sacred Light, reigned over the great Lowland kingdoms the better part of a century. His reign was an eventful one - he oversaw many great changes during his lifetime to which he always adapted in a way both harmonious and supremely willful, with the interests of the common man ever at heart. 

Despite the Lowlands being sandwiched between the aggressively expansionistic Dwarvish Commonwealth and the fervorous hordes of Kord, his Kingdom saw no war for the entire duration of his earthly reign. Indeed, he was so well-loved by his people that when he neared his end during an illness in his 117th year, there was panic among the nobles of his court. There was no heir to succeed him! How would the Kingdom continue to prosper without Wo Jia?

An agreement was reached. The ritual was performed in secret by a wizard - better for the public not to know, really. The ruse was faultless. At first, the difference was barely noticeable, since his flesh was already wasted away. They bathed him daily in perfumes, and incense was always burned in his presence. Over the years, though, it was clear to any onlooker with eyes to see; his skin was tanned like leather now, taut over bone like some delicate drum. If the people suspected, however, no man ever spoke of it. The King yet reigned, and the Lowlands flowered under his guidance. 


So, 200 images! Well, this is the 201st, I think. Blanca and I thought we'd celebrate by posting some of the most iconic creatures in the entirety of D&D - both ever-popular villains - the Red Dragon and the Lich (neither of which, miraculously, we've done before!). So, another big soppy thankyou (the second in a row) to everyone for sticking with us.

The Lich is pretty much the go-to guy for a scheming villain these days. Whether it's the eponymous villain of WoW's second expansion or Order of the Stick's cliché-embracing Xykon, a malevolent dead sorcerer is going to tick most of your boxes. Which isn't to say the formula isn't open to reinvention - one of the most popular villains of the last decade is actually a Lich! Who, you ask? Well, a Lich's defining characteristic is that he stores his immortal soul safely in a small trinket, called a Phylactery, in order to shield it from harm, rendering him unable to truly die. Can you think of any bad guys of recent years who would do something like that? Hint: he does it more than once!

Anyway, another big post. I'm not 100% fond of the image, but the idea of a Lich made out of good intentions is something I've been rolling about in my brain for a while. Enjoy!

-Joe


Worm That Walks

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So while being a Lich is the classic way to live forever: magically binding your soul to a corpse while keeping a piece of it soul in a seperate object for protection. The other way doesn't keep the soul attached to a corpse or jewel; it binds it to a million squirming maggots.

Becoming a Worm That Walks is a much more obscure spell and ritual that sometimes requires the assistance of another similarly high-leveled wizard. The grave site must be tended for over a year before the death of the person to be transformed by watering it with blood and sowing it with meat. This focuses the magic and guarantees a healthy population of vermin. The dead spellcaster is placed in the grave, and his companion finishes the ritual by casting a spell that attracts all sorts of beetles and worms to feed on the body. After a week, the flesh, organs and bones of the deceased are consumed by the vermin, and they become a hivemind controlled by the spellcaster's soul. Assuming the ritual is performed correctly, there's still only a small chance that it will work. The spell requires a massive amount of magical energy to be in the recently deceased, which means that it's primarily epic level spellcasters that successfully become Worm That Walks.

So why become something as icky as a Worm That Walks rather than the comparatively less icky Lich? Potential increase in survivability. Yes, a Lich with a well-hidden phylactery will survive dying, but a savvy adventurer will destroy the phylactery before doing to fight the Lich (see the Harry Potter franchise). A Worm That Walks contains its lifeforce in its squirming mass. If it feels threatened, it will take the risky but potentially rewarding course of breaking its body apart, sending its bugs squirming everywhere. Since its body is made up of so many of these little critters, there's a good chance that at least one will survive and reproduce to create enough worms to form a new body.

Also, its attacks are pretty horrifying, especially the one where you get wrapped up and eaten alive by its body (100 points of damage per round). It's smart enough to disguise itself too, either preparing several extended disguise self spells or purchasing a hat of disguise.

Good against players with Scoleciphobia.

Werewolf

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Lycanthropy is a magical affliction, transmitted through contact with cursed creatures known as Werewolves. The hapless subject experiences a painful and spontaneous transformation into a bestial form resembling a humanoid wolf either upon experiencing physical harm or being exposed to the light of a full moon. In time, the subject may learn to control his condition, eventually becoming able to suppress the more animalian urges that accompany the transformation and in some cases to effect the change at will.

Werewolves are dangerous foes, mixing the ferocity of a wolf with the best traits of the host creature. Their resilience, too, is legendary - foes attacking with anything but silvered weaponry are unlikely to kill them.

I wanted to do the werewolf because, like dragons and other famous monsters, I find most depictions of them take a similar sort of route. I've shamelessly plagiarised the red face/blue lips from Blanca's sublime Red Dragon but otherwise tried to take the monster away from the usual lithe, brown and muscular form and into something that belongs in a game like FFIX, big and colourful and blocky.

Also, it might not be immediately obvious but the host creature in this case is a dwarf - this was something that always made me curious. Do bigger creatures make for bigger werewolves? I like the idea that conservation of mass would make a dwarf into a rather short, stocky wolfman. Pleased with the painting quality I got for this one - make sure you click it to see it full-size!

- Joe

Xorn

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Xorns are curiously neutral within the food chain of the world. Strange, elemental creatures of rock, they have little interest in soft-fleshed creatures, consuming instead the raw materials of the earth to sustain themselves. Hardly encountered by any except earth-digging races like Dwarves and Gnomes, a Xorn's voracious appetite for gold and gems, coupled with its extraordinary ability to glide through rock and earth without leaving any sort of disturbance, can make it a huge nuisance. In Xorn-populated areas, Dwarves are wise to line their treasure-rooms with lead or steel - Xorns are unable to pass through metallic substances in this way - although the fearsome strength of an Elder Xorn will still make short work of such defences.

The description of a Xorn in the first Monster Manual makes it sound almost like an earth elemental or a construct - a "stonelike" body, "stone-lidded eyes" - so I thought I'd take it away from the twisted, frog-like depiction in the illustration and more towards my preferred chunky, geometrical look. If the arms were segmented they'd remind me of those Laputa-esque robots in the fleetway Sonic comics.

The description of the Xorn's Earth Glide ability is kinda weird as to how you might visualise it. As with the Phase Spider I'd need to animate that blue-edged glow to properly communicate how it's meant to look! Maybe one day.

- Joe

Xerfilstyx

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The Xerfilstyx, also known by its more comfortable name of Styx Devil, is one of the natural residents of the River Styx, a long trail of oily blood-like water that runs through all the Lower Plains. Due to the river's length, it's possible to encounter this creature in Hades, Carceri, the Abyss, Pandemoium... but it will be a far more common sight in its native dimension, the Nine Hell.

The creature itself is of great size, resembling a cross between a horned man and a slug, with large wings and a great deal of exsanguinating suckers on its tail. It's difficult to say whether its home in the River Styx mean it's immune to it, or constantly under its power. The Styx has memory-wiping properties and even dipping a finger in it can cause the erasure of hours of your life. Complete immersion would leave you a blank slate as your memories are washed down the river. The Styx Devil is insane, possessing few, if any, of its own memories, and temporary keeper to the memories of countless souls as they wash over it. But in its dark heart the devil doesn't feel torture or grief at the absence of self, but joy in enlightenment. And it wants to share this joy with everyone.

The Xerfilstyx is an extremely powerful creature. Its constant subjugation by the waters of its own home probably prevent it from rising up and challenging the Lords of Hell. It has a great number of powerful spells, both protective and offensive. The tail is an appendage to be avoided; once its suckers attach to a person, the devil begins to drain both blood and memories. The stolen blood can be heated through the creature's hellish veins, mixed with the Styx waters and regurgitates on other unfortunates in a spray of boiling gore and forgetfulness.

Interesting note: the River Styx of the D&D cosmology is more alike to the River Lethe of Greek mythology. This was one of five rivers in Hades, all with different properties. Lethe is forgetfulness, Styx is hatred, Acheron is pain, Phlegethon is a river of fire and Cocytus is lamentation (possibly a river of tears). The Styx in mythology is the largest and most important (gods would swear on the Styx, since the goddess that represented it was considered honorable and true). Strangely, Charon the Ferryman doesn't even transport souls across the Styx; he does it over the Acheron. Maybe the threat of the painful waters dissuades any souls with cold feet from jumping in and swimming back to the living world.

Xerfilstyx's appearance influenced by the Glaucus atlanticus, also known as the blue dragon sea slug, an incredibly beautiful creature.

Yuan-ti Abomination

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The Yuan-ti are an ancient bloodline of sorcerers who long ago traded their humanity for hideous power, becoming in the process horrifying, serpentine monsters. Almost the epitome of self-serving evil, Yuan-ti are to be feared without exception.

As a crossbreed between reptiles and men, Yuan-ti come in varying degrees of monstrousness. The most human-like, those called Purebloods, are in actuality the weakest, diluting their magical power for a more human appearance. At the other end of the spectrum sit those called Abominations, who often resemble little more than a giant snake with a twisted human torso and two muscled arms.

This one took me quite a few goes to get right, and I'm still not 100% happy with it. I started off with something maybe a little more realistic, but it looked a little too "anthro" in a way I really don't like - when characters have almost completely human bodies with a completely animalian head abruptly placed on top. Human anatomy and animal anatomy (particularly with snakes and lizards!) are so crazily different it feels lazy to just smash them together, so I tried to make it a bit weirder than that.

Also the idea of horns that are actually snakes was cool to me so I put that in there too.

The description of Abominations in the 3.5 MM is that of a large snake with "burly, humanoid arms". SOUND FAMILIAR??!?!?!?

- Joe

Yeth Hound

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The Yeth Hound is one of many breeds of hellish dog. Packs of these slim headless hounts can be found in grey wastelands and barren moors, hunting unfortunate lost souls. The howl of the Yeth Hound is its greatest weapon and strikes fear into the hearts of those who hear before they even see it. The best protection against these creatures is light; they fear and hate light, and fade away to nothing in the sun's rays.

The mythology of the yeth hound is a lot more interesting than the illustration in the Monster Manual would have you believe. They appear in the folklore of the British Isles, being described as the Devil's headless hunting hounds. Other sources say that the yeth hound is the spirit of an unbaptized child. The Isles have a good deal of legends involving ghostly dogs and large cats prowling along the moors. They also go by the name of yell hound, wish hound or whist hound. Their cry is both terrifying and mournful.

So it's kind of a shame that since the Yeth Hound is a headless dog, the official illustration is of a dog with a vaguely humanoid face. Especially since there's already plenty of other kinds of hellhounds and beastly canines among the monsters of D&D.

Their native plane is also quite interesting. The Gray Wastes of Hades are a plane of neutral evil, located between Hell and the Abyss, and is used as the main battleground between devils and demons. It seems to be the opposite of the Blessed Fields of Elysium. Where Elysium is colourful, warm and euphoric, Hades is pale, cold and depressing. Like Elysium, it can alter the mood of those who live in it, this time by making you as morose and apathetic that you can't find the energy with which to leave. The plane drains you of colour and substance, until you become a translucent shade.

Also, try to find The Drolls, Traditions and Superstitions of Old Cornwall by Robert Hunt. It's an older book (1881), so it may be difficult to get a hold of. But it tells lots of neat stories of giant, fairies, ghosts and demons that haunt the English countryside, and its where I got my Yeth Hound info from.

--Blanca
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