And how this will affect gameplay.
With the release of the 2024 Monster Manual has come a bunch of changes to the monsters we’ve been familiar with over the last decade. For some of these monsters, this has involved changing their monster type as well.
Below I’ve pulled out all the monsters that have seen their monster type change with the revised edition. I’ve also taken a look at how this might affect your gameplay.
Which monsters have changed creature type?

Below I’ve listed out all the monsters that have changed type and what they’ve become in D&D 2024. Where there are several variants for the same monster type, I’ve just included them as a single entry to avoid confusion as the 2024 Monster Manual adds and renames a lot of variants:
| Monster | CR | 2014 monster type | 2024 monster type |
|---|---|---|---|
| Darkmantle | 1/2 | Monstrosity | Aberration |
| Githyanki | Various | Humanoid | Aberration |
| Githzerai | Various | Humanoid | Aberration |
| Grick | Various | Monstrosity | Aberration |
| Grimlock | 1/4 | Humanoid | Aberration |
| Kua toa | Various | Humanoid | Aberration |
| Piercer | 1/2 | Monstrosity | Aberration |
| Roper | 5 | Monstrosity | Aberration |
| Axe beak | 1/4 | Beast | Monstrosity |
| Flying snake | 1/8 | Beast | Monstrosity |
| Giant eagle | 1 | Beast | Celestial |
| Giant elk | 2 | Beast | Celestial |
| Giant owl | 1/4 | Beast | Celestial |
| Giant vulture | 1 | Beast | Monstrosity |
| Stirge | 1/8 | Beast | Monstrosity |
| Guardian naga | 10 | Monstrosity | Celestial |
| Gorgon | 5 | Monstrosity | Construct |
| Half dragon | 5 | Humanoid | Dragon |
| Kobold | Various | Humanoid | Dragon |
| Aarakocra | Various | Humanoid | Elemental |
| Lizardfolk | Various | Humanoid | Elemental |
| Merfolk | Various | Humanoid | Elemental |
| Bugbear | Various | Humanoid | Fey |
| Bullwug | Various | Humanoid | Fey |
| Centaur | Various | Monstrosity | Fey |
| Goblin | Various | Humanoid | Fey |
| Hobgoblin | Various | Humanoid | Fey |
| Worg | Various | Monstrosity | Fey |
| Empyrean | 23 | Celestial | Celestial or fiend |
| Gnoll | Various | Humanoid | Fiend |
| Jackalwere | 1/2 | Humanoid | Fiend |
| Lamia | 4 | Monstrosity | Fiend |
| Oni | 7 | Giant | Fiend |
| Sahuagin | Various | Humanoid | Fiend |
| Spirit Naga | 8 | Monstrosity | Fiend |
| Kenku | 1/4 | Humanoid | Monstrosity |
| Quaggoth | Various | Humanoid | Monstrosity |
| Thri-Kreen | Various | Humanoid | Monstrosity |
| Trogolodtye | Various | Humanoid | Monstrosity |
| Werebear | 5 | Humanoid | Monstrosity |
| Wereboar | 4 | Humanoid | Monstrosity |
| Wererat | 2 | Humanoid | Monstrosity |
| Weretiger | 4 | Humanoid | Monstrosity |
| Werewolf | 3 | Humanoid | Monstrosity |
| Sphinx | Various | Monstrosity | Celestial |
As you can see, a huge 45 monsters have changed monster type in the 2024 revision.
Why have some creatures changed their monster type?
Primarily, it’s been a case of rethinking how that creature was created or where they originated from. For example, goblinoids have always originated from the feywild. While they kind of do fit the humanoid mould, they are fey creatures.
We see a similar thing with a lot of monsters being recategorised as aberrations. The idea is that any creature that has undergone transformations from an aberrant influence should now be considered aberrations. This includes the likes of the gith and the kua-toa who have both been influenced heavily by mind flayer servitude.
In a slightly more unusual change, many giant versions of beasts were recategorised as celestials. It was felt that if they were intelligent enough to speak, that they fit the mould of magical, celestial creatures instead.
We’ve also seen many humanoids change categories as well. This is despite many of these humanoids being playable races. This includes things like centaurs (now fey), aarakocra (now elementals) and the already mentioned gith and goblins. This is a little more divisive as the lines between humanoid playable species and these creatures are quite blurred. Playing as one of these creatures will have you designated as a humanoid, but fighting as one will mean it has a different designation.
The explanation given is that a player character is more integrated into humanoid society so takes on the humanoid creature type while those not designated as humanoids have not had this influence. I’m not convinced this is really the case. Many PCs might have originated from another plane or society and be stumbling into humanoid society.
A better solution might have been to have multiple creature types, but this isn’t the case.
How might these changes affect gameplay?

Although gameplay won’t be affected massively by what creature type a monster is, there are some important changes to be aware of.
Hold, dominate and charm person spells become less useful
With there being a reduction in the number of humanoids around to encounter, spells like these that only work on humanoids become less useful. Attempting to cast hold person (or any of these other spells) on a goblin (or other former humanoid) will no longer work. You’ll need the higher level hold monster for that.
Polymorph spells
Spells like polymorph allow you to shape-shift a creature into a beast. This can be useful on enemies, to make them less of a threat, but also on allies to grant them capabilities and extra hit points they wouldn’t have had ordinarily.
But, as you can see above, several beasts have been recategorised as other monster types. This means there’s no longer an option to transform into a giant eagle or giant vulture for instance. In fact, this change leaves a bit of an absence of giant flying creatures available for polymorph. Yes there are giant bats and wasps still, but they remain pretty fragile creatures.
Fortunately, true polymorph remains unaffected by these changes.
Druid’s wildshape
Along a similar vein, a druid’s wildshape feature lets them shapeshift into beasts. But again, with less creatures now categorised as beasts, your options are a little more limited, especially with some stronger flying options being recategorised.
Protection from evil and good
This spell will protect you from creatures of certain monster types (namely aberrations, celestials, elementals, fey, fiends and undead). With so many more humanoids now fitting into these monster types, protection from evil and good is subtly better now. It will now protect you from the likes of goblinoids, kua-toa, gith, lizardfolk and sphinxes for instance.
And even more spells that affect certain monster types
And there are more spells that only work on certain monster types that will now work on a wider variety of creatures. This includes spells like; detect evil and good, hallow and banishment (which works on any creature, but will work permanently on certain monster types).
Conversely, spells like dominate beast and beast senses will work on fewer creatures now.
There you have it. All the creatures changing their monster type in D&D 2024. Have you spotted any other monsters I’ve missed from the list, or other ways these changes will affect gameplay? Let me know in the comments below.
Spotlight on D&D 2024
All the latest updates on what’s changing with the 2024 rules revision.
