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D&D Creatures

147 D&D 5e creatures with Doungim lore — familiars, summons, animal companions, and creatures that sit at the edges of the standard monster manual.

Al-Jazari's Mechanical Bird
Al-Mi'raj
Alexandros (Level 11)
Animated Object (Huge)
Animated Object (Large)
Animated Object (Medium or Smaller)
Artificer
Awakened Badger
Awakened Cactus
Axolotl
Battle Construct
Beetle of Namtar-Akkad
Behir Temple Guardian
Blight Drone
Blind Collector
Body Snatcher
Bodyguard
Broodmother
Bubble Creature
Cerberus
Cerberus Whelp
Champion Duelist
Christmas Hag
Clockwork Bodyguard
Clockwork Defender
Clockwork Loader
Clockwork Loader Colossus
Clockwork Messenger
Clockwork Net Launcher
Clockwork Owl
Corrupt Shadow
Creature of Knowledge
Crypt Guardian
Cupid
Digger
Dire Goat
Domestic Turkey
Dread Turkey
Drood
Drunk Mob
Dsungaripterus
Easter Bunny
Echidna
Enforcer
Evil Aella
Face Slug
Facestealer Crow
Fae'drakar Gooselord
Ferromancer Wizard
Fixer
Flesh Mound
Footman
Forest Dragon
Gallisaur
Giant Axolotl
Giant Raccoon
Gingerbread Man
Gremlin
Grunt
Guardian Chains
Hag Maiden
Heavy
Hellfire Summoner
Hired Muscle
Horror of the Deep
Hungry Stones
Ice Knight
Infiltrator
Jensen Welton Scott
Juvenile Archelon
Juvenile Chaos Frog
Kelpie
Kraken
Lesser Cambion
Lesser Fire Elemental
Lightning Mephit
Living Puppet
Living Snowman
Longbowman
Lunar Moth
Mad Puppeteer
Mage Breaker
Magic Reindeer
Master Artificer
Mind Wraith
Mindroot Drone
Mindroot Queen
Mist Mephit
Monk Apprentice
Non-Abyssal Chicken
Novice Artificer
Novice Mage Breaker
Nuckelavee
Oorn
Otyugh Psion
Outlaw Gang Leader
Outlaw Gunfighter
Outlaw Marksman
Outlaw Quickdraw
Outlaw Wrangler
Patchwork Abomination
Peluda
Penguin
Pigeon
Raccoon
Rakshasa Manipulator
Redcap Hurler
Redcap Pikeman
Reduced Threat Mind Flayer
Reindeer
Reindeer of the 1st Aerial Battalion
Riot
Romantasy Love Interest
Rot Bloom
Rotcap Fungus
Roy
Royal Guard
Royal Minister
Runebound Spellbook
Scuttermite
Sewer Drake
Sha'drakar Gooselord
Shade
Shadowcaster
Skirmisher
Small Wendigo
Snow Serpent
Soulwraith
Spark of Divinity
Stone-Taken
Swarm of Diggers
Swarm of Flying Swords
Swarm of Spiders
Tax Man
The Demons of the Deep
The Hands
The Hands' Mercenary
The Lady of the Wood
The Listener (Possessed)
Thorn Dryad
Thrallbeast
Umbraleech
Undead Thrall
Vuur'drakar Gooselord
Wall Spirit
Wandering Assassin
Warlock of the Hag

Creatures, monsters, and familiars — what the words actually mean

In 5e parlance "monster" usually means anything with a stat block in the Monster Manual, whether it is a dragon or a peasant. "Creature" is a broader category — every living thing with a stat block, including the player characters themselves. The Doungim creature catalogue covers the entries that sit at the edges of that distinction: familiars summoned by Find Familiar, animal companions for rangers and beastmasters, non-combat creatures that show up as cargo or terrain hazards, and homebrew critters written for the Doungim marketplace. If you want raw threat-stat-block monsters, the D&D monsters catalogue is the right place to start.

Using familiars and companions well

Familiars are an exploration tool first, a combat tool second. A bat or owl familiar scouts a hallway, listens at a door, drops a torch into a pit to reveal its depth. Used offensively, familiars are fragile and slow — most DMs rule that a familiar cannot take the Attack action, so their combat job is the Help action to grant advantage on an ally's attack roll. Ranger animal companions are a different mechanical bucket: they have their own stat block, take their own turns, and meaningfully shift the action economy of the party. The 2024 Beastmaster Ranger rules made the companion much more usable than the original 2014 version; if you ran a beastmaster in earlier years and the companion felt weak, give the new rules a look.

Homebrew creatures and tone

A good rule for using homebrew creatures alongside the official monster manual: pick one or two homebrew entries per campaign and let them carry their own thematic weight, rather than swapping every encounter for something custom. Homebrew creatures feel special because they are rare, not because every fight is full of them. If a creature does not have a clear hook — a habitat, a behaviour, an adventure-friendly weakness — it will fight and die like a re-skinned official monster and the players will not remember it. Every Doungim creature page lists a behavioural hook in the lore paragraph for exactly this reason.