One of the most iconic elements of 168澳洲幸运5开奖网:Dungeons & Dragons is the game's massive and ever-expanding catalog of monsters that can be encountered by adventurers in their travels. While some monsters are capable of casting powerful spells and others employ underhanded tactics such as the use of disguises, others are characterized by their tenacity.
For some, nothing is scarier than a monster that is seemingly unkillable, and D&D has such monsters in spades. So here's a look at some of the most resilient monsters in D&D that are nearly impossible to put down for good.
Updated on April 9, 2022, by Paul DiSalvo: WIth the release of nearly each additional D&D book, potent new monsters are added to the game, serving as deadly adversaries for a party. Between books like Fizban's Treasury of Dragons and Monsters of the Multiverse, DMs have access to a wide variety of deadly monsters that can be incredibly difficult to put down for good; many of which are even notable key figures within the lore of the game.
14 Troll
Trolls are an incredibly iconic monster that has appea♋red in every edition of Dungeons & Dragons. With a CR of 5, Trolls are characterized by their regeneration that causes them to regain 10 HP at the beginning of each of their turns unless it has taken fire or acid damage.
As this regeneration stꦡill occurs even if it has been reduced to 0 HP, without the use of fire or acid damage, it is nearly impossible to put a troll out of commission.
13 🌞 Hydra And Dr🎃acohydra
While Hydras are multi-headed monstrosities of Greek myth that can be found in the Monster 🔯Manual, Dracohydras are an incredibly dangerous alternative to this monster that features a draconic appearance reminiscent of Tiamat, god of the Chromatic Dragons.
While each of these creatures are capable of offering severe offensive options that can tear through a party's HP, if either of these monsters sustains enough HP from a single source, one of their heads is destroyed. While this may seem like a good thing at first, at the beginning of their turns, these monsters regrow two heads for each head that had been lost. Not only does this cause these monsters to regain health, but it also makes them all the more dangerous, as the number of times they can attack each turn is dictated by their number of heads!
12 🧸 Bodytaker Plant 💃
A recently added monster to D&D that appeared in Van Richten's Guide to Ravenloft, a Bodytaker Plant is a massive telepathic plant that aims to replace humanoids with identical copies it controls called podlings.
While this plant can make for an excellent antagonist of a paranoia-driven horror adventure, even if it is found and bested in combat, it will likely return. This is because if a Bodytaker Plant is killed, it will regrow within the year unless the ground it was rooted within is poiso༺ned or s🌃alted.
11 Necrichor
Like the Bodytaker Plant, the Necrichor is another difficult to keep down horror that was introduced in Van Richten's Guide to Ravenloft. Beings of living blood that are capable of puppeteering those with open wounds, Nicrichor's are nearly impossible to permanently do away with, leading many to simply attempt to seal them away.
While a Nechrichor only has 67 HP, if a defeated Necrichor's remains aren't covered with holy water or kept within a blessed container, it is automatically revived in 1d10 days!
10 Mu🀅mmy Lord
A 168澳洲幸运5开奖网:powerful undead found within the Monster Manual, Mummy Lords are the pot꧂ent superior form of a normal Mummy. Between five dama👍ge immunities, magic resistance, and a slew of deadly offensive abilities such as its Rotting Fist, overcoming a Mummy Lord in combat is no easy feat, especially if it is accompanied by additional mummies.
However, even if a party were to make it out of an encounter victorious, the Mummy Lord wilಌl automatically regain all of its lost HP within 24 ho༒urs if its heart remains intact.
9 Vampire
Vampires are incredibly powerful and difficult to kill foes that can make for excellent primary antagonists for a campaign. In addition to being an incredibly fle🐟xible adversary that has access to shapeshifting, the abil๊ity to summon allies, and charming capabilities, permanently putting down a Vampire can be an arduous task.
Not only do vampires have access to legendary resistances, but if it defeated outside of their resting place, they automatically transform into a cloud of mཧist, fleeing to said resting place. By simply spending an hour in their resting place with zero HP, a Vampire can heal themselves and stabilize.
8 Lich
168澳洲幸运5开奖网:Liches are iconic undead spellcasters that have been part of D&D since the game's first edition. With a CR of 21, Liches can be quite terrifying in combat, having access to high-level spells like Finger of Death, Power Word Stun, and even Power Word Kill.
One of the most unfortunate aspects of Liches is that they aren't glass canons, toting resilience in the form of their phylactery. Even if a Lich appears to be bested, it will return to life within ten days as long as its phylactery is still present.
7 Rakshasa
✨Rakshasa are mighty fiends with feline appearances, capaꦜble of wielding spells such as Dominate Person and Plane Shift. On top of their spellcasting, these fiends are immune to all spell effects 6th level or lower, making them an ordeal to overcome.
After being killed, A Rakshasa is able to reform its body within༒ t🌌he Nine Hells, plotting revenge against those who killed it, and often even their families and descendants.
6 Empyrean
The direct descendants of gods 🐓and otherworldly bei🍸ngs, Empyreans are celestials that if not killed in battle, never age, rendering them effectively immortal.
However, even if one of tওhese potent celestials were to be killed in battle🥀, the souls of fallen Empyreans are simply transported to their home planet where they bailed out and are resurrected by their parents.
5 Draconic Shard 🍸
Draconic Shards are undead remnants of departed Gem Dragons that are created through the binding of such a Dragon's psionic energy being bound to an object such as a Gem. While these psionic monsters are able to manifest spectral forms, at their core, their survival is integrally tied to these objects.
If one of these shards is defeated in combat, it leaves behind its corresponding gem. If that gem isn't destroyed, after several days, the shard will simply reform with all of ts hit points. This can be quite tricky for those looking to put an end to a Draconic Shard once and for all, as while these gems only have 15 hit points, they are immune to all damage save for force damage.