
Looking for a new party mascot? Here are five monsters lurking in the pages of D&D’s monster manuals that make great allies.
D&D parties are made up of misfits, true. But they’re also made up of strange creatures of all sorts, from magical beasts to aberrant creatures to actual infernals from time to time. Some of the best sessions come from when you find that one weird creature who just wants to live with the party and eat the occasional NPC that hasn’t been adopted by the main characters.
Flumph

Flumphs have been a friendly monster for as long as D&D has been around. From the days before 1st Edition all the way through to 5.5E, Flumphs can be found in the strangest places. But it’s not hard to see why they have endured. These are tentacled, telepathic, jellyfish-like creatures that often carry goofy expressions on their faces. Their name comes from the sound with which these creatures jet through the air. They change colors to express moods, and can speak in your mind.
Their telepathic abilities and appearance in the strange corners of the world make them an unexpected, but welcome ally wherever they may be found.
Blink Dog

Blink dogs are magical dogs who, in this edition, hail from the depths of the Feywild. They romp and play with centaurs and pixies but frequently disappear into the Prime Material Plane in search of food and friends. And with the ability to teleport, blinking from one spot to another, they are mighty allies to have indeed.
Blink dogs are surprisingly intelligent companions, with the ability to teleport 40 feet as a Bonus action. They speak Elvish and Sylvan and can be wonderful companions to a party of almost any size.
Mephits Of All Flavor

Sometimes though, you want to have an agent of chaos and spite in the mix. Because, as any cat owner knows, if you hold up a ball of teeth and claws and rage that snarls at all who hiss, and say “oh he’s just a big softie, don’t mind him” you are sure to wind up on the right side of any Discworld plotline. And in D&D, yes, you can find all sorts of magical cats. But catlike in spirit are the various Mephits you may come across.
These are malicious little elementals that tend to live “self-interested existences” that let them indulge their warped senses of humor and overblown egos. Which makes them a perfect fit for any typical D&D party. And with their abilty to both deal elemental damage and to explode when they die, they will be a memorable addition to any party, no matter how temporary.
Otyugh

Otyughs have long been great fodder for “great party recruit”. These are omnivores that love to eat garbage. And in the latest edition, they’re better than ever. Because they specifically want to eat the grossest, weirdest stuff. Not only that, but they take very memorable steps to lure potential meals to them using their telepathic ability, including doing things like disguising their tentacles as garbage puppets, or psychically transmitting the message “help! I’m too delicious!”
All you have to do to befriend one is keep it supplied with whatever offal you can. And if you do? You have a potent ally. Their bite is nasty, their tentacles can grapple creatures, and they can then slam whoever they grab until they’re stunned.
Sphinx of Wonder

Finally we have the Sphinx of Wonder. This is a new monster to 5.5E, and one that any Warlock can add to the party by simply taking the Pact of the Chain Invocation when they hit level 3. But, even if you don’t have a Warlock in your party, you can still befriend these tiny little celestials. They are potent allies, formed whenever a unique idea is conceived on the Material Plane. By their nature they are fascinated by a niche interest, and take pains to learn all they can about a particular type of story or field of study.
They can bond with scholars, inquisitives, and seekers of knowledge of all kind. Those who befriend them will find their ability checks and saving throws doing better, as well as having a flying friend who will happily converse with them about their special interests.
Happy adventuring!