Deep Dive - The Quaggoth

Deep Dive - The Quaggoth

The Quaggoth is a creature that has been around for a long time, but you may never have heard of them. That might be because this uber-violent race of bi-pedal bears is sometimes known as Deep Bears and have spent countless centuries in the Underdark. They are yet another in a litany of monsters who want to kill you when you venture into the darkness. It makes sense, bears usually live in caves, and sometimes, bears delight in ripping you limb-from-limb.

1e - Quaggoth

Frequency: Rare
No. Appearing: 2-24
Armor Class: 6
Move: 12”
Hit Dice: 1 + 2
% in Lair: 50%
Treasure Type: A
No. of Attacks: 2 or 1
Damage/Attack: 1-4/1-4 or by weapon type
Special Attacks: See below
Special Defenses: Immune to poison
Magic Resistance: Standard
Intelligence: Low
Alignment: Neutral
Size: L (7’+ tall)
Psionic Ability: Nil
Attack/Defence Modes: Nil
Level/XP Value:
Warrior II/28 + 2 per hit point
Leader II/50 + 3 per hit point

Fiend Folio, 1981 TSR Inc / Don Turnbull

Our not-so-friendly subject is first found in the Fiend Folio (1981). They are large, unkempt creatures who trudge along on two legs. Think Yeti or Bigfoot with albinism, resulting in white fur and no pigmentation in their skin. They speak the common tongue in a crude, almost primal way. Their hands are massive claws, which they use as their preferred method of attack, and attack they most definitely will. It’s called the Fiend Folio for a reason.

As mentioned, they are incredibly hostile, but that is doubly-so if you are an elf. The Quaggoth hate elves with the passion of a thousand burning suns, even going as far as to become servants of the drow to assist in their war against the surface-dwelling elves. Why do the Quaggoth despise elves? Who knows, but the sourcebook makes it very clear they do.

In addition, if you show signs of weakness, say by running away, the Quaggoth will chase you in an attempt to catch you and then do their very best to slaughter you. Even if you freeze in place when you see a pack of Quaggoths to avoid them, there’s a 3 out of 4 chance they will charge, claws out, and bloodlust in their eyes. Of course, it probably isn’t you and your tasty flesh that drives them to this frenzy, as they are rumored to be cannibals.

Of course, not all Quaggoths are unarmed; some will wield a battleaxe or two-handed sword, probably taken from the last group of adventurers they devoured. A group of a dozen Quatggoths will have a leader, and they will always be wielding a weapon. These leaders are stronger than the rest of the Quaggoths in the group, as you probably expect, with more hit points and a better armor class to go along with their increased damage. The remainder of the group will either all have weapons or won’t. There’s no in-between, so you can take solace that you won’t have a combination of claw attacks and giant weapons. 

Luckily for you, if you decide to try and kill the Quaggoths, they can be killed. They are just immune to poisons, which means that blades, magic, and everything else can be used against them. Hopefully you’ve prepped that fireball spell all those wizards keep talking about.

2e - Quaggoth

Climate/Terrain: Subterranean caves
Frequency: Rare
Organization: Tribal
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: Q, R in lair
Alignment: Neutral
No. Appearing: 2-24
Armor Class: 6
Movement: 12
Hit Dice: 2+2
THAC0: 19
No. of Attacks: 2 or 1
Damage/Attack: 1-4/1-4 or by weapon
Special Attacks: Berserk rage
Special Defenses: Immune to poison
Magic Resistance: Nil
Size: L (7+ tall)
Morale: Elite (15-16)
XP Value: Normal 175, Jald 270, Thonot 1,400

Monstrous Compendium: Fiend Folio, 1992 TSR Inc / Wizards of the Coast / Tom Baxa

The Quaggoth appears in the Monstrous Compendium: Fiend Folio Appendix (1992) and reprinted in the Monstrous Manual (1993). This is the part where we say not much has changed. Though, in the case of the Quaggoth, there have been some interesting and substantial changes. These will make certain players at the table happy because there are some significant improvements, of course, the ones who will be fighting the Quaggoths are not as ecstatic.

They still look like yetis who live in underground caves and not in some winter wonderland. They are a nomadic race, and when they move to a new place, they take up residence in a central cave. Quaggoth store what little treasure they possess when they go out to hunt, leaving behind a couple of guards. But, they don’t have much, as they can only make some simple weapons and decent necklaces. What treasure they have will have been looted from the cold, dead corpses of adventurers like you.

If you are looking for a treasure hoard, and wonder how many Quaggoth make up a horde, we have good news. A tribe maxes out at two dozen Quaggoth, and if you encounter a group of 12 or more Quaggoths, there will be a leader known as a Jald. A tribe may also have a religious leader known as a Thonot. What religion or diety the Quaggoth follow, if any, is unclear. The Thonot oversees such basic rituals as preparation for the hunt, the coming of age for younger Quaggoth, and funeral services for fallen Quaggoth.

Monstrous Manual, 1993 TSR Inc / Wizards of the Coast

The Quaggoth spend their lives hunting and killing any creature they feel like. They fear nothing, which makes them formidable foes, even for creatures much stronger than them. Traveling in packs, even the most powerful foes must be careful. Most Quaggoth will not be carrying weapons but those that are wield everything from a simple club to a two-handed sword. Those without weapons will fight with tooth and claw. Though, be very careful when fighting them as when they are reduced to 25% of their hit points, they fly in a berzerk rage. In this rage, they will remain until either you and your friends, or the raging Quaggoth, are dead.

As we mentioned, when you run into a large group, you’ll encounter a Jald. A Jald will be easy to identify since they will wear some sort of leather or hide armor. There’s also the 1 in 5 chance there could be a Thonots or two. These thought leaders are dangerous to fight, especially since they have powerful psionic abilities like telekinesis, control flames, and molecular agitation.

In Dungeon #81 (July/August 2000), the adventure Divisions of the Mind contains not only the Quaggoth and Quaggoth Leader, but also the Quaggoth Mutant. They are thralls of the alhoon, which are lich mind flayers, and are a result of the alhoon’s twisted experiments. Quaggoth Mutants have a good life, living comfortably and sleeping in regeneration pods. They have a vague appearance compared to the normal Quaggoth, but they have a mouthful of giant sharp teeth and bloodshot eyes. Oh, and did we mention they have a second face in the middle of their chest? This face will attempt to bite you after the Mutant stabs you with its dagger or slashes you with a claw. The Mutant is as terrifying to look upon as it is dangerous to fight.

 Dungeon #81, July/Aug 2000 TSR Inc / Paul Daly

3e - Quaggoth

Medium-Size Monstrous Humanoid
Hit Dice:
3d8+6 (19 hp)
Initiative:
+4 (Improved Initiative)
Speed:
30 ft., climb 30 ft.
Armor Class:
14 (+4 natural)
Attack: 2 claws +7 melee, bite +2 melee; or club +7 melee
Damage:
Claw 1d4+4, bite 1d4+2; or club 1d6+6
Face/Reach:
5 ft. by 5 ft./5 ft.
Special Attacks:
Rage
Special Qualities: Scent, fear immunity
Saves:
Fortitude +3 Reflex +3, Will +4
Abilities:
Str 18, Dex 11, Con 15, Int 7, Wis 12, Cha 10
Skills:
Climb +12, Hide +3*, Listen +7, Search +10, Spot +3, Wilderness Lore +6
Feats:
Improved Initiative
Climate/Terrain
Underground
Organization:
Solitary, hunting band (4), clan (16–48), or gathering (200)
Challenge Rating:
3
Treasure:
Standard
Alignment: Usually neutral evil
Advancement: By character class

First found in the Monsters of Faerun (2001), the Quaggoths now fight for their freedom in the Underdark. The drow and mind flayers are trying to capture and enslave the Quaggoth race, resulting in about half of the population under their control. The drow use them as guards and spider handlers while the illithids train them as servants and as raging cannon fodder in battle. No matter who they serve, an enslaved Quaggoth will fight to the death even when abandoned by its master. 

Drow of the Underdark, 2007 Wizards of the Coast / Wayne England

Free Quaggoths are dispersed throughout the Underdark. These Quaggoths are split into two factions; ‘those who follow magic’ and those who ‘follow the beast.’ No matter what faction they are in, free Quaggoths are dangerous but have some distinct similarities. Beast Quaggoths will stalk you, pouncing on you and your unsuspecting friends when you least expect it. If they don’t think a sneaky approach will work, they will attack you head-on. Magic Quaggoths will use some basic strategies when they can and aren’t afraid to run away to fight another day, a trait most players don’t comprehend.

In addition, the ‘follow magic’ group prefers to camouflage themselves so they can bash your skull in with a giant club. The ‘follow beast’ group sees no reason to sully its beautiful white fur and would rather rip your throat out with its razor-sharp claws.

Of course, if you do think the solution for defending yourself against violent bears is to use violence against them, think again. All Quaggoth have the chance to rage when they take damage. This happens half the time with beastly Quaggoths, but only 16% of the time with magic Quaggoths. Luckily, if a magical Quaggoth does go into a rage, it stops hitting you with a weapon and starts using its claws and teeth. If you happen to become dinner, the beast Quaggoth will eat you raw while a magic Quaggoth will utilize a fire to cook you first. Hopefully, you taste good with some gravy.

Drow of the Underdark, 2007 Wizards of the Coast / James Zhang

The Quaggoth are shown a little love in Underdark (2003). They are now listed as a sub-species of bugbear in a random creature chart, but that’s the only reference. Some new lore tells us they band together, raiding and taking what they can to survive. The juicy bits include finding out the Quaggoth once had a kingdom, Ursadunthar, deep beneath the Spine of the World. Sadly, the duergars laid waste to their kingdom and, as a result, became a nomadic race, or worse, slaves.

The Quaggoth appears throughout the sourcebook Drow of the Underdark (2007). Quaggoths are described as a combination of humanoids and albino cave bears, which seems apt given their appearance in previous editions. They stand as tall as 6 feet and weigh up to 250 pounds, with pale-white fur and a bloodthirsty reputation.

Quaggoths never leave the Underdark, and this incarnation is now immune to both fear effects and poison. Living around mold all your life may not seem fun, but it prevents poisons from killing you. In addition, they could not care less about the consequences of what they do, living a hedonistic, we-do-what-we-want lifestyle. That probably means killing you and then eating the flesh from your bones, and not worrying about being ‘humane’ or following some sort of conventions around Genevans.

Though, they aren’t monsters. If you’re a dwarf, your corpse is safe because they find your flesh to be gross and not good eating. On the other hand, if you’re a drow, they will savor every bite and suck the marrow from your bones.

Along with these tidbits, we are also introduced to two new Quaggoths: the Greater Quaggoth and the Quaggoth War Leader. Both Quaggoths are brutes with the ability to rage once a day. The rage is the same as a barbarian’s rage, but when it ends, a Quaggoth feels fine, probably basking in the glory of battle while covered in gore and blood. The Greater Quaggoth is just a stronger, normal Quaggoth decked out in nice equipment, while the Quaggoth War Leader is a lot stronger and has even more magic items. They probably didn’t buy these items from the local magic shop, but they aren’t the type to keep receipts.

Drow of the Underdark, 2007 Wizards of the Coast / Franz Vohwinkel

4e - Quaggoth Berserker

Level 9 Brute
Medium natural humanoid / XP 400
Initiative
+8
Senses
Perception +6
HP
117; Bloodied 58
AC
21 Fortitude 22, Reflex 21, Will 19
Speed
7
Stone Club (standard; at-will) ✦ Weapon
+12 vs. AC; 2d6 + 5 damage, and the quaggoth berserker gains a +2 bonus to attack rolls and damage rolls until the end of its next turn.
Quaggoth Fury (free, when the quaggoth berserker hits with an attack; encounter) The berserker deals 5 damage to itself to deal 3d6 extra damage to one target hit by the triggering attack.
Skills
Athletics +14
Alignment
Unaligned
Languages
Deep Speech
Str
20 (+9) Dex 19 (+8) Wis 15 (+6) Con 17 (+7) Int 8 (+3) Cha 10 (+4)
Equipment stone club

Underdark, 2010 Wizards of the Coast / Carl Critchlow

Before we talk about how the Quaggoth first appears in the sourcebook Underdark (2010), we just wanted to point out something odd. The Quaggoth does not list darkvision as an ability in its stat block for this edition. The Player’s Handbook (2008) does state that most underground places and dungeons are often illuminated by torches or phosphorescent fungi or lichen. Be that as it may, this sourcebook brings us two new Quaggoths with the Quaggoth Berserker and the Quaggoth Chanter.

Like the previous one, the Quaggoths in this edition fear no creature and are willing to fight anyone, anytime, anywhere. It's expanded upon, as the Quaggoth now views all the creatures as potential prey. This implies that they also view you as the main course for tonight's dinner or, at the very least, a trophy they can claim.

The Berserker has never encountered a fight they wouldn't take on, no matter the odds. They must not like to get blood under their fingernails as they wield stone clubs. All the better to bash your skulls in is probably their thought process. When the Berserker successfully attacks, they unleash their Quaggoth Fury. This deals a bit of damage to themselves, but it's nothing compared to the additional damage you'll be taking as they tenderize tonight’s meal.

The Chanter is the leader of the tribe. In battle, they can call upon the primal powers they worship. Their Primal Claw is the Enchanter's primary attack, dealing damage and weakening their foe. The Enchanter will follow this up with the Quaggoth Fury ability, but the fun, for them at least, doesn't end there. The Enchanter's War Chant reaction ability allows a nearby ally to take a standard action as a free action. If you get too close to the Enchanter or his friends, they will use the Wind Totem ability to push you back and out of range. You'll also take some damage from the giant blast of wind smacking you in the face.

5e - Quaggoth

Medium humanoid (quaggoth), chaotic neutral
Armor Class
13 (natural armor)
Hit Points
45 (6d8 + 18)
Speed
30 ft., climb 30 ft.
STR
17 (+3) DEX 12 (+1) CON 16 (+3) INT 6 (-2) WIS 12 (+1) CHA 7 (-2)
Skills Athletics +5
Damage Immunities poison
Condition Immunities poisoned
Senses
Darkvision 120 ft., Passive Perception 11
Languages
Undercommon
Challenge
2 (450 XP) Proficiency Bonus +2
Wounded Fury.
While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
Multiattack. The quaggoth makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Monster Manual, 2014 Wizards of the Coast

The Quaggoth is introduced in the Monster Manual (2014), they are still at home in the Underdark, attack creatures with the passion of a lover scorned, and fly into a rage in battle. They get darkvision back in their stat block, regain immunity to poison, and once again possess a climb speed.

Looking at how they are going to rip you apart, the Quaggoth's rage ability is nerfed. Wounded Fury can only occur when reduced to 10 or under hit points, giving them a better chance to hit and a little more damage. The climb speed brings up all sorts of possibilities for a creative GM. No adventurer should deal with a furry, violent, bear-like creature dropping down on them from the ceiling or crawling out of holes by the dozens.

The Thonot makes a glorious return, and with them the psionic ability we haven't seen since the 2nd edition. A Quaggoth who can harness the psionic powers of the Underdark becomes a Thonot and, with that, the leader of their tribe. They also serve as the tribe's shaman and keep a tribe's lore alive to be passed down to the next generation. They are stronger than a normal Quaggoth, and their psionic ability allows them to cast spells innately. The spells include feather fall, cure wounds, enlarge/reduce, heat metal, and mirror image. There is a downside to being a Thonot. If they fail the tribe, they are killed and eaten by the tribe members. We have to wonder if there are a few things we could learn from the Quaggoth on how to deal with leaders. 

Looking deeper into their lore, we find them originally living on the surface, basking in the moonlight as other nocturnal creatures do. But like all other creatures, the elves decided to ruin their lives. For some reason, the elves tried to wipe out the Quaggoths and were almost successful.

To survive, the remaining Quaggoths descended into the Underdark, where they remain to this day. As the centuries passed, the Quaggoths adapted to the darkness. The most obvious was gaining the ability to see in the dark. The downside included losing their natural color, forgetting their history as they descended into a primitive race, and becoming cannibals when food was scarce. Nice going, elves.

Even in the Underdark, elves still haunted the Quaggoth's very existence. The drow have attempted to bring Quaggoths under their control, using them as servants and meat shields when they attack the surface elves. Taking advantage of the Quaggoth's deep-seated hatred of elves, the larger drow families now have squadrons of Quaggoth under their command. We understand why the Quaggoth would sacrifice their independence to the drow to assist in the slaughter of surface elves. That said, leave it to the dark elves to manipulate them into working for them, not with them.


It's understandable why the Quaggoth are always so angry, fighting everyone they come across. They've been bullied, slaughtered, and enslaved throughout their existence. Whether involved with the drow in some fashion, enslaved by mind flayers, or roaming free in the Underdark, the Quaggoth aren't creatures to be trifled with. So, if you are wondering why a pack of yeti are emerging from the darkness, you'll quickly realize it's not cold bear-humanoids, but instead, a tribe of Quaggoth looking to kill and eat you.

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Header Art: Drow of the Underdark (2007) Wizards of the Coast / Wayne England

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