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Published by Chris Winnower, 2019-12-13 14:11:59

Monster Manual I

Monster Manual I

poor saving throws should be roughly equal to its target CR. For ture does not qualify, consider altering the creature so that it qual- CHAPTER 5:
example, if you are designing a CR 6 monster, a good save bonus of ifies for the feat, or assign the feat as a bonus feat. (It is acceptable
+9 and a poor save bonus of +6 should give the monster a decent for a creature to have a bonus feat for which it does not meet the MAKING
chance to save against the player characters’ attacks without mak- prerequisites.)
ing their attacks ineffectual. MONSTERS
Assign feats with your creature concept in mind, just as you did
The easiest way to manipulate a creature’s save bonuses is to for skills. For example, spellcasting creatures can benefit from
assign a feat that increases a save bonus (for example, Iron Will). If Combat Casting. Creatures that depend on their senses to locate
you don’t want to give the monster the feat, but you still want to prey or alert them to danger can benefit from Alertness. Creatures
increase the save bonus, then you need to adjust the ability score that attack from ambush can use Improved Initiative. Any crea-
from which the save bonus is derived. ture can benefit from the feats that improve saving throws (Great
Fortitude, Lightning Reflexes, and Iron Will).
SKILLS
Weak creatures can often benefit from Weapon Finesse,
Assign whatever skills you think the creature ought to have. The which allows a creature to use its Dexterity bonus on melee
number of skill points a creature has depends on its type, Hit Dice, attacks (very useful for Small, Tiny, and Diminutive creatures).
and Intelligence; see Table 5–4. Assume that any skill you choose Likewise, very big or strong creatures benefit from Power Attack,
for the creature is a class skill, and each rank costs 1 skill point. which allows them to convert points from their attack bonus
The maximum rank for any skill is the creature’s Hit Dice + 3. A into extra damage.
creature with less than 1 Hit Die is treated as having 1 Hit Die for
the purpose of determining skill points and maximum skill rank. SPACE/REACH

Table 5–4: Skill Points by Monster Type This entry describes how much space the creature takes up on the
battle grid and needs to fight effectively, as well as how close it has
Type Skill Points to be to an opponent to threaten that opponent.

Aberration (2 + Int modifier, minimum 1) × (HD+3) A creature’s Space/Reach entry depends on its size, as shown on
Table 7–1: Creature Sizes (page 314). A creature’s space is always a
Animal (2 + Int modifier, minimum 1) × (HD+3) square area, no matter what the creature’s shape or anatomy is like.
For example, an ogre and a horse have the same space figure (10
Construct* (2 + Int modifier, minimum 1) × (HD+3) feet), because they’re both Large creatures.

Dragon (6 + Int modifier, minimum 1) × (HD+3) Tall creatures (bipeds, usually) have a longer reach than long
creatures. For example, a horse has a reach of 5 feet, but an ogre
Elemental (2 + Int modifier, minimum 1) × (HD+3) has a reach of 10 feet because it is taller.

Fey (6 + Int modifier, minimum 1) × (HD+3) Some creatures have exceptional reach due to a particular weap-
on choice or a quirk of anatomy. It’s all right to assign a special
Giant (2 + Int modifier, minimum 1) × (HD+3) reach figure that applies to a particular attack (such as the roper’s
strands).
Humanoid** (2 + Int modifier, minimum 1) × (HD+3)
ENVIRONMENT
Magical beast (2 + Int modifier, minimum 1) × (HD+3)
Consider where the creature lives and choose a preferred climate
Monstrous humanoid (2 + Int modifier, minimum 1) × (HD+3) (warm, temperate, or cold) and terrain (plains, hills, forest, marsh,
mountains, or desert). Your monster is not restricted to that com-
Ooze* (2 + Int modifier, minimum 1) × (HD+3) bination of climate and terrain, but it’s the setting the monster is
most likely to be encountered in.
Outsider (8 + Int modifier, minimum 1) × (HD+3)
Creatures that have no place in the natural environment (par-
Plant* (2 + Int modifier, minimum 1) × (HD+3) ticularly constructs and undead) usually have an entry of “Any.”
Extraplanar outsiders should be assigned a plane of origin.
Undead* (4 + Int modifier, minimum 1) × (HD+3)
TREASURE
Vermin* (2 + Int modifier, minimum 1) × (HD+3)
Most creatures will have no treasure (None) or standard treasure.
* Mindless creatures receive no skill points or feats. Very intelligent creatures might have double or triple treasure.
Some creatures may collect only certain types of treasure. See
** Or by character class. Table 3–5, page 52 of the Dungeon Master’s Guide.

It is important to consider your concept when assigning skills. Crea- ALIGNMENT 301
tures that live by hunting need Hide, Spot, and Listen, and probably
Move Silently. Creatures that use spells or spell-like abilities need What alignment does your monster have? Choose lawful, neutral,
Concentration and probably Spellcraft. Creatures that do not have a or chaotic, followed by good, neutral, or evil. All alignments have
climb or swim speed may benefit from Climb or Swim. Skills such a qualifier: always, usually, or often. See page 305 for details.
as Balance and Escape Artist can be useful for almost any creature.
pqqrs
A creature’s final skill modifier consists of: skill ranks + ability
modifier + size modifier (for Hide) + movement mode modifier SKILLS THE QUICK WAY
(for Climb, Jump, or Swim) + racial bonuses (if any) + synergy
bonuses (if any) + armor check modifier (if any). You may decide Instead of fretting about each skill point, an easy way to assign skills to
to purchase feats that change the creature’s skill modifiers, too. a monster is to simply buy a number of skills, all at the creature’s maxi-
mum ranks. The number of individual skills a creature can choose this
Conditional Bonuses: If the creature has conditional ability way is equal to its Intelligence modifier plus the base number of skill
adjustments, do not apply them in the Skills entry. Instead, mark points a creature of its type receives per HD. For example, undead have
the skill modifier with an asterisk and note the conditional modi- skill points equal to (4 + Int modifier) at each HD, so an undead crea-
fier in the creature’s description. ture with an Intelligence score of 15 (Int modifier +2) could simply
select six skills at maximum rank.
Racial Skill Bonuses: Often a creature will need a better skill
modifier than its abilities and skill points allow. In such cases, it’s a pqqrs
good idea to assign it a racial bonus (which is effective all the time), or
a specific circumstance bonus. For example, most big cats get bonuses
on Hide and Move Silently checks, and even larger conditional
bonuses on Hide and Move Silently checks when they’re in the right
terrain. They’d have a hard time surviving as predators without them.

FEATS

All monsters have a number of feats equal to 1 + (1 per 3 HD).
Monsters must meet the prerequisites for feats, just as characters
must. If your creature concept begs for a feat for which the crea-

CHAPTER 5: ADVANCEMENT PC of their level. Include a fighter, rogue, cleric, and wizard if pos-
sible. You can use copies of your players’ characters for this, but if
MAKING This entry provides a measure of how tough the creature can get if your PCs are unusual, your results will be skewed.
MONSTERS you decide to increase its Hit Dice. In general, a creature should
be able to have up to three times its original Hit Dice (that is, a 3 2. Create a representative encounter for the monster that uses
302 HD creature should be able to advance up to 9 HD). two of the creatures (two monsters of CR X is an appropriate
encounter for four PCs of level X+2). For simple monsters, a room
Most creatures will get larger if you add a lot of Hit Dice, so you and a door should suffice, but if your monster is built to ambush
should pick a break point at which the creature’s size changes. For parties or make good use of a particular terrain, you should proba-
example, the Advancement entry for a Large plant creature with 3 bly check the monster in the sort of environment you expect to
Hit Dice might read: 4–5 HD (Large); 6–9 HD (Huge). See Table use when you employ the monster in a real game session.
5–1 for guidelines on size and Hit Dice.
3. Allow the PCs to begin the encounter with spells or effects
Some monster types don’t have obvious break points between whose duration is measured at 10 minutes per level or longer in
size categories. In these cases, you probably want to set the break effect.
point between sizes at 1/2 the maximum Hit Dice to be added. For
example, a Large aberration with 4 HD could advance to 12 HD. 4. Assign all combatants an initiative roll of 10, modified by
Since you’re adding up to 8 Hit Dice, the creature’s Advancement their normal initiative modifiers (for playtests, you want everyone
entry might read: 5–8 HD (Large); 9–12 (Huge). to take 10 on their initiative roll).

CHALLENGE RATING 5. Run the encounter several times and try different tactics and
setups for the monsters.
This shows what level of party for which the creature would make
a good encounter of moderate difficulty. A party of four fresh If your proposed CR is appropriate, the PCs should be able to win
characters (full hit points, full spells, and an assortment of equip- the encounter with some damage, given reasonable luck. This vic-
ment appropriate to their levels) should be able to win the tory should consume no more than 20% of the party resources (hit
encounter with some damage, but no casualties, given reasonable points, spells, and consumable magic items). In the case of high-
luck. This victory should consume no more than 20% of the party CR monsters (say, 11 or more), an occasional PC death is not out of
resources (hit points, spells, and consumable magic items). line with the monster’s CR, since parties of that level can usually
bring dead characters back to life pretty easily.
Assigning an appropriate Challenge Rating can be difficult. The
two basic tools for determining CR are comparing and playtesting. If your monster seems too dangerous, try the encounter again
with a single monster; this lets you see how the monster looks as a
Comparing CR solitary combatant whose CR is equal to the party’s level. If the
party handles the monster with no trouble, try increasing the
The simplest and quickest way to estimate your monster’s Chal- number of monsters to three or four (which would effectively
lenge Rating is to compare it to similar monsters in an appropriate lower the monster’s CR by 1 or 2). You may need to adjust the
CR range. Begin with the target CR you used in constructing your party’s level and try the monster again at its new CR.
monster. Use the list of Monsters by Challenge Rating (see page
318) to compile a list of monsters whose CRs match your mon- Monster Function and Challenge Rating
ster’s CR, plus or minus 1. For example, if your target CR is 7, you
should closely examine monsters of CR 6, 7, and 8. A quick and dirty way to double-check your CR assignment is to
compare your monster’s Hit Dice against its CR. Depending on
To narrow your list, look for monsters with similar types or sim- their function, monsters need a high number of Hit Dice for their
ilar methods (bruisers, spell-like ability users, special attack users, CR, a low amount of Hit Dice for their CR, or an average amount.
and so on). Once you’ve reduced your list of comparable monsters
to a manageable number, see how your monster compares to the Evaluate your monster and decide what its basic function is: bat-
others, using the following checklist: tler, ambusher, magic user, special attack user, or multiple threat.

—Does your monster have more or less Hit Dice? Battler: The monster uses sheer combat skill to threaten the
—Does your monster have a better or worse Armor Class? party and has few special abilities. Examples: dire animal (any),
—Does your monster have a higher or lower attack bonus? giant (any), gray render, minotaur, shambling mound, worg. A bat-
—Does your monster deal more or less damage? tler’s CR should be from 1/3 its HD to 2/3 its HD.
—Does your monster have more deadly special attacks?
—Does your monster have spell-like abilities whose highest Ambusher: The monster depends on stealth or surprise attacks
spell level is lower or higher than the spell-like abilities of compa- to threaten the party. Examples: assassin vine, choker, derro,
rable monsters? mimic, phase spider, roper. An ambusher’s CR should be from 1/2
—Does your monster have special defenses the other monsters its HD to its HD.
don’t have?
If your monster is clearly superior to most of the comparable Magic User: The monster’s best attacks are its spells or spell-
monsters, your target CR is probably too low. Try adjusting the CR like abilities. Examples: aboleth, lamia, lillend, mind flayer,
up by 1 or 2, then find a new list of monsters that should be com- nymph. A magic user’s CR should be from about its HD to its HD
parable at the new CR and see how your monster stacks up. If your +2, provided the spells it can employ would be appropriate for a
monster is clearly not as tough as most of the comparable mon- spellcasting character whose level is about the same as the mon-
sters, reduce your CR by 1 or 2 and find a new list of comparable ster’s Hit Dice. (If they’re less than expected, your monster is prob-
monsters to check your monster against. ably better described as an ambusher or battler.)

Playtesting CR Special Attack User: The monster is dangerous because of a
special attack it can employ. Examples: basilisk, dragon (any),
The best way to set a monster’s CR is to see how it handles in play. harpy, medusa, wraith, vampire. A special attack user’s CR should
This can be time-consuming, but it probably gives you the best be from 2/3 its HD to its HD.
information about how challenging your monster is.
Multiple Threat: The monster combines two or more of the
To playtest a monster’s CR, use the following procedure: previous functions. For example, many demons and devils com-
1. Create a “playtest party” consisting of four characters whose bine battler and magic user functions, while a mind flayer com-
level equals your monster’s target CR + 2. Each character should bines magic user and special attack user functions. Dragons with
be built using the standard ability score array and equipment for a significant spellcasting ability frequently combine battler, magic
user, and special attack user functions. A multiple threat’s CR
should be from about 3/4 its HD to its HD +2.

CHAPTER 6: MONSTER Benefit: As a standard action, the creature may choose to sub-
SKILLS AND FEATS tract 4 from its melee attack roll and deliver an awesome blow. If
the creature hits a corporeal opponent smaller than itself with an
This chapter provides descriptions of one skill, Control Shape, and awesome blow, its opponent must succeed on a Reflex save (DC
a number of feats that are typically used only by monsters. = damage dealt) or be knocked flying 10 feet in a direction of the
attacking creature’s choice and fall prone. The attacking creature
CONTROL SHAPE (WIS) can only push the opponent in a straight line, and the opponent
can’t move closer to the attacking creature than the square it
Any character who has contracted lycanthropy and is aware of his started in. If an obstacle prevents the completion of the oppo-
nent’s move, the opponent and the obstacle each take 1d6 points
condition can learn Control Shape as a class skill. (An afflicted of damage, and the opponent stops in the space adjacent to the
obstacle.
lycanthrope not yet aware of his condition can attempt Control CHAPTER 6:
CRAFT CONSTRUCT [ITEM CREATION]
Shape checks untrained.) This skill determines whether an SKILLS AND
The creature can create golems and other magic automatons that
afflicted lycanthrope can control his shape. A natural lycanthrope obey its orders. FEATS

does not need this skill, since it has full control over its shape. Prerequisites: Craft Magic Arms and Armor, Craft Wondrous
Item.
Check (Involuntary Change): An afflicted character must
Benefit: A creature with this feat can create any construct
make a check at moonrise each night of the full moon to resist whose prerequisites it meets. Enchanting a construct takes one
day for each 1,000 gp in its market price. To enchant a construct, a
involuntarily assuming animal form. An injured character must spellcaster must spend 1/25 the item’s price in XP and use up raw
materials costing half of this price (see the Golem, Homunculus,
also check for an involuntary change after accumulating enough and Shield Guardian monster entries for details).

damage to reduce his hit points by one-quarter and again after A creature with this feat can repair constructs that have taken
damage. In one day of work, the creature can repair up to 20 points
each additional one-quarter lost. of damage by expending 50 gp per point of damage repaired.

Involuntary Change Control Shape DC A newly created construct has average hit points for its Hit
Dice.
Resist involuntary change 25
EMPOWER SPELL-LIKE ABILITY [GENERAL]
On a failed check, the character must remain in animal form until
The creature can use a spell-like ability with greater effect than
the next dawn, when he automatically returns to his base form. A normal.

character aware of his condition may make one attempt to return Prerequisite: Spell-like ability at caster level 6th or higher.
Benefit: Choose one of the creature’s spell-like abilities, subject
to humanoid form (see below), but if he fails, he remains in animal to the restrictions below. The creature can use that ability as an
empowered spell-like ability three times per day (or less, if the
form until the next dawn. ability is normally usable only once or twice per day).
When a creature uses an empowered spell-like ability, all vari-
Retry (Involuntary Change): Check to resist an involuntary able, numeric effects of the spell-like ability are increased by one-
half. An empowered spell-like ability does half again as much
change once each time a triggering event occurs. damage as normal, cures half again as many hit points, affects half
again as many targets, and so on as appropriate. For example, a
Check (Voluntary Change): In addition, an afflicted lycan- night hag’s empowered magic missile deals 1-1/2 times normal
damage (roll 1d4+1 and multiply the result by 1-1/2 for each mis-
thrope aware of his condition may attempt to use this skill volun- sile). Saving throws and opposed rolls (such as the one made when
a character casts dispel magic) are not affected. Spell-like abilities
tarily in order to change to animal form, assume hybrid form, or without random variables are not affected.
The creature can only select a spell-like ability duplicating a
return to humanoid form, regardless of the state of the moon or spell with a level less than or equal to half its caster level (round
down) –2. For a summary, see the table in the description of the
whether he has been injured. Quicken Spell-Like Ability feat. For example, a creature that uses
its spell-like abilities as a 13th-level caster can only empower spell-
Involuntary Change Control Shape DC like abilities duplicating spells of 4th level or lower.
Special: This feat can be taken multiple times. Each time it is
Return to humanoid form (full moon*) 25 taken, the creature can apply it to a different one of its spell-like
abilites.
Return to humanoid form (not full moon) 20
FLYBY ATTACK [GENERAL]
Assume hybrid form 15
The creature can attack on the wing.
Voluntary change to animal form (full moon) 15 Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action
Voluntary change to animal form (not full moon) 20
(including a dive) and another standard action at any point during
* For game purposes, the full moon lasts three days every month. the move. The creature cannot take a second move action during a
round when it makes a flyby attack.
Retry (Voluntary Change): A character can retry voluntary
Normal: Without this feat, the creature takes a standard action
changes to animal form or hybrid form as often as he likes. Each either before or after its move.

attempt is a standard action. However, on a failed check to return

to humanoid form, the character must remain in animal or hybrid

form until the next dawn, when he automatically returns to

humanoid form.

Special: An afflicted lycanthrope cannot attempt a voluntary

change until it becomes aware of its condition (see Lycanthropy as

an Affliction, page 178).

ABILITY FOCUS [GENERAL]

Choose one of the creature’s special attacks. This attack becomes

more potent than normal.

Prerequisite: Special attack.
Benefit: Add +2 to the DC for all saving throws against the spe-
cial attack on which the creature focuses.

Special: A creature can gain this feat multiple times. Its effects
do not stack. Each time the creature takes the feat, it applies to a

different special attack.

AWESOME BLOW [GENERAL, FIGHTER] 303

The creature can choose to deliver blows that send its smaller

opponents flying like bowling pins.

Prerequisites: Str 25, Power Attack, Improved Bull Rush, size
Large or larger.

CHAPTER 6: HOVER [GENERAL] Special: This feat replaces the Two-Weapon Fighting feat for
creatures with more than two arms.
SKILLS AND The creature can come to a halt in midair.
FEATS Prerequisite: Fly speed. QUICKEN SPELL-LIKE ABILITY [GENERAL]
Benefit: When flying, the creature can halt its forward motion
The creature can employ a spell-like ability with a moment’s thought.
and hover in place as a move action. It can then fly in any direc- Prerequisite: Spell-like ability at caster level 10th or higher.
tion, including straight down or straight up, at half speed, regard- Benefit: Choose one of the creature’s spell-like abilities, subject
less of its maneuverability.
to the restrictions described below. The creature can use that abil-
If a creature begins its turn hovering, it can hover in place for ity as a quickened spell-like ability three times per day (or less, if
the turn and take a full-round action. A hovering creature cannot the ability is normally usable only once or twice per day).
make wing attacks, but it can attack with all other limbs and
appendages it could use in a full attack. The creature can instead Using a quickened spell-like ability is a free action that does not
use a breath weapon or cast a spell instead of making physical provoke an attack of opportunity. The creature can perform an-
attacks, if it could normally do so. other action—including the use of another spell-like ability—in
the same round that it uses a quickened spell-like ability. The crea-
If a creature of Large size or larger hovers within 20 feet of the ture may use only one quickened spell-like ability per round.
ground in an area with lots of loose debris, the draft from its wings
creates a hemispherical cloud with a radius of 60 feet. The winds The creature can only select a spell-like ability duplicating a
so generated can snuff torches, small campfires, exposed lanterns, spell with a level less than or equal to half its caster level (round
and other small, open flames of nonmagical origin. Clear vision down) –4. For a summary, see the table below. For example, a crea-
within the cloud is limited to 10 feet. Creatures have concealment ture that uses its spell-like abilities as a 15th-level caster can only
at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures quicken spell-like abilities duplicating spells of 3rd level or lower.
have total concealment (50% miss chance, and opponents cannot In addition, a spell-like ability that duplicates a spell with a casting
use sight to locate the creature). time greater than 1 full round cannot be quickened.

Those caught in the cloud must succeed on a Concentration Normal: Normally the use of a spell-like ability requires a standard
check (DC 10 + 1/2 creature’s HD) to cast a spell. action and provokes an attack of opportunity unless noted otherwise.

Normal: Without this feat, a creature must keep moving while Special: This feat can be taken multiple times. Each time it is
flying unless it has perfect maneuverability. taken, the creature can apply it to a different one of its spell-like
abilities.
IMPROVED NATURAL ARMOR [GENERAL]
Empower and Quicken Spell-Like Ability
The creature’s natural armor is thicker and harder than that of
others of its kind. Spell Caster Level Caster Level

Prerequisites: Natural armor, Con 13. Level to Empower to Quicken
Benefit: The creature’s natural armor bonus increases by 1.
Special: A creature can gain this feat multiple times. Each time 0 4th 8th
the creature takes the feat, its natural armor bonus increases by
another point. 1st 6th 10th

IMPROVED NATURAL ATTACK [GENERAL] 2nd 8th 12th

The creature’s natural attacks are more dangerous than its size and 3rd 10th 14th
type would otherwise dictate.
4th 12th 16th
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The 5th 14th 18th
damage for this natural weapon increases by one step, as if the
creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 6th 16th 20th
1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals
1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 7th 18th —
6d8, 8d8, 12d8.
8th 20th —
MULTIATTACK [GENERAL]
9th — —
The creature is adept at using all its natural weapons at once.
Prerequisite: Three or more natural attacks. SNATCH [GENERAL]
Benefit: The creature’s secondary attacks with natural weapons
The creature can grab opponents much smaller than itself and
take only a –2 penalty. hold them in its mouth or claw.
Normal: Without this feat, the creature’s secondary attacks
Prerequisite: Size Huge or larger.
with natural weapons take a –5 penalty. Benefits: The creature can choose to start a grapple when it hits
with a claw or bite attack, as though it had the improved grab special
MULTIWEAPON FIGHTING [GENERAL] attack. If the creature gets a hold on a creature three or more sizes
smaller, it squeezes each round for automatic bite or claw damage. A
A creature with three or more hands can fight with a weapon in snatched opponent held in the creature’s mouth is not allowed a
each hand. The creature can make one extra attack each round Reflex save against the creature’s breath weapon, if it has one.
with each extra weapon. The creature can drop a creature it has snatched as a free action
or use a standard action to fling it aside. A flung creature travels
Prerequisites: Dex 13, three or more hands. 1d6×10 feet, and takes 1d6 points of damage per 10 feet traveled. If
Benefit: Penalties for fighting with multiple weapons are reduced the creature flings a snatched opponent while flying, the oppo-
by 2 with the primary hand and reduced by 6 with off hands. nent takes this amount or falling damage, whichever is greater.
Normal: A creature without this feat takes a –6 penalty on
304 attacks made with its primary hand and a –10 penalty on attacks WINGOVER [GENERAL]
made with its off hands. (It has one primary hand, and all the
others are off hands.) See Two-Weapon Fighting, page 160 of the The creature can change direction quickly while flying.
Player’s Handbook. Prerequisite: Fly speed.
Benefits: A flying creature with this feat can change direction

quickly once each round as a free action. This feat allows it to turn
up to 180 degrees regardless of its maneuverability, in addition to
any other turns it is normally allowed. A creature cannot gain alti-
tude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.

CHAPTER 7: GLOSSARY attacks). It does not gain the spell-like abilities or supernatural CHAPTER 7:
This chapter provides definitions and descriptions of monster attacks of its new form.
characteristics. If you come across a term earlier in this book that GLOSSARY
you’re not familiar with, this is the place to find out more. —The creature gains the physical ability scores (Str, Dex, Con)
of its new form. It retains the mental ability scores (Int, Wis, Cha) 305
Aberration Type: An aberration has a bizarre anatomy, strange of its original form.
abilities, an alien mindset, or any combination of the three.
—The creature retains its hit points and save bonuses,
Features: An aberration has the following features. although its save modifiers may change due to a change in ability
—d8 Hit Dice. scores.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Will saves. —The creature retains any spellcasting ability it had in its orig-
—Skill points equal to (2 + Int modifier, minimum 1) per Hit inal form, although it must be able to speak intelligibly to cast
Die, with quadruple skill points for the first Hit Die. spells with verbal components and it must have humanlike hands
Traits: An aberration possesses the following traits (unless oth- to cast spells with somatic components.
erwise noted in a creature’s entry).
—Darkvision out to 60 feet. —The creature is effectively camouflaged as a creature of its
—Proficient with its natural weapons. If generally humanoid in new form, and it gains a +10 bonus on Disguise checks if it uses
form, proficient with all simple weapons and any weapon it is de- this ability to create a disguise.
scribed as using.
—Proficient with whatever type of armor (light, medium, or Air Subtype: This subtype usually is used for elementals and
heavy) it is described as wearing, as well as all lighter types. Aber- outsiders with a connection to the Elemental Plane Air. Air crea-
rations not indicated as wearing armor are not proficient with tures always have fly speeds and usually have perfect maneuver-
armor. Aberrations are proficient with shields if they are profi- ability (see the section on Movement, page 311).
cient with any form of armor.
—Aberrations eat, sleep, and breathe. Alignment: This line in a monster entry gives the alignment
that the creature is most likely to have. Every entry includes a
Ability Score Loss (Su): Some attacks reduce the opponent’s qualifier that indicates how broadly that alignment applies to all
score in one or more abilities. This loss can be temporary (ability monsters of that kind.
damage) or permanent (ability drain).
Always: The creature is born with the indicated alignment. The
Ability Damage: This attack damages an opponent’s ability score. creature may have a hereditary predisposition to the alignment or
The creature’s descriptive text gives the ability and the amount of come from a plane that predetermines it. It is possible for individ-
damage. If an attack that causes ability damage scores a critical hit, uals to change alignment, but such individuals are either unique
it deals twice the indicated amount of damage (if the damage is or rare exceptions.
expressed as a die range, roll two dice). Ability damage returns at
the rate of 1 point per day for each affected ability. Usually: The majority (more than 50%) of these creatures have
the given alignment. This may be due to strong cultural influ-
Ability Drain: This effect permanently reduces a living oppo- ences, or it may be a legacy of the creatures’ origin. For example,
nent’s ability score when the creature hits with a melee attack. The most elves inherited their chaotic good alignment from their cre-
creature’s descriptive text gives the ability and the amount ator, the deity Corellon Larethian.
drained. If an attack that causes ability drain scores a critical hit, it
drains twice the indicated amount (if the damage is expressed as a Often: The creature tends toward the given alignment, either by
die range, roll two dice). Unless otherwise specified in the crea- nature or nurture, but not strongly. A plurality (40–50%) of indi-
ture’s description, a draining creature gains 5 temporary hit points viduals have the given alignment, but exceptions are common.
(10 on a critical hit) whenever it drains an ability score no matter
how many points it drains. Temporary hit points gained in this Angel Subtype: Angels are a race of celestials, or good out-
fashion last for a maximum of 1 hour. siders, native to the good-aligned Outer Planes. In the D&D cos-
mology, these planes are the Seven Mounting Heavens of Celestia,
Some ability drain attacks allow a Fortitude save (DC 10 + 1/2 the Twin Paradises of Bytopia, the Olympian Glades of Arborea,
draining creature’s racial HD + draining creature’s Cha modifier; the Blessed Fields of Elysium, and the Wilderness of the Beast-
the exact DC is given in the creature’s descriptive text). If no lands.
saving throw is mentioned, none is allowed.
Traits: An angel possesses the following traits (unless otherwise
Alternate Form (Su): A creature with this special quality has noted in a creature’s entry).
the ability to assume one or more specific alternate forms. This
ability works much like the polymorph spell, except that the crea- —Darkvision out to 60 feet and low-light vision.
ture is limited to the forms specified, and does not regain any hit —Immunity to acid, cold, and petrification.
points for changing its form. Assuming an alternate form results —Resistance to electricity 10 and fire 10.
in the following changes to the creature: — +4 racial bonus on saves against poison.
—Protective Aura (Su): Against attacks made or effects created
—The creature retains the type and subtype of its original form. by evil creatures, this ability provides a +4 deflection bonus to AC
It gains the size of its new form. and a +4 resistance bonus on saving throws to anyone within 20
feet of the angel. Otherwise, it functions as a magic circle against evil
—The creature loses the natural weapons, natural armor, move- effect and a lesser globe of invulnerability, both with a radius of 20 feet
ment modes, and extraordinary special attacks of its original form. (caster level equals angel’s HD). (The defensive benefits from the
circle are not included in an angel’s statistics block.)
—The creature gains the natural weapons, natural armor, move- —Tongues (Su): All angels can speak with any creature that has
ment modes, and extraordinary special attacks of its new form. a language, as though using a tongues spell (caster level equal to
angel’s Hit Dice). This ability is always active.
—The creature retains the special qualities of its original form.
It does not gain any special qualities of its new form. Animal Type: An animal is a living, nonhuman creature, usu-
ally a vertebrate with no magical abilities and no innate capacity
—The creature retains the spell-like abilities and supernatural for language or culture.
attacks of its old form (except for breath weapons and gaze
Features: An animal has the following features (unless otherwise
noted in a creature’s entry).

CHAPTER 7: —d8 Hit Dice. —Immunity to fire and poison.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric). —Resistance to acid 10 and cold 10.
GLOSSARY —Good Fortitude and Reflex saves (certain animals have dif- —See in Darkness (Su): All baatezu can see perfectly in dark-
ferent good saves). ness of any kind, even that created by a deeper darkness spell.
306 —Skill points equal to (2 + Int modifier, minimum 1) per Hit —Summon (Sp): Baatezu share the ability to summon others of
Die, with quadruple skill points for the first Hit Die. their kind (the success chance and type of baatezu summoned are
Traits: An animal possesses the following traits (unless other- noted in each monster description).
wise noted in a creature’s entry). —Telepathy.
—Intelligence score of 1 or 2 (no creature with an Intelligence
score of 3 or higher can be an animal). Blindsense (Ex): Using nonvisual senses, such as acute smell
—Low-light vision. or hearing, a creature with blindsense notices things it cannot see.
—Alignment: Always neutral. The creature usually does not need to make Spot or Listen checks
—Treasure: None. to pinpoint the location of a creature within range of its blind-
—Proficient with its natural weapons only. A noncombative herbi- sense ability, provided that it has line of effect to that creature. Any
vore uses its natural weapons as a secondary attack. Such attacks are opponent the creature cannot see still has total concealment
made with a –5 penalty on the creature’s attack rolls, and the animal against the creature with blindsense, and the creature still has the
receives only 1/2 its Strength modifier as a damage adjustment. normal miss chance when attacking foes that have concealment.
—Proficient with no armor unless trained for war. Visibility still affects the movement of a creature with blindsense.
—Animals eat, sleep, and breathe. A creature with blindsense is still denied its Dexterity bonus to
Armor Class against attacks from creatures it cannot see.
Aquatic Subtype: These creatures always have swim speeds
and thus can move in water without making Swim checks. An Blindsight (Ex): This ability is similar to blindsense, but is far
aquatic creature can breathe underwater. It cannot also breathe air more discerning. Using nonvisual senses, such as sensitivity to
unless it has the amphibious special quality. vibrations, keen smell, acute hearing, or echolocation, a creature
with blindsight maneuvers and fights as well as a sighted creature.
Archon Subtype: Archons are a race of celestials, or good out- Invisibility, darkness, and most kinds of concealment are irrele-
siders, native to the Seven Mounting Heavens of Celestia. vant, though the creature must have line of effect to a creature or
object to discern that creature or object. The ability’s range is spec-
Traits: An archon possesses the following traits (unless other- ified in the creature’s descriptive text. The creature usually does
wise noted in a creature’s entry). not need to make Spot or Listen checks to notice creatures within
range of its blindsight ability. Unless noted otherwise, blindsight
—Darkvision out to 60 feet and low-light vision. is continuous, and the creature need do nothing to use it. Some
—Aura of Menace (Su): A righteous aura surrounds archons forms of blindsight, however, must be triggered as a free action. If
that fight or get angry. Any hostile creature within a 20-foot radius so, this is noted in the creature’s description. If a creature must
of an archon must succeed on a Will save to resist its effects. The trigger its blindsight ability, the creature gains the benefits of
save DC varies with the type of archon, is Charisma-based, and blindsight only during its turn.
includes a +2 racial bonus. Those who fail take a –2 penalty on
attacks, AC, and saves for 24 hours or until they successfully hit Breath Weapon (Su): A breath weapon attack usually deals
the archon that generated the aura. A creature that has resisted or damage and is often based on some type of energy (such as fire).
broken the effect cannot be affected again by the same archon’s Such breath weapons allow a Reflex save for half damage (DC 10 +
aura for 24 hours. 1/2 breathing creature’s racial HD + breathing creature’s Con mod-
—Immunity to electricity and petrification. ifier; the exact DC is given in the creature’s descriptive text). A
— +4 racial bonus on saves against poison. creature is immune to its own breath weapon unless otherwise
—Magic Circle against Evil (Su): A magic circle against evil noted. Some breath weapons allow a Fortitude save or a Will save
effect always surrounds an archon (caster level equals the archon’s instead of a Reflex save.
Hit Dice). (The defensive benefits from the circle are not included
in an archon’s statistics block.) Change Shape (Su): A creature with this special quality has the
—Teleport (Su): Archons can use greater teleport at will, as the ability to assume the appearance of a specific creature or type of
spell (caster level 14th), except that the creature can transport only creature (usually a humanoid), but retains most of its own physical
itself and up to 50 pounds of objects. qualities. A creature cannot change shape to a form more than one
—Tongues (Su): All archons can speak with any creature that size category smaller or larger than its original form. Changing
has a language, as though using a tongues spell (caster level 14th). shape results in the following changes to the creature:
This ability is always active.
—The creature retains the type and subtype of its original form.
Augmented Subtype: A creature receives this subtype when- It gains the size of its new form.
ever something happens to change its original type. Some crea-
tures (those with an inherited template) are born with this subtype; —The creature loses the natural weapons, movement modes,
others acquire it when they take on an acquired template. The aug- and extraordinary special attacks of its original form.
mented subtype is always paired with the creature’s original type.
For example, a wizard’s raven familiar is a magical beast (aug- —The creature gains the natural weapons, movement modes,
mented animal). A creature with the augmented subtype usually and extraordinary special attacks of its new form.
has the traits of its current type, but the features of its original type.
For example, a wizard’s raven familiar has an animal’s features and —The creature retains all other special attacks and qualities of
the traits of a magical beast. its original form, except for breath weapons and gaze attacks.

Baatezu Subtype: Many devils belong to the race of evil out- —The creature retains the ability scores of its original form.
siders known as the baatezu. —The creature retains its hit points and saves.
—The creature retains any spellcasting ability it had in its orig-
Traits: A baatezu possesses the following traits (unless otherwise inal form, although it must be able to speak intelligibly to cast
noted in a creature’s entry). spells with verbal components and it must have humanlike hands
to cast spells with somatic components.
—The creature is effectively camouflaged as a creature of its

new form, and gains a +10 bonus on Disguise checks if it uses this —Immunity to any effect that requires a Fortitude save (unless
ability to create a disguise.
the effect also works on objects, or is harmless).
Chaotic Subtype: A subtype usually applied only to outsiders
native to the chaotic-aligned Outer Planes. Most creatures that —Not at risk of death from massive damage (see page 145 of the
have this subtype also have chaotic alignments; however, if their
alignments change they still retain the subtype. Any effect that Player’s Handbook). Immediately destroyed when reduced to 0 hit
depends on alignment affects a creature with this subtype as if the
creature has a chaotic alignment, no matter what its alignment points or less.
actually is. The creature also suffers effects according to its actual
alignment. A creature with the chaotic subtype overcomes —Since it was never alive, a construct cannot be raised or res-
damage reduction as if its natural weapons and any weapons it
wields were chaotic-aligned (see Damage Reduction, below). urrected.

Class Skills: Any skill in which a monster has acquired at least —Because its body is a mass of unliving matter, a construct is
one rank or in which the creature has a racial bonus is considered
a class skill for that kind of creature. Some monsters, such as the hard to destroy. It gains bonus hit points based on size, as shown
true dragons, have their class skills explicitly listed. Other mon-
sters’ class skills can be determined from their statistics blocks. on the following table.

Creatures with a Swim speed always have Swim as a class skill. Bonus Bonus
Creatures with a Climb speed always have Climb as a class skill.
Skills listed in an entry merely because of synergy with another Construct Size Hit Points Construct Size Hit Points CHAPTER 7:
skill are not class skills. For example, a marilith’s class skills are
Bluff, Concentration, Diplomacy, Hide, Intimidate, Listen, Move Fine — Large 30 GLOSSARY
Silently, Search, Sense Motive, Spellcraft, Spot, and Use Magic
Device. Even though Disguise and Survival are mentioned in the Diminutive — Huge 40
creature’s statistics block, their presence is exclusively due to the
synergy benefit granted by Bluff and Search. Tiny — Gargantuan 60

Cold Subtype: A creature with the cold subtype has immunity Small 10 Colossal 80
to cold. It has vulnerability to fire, which means it takes half again
as much (+50%) damage as normal from fire, regardless of whether Medium 20
a saving throw is allowed, or if the save is a success or failure.
—Proficient with its natural weapons only, unless generally
Constrict (Ex): A creature with this special attack can crush an
opponent, dealing bludgeoning damage, after making a successful humanoid in form, in which case proficient with any weapon
grapple check. The amount of damage is given in the creature’s
entry. If the creature also has the improved grab ability (see page mentioned in its entry.
310), it deals constriction damage in addition to damage dealt by
the weapon used to grab. —Proficient with no armor.

Construct Type: A construct is an animated object or artifi- —Constructs do not eat, sleep, or breathe.
cially constructed creature.
Damage Reduction (Ex or Su): A creature with this special 307
Features: A construct has the following features. quality ignores damage from most weapons and natural attacks.
—10-sided Hit Dice. Wounds heal immediately, or the weapon bounces off harmlessly
—Base attack bonus equal to 3/4 total Hit Dice (as cleric). (in either case, the opponent knows the attack was ineffective).
—No good saving throws. The creature takes normal damage from energy attacks (even non-
—Skill points equal to (2 + Int modifier, minimum 1) per Hit magical ones), spells, spell-like abilities, and supernatural abilities.
Die, with quadruple skill points for the first Hit Die, if the con- A certain kind of weapon can sometimes damage the creature nor-
struct has an Intelligence score. However, most constructs are mally, as noted below.
mindless and gain no skill points or feats.
Traits: A construct possesses the following traits (unless other- The entry indicates the amount of damage ignored (usually 5 to
wise noted in a creature’s entry). 15 points) and the type of weapon that negates the ability. For
—No Constitution score. example, the werewolf ’s entry reads “damage reduction 10/silver”:
—Low-light vision. Each time a foe hits a werewolf with a weapon, the damage dealt
—Darkvision out to 60 feet. by that attack is reduced by 10 points (to a minimum of 0). How-
—Immunity to all mind-affecting effects (charms, compul- ever, a silvered weapon deals full damage.
sions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, dis- Some monsters are vulnerable to piercing, bludgeoning, or
ease, death effects, and necromancy effects. slashing damage. For example, skeletons have damage reduction
—Cannot heal damage on their own, but often can be repaired 5/bludgeoning. When hit with slashing or piercing weapons, the
by exposing them to a certain kind of effect (see the creature’s damage dealt by each attack is reduced by 5 points, but bludgeon-
description for details) or through the use of the Craft Construct ing weapons deal full damage.
feat (see page 303). A construct with the fast healing special qual-
ity still benefits from that quality. Some monsters are vulnerable to certain materials, such as
—Not subject to critical hits, nonlethal damage, ability damage, alchemical silver, adamantine, or cold-forged iron. Attacks from
ability drain, fatigue, exhaustion, or energy drain. weapons that are not made of the correct material have their
damage reduced, even if the weapon has an enhancement bonus.
Examples: the werewolf ’s damage reduction 10/silver, the iron
golem’s damage reduction 15/adamantine, and the nymph’s dam-
age reduction 10/cold iron.

Some monsters are vulnerable to magic weapons. Any weapon
with at least a +1 magical enhancement bonus on attack and dam-
age rolls overcomes the damage reduction of these monsters. Such
creatures’ natural weapons (but not their attacks with weapons)
are treated as magic weapons for the purpose of overcoming
damage reduction. For example, the gargoyle has damage reduc-
tion 10/magic and can strike as a magic weapon for the purpose of
overcoming damage reduction.

A few very powerful monsters, such as the solar and the tar-
rasque, are vulnerable only to epic weapons; that is, magic weap-
ons with at least a +6 enhancement bonus. Such creatures’ natural
weapons are also treated as epic weapons for the purpose of over-
coming damage reduction.

Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-
aligned weapons. When a cleric casts align weapon, affected weap-
ons might gain one or more of these properties, and certain magic
weapons have these properties as well. For example, many tanar’ri
demons and baatezu devils have damage reduction 10/good, while

CHAPTER 7: many celestials have damage reduction 10/evil. A creature with an Elemental Type: An elemental is a being composed of one of
alignment subtype (chaotic, evil, good, or lawful) can overcome the four classical elements: air, earth, fire, or water.
GLOSSARY this type of damage reduction with its natural weapons and weap-
ons it wields as if the weapons or natural weapons had an align- Features: An elemental has the following features.
308 ment (or alignments) that match the subtype(s) of the creature. A —8-sided Hit Dice.
bearded devil, for instance, has the evil and lawful subtypes, and —Base attack bonus equal to 3/4 total Hit Dice (as cleric).
thus can overcome damage reduction as if its weapons and natural —Good saves depend on the element: Fortitude (earth, water)
weapons were evil-aligned and lawful-aligned. or Reflex (air, fire).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit
When a damage reduction entry has a dash (–) after the slash, Die, with quadruple skill points for the first Hit Die.
no weapon negates the damage reduction. Traits: An elemental possesses the following traits (unless other-
wise noted in a creature’s entry).
A few creatures are harmed by more than one kind of weapon. —Darkvision out to 60 feet.
The babau demon, for example, has damage reduction 10/cold —Immunity to poison, sleep effects, paralysis, and stunning.
iron or good. Either kind of weapon—cold iron or good—over- —Not subject to critical hits or flanking.
comes its damage reduction. —Unlike most other living creatures, an elemental does not
have a dual nature—its soul and body form one unit. When an ele-
A few other creatures require combinations of different types of mental is slain, no soul is set loose. Spells that restore souls to their
attacks to overcome their damage reduction. The ghaele eladrin has bodies, such as raise dead, reincarnate, and resurrection, don’t work on
damage reduction 10/evil and cold iron, meaning that a weapon must an elemental. It takes a different magical effect, such as limited
be made of cold-forged iron and be evil-aligned in order to overcome wish, wish, miracle, or true resurrection, to restore it to life.
the ghaele’s damage reduction. A lich has damage reduction 15/bludg- —Proficient with natural weapons only, unless generally hu-
eoning and magic, meaning that only bludgeoning weapons with at manoid in form, in which case proficient with all simple weapons
least a +1 enhancement bonus deal full damage to it. A weapon that and any weapons mentioned in its entry.
falls into one category but not the other is of no help in overcoming —Proficient with whatever type of armor (light, medium, or
the creature’s damage reduction—a magic sword or a nonmagical heavy) that it is described as wearing, as well as all lighter types.
mace is no better at harming a lich than any other weapon. Elementals not indicated as wearing armor are not proficient with
armor. Elementals are proficient with shields if they are proficient
Dragon Type: A dragon is a reptilelike creature, usually with any form of armor.
winged, with magical or unusual abilities. —Elementals do not eat, sleep, or breathe.

Features: A dragon has the following features. Energy Drain (Su): This attack saps a living opponent’s vital
—12-sided Hit Dice. energy and happens automatically when a melee or ranged attack
—Base attack bonus equal to total Hit Dice (as fighter). hits. Each successful energy drain bestows one or more negative
—Good Fortitude, Reflex, and Will saves. levels (the creature’s description specifies how many). If an attack
—Skill points equal to (6 + Int modifier, minimum 1) per Hit that includes an energy drain scores a critical hit, it drains twice
Die, with quadruple skill points for the first Hit Die. the given amount. Unless otherwise specified in the creature’s
Traits: A dragon possesses the following traits (unless otherwise description, a draining creature gains 5 temporary hit points (10
noted in the description of a particular kind). on a critical hit) for each negative level it bestows on an opponent.
—Darkvision out to 60 feet and low-light vision. These temporary hit points last for a maximum of 1 hour.
—Immunity to magic sleep effects and paralysis effects.
—Proficient with its natural weapons only unless humanoid in An affected opponent takes a –1 penalty on all skill checks and
form (or capable of assuming humanoid form), in which case pro- ability checks, attack rolls, and saving throws, and loses one effective
ficient with all simple weapons and any weapons mentioned in its level or Hit Die (whenever level is used in a die roll or calculation)
entry. for each negative level. A spellcaster loses one spell slot of the high-
—Proficient with no armor. est level of spells she can cast and (if applicable) one prepared spell of
—Dragons eat, sleep, and breathe. that level; this loss persists until the negative level is removed.

Earth Subtype: This subtype usually is used for elementals and Negative levels remain until 24 hours have passed or until they
outsiders with a connection to the Elemental Plane of Earth. Earth are removed with a spell, such as restoration. If a negative level is
creatures usually have burrow speeds, and most earth creatures not removed before 24 hours have passed, the affected creature
can burrow through solid rock. must attempt a Fortitude save (DC 10 + 1/2 draining creature’s
racial HD + draining creature’s Cha modifier; the exact DC is given
Effective Character Level (ECL): This number represents a in the creature’s descriptive text). On a success, the negative level
creature’s overall power relative to that of a character from the goes away with no harm to the creature. On a failure, the negative
Player’s Handbook. A creature with an ECL of 10 is roughly equiva- level goes away, but the creature’s level is also reduced by one. A
lent to a 10th-level character. A creature’s ECL is the sum of its Hit separate saving throw is required for each negative level.
Dice (including class levels) and level adjustment. For instance, a
minotaur has 6 HD and a +2 level adjustment. It is the equivalent Environment: This entry in a statistics block describes the
of an 8th-level character. type of climate and terrain where the creature is typically found.
This is a preference, but is not exclusionary. Note that these envi-
Eladrin Subtype: Eladrins are a race of celestials, or good out- ronments can also exist in portions of dungeons due to magical
siders, native to the the Olympian Glades of Arborea. effects or other supernatural interference, or as features in dun-
geons or other environment areas. Chapter 5 of the Dungeon
Traits: An eladrin possesses the following traits (unless other- Master’s Guide has details on climate and terrain types.
wise noted in a creature’s entry).
Evil Subtype: A subtype usually applied only to outsiders
—Darkvision out to 60 feet and low-light vision. native to the evil-aligned Outer Planes. Evil outsiders are also
—Immunity to electricity and petrification. called fiends. Most creatures that have this subtype also have evil
—Resistance to cold 10 and fire 10. alignments; however, if their alignments change, they still retain
—Tongues (Su): All eladrins can speak with any creature that
has a language, as though using a tongues spell (caster level 14th).
This ability is always active.

the subtype. Any effect that depends on alignment affects a crea- —Low-light vision. CHAPTER 7:
ture with this subtype as if the creature has an evil alignment, no —Proficient with all simple weapons and any weapons men-
matter what its alignment actually is. The creature also suffers tioned in its entry. GLOSSARY
effects according to its actual alignment. A creature with the evil —Proficient with whatever type of armor (light, medium, or
subtype overcomes damage reduction as if its natural weapons heavy) that it is described as wearing, as well as all lighter types. 309
and any weapons it wields were evil-aligned (see Damage Reduc- Fey not indicated as wearing armor are not proficient with armor.
tion, above). Fey are proficient with shields if they are proficient with any form
of armor.
Extraplanar Subtype: A subtype applied to any creature when —Fey eat, sleep, and breathe.
it is on a plane other than its native plane. A creature that travels
the planes can gain or lose this subtype as it goes from plane to Fire Subtype: A creature with the fire subtype has immunity to
plane. This book assumes that encounters with creatures take fire. It has vulnerability to cold, which means it takes half again as
place on the Material Plane, and every creature whose native plane much (+50%) damage as normal from cold, regardless of whether a
is not the Material Plane has the extraplanar subtype (but would saving throw is allowed, or if the save is a success or failure.
not have when on its home plane). Every extraplanar creature in
this book has a home plane mentioned in its description. These Flight (Ex or Su): A creature with this ability can cease or
home planes are taken from the Great Wheel cosmology of the resume flight as a free action. If the ability is supernatural, it
D&D game (see Chapter 5 of the Dungeon Master’s Guide). If your becomes ineffective in an antimagic field, and the creature loses
campaign uses a different cosmology, you will need to assign dif- its ability to fly for as long as the antimagic effect persists.
ferent home planes to extraplanar creatures.
Frightful Presence (Ex): This special quality makes a creature’s
Creatures not labeled as extraplanar are natives of the Material very presence unsettling to foes. It takes effect automatically
Plane, and they gain the extraplanar subtype if they leave the when the creature performs some sort of dramatic action (such as
Material Plane. No creature has the extraplanar subtype when it is charging, attacking, or snarling). Opponents within range who
on a transitive plane; the transitive planes in the D&D cosmology witness the action may become frightened or shaken.
are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Actions required to trigger the ability are given in the crea-
Fast Healing (Ex): A creature with the fast healing special ture’s descriptive text. The range is usually 30 feet, and the dura-
quality regains hit points at an exceptionally fast rate, usually 1 or tion is usually 5d6 rounds.
more hit points per round, as given in the creature’s entry (for
example, a vampire has fast healing 5). Except where noted here, This ability affects only opponents with fewer Hit Dice or levels
fast healing is just like natural healing (see page 146 of the Player’s than the creature has. An affected opponent can resist the effects
Handbook). Fast healing does not restore hit points lost from star- with a successful Will save (DC 10 + 1/2 frightful creature’s racial
vation, thirst, or suffocation, and it does not allow a creature to HD + frightful creature’s Cha modifier; the exact DC is given in
regrow lost body parts. Unless otherwise stated, it does not allow the creature’s descriptive text). An opponent that succeeds on the
lost body parts to be reattached. saving throw is immune to that same creature’s frightful presence
for 24 hours. Frightful presence is a mind-affecting fear effect.
Favored Class: A monster that takes levels in a class (or more
than one class) has a favored class, just as player characters do. In Gaze (Su): A gaze special attack takes effect when opponents
addition, a monster’s racial Hit Dice also count as a favored class, look at the creature’s eyes. The attack can have almost any sort of
in effect: If the monster becomes a multiclass character, neither its effect: petrification, death, charm, and so on. The typical range is
favored class nor its racial Hit Dice count when determining 30 feet, but check the creature’s entry for details.
whether the creature takes an experience point penalty.
The type of saving throw for a gaze attack varies, but it is usually a
Fear (Su or Sp): Fear attacks can have various effects. Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD +
Fear Aura (Su): The use of this ability is a free action. The aura gazing creature’s Cha modifier; the exact DC is given in the creature’s
can freeze an opponent (such as a mummy’s despair) or function descriptive text). A successful saving throw negates the effect. A mon-
like the fear spell (for example, the aura of a lich). Other effects are ster’s gaze attack is described in abbreviated form in its description.
possible. A fear aura is an area effect. The descriptive text gives the
size and kind of area. Each opponent within range of a gaze attack must attempt a
Fear Cones (Sp) and Rays (Su): These effects usually work like the saving throw each round at the beginning of his or her turn in the
fear spell. initiative order. Only looking directly at a creature with a gaze
If a fear effect allows a saving throw, it is a Will save (DC 10 + attack leaves an opponent vulnerable. Opponents can avoid the
1/2 fearsome creature’s racial HD + creature’s Cha modifier; the need to make the saving throw by not looking at the creature, in
exact DC is given in the creature’s descriptive text). All fear attacks one of two ways.
are mind-affecting fear effects.
Averting Eyes: The opponent avoids looking at the creature’s face,
Fey Type: A fey is a creature with supernatural abilities and con- instead looking at its body, watching its shadow, tracking it in a
nections to nature or to some other force or place. Fey are usually reflective surface, and so on. Each round, the opponent has a 50%
human-shaped. chance to not need to make a saving throw against the gaze attack.
The creature with the gaze attack, however, gains concealment
Features: A fey has the following features. against that opponent.
—6-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit Dice (as wizard). Wearing a Blindfold: The opponent cannot see the creature at all
—Good Reflex and Will saves. (also possible to achieve by turning one’s back on the creature or
—Skill points equal to (6 + Int modifier, minimum 1) per Hit shutting one’s eyes). The creature with the gaze attack gains total
Die, with quadruple skill points for the first Hit Die. concealment against the opponent.
Traits: A fey possesses the following traits (unless otherwise
noted in a creature’s entry). A creature with a gaze attack can actively gaze as an attack
action by choosing a target within range. That opponent must
attempt a saving throw but can try to avoid this as described above.
Thus, it is possible for an opponent to save against a creature’s gaze
twice during the same round, once before the opponent’s action
and once during the creature’s turn.

CHAPTER 7: Gaze attacks can affect ethereal opponents. A creature is im- Humanoids with more than 1 Hit Die (for example, gnolls and
mune to gaze attacks of others of its kind unless otherwise noted. bugbears) are the only humanoids who make use of the features of
GLOSSARY Allies of a creature with a gaze attack might be affected. All the the humanoid type.
creature’s allies are considered to be averting their eyes from the
310 creature with the gaze attack, and have a 50% chance to not need to Features: A humanoid has the following features (unless other-
make a saving throw against the gaze attack each round. The crea- wise noted in a creature’s entry).
ture also can veil its eyes, thus negating its gaze ability.
—8-sided Hit Dice, or by character class.
Giant Type: A giant is a humanoid-shaped creature of great —Base attack bonus equal to 3/4 total Hit Dice (as cleric).
strength, usually of at least Large size. —Good Reflex saves (usually; a humanoid’s good save varies).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit
Features: A giant has the following features. Die, with quadruple skill points for the first Hit Die, or by charac-
—8-sided Hit Dice. ter class.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric). Traits: A humanoid possesses the following traits (unless other-
—Good Fortitude saves. wise noted in a creature’s entry).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit —Proficient with all simple weapons, or by character class.
Die, with quadruple skill points for the first Hit Die. —Proficient with whatever type of armor (light, medium, or
Traits: A giant possesses the following traits (unless otherwise heavy) it is described as wearing, or by character class. If a human-
noted in a creature’s entry). oid does not have a class and wears armor, it is proficient with that
—Low-light vision. type of armor and all lighter types. Humanoids not indicated as
—Proficient with all simple and martial weapons, as well as any wearing armor are not proficient with armor. Humanoids are pro-
natural weapons. ficient with shields if they are proficient with any form of armor.
—Proficient with whatever type of armor (light, medium or —Humanoids breathe, eat, and sleep.
heavy) it is described as wearing, as well as all lighter types. Giants
not described as wearing armor are not proficient with armor. Improved Grab (Ex): If a creature with this special attack hits
Giants are proficient with shields if they are proficient with any with a melee weapon (usually a claw or bite attack), it deals normal
form of armor. damage and attempts to start a grapple as a free action without pro-
—Giants eat, sleep, and breathe. voking an attack of opportunity (see Grapple, page 155 of the Player’s
Handbook). No initial touch attack is required.
Goblinoid Subtype: Goblinoids are stealthy humanoids who
live by hunting and raiding and who all speak Goblin. Unless otherwise noted, improved grab works only against op-
ponents at least one size category smaller than the creature. The
Good Subtype: A subtype usually applied only to outsiders creature has the option to conduct the grapple normally, or simply
native to the good-aligned Outer Planes. Most creatures that have use the part of its body it used in the improved grab to hold the
this subtype also have good alignments; however, if their align- opponent. If it chooses to do the latter, it takes a –20 penalty on
ments change, they still retain the subtype. Any effect that depends grapple checks, but is not considered grappled itself; the creature
on alignment affects a creature with this subtype as if the creature does not lose its Dexterity bonus to AC, still threatens an area, and
has a good alignment, no matter what its alignment actually is. The can use its remaining attacks against other opponents.
creature also suffers effects according to its actual alignment. A
creature with the good subtype overcomes damage reduction as if A successful hold does not deal any extra damage unless the crea-
its natural weapons and any weapons it wields were good-aligned ture also has the constrict special attack. If the creature does not
(see Damage Reduction, above). constrict, each successful grapple check it makes during successive
rounds automatically deals the damage indicated for the attack that
Guardinal Subtype: Guardinals are a race of celestials, or good established the hold. Otherwise, it deals constriction damage as
outsiders, native to the the Blessed Fields of Elysium. well (the amount is given in the creature’s descriptive text).

Traits: A guardinal possesses the following traits (unless other- When a creature gets a hold after an improved grab attack, it
wise noted in a creature’s entry). pulls the opponent into its space. This act does not provoke attacks
of opportunity. It can even move (possibly carrying away the
—Darkvision out to 60 feet and low-light vision. opponent), provided it can drag the opponent’s weight.
—Immunity to electricity and petrification.
—Resistance to cold 10 and sonic 10. Incorporeal Subtype: An incorporeal creature has no physical
—Lay on Hands (Su): As the paladin class feature, except that body. It can be harmed only by other incorporeal creatures, magic
each day, a guardinal can heal an amount of damage equal to its full weapons or creatures that strike as magic weapons, and spells,
normal hit points. spell-like abilities, or supernatural abilities. It is immune to all
— +4 racial bonus on saves against poison. nonmagical attack forms. Even when hit by spells or magic weap-
—Speak with Animals (Su): This ability works like speak with ons, it has a 50% chance to ignore any damage from a corporeal
animals (caster level 8th) but is a free action and does not require source (except for positive energy, negative energy, force effects
sound. such as magic missile, or attacks made with ghost touch weapons).
Although it is not a magical attack, holy water can affect incorpo-
Humanoid Type: A humanoid usually has two arms, two legs, real undead, but a hit with holy water has a 50% chance of not
and one head, or a humanlike torso, arms, and a head. Humanoids affecting an incorporeal creature.
have few or no supernatural or extraordinary abilities, but most
can speak and usually have well-developed societies. They usually An incorporeal creature has no natural armor bonus but has a
are Small or Medium. Every humanoid creature also has a subtype, deflection bonus equal to its Charisma bonus (always at least +1, even
such as elf, goblinoid, or reptilian. if the creature’s Charisma score does not normally provide a bonus).

Humanoids with 1 Hit Die exchange the features of their hu- An incorporeal creature can enter or pass through solid objects,
manoid Hit Die for the class features of a PC or NPC class. Human- but must remain adjacent to the object’s exterior, and so cannot
oids of this sort are presented as 1st-level warriors, which means pass entirely through an object whose space is larger than its own.
that they have average combat ability and poor saving throws. It can sense the presence of creatures or objects within a square
adjacent to its current location, but enemies have total conceal-
ment (50% miss chance) from an incorporeal creature that is
inside an object. In order to see farther from the object it is in and

attack normally, the incorporeal creature must emerge. An incor- have supernatural or extraordinary abilities, but sometimes are CHAPTER 7:
poreal creature inside an object has total cover, but when it attacks merely bizarre in appearance or habits.
a creature outside the object it only has cover, so a creature outside GLOSSARY
with a readied action could strike at it as it attacks. An incorporeal Features: A magical beast has the following features.
creature cannot pass through a force effect. —10-sided Hit Dice. 311
—Base attack bonus equal to total Hit Dice (as fighter).
An incorporeal creature’s attacks pass through (ignore) natural —Good Fortitude and Reflex saves.
armor, armor, and shields, although deflection bonuses and force —Skill points equal to (2 + Int modifier, minimum 1) per Hit
effects (such as mage armor) work normally against it. Incorporeal Die, with quadruple skill points for the first Hit Die.
creatures pass through and operate in water as easily as they do in Traits: A magical beast possesses the following traits (unless oth-
air. Incorporeal creatures cannot fall or take falling damage. Incor- erwise noted in a creature’s entry).
poreal creatures cannot make trip or grapple attacks, nor can they —Darkvision out to 60 feet and low-light vision.
be tripped or grappled. In fact, they cannot take any physical action —Proficient with its natural weapons only.
that would move or manipulate an opponent or its equipment, nor —Proficient with no armor.
are they subject to such actions. Incorporeal creatures have no —Magical beasts eat, sleep, and breathe.
weight and do not set off traps that are triggered by weight.
Manufactured Weapons: Some monsters employ manufac-
An incorporeal creature moves silently and cannot be heard tured weapons when they attack. Creatures that use swords, bows,
with Listen checks if it doesn’t wish to be. It has no Strength score, spears, and the like follow the same rules as characters, including
so its Dexterity modifier applies to both its melee attacks and its those for additional attacks from a high base attack bonus and
ranged attacks. Nonvisual senses, such as scent and blindsight, are two-weapon fighting penalties. This category also includes “found
either ineffective or only partly effective with regard to incorpo- items,” such as rocks and logs, that a creature wields in combat—
real creatures. Incorporeal creatures have an innate sense of direc- in essence, any weapon that is not intrinsic to the creature.
tion and can move at full speed even when they cannot see.
Some creatures combine attacks with natural and manufac-
Lawful: A subtype usually applied only to outsiders native to tured weapons when they make a full attack. When they do so, the
the lawful-aligned Outer Planes. Most creatures that have this sub- manufactured weapon attack is considered the primary attack
type also have lawful alignments; however, if their alignments unless the creature’s description indicates otherwise (using the
change, they still retain the subtype. Any effect that depends on manufactured weapon consumes most of the creature’s attention),
alignment affects a creature with this subtype as if the creature has and any natural weapons the creature also uses are considered sec-
a lawful alignment, no matter what its alignment actually is. The ondary natural attacks. These secondary attacks do not interfere
creature also suffers effects according to its actual alignment. A with the primary attack as attacking with an off-hand weapon
creature with the lawful subtype overcomes damage reduction as does, but they take the usual –5 penalty (or –2 with the Multiat-
if its natural weapons and any weapons it wields were lawful- tack feat) for such attacks, even if the natural weapon used is nor-
aligned (see Damage Reduction, above). mally the creature’s primary natural weapon.

Level Adjustment: Certain monsters can used as the basis for Monstrous Humanoid Type: Monstrous humanoids are simi-
interesting, viable player characters. These creatures have a level lar to humanoids, but with monstrous or animalistic features.
adjustment entry, which is a number that is added to the creature’s They often have magical abilities as well.
total Hit Dice to arrive at its effective character level. A creature
with multiple special abilities is more powerful as a player charac- Features: A monstrous humanoid has the following features.
ter than its Hit Dice alone would indicate. For example, a drow elf —8-sided Hit Dice.
has spell resistance, bonuses to its ability scores, and spell-like —Base attack bonus equal to total Hit Dice (as fighter).
abilities. Its level adjustment of +2 indicates that a 1st-level drow —Good Reflex and Will saves.
wizard is the equivalent of a 3rd-level character. —Skill points equal to (2 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die.
Some creatures’ level adjustment entries include the word Traits: A monstrous humanoid possesses the following traits
“(cohort).” Although these creatures may be problematic as PCs, (unless otherwise noted in a creature’s entry).
they make good companions for a character who has taken the —Darkvision out to 60 feet.
Leadership feat. Some other creatures aren’t intended for use as —Proficient with all simple weapons and any weapons men-
PCs or cohorts but can become companions through the use of tioned in its entry.
the Improved Familiar feat. In these cases, the level adjustment —Proficient with whatever type of armor (light, medium, or
entry is a dash followed by the words “(Improved Familiar).” heavy) it is described as wearing, as well as all lighter types. Mon-
strous humanoids not indicated as wearing armor are not profi-
Level adjustment is not the same thing as an adjustment to a cient with armor. Monstrous humanoids are proficient with
creature’s Challenge Rating because of some special qualities it shields if they are proficient with any form of armor.
possesses. Challenge Rating reflects how difficult an opponent is —Monstrous humanoids eat, sleep, and breathe.
to fight in a limited number of encounters. Level adjustment
shows how powerful a creature is as a player character or cohort in Movement Modes: Creatures may have modes of movement
campaign play. For instance, a drow receives a +1 adjustment to its other than walking and running. These are natural, not magical,
Challenge Rating to account for its special abilities, indicating unless specifically noted in a monster description.
that it’s tougher in a fight than its Hit Dice would suggest, but its
level adjustment is +2 to balance its abilities over long-term play. Burrow: A creature with a burrow speed can tunnel through dirt,
but not through rock unless the descriptive text says otherwise.
Low-Light Vision (Ex): A creature with low-light vision can Creatures cannot charge or run while burrowing. Most burrowing
see twice as far as a human in starlight, moonlight, torchlight, and creatures do not leave behind tunnels other creatures can use
similar conditions of shadowy illumination. It retains the ability (either because the material they tunnel through fills in behind
to distinguish color and detail under these conditions. them or because they do not actually dislocate any material when
burrowing); see the individual creature descriptions for details.
Magical Beast Type: Magical beasts are similar to animals but
can have Intelligence scores higher than 2. Magical beasts usually Climb: A creature with a climb speed has a +8 racial bonus on all
Climb checks. The creature must make a Climb check to climb any

CHAPTER 7: wall or slope with a DC of more than 0, but it always can choose to mary natural weapon uses the creature’s full attack bonus. Attacks
take 10 (see Checks without Rolls, page 65 of the Player’s Handbook), with secondary natural weapons are less effective and are made
GLOSSARY even if rushed or threatened while climbing. The creature climbs at with a –5 penalty on the attack roll, no matter how many there are.
the given speed while climbing. If it chooses an accelerated climb (Creatures with the Multiattack feat take only a –2 penalty on sec-
312 (see the Climb skill, page 69 of the Player’s Handbook), it moves at ondary attacks.) This penalty applies even when the creature
double the given climb speed (or its base land speed, whichever is makes a single attack with the secondary weapon as part of the
lower) and makes a single Climb check at a –5 penalty. Creatures attack action or as an attack of opportunity.
cannot run while climbing. A creature retains its Dexterity bonus
to Armor Class (if any) while climbing, and opponents get no spe- Natural weapons have types just as other weapons do. The most
cial bonus on their attacks against a climbing creature. common are summarized below.

Fly: A creature with a fly speed can move through the air at the Bite: The creature attacks with its mouth, dealing piercing,
indicated speed if carrying no more than a light load; see Carrying slashing, and bludgeoning damage.
Capacity, page 161 of the Player’s Handbook. (Note that medium
armor does not necessarily constitute a medium load.) All fly speeds Claw or Talon: The creature rips with a sharp appendage, dealing
include a parenthetical note indicating maneuverability, as follows: piercing and slashing damage.

—Perfect: The creature can perform almost any aerial maneu- Gore: The creature spears the opponent with an antler, horn, or
ver it wishes. It moves through the air as well as a human moves similar appendage, dealing piercing damage.
over smooth ground.
Slap or Slam: The creature batters opponents with an appendage,
—Good: The creature is very agile in the air (like a housefly or dealing bludgeoning damage.
a hummingbird), but cannot change direction as readily as those
with perfect maneuverability. Sting: The creature stabs with a stinger, dealing piercing dam-
age. Sting attacks usually deal damage from poison in addition to
—Average: The creature can fly as adroitly as a small bird. hit point damage.
—Poor: The creature flies as well as a very large bird.
—Clumsy: The creature can barely maneuver at all. Tentacle: The creature flails at opponents with a powerful ten-
A creature that flies can make dive attacks. A dive attack works tacle, dealing bludgeoning (and sometimes slashing) damage.
just like a charge, but the diving creature must move a minimum
of 30 feet and descend at least 10 feet. It can make only claw or Nonabilities: Some creatures lack certain ability scores. These
talon attacks, but these deal double damage. A creature can use the creatures do not have an ability score of 0—they lack the ability
run action while flying, provided it flies in a straight line. altogether. The modifier for a nonability is +0. Other effects of
For more information, see Tactical Aerial Movement, page 20 of nonabilities are detailed below.
the Dungeon Master’s Guide.
Swim: A creature with a swim speed can move through water at Strength: Any creature that can physically manipulate other
its swim speed without making Swim checks. It has a +8 racial objects has at least 1 point of Strength.
bonus on any Swim check to perform some special action or avoid
a hazard. The creature can always can choose to take 10 on a Swim A creature with no Strength score can’t exert force, usually be-
check, even if distracted or endangered. The creature can use the cause it has no physical body (a spectre, for example) or because it
run action while swimming, provided it swims in a straight line. doesn’t move (a shrieker). The creature automatically fails
Strength checks. If the creature can attack, it applies its Dexterity
Native Subtype: A subtype applied only to outsiders. These modifier to its base attack bonus instead of a Strength modifier.
creatures have mortal ancestors or a strong connection to the
Material Plane and can be raised, reincarnated, or resurrected just Dexterity: Any creature that can move has at least 1 point of
as other living creatures can be. Creatures with this subtype are Dexterity.
native to the Material Plane (hence the subtype’s name).
A creature with no Dexterity score can’t move (a shrieker, for
Unlike true outsiders, native outsiders need to eat and sleep. example). If it can perform actions (such as casting spells), it ap-
plies its Intelligence modifier to initiative checks instead of a Dex-
Natural Weapons: Natural weapons are weapons that are phys- terity modifier. The creature automatically fails Reflex saves and
ically a part of a creature. A creature making a melee attack with a Dexterity checks.
natural weapon is considered armed and does not provoke attacks
of opportunity. Likewise, it threatens any space it can reach. Constitution: Any living creature has at least 1 point of Constitution.
A creature with no Constitution has no body (a spectre, for ex-
Creatures do not receive additional attacks from a high base at- ample) or no metabolism (a golem). It is immune to any effect that
tack bonus when using natural weapons. The number of attacks a requires a Fortitude save unless the effect works on objects or is
creature can make with its natural weapons depends on the type harmless. For example, a zombie is unaffected by any type of
of the attack—generally, a creature can make one bite attack, one poison but is susceptible to a disintegrate spell. The creature is also
attack per claw or tentacle, one gore attack, one sting attack, or one immune to ability damage, ability drain, and energy drain, and
slam attack (although Large creatures with arms or armlike limbs automatically fails Constitution checks. A creature with no Con-
can make a slam attack with each arm). Refer to the individual stitution cannot tire and thus can run indefinitely without tiring
monster descriptions. (unless the creature’s description says it cannot run).
Intelligence: Any creature that can think, learn, or remember has
Unless otherwise noted, a natural weapon threatens a critical at least 1 point of Intelligence.
hit on a natural attack roll of 20. A creature with no Intelligence score is mindless, an automaton
operating on simple instincts or programmed instructions. It has
When a creature has more than one natural weapon, one of immunity to mind-affecting effects (charms, compulsions, phan-
them (or sometimes a pair or set of them) is the primary weapon. tasms, patterns, and morale effects) and automatically fails Intelli-
All the creature’s remaining natural weapons are secondary. gence checks.
Mindless creatures do not gain feats or skills, although they
The primary weapon is given in the creature’s Attack entry, and may have bonus feats or racial skill bonuses.
the primary weapon or weapons is given first in the creature’s Full Wisdom: Any creature that can perceive its environment in any
Attack entry. A creature’s primary natural weapon is its most effec- fashion has at least 1 point of Wisdom.
tive natural attack, usually by virtue of the creature’s physiology, Anything with no Wisdom score is an object, not a creature.
training, or innate talent with the weapon. An attack with a pri- Anything without a Wisdom score also has no Charisma score.
Charisma: Any creature capable of telling the difference
between itself and things that are not itself has at least 1 point of
Charisma.

Anything with no Charisma score is an object, not a creature. resist it with a Fortitude saving throw (the DC is given in the crea- CHAPTER 7:
Anything without a Charisma score also has no Wisdom score. ture’s description). Unlike hold person and similar effects, a paraly-
sis effect does not allow a new save each round. A winged creature GLOSSARY
Ooze Type: An ooze is an amorphous or mutable creature, usu- flying in the air at the time that it is paralyzed cannot flap its wings
ally mindless. and falls. A swimmer can’t swim and may drown. 313

Features: An ooze has the following features. Plant Type: This type comprises vegetable creatures. Note that
—10-sided Hit Dice. regular plants, such as one finds growing in gardens and fields,
—Base attack bonus equal to 3/4 total Hit Dice (as cleric). lack Wisdom and Charisma scores (see Nonabilities, above) and
—No good saving throws. are not creatures, but objects, even though they are alive.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die, if the ooze Features: A plant creature has the following features.
has an Intelligence score. However, most oozes are mindless and —8-sided Hit Dice.
gain no skill points or feats. —Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Traits: An ooze possesses the following traits (unless otherwise —Good Fortitude saves.
noted in a creature’s entry). —Skill points equal to (2 + Int modifier, minimum 1) per Hit
—Mindless: No Intelligence score, and immunity to all mind- Die, with quadruple skill points for the first Hit Die, if the plant
affecting effects (charms, compulsions, phantasms, patterns, and creature has an Intelligence score. However, some plant creatures
morale effects). are mindless and gain no skill points or feats.
—Blind (but have the blindsight special quality), with immu- Traits: A plant creature possesses the following traits (unless
nity to gaze attacks, visual effects, illusions, and other attack forms otherwise noted in a creature’s entry).
that rely on sight. —Low-light vision.
—Immunity to poison, sleep effects, paralysis, polymorph, and —Immunity to all mind-affecting effects (charms, compul-
stunning. sions, phantasms, patterns, and morale effects).
—Some oozes have the ability to deal acid damage to objects. In —Immunity to poison, sleep effects, paralysis, polymorph, and
such a case, the amount of damage is equal to 10 + 1/2 ooze’s HD + stunning.
ooze’s Con modifier per full round of contact. —Not subject to critical hits.
—Not subject to critical hits or flanking. —Proficient with its natural weapons only.
—Proficient with its natural weapons only. —Proficient with no armor.
—Proficient with no armor. —Plants breathe and eat, but do not sleep.
—Oozes eat and breathe, but do not sleep.
Poison (Ex): Poison attacks deal initial damage, such as ability
Outsider Type: An outsider is at least partially composed of the damage (see page 305) or some other effect, to the opponent on a
essence (but not necessarily the material) of some plane other failed Fortitude save. Unless otherwise noted, another saving
than the Material Plane. Some creatures start out as some other throw is required 1 minute later (regardless of the first save’s
type and become outsiders when they attain a higher (or lower) result) to avoid secondary damage. A creature’s descriptive text
state of spiritual existence. provides the details.

Features: An outsider has the following features. A creature with a poison attack is immune to its own poison and
—8-sided Hit Dice. the poison of others of its kind.
—Base attack bonus equal to total Hit Dice (as fighter).
—Good Fortitude, Reflex, and Will saves. The Fortitude save DC against a poison attack is equal to 10 +
—Skill points equal to (8 + Int modifier, minimum 1) per Hit 1/2 poisoning creature’s racial HD + poisoning creature’s Con
Die, with quadruple skill points for the first Hit Die. modifier (the exact DC is given in the creature’s descriptive text).
Traits: An outsider possesses the following traits (unless other- A successful save avoids (negates) the damage.
wise noted in a creature’s entry).
—Darkvision out to 60 feet. Pounce (Ex): When a creature with this special attack makes a
—Unlike most other living creatures, an outsider does not have charge, it can follow with a full attack—including rake attacks if
a dual nature—its soul and body form one unit. When an outsider the creature also has the rake ability.
is slain, no soul is set loose. Spells that restore souls to their bodies,
such as raise dead, reincarnate, and resurrection, don’t work on an out- Powerful Charge (Ex): When a creature with this special
sider. It takes a different magical effect, such as limited wish, wish, attack makes a charge, its attack deals extra damage in addition to
miracle, or true resurrection to restore it to life. An outsider with the the normal benefits and hazards of a charge. The amount of
native subtype (see page 312) can be raised, reincarnated, or resur- damage from the attack is given in the creature’s description.
rected just as other living creatures can be.
—Proficient with all simple and martial weapons and any Psionics (Sp): These are spell-like abilities that a creature gen-
weapons mentioned in its entry. erates with the power of its mind. Psionic abilities are usually
—Proficient with whatever type of armor (light, medium, or usable at will.
heavy) it is described as wearing, as well as all lighter types. Out-
siders not indicated as wearing armor are not proficient with Racial Hit Dice: The Hit Dice a monster has by virtue of what
armor. Outsiders are proficient with shields if they are proficient type of creature it is. Hit Dice gained from taking class levels are
with any form of armor. not racial Hit Dice. For example, the mind flayer sorcerer
—Outsiders breathe, but do not need to eat or sleep (although described in this book is a 17 HD creature because of its nine
they can do so if they wish). Native outsiders breathe, eat, and sleep. levels of sorcerer, but it has 8 racial Hit Dice (the same number as
a typical mind flayer without any class levels).
Paralysis (Ex or Su): This special attack renders the victim
immobile. Paralyzed creatures cannot move, speak, or take any Rake (Ex): A creature with this special attack gains extra natu-
physical actions. The creature is rooted to the spot, frozen and ral attacks when it grapples its foe. Normally, a monster can attack
helpless. Paralysis works on the body, and a character can usually with only one of its natural weapons while grappling, but a mon-
ster with the rake ability usually gains two additional claw attacks

CHAPTER 7: that it can use only against a grappled foe. Rake attacks are not The creature can detect opponents within 30 feet by sense of
subject to the usual –4 penalty for attacking with a natural weapon smell. If the opponent is upwind, the range increases to 60 feet; if
GLOSSARY in a grapple. downwind, it drops to 15 feet. Strong scents, such as smoke or rot-
ting garbage, can be detected at twice the ranges noted above.
A monster with the rake ability must begin its turn grappling to Overpowering scents, such as skunk musk or troglodyte stench,
use its rake—it can’t begin a grapple and rake in the same turn. can be detected at triple normal range.

Ray (Su or Sp): This form of special attack works like a ranged When a creature detects a scent, the exact location of the source
attack (see Aiming a Spell, page 175 of the Player’s Handbook). Hit- is not revealed—only its presence somewhere within range. The
ting with a ray attack requires a successful ranged touch attack creature can take a move action to note the direction of the scent.
roll, ignoring armor, natural armor, and shield and using the crea- Whenever the creature comes within 5 feet of the source, the crea-
ture’s ranged attack bonus. Ray attacks have no range increment. ture pinpoints the source’s location.
The creature’s descriptive text specifies the maximum range,
effects, and any applicable saving throw. A creature with the Track feat and the scent ability can follow
tracks by smell, making a Wisdom (or Survival) check to find or
Regeneration (Ex): A creature with this ability is difficult to follow a track. The typical DC for a fresh trail is 10 (no matter what
kill. Damage dealt to the creature is treated as nonlethal damage. kind of surface holds the scent). This DC increases or decreases
The creature automatically heals nonlethal damage at a fixed rate depending on how strong the quarry’s odor is, the number of crea-
per round, as given in the entry (for example, a troll has regenera- tures, and the age of the trail. For each hour that the trail is cold,
tion 5). Certain attack forms, typically fire and acid, deal lethal the DC increases by 2. The ability otherwise follows the rules for
damage to the creature, which doesn’t go away. The creature’s the Track feat. Creatures tracking by scent ignore the effects of
descriptive text describes the details. surface conditions and poor visibility.

A regenerating creature that has been rendered unconscious Shapechanger Subtype: A shapechanger has the supernatural
through nonlethal damage can be killed with a coup de grace (see ability to assume one or more alternate forms. Many magical ef-
page 153 of the Player’s Handbook). The attack cannot be of a type fects allow some kind of shape shifting, and not every creature
that automatically converts to nonlethal damage. that can change shapes has the shapechanger subtype.

Attack forms that don’t deal hit point damage (for example, most Traits: A shapechanger possesses the following traits (unless
poisons and disintegration) ignore regeneration. Regeneration also otherwise noted in a creature’s entry).
does not restore hit points lost from starvation, thirst, or suffocation.
—Proficient with its natural weapons, with simple weapons,
Regenerating creatures can regrow lost portions of their bodies and with any weapons mentioned in the creature’s description.
and can reattach severed limbs or body parts; details are in the
creature’s descriptive text. Severed parts that are not reattached —Proficient with any armor mentioned in the creature’s
wither and die normally. description, as well as all lighter forms. If no form of armor is men-
tioned, the shapechanger is not proficient with armor. A shape-
A creature must have a Constitution score to have the regenera- changer is proficient with shields if it is proficient with any type
tion ability. of armor.

Reptilian Subtype: These creatures are scaly and usually cold- Size: The nine size categories are (in ascending order) Fine,
blooded. The reptilian subtype is only used to describe a set of Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, and
humanoid races, not all animals and monsters that are truly reptiles. Colossal. A creature’s size provides a modifier to its Armor Class
and attack bonus, a modifier on grapple checks it attempts, and a
Resistance to Energy (Ex): A creature with this special quality modifier on Hide checks. Table 7–1: Creature Sizes provides a
ignores some damage of the indicated type each time it takes dam- summary of the attributes that apply to each size category.
age of that kind (commonly acid, cold, fire, or electricity). The
entry indicates the amount and type of damage ignored. For Sonic Attacks (Su): Unless otherwise noted, a sonic attack fol-
example, a lillend has resistance to fire 10, so it ignores the first 10 lows the rules for spreads (see Aiming a Spell, page 175 of the
points of fire damage dealt to it anytime it takes fire damage. Player’s Handbook). The range of the spread is measured from the
creature using the sonic attack. Once a sonic attack has taken ef-
Scent (Ex): This special quality allows a creature to detect fect, deafening the subject or stopping its ears does not end the
approaching enemies, sniff out hidden foes, and track by sense of effect. Stopping one’s ears ahead of time allows opponents to avoid
smell. Creatures with the scent ability can identify familiar odors having to make saving throws against mind-affecting sonic
just as humans do familiar sights. attacks, but not other kinds of sonic attacks (such as those that

Table 7–1: Creature Sizes

Size AC/Attack Grapple Hide Space Reach (Tall) Reach (Long)

Category Modifier Modifier Modifier Dimension* Weight** (in squares) (in squares) (in squares)

Fine +8 –16 +16 6 in. or less 1/8 lb. or less 1/2 ft. (1/100) 0 ft. (0) —

Diminutive +4 –12 +12 6 in.–1 ft. 1/8 lb. – 1 lb. 1 ft. (1/25) 0 ft. (0) —

Tiny +2 –8 +8 1 ft.–2 ft. 1 – 8 lb. 2-1/2 ft. (1/4) 0 ft. (0) —

Small +1 –4 +4 2 ft.–4 ft. 8 – 60 lb. 5 ft. (1) 5 ft. (1) —

Medium +0 +0 +0 4 ft.–8 ft. 60 – 500 lb. 5 ft. (1) 5 ft. (1) 5 ft. (1)

Large –1 +4 –4 8 ft.–16 ft. 500 – 4,000 lb. 10 ft. (2 × 2) 10 ft. (2) 5 ft. (1)

Huge –2 +8 –8 16 ft.–32 ft. 2 – 16 tons 15 ft. (3 × 3) 15 ft. (3) 10 ft. (2)

Gargantuan –4 +12 –12 32 ft.–64 ft. 16 – 125 tons 20 ft. (4 × 4) 20 ft. (4) 15 ft. (3)

Colossal –8 +16 –16 64 ft. or more 125 tons or more 30 ft.+ (6 × 6+) 30 ft.+ (6+) 20 ft.+ (4+)

314 * Biped’s height, quadruped’s body length (nose to base of tail).

**Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature

will weigh much less.

deal damage). Stopping one’s ears is a full-round action and Spells: Sometimes a creature can cast arcane or divine spells CHAPTER 7:
requires wax or other soundproof material to stuff into the ears. just as a member of a spellcasting class can (and can activate magic
items accordingly). Such creatures are subject to the same spell- GLOSSARY
Special Abilities: A special ability is either extraordinary (Ex), casting rules that characters are, except as follows.
spell-like (Sp), or supernatural (Su). 315
A spellcasting creature that lacks hands or arms can provide any
Extraordinary: Extraordinary abilities are nonmagical, don’t somatic component a spell might require by moving its body. Such
become ineffective in an antimagic field, and are not subject to any a creature also does need material components for its spells. The
effect that disrupts magic. Using an extraordinary ability is a free creature can cast the spell by either touching the required compo-
action unless otherwise noted. nent (but not if the component is in another creature’s possession)
or having the required component on its person. Sometimes spell-
Spell-Like: Spell-like abilities are magical and work just like casting creatures utilize the Eschew Materials feat to avoid fussing
spells (though they are not spells and so have no verbal, somatic, with noncostly components.
material, focus, or XP components). They go away in an antimagic
field and are subject to spell resistance if the spell the ability resem- A spellcasting creature is not actually a member of a class unless
bles or duplicates would be subject to spell resistance. its entry says so, and it does not gain any class abilities. For
example, a creature that casts arcane spells as a sorcerer cannot
A spell-like ability usually has a limit on how often it can be acquire a familiar. A creature with access to cleric spells must pre-
used. A spell-like ability that can be used at will has no use limit. pare them in the normal manner and receives domain spells if
Using a spell-like ability is a standard action unless noted other- noted, but it does not receive domain granted powers unless it has
wise, and doing so while threatened provokes attacks of opportu- at least one level in the cleric class.
nity. It is possible to make a Concentration check to use a spell-
like ability defensively and avoid provoking an attack of Summon (Sp): A creature with the summon ability can summon
opportunity, just as when casting a spell. A spell-like ability can be specific other creatures of its kind much as though casting a
disrupted just as a spell can be. Spell-like abilities cannot be used summon monster spell, but it usually has only a limited chance of
to counterspell, nor can they be counterspelled. success (as specified in the creature’s entry). Roll d%: On a failure,
no creature answers the summons. Summoned creatures automati-
For creatures with spell-like abilities, a designated caster level cally return whence they came after 1 hour. A creature that has just
defines how difficult it is to dispel their spell-like effects and to been summoned cannot use its own summon ability for 1 hour.
define any level-dependent variables (such as range and duration)
the abilities might have. The creature’s caster level never affects Most creatures with the ability to summon do not use it lightly,
which spell-like abilities the creature has; sometimes the given since it leaves them beholden to the summoned creature. In gen-
caster level is lower than the level a spellcasting character would eral, they use it only when necessary to save their own lives.
need to cast the spell of the same name. If no caster level is speci-
fied, the caster level is equal to the creature’s Hit Dice. An appropriate spell level is given for each summoning ability
for purposes of Concentration checks and attempts to dispel the
The saving throw (if any) against a spell-like ability is 10 + the summoned creature. As stated on page 37 of the Dungeon Master’s
level of the spell the ability resembles or duplicates + the creature’s Guide, no experience points are awarded for summoned monsters.
Cha modifier.
Swallow Whole (Ex): If a creature with this special attack begins
Some spell-like abilities duplicate spells that work differently its turn with an opponent held in its mouth (see Improved Grab,
when cast by characters of different classes—for example, true see- page 310), it can attempt a new grapple check (as though attempting
ing. A monster’s spell-like abilities are presumed to be the sor- to pin the opponent). If it succeeds, it swallows its prey, and the op-
cerer/wizard versions. If the spell in question is not a ponent takes bite damage. Unless otherwise noted, the opponent
sorcerer/wizard spell, then default to cleric, druid, bard, paladin, can be up to one size category smaller than the swallowing creature.
and ranger, in that order.
Being swallowed has various consequences, depending on the
Supernatural: Supernatural abilities are magical and go away in creature doing the swallowing. A swallowed creature is consid-
an antimagic field but are not subject to spell resistance. Supernat- ered to be grappled, while the creature that did the swallowing is
ural abilities cannot be dispelled. Using a supernatural ability is a not. A swallowed creature can try to cut its way free with any light
standard action unless noted otherwise. Supernatural abilities slashing or piercing weapon (the amount of cutting damage
may have a use limit or be usable at will, just like spell-like abili- required to get free is noted in the creature description), or it can
ties. However, supernatural abilities do not provoke attacks of just try to escape the grapple. The Armor Class of the interior of a
opportunity and never require Concentration checks. Unless oth- creature that swallows whole is normally 10 + 1/2 its natural
erwise noted, a supernatural ability has an effective caster level armor bonus, with no modifiers for size or Dexterity. If the swal-
equal to the creature’s Hit Dice. lowed creature escapes the grapple, success puts it back in the
attacker’s mouth, where it may be bitten or swallowed again.
The saving throw (if any) against a supernatural ability is 10 +
1/2 the creature’s HD + the creature’s ability modifier (usually Swarm Subtype: A swarm is a collection of Fine, Diminutive,
Charisma). or Tiny creatures that acts as a single creature. A swarm has the
characteristics of its type, except as noted here. A swarm has a
Spell Immunity (Ex): A creature with spell immunity avoids single pool of Hit Dice and hit points, a single initiative modifier,
the effects of spells and spell-like abilities that directly affect it. a single speed, and a single Armor Class. A swarm makes saving
This works exactly like spell resistance, except that it cannot be throws as a single creature.
overcome. Sometimes spell immunity is conditional or applies to
only spells of a certain kind or level. Spells that do not allow spell A single swarm occupies a square (if it is made up of nonflying
resistance are not affected by spell immunity. creatures) or a cube (of flying creatures) 10 feet on a side, but its
reach is 0 feet, like its component creatures. In order to attack, it
Spell Resistance (Ex): A creature with spell resistance can moves into an opponent’s space, which provokes an attack of
avoid the effects of spells and spell-like abilities that directly affect opportunity. It can occupy the same space as a creature of any size,
it.To determine if a spell or spell-like ability works against a crea- since it crawls all over its prey. A swarm can move through squares
ture with spell resistance, the caster must make a caster level occupied by enemies and vice versa without impediment,
check (1d20 + caster level). If the result equals or exceeds the crea- although the swarm provokes an attack of opportunity if it does
ture’s spell resistance, the spell works normally, although the crea-
ture is still allowed a saving throw.

CHAPTER 7: so. A swarm can move through cracks or holes large enough for its make attacks of opportunity with their swarm attack. However,
component creatures. they distract foes whose squares they occupy, as described below.
GLOSSARY
A swarm of Tiny creatures consists of 300 nonflying creatures Distraction (Ex): Any living creature vulnerable to a swarm’s
or 1,000 flying creatures. A swarm of Diminutive creatures con- damage that begins its turn with a swarm in its square is nauseated
sists of 1,500 nonflying creatures or 5,000 flying creatures. A for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s
swarm of Fine creatures consists of 10,000 creatures, whether they Con modifier; the exact DC is given in a swarm’s description)
are flying or not. Swarms of nonflying creatures include many negates the effect. Spellcasting or concentrating on spells within
more creatures than could normally fit in a 10-foot square based the area of a swarm requires a Concentration check (DC 20 + spell
on their normal space, because creatures in a swarm are packed level). Using skills that involve patience and concentration re-
tightly together and generally crawl over each other and their prey quires a DC 20 Concentration check.
when moving or attacking. Larger swarms are represented by mul-
tiples of single swarms. (A swarm of 15,000 centipedes is ten cen- Tanar’ri Subtype: Many demons belong to the race of evil out-
tipede swarms, each swarm occupying a 10-foot square.) The area siders known as the tanar’ri.
occupied by a large swarm is completely shapeable, though the
swarm usually remains in contiguous squares. Traits: A tanar’ri possesses the following traits (unless otherwise
noted in a creature’s entry).
Traits: A swarm has no clear front or back and no discernable
anatomy, so it is not subject to critical hits or flanking. A swarm —Immunity to electricity and poison.
made up of Tiny creatures takes half damage from slashing and —Resistance to acid 10, cold 10, and fire 10.
piercing weapons. A swarm composed of Fine or Diminutive crea- —Summon (Sp): Tanar’ri share the ability to summon others of
tures is immune to all weapon damage. their kind (the success chance and type of tanar’ri summoned are
noted in each monster description).
Reducing a swarm to 0 hit points or lower causes it to break up, —Telepathy.
though damage taken until that point does not degrade its ability
to attack or resist attack. Swarms are never staggered or reduced to Telepathy (Su): A creature with this ability can communicate
a dying state by damage. Also, they cannot be tripped, grappled, or telepathically with any other creature within a certain range (spec-
bull rushed, and they cannot grapple an opponent. ified in the creature’s entry, usually 100 feet) that has a language. It
is possible to address multiple creatures at once telepathically,
A swarm is immune to any spell or effect that targets a specific although maintaining a telepathic conversation with more than
number of creatures (including single-target spells such as disinte- one creature at a time is just as difficult as simultaneously speak-
grate), with the exception of mind-affecting effects (charms, com- ing and listening to multiple people at the same time.
pulsions, phantasms, patterns, and morale effects) if the swarm
has an Intelligence score and a hive mind. A swarm takes half Some creatures (such as the pseudodragon) have a limited form
again as much damage (+50%) from spells or effects that affect an of telepathy, while others (such as the formian queen) have a more
area, such as splash weapons and many evocation spells. powerful form of the ability.

Swarms made up of Diminutive or Fine creatures are suscep- Trample (Ex): As a full-round action, a creature with this spe-
tible to high winds such as that created by a gust of wind spell. For cial attack can move up to twice its speed and literally run over any
purposes of determining the effects of wind on a swarm, treat the opponents at least one size category smaller than itself. The crea-
swarm as a creature of the same size as its constituent creatures ture merely has to move over the opponents in its path; any crea-
(see Winds, page 95 of the Dungeon Master’s Guide). For example, a ture whose space is completely covered by the trampling crea-
swarm of locusts (a swarm of Diminutive creatures) can be blown ture’s space is subject to the trample attack.
away by a severe wind. Wind effects deal 1d6 points of nonlethal
damage to a swarm per spell level (or Hit Dice of the originating If a target’s space is larger than 5 feet, it is only considered tram-
creature, in the case of effects such as an air elemental’s whirl- pled if the trampling creature moves over all the squares it occu-
wind). A swarm rendered unconscious by means of nonlethal pies. If the trampling creature moves over only some of a target’s
damage becomes disorganized and dispersed, and does not re- space, the target can make an attack of opportunity against the
form until its hit points exceed its nonlethal damage. trampling creature at a –4 penalty. A trampling creature that acci-
dentally ends its movement in an illegal space returns to the last
Swarm Attack: Creatures with the swarm subtype don’t make legal position it occupied, or the closest legal position, if there’s a
standard melee attacks. Instead, they deal automatic damage to legal position that’s closer.
any creature whose space they occupy at the end of their move,
with no attack roll needed. Swarm attacks are not subject to a miss A trample attack deals bludgeoning damage (the creature’s slam
chance for concealment or cover. A swarm’s statistics block has damage + 1-1/2 times its Str modifier). The creature’s descriptive
“swarm” in the Attack and Full Attack entries, with no attack text gives the exact amount.
bonus given. The amount of damage a swarm deals is based on its
Hit Dice, as shown below. Trampled opponents can attempt attacks of opportunity, but
these take a –4 penalty. If they do not make attacks of opportunity,
Swarm HD Swarm Base Damage trampled opponents can attempt Reflex saves to take half damage.
1–5 1d6 The save DC against a creature’s trample attack is 10 + 1/2 crea-
6–10 2d6 ture’s HD + creature’s Str modifier (the exact DC is given in the
11–15 3d6 creature’s descriptive text). A trampling creature can only deal
16–20 4d6 trampling damage to each target once per round, no matter how
5d6 many times its movement takes it over a target creature.
21 or more
Tremorsense (Ex): A creature with tremorsense is sensitive to
316 A swarm’s attacks are nonmagical, unless the swarm’s description vibrations in the ground and can automatically pinpoint the loca-
states otherwise. Damage reduction sufficient to reduce a swarm tion of anything that is in contact with the ground. Aquatic crea-
attack’s damage to 0, being incorporeal, and other special abilities tures with tremorsense can also sense the location of creatures
usually give a creature immunity (or at least resistance) to damage moving through water. The ability’s range is specified in the crea-
from a swarm. Some swarms also have acid, poison, blood drain, or ture’s descriptive text.
other special attacks in addition to normal damage.
Treasure: This entry in a monster description describes how
Swarms do not threaten creatures in their square, and do not

much wealth a creature owns. (See pages 52–56 of the Dungeon creature has an Intelligence score. However, many undead are CHAPTER 7:
Master’s Guide for details about treasure, particularly Tables 3–5, mindless and gain no skill points or feats.
through 3–8.) In most cases, a creature keeps valuables in its home GLOSSARY
or lair and has no treasure with it when it travels. Intelligent crea- Traits: An undead creature possesses the following traits (unless
tures that own useful, portable treasure (such as magic items) tend otherwise noted in a creature’s entry). 317
to carry and use these, leaving bulky items at home.
—No Constitution score.
Treasure can include coins, goods, and items. Creatures can —Darkvision out to 60 feet.
have varying amounts of each, as follows. —Immunity to all mind-affecting effects (charms, compul-
sions, phantasms, patterns, and morale effects).
Standard: Refer to Table 3–5 in the Dungeon Master’s Guide and —Immunity to poison, sleep effects, paralysis, stunning, dis-
roll d% once for each type of treasure (Coins, Goods, Items) on the ease, and death effects.
Level section of the table that corresponds to the creature’s Chal- —Not subject to critical hits, nonlethal damage, ability drain, or
lenge Rating (for groups of creatures, use the Encounter Level for energy drain. Immune to damage to its physical ability scores
the encounter instead). (Strength, Dexterity, and Constitution), as well as to fatigue and
exhaustion effects.
Some creatures have double, triple, or even quadruple standard —Cannot heal damage on its own if it has no Intelligence
treasure; in these cases, roll for each type of treasure two, three, or score, although it can be healed. Negative energy (such as an inflict
four times. spell) can heal undead creatures. The fast healing special quality
works regardless of the creature’s Intelligence score.
None: The creature collects no treasure of its own. —Immunity to any effect that requires a Fortitude save (unless
Nonstandard: Some creatures have quirks or habits that affect the effect also works on objects or is harmless).
the types of treasure they collect. These creatures use the same —Uses its Charisma modifier for Concentration checks.
treasure tables, but with special adjustments. —Not at risk of death from massive damage, but when reduced
Fractional Coins: Roll on the Coins column in the section corre- to 0 hit points or less, it is immediately destroyed.
sponding to the creature’s Challenge Rating, but divide the result —Not affected by raise dead and reincarnate spells or abilities.
as indicated. Resurrection and true resurrection can affect undead creatures. These
% Goods or Items: The creature has goods or items only some of spells turn undead creatures back into the living creatures they
the time. Before checking for goods or items, roll d% against the were before becoming undead.
given percentage. On a success, make a normal roll on the appro- —Proficient with its natural weapons, all simple weapons, and
priate Goods or Items column (which may still result in no goods any weapons mentioned in its entry.
or items). —Proficient with whatever type of armor (light, medium, or
Double Goods or Items: Roll twice on the appropriate Goods or heavy) it is described as wearing, as well as all lighter types. Un-
Items column. dead not indicated as wearing armor are not proficient with armor.
Parenthetical Notes: Some entries for goods or items include Undead are proficient with shields if they are proficient with any
notes that limit the types of treasure a creature collects. form of armor.
When a note includes the word “no,” it means the creature does —Undead do not breathe, eat, or sleep.
not collect or cannot keep that thing. If a random roll generates
such a result, treat the result as “none” instead. For example, if a Vermin Type: This type includes insects, arachnids, other
creature’s “items” entry reads “no flammables,” and a random roll arthropods, worms, and similar invertebrates.
generates a scroll, the creature instead has no item at all (the scroll
burned up, or the creature left it behind). Features: Vermin have the following features.
When a note includes the word “only,” the creature goes out of —8-sided Hit Dice.
its way to collect treasure of the indicated type. If an entry for —Base attack bonus equal to 3/4 total Hit Dice (as cleric).
goods indicates “gems only,” roll on the appropriate Goods column —Good Fortitude saves.
and treat any “art” result as “gems” instead. —Skill points equal to (2 + Int modifier, minimum 1) per Hit
It’s sometimes necessary to reroll until the right sort of item Die, with quadruple skill points for the first Hit Die, if the vermin
appears. For example, if a creature’s items entry reads “nonflamma- has an Intelligence score. However, most vermin are mindless and
bles only,” roll normally on the appropriate Items column. If you gain no skill points or feats.
get a flammable item, reroll on the same portion of the table until Traits: Vermin possess the following traits (unless otherwise
you get a nonflammable one. If the table you rolled on contains noted in a creature’s entry).
only flammable items, back up a step and reroll until you get to a —Mindless: No Intelligence score, and immunity to all mind-
table that can give you an appropriate item. affecting effects (charms, compulsions, phantasms, patterns, and
morale effects).
Turn Resistance (Ex): A creature with this special quality (usu- —Darkvision out to 60 feet.
ally an undead) is less easily affected by clerics or paladins (see —Proficient with their natural weapons only.
Turn or Rebuke Undead, page 159 of the Player’s Handbook). When —Proficient with no armor.
resolving a turn, rebuke, command, or bolster attempt, add the —Vermin breathe, eat, and sleep.
indicated number to the creature’s Hit Dice total. For example, a
shadow has 3 Hit Dice and +2 turn resistance. Attempts to turn, Vulnerability to Energy: Some creatures have vulnerability to
rebuke, command, or bolster treat the shadow as though it had 5 a certain kind of energy effect (typically either cold or fire). Such
Hit Dice, though it is a 3 HD creature for any other purpose. a creature takes half again as much (+50%) damage as normal from
the effect, regardless of whether a saving throw is allowed, or if the
Undead Type: Undead are once-living creatures animated by save is a success or failure.
spiritual or supernatural forces.
Water Subtype: This subtype usually is used for elementals
Features: An undead creature has the following features. and outsiders with a connection to the Elemental Plane of Water.
—12-sided Hit Dice. Creatures with the water subtype always have swim speeds and
—Base attack bonus equal to 1/2 total Hit Dice (as wizard). can move in water without making Swim checks. A water creature
—Good Will saves. can breathe underwater and usually can breathe air as well.
—Skill points equal to (4 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die, if the undead

MONSTERS RANKED BY CHALLENGE RATINGS

318 Bat . . . . . . . . . . . . . . . . . . . 1/10 Githzerai . . . . . . . . . . . . . . . . . 1 Shark, Large . . . . . . . . . . . . . . 2 Barghest . . . . . . . . . . . . . . . . . 4
Toad. . . . . . . . . . . . . . . . . . 1/10 Gnoll . . . . . . . . . . . . . . . . . . . . 1 Shocker lizard . . . . . . . . . . . . . 2 Bear, brown. . . . . . . . . . . . . . . 4
Gnome, svirfneblin . . . . . . . . . 1 Skeleton, owlbear . . . . . . . . . . 2 Bear, polar. . . . . . . . . . . . . . . . 4
Monstrous centipede, Grig (sprite) . . . . . . . . . . . . . . 1 Skum . . . . . . . . . . . . . . . . . . . 2 Carrion crawler . . . . . . . . . . . . 4
Tiny . . . . . . . . . . . . . . . . . 1/8 Grimlock . . . . . . . . . . . . . . . . . 1 Snake, constrictor . . . . . . . . . . 2 Celestial lion . . . . . . . . . . . . . . 4
Homunculus. . . . . . . . . . . . . . 1 Snake, Large viper. . . . . . . . . . 2 Crocodile, giant. . . . . . . . . . . . 4
Rat. . . . . . . . . . . . . . . . . . . . 1/8 Horse, heavy . . . . . . . . . . . . . . 1 Thoqqua . . . . . . . . . . . . . . . . . 2 Dire boar. . . . . . . . . . . . . . . . . 4
Horse, light. . . . . . . . . . . . . . . 1 Triton . . . . . . . . . . . . . . . . . . . 2 Dire wolverine. . . . . . . . . . . . . 4
Donkey . . . . . . . . . . . . . . . . 1/6 Horse, light war . . . . . . . . . . . 1 Vargouille . . . . . . . . . . . . . . . . 2 Displacer beast . . . . . . . . . . . . 4
Lizard . . . . . . . . . . . . . . . . . 1/6 Hyena . . . . . . . . . . . . . . . . . . . 1 Wererat (lycanthrope) . . . . . . . 2 Gargoyle . . . . . . . . . . . . . . . . . 4
Monkey . . . . . . . . . . . . . . . . 1/6 Krenshar . . . . . . . . . . . . . . . . . 1 Wolverine . . . . . . . . . . . . . . . . 2 Giant stag beetle. . . . . . . . . . . 4
Raven . . . . . . . . . . . . . . . . . 1/6 Lemure (devil) . . . . . . . . . . . . 1 Worg . . . . . . . . . . . . . . . . . . . . 2 Gray ooze . . . . . . . . . . . . . . . . 4
Lizardfolk . . . . . . . . . . . . . . . . 1 Zombie, bugbear . . . . . . . . . . 2 Griffon . . . . . . . . . . . . . . . . . . 4
Cat . . . . . . . . . . . . . . . . . . . . 1/4 Manta ray . . . . . . . . . . . . . . . . 1 Harpy . . . . . . . . . . . . . . . . . . . 4
Kobold. . . . . . . . . . . . . . . . . 1/4 Monstrous centipede, Allip . . . . . . . . . . . . . . . . . . . . 3 Hydra, five-headed . . . . . . . . . 4
Monstrous centipede, Animated object, Large. . . . . . 3 Janni (genie) . . . . . . . . . . . . . . 4
Large . . . . . . . . . . . . . . . . . 1 Ankheg . . . . . . . . . . . . . . . . . . 3 Mimic . . . . . . . . . . . . . . . . . . . 4
Small. . . . . . . . . . . . . . . . 1/4 Monstrous scorpion, Arrowhawk, juvenile . . . . . . . . 3 Minotaur. . . . . . . . . . . . . . . . . 4
Monstrous scorpion, Tiny . . 1/4 Assassin vine . . . . . . . . . . . . . 3 Otyugh . . . . . . . . . . . . . . . . . . 4
Monstrous spider, Tiny . . . . 1/4 Medium . . . . . . . . . . . . . . . 1 Centaur . . . . . . . . . . . . . . . . . . 3 Owlbear . . . . . . . . . . . . . . . . . 4
Owl . . . . . . . . . . . . . . . . . . . 1/4 Monstrous spider, Cockatrice . . . . . . . . . . . . . . . . 3 Pixie (sprite) . . . . . . . . . . . . . . 4
Pony . . . . . . . . . . . . . . . . . . 1/4 Deinonychus (dinosaur) . . . . . 3 Rhinoceros . . . . . . . . . . . . . . . 4
Weasel . . . . . . . . . . . . . . . . . 1/4 Medium . . . . . . . . . . . . . . . 1 Derro . . . . . . . . . . . . . . . . . . . 3 Sea cat . . . . . . . . . . . . . . . . . . 4
Zombie, kobold . . . . . . . . . . 1/4 Mule . . . . . . . . . . . . . . . . . . . . 1 Dire ape . . . . . . . . . . . . . . . . . 3 Sea hag . . . . . . . . . . . . . . . . . . 4
Nixie (sprite). . . . . . . . . . . . . . 1 Dire wolf . . . . . . . . . . . . . . . . . 3 Shark, Huge . . . . . . . . . . . . . . 4
Dire rat . . . . . . . . . . . . . . . . 1/3 Octopus . . . . . . . . . . . . . . . . . 1 Doppelganger . . . . . . . . . . . . . 3 Skeleton, chimera . . . . . . . . . . 4
Dog . . . . . . . . . . . . . . . . . . . 1/3 Pseudodragon. . . . . . . . . . . . . 1 Dryad . . . . . . . . . . . . . . . . . . . 3 Swarm, Centipede. . . . . . . . . . 4
Giant fire beetle. . . . . . . . . . 1/3 Shark, Medium . . . . . . . . . . . . 1 Eagle, giant . . . . . . . . . . . . . . . 3 Tiger . . . . . . . . . . . . . . . . . . . . 4
Goblin . . . . . . . . . . . . . . . . . 1/3 Shrieker (fungus) . . . . . . . . . . 1 Elemental, Medium (any) . . . . 3 Vampire spawn . . . . . . . . . . . . 4
Hawk . . . . . . . . . . . . . . . . . . 1/3 Skeleton, wolf . . . . . . . . . . . . . 1 Ethereal filcher . . . . . . . . . . . . 3 Wereboar (lycanthrope) . . . . . 4
Skeleton, human warrior . . . 1/3 Snake, Medium viper . . . . . . . 1 Ethereal marauder . . . . . . . . . 3 Zombie, minotaur. . . . . . . . . . 4
Snake, Tiny viper . . . . . . . . . 1/3 Spider swarm . . . . . . . . . . . . . 1 Ettercap. . . . . . . . . . . . . . . . . . 3 Zombie, wyvern . . . . . . . . . . . 4
Squid . . . . . . . . . . . . . . . . . . . 1 Formian, warrior . . . . . . . . . . . 3
Aasimar (planetouched) . . . 1/2 Troglodyte . . . . . . . . . . . . . . . . 1 Gelatinous cube (ooze) . . . . . 3 Achaierai . . . . . . . . . . . . . . . . . 5
Animated object, Tiny . . . . . 1/2 Wolf . . . . . . . . . . . . . . . . . . . . 1 Ghast . . . . . . . . . . . . . . . . . . . 3 Animated object, Huge. . . . . . 5
Baboon . . . . . . . . . . . . . . . . 1/2 Zombie, troglodyte . . . . . . . . . 1 Giant praying mantis . . . . . . . 3 Arrowhawk, adult . . . . . . . . . . 5
Badger . . . . . . . . . . . . . . . . . 1/2 Giant wasp . . . . . . . . . . . . . . . 3 Barghest, greater. . . . . . . . . . . 5
Dwarf (any but duergar) . . . 1/2 Animated object, Medium . . . 2 Grick . . . . . . . . . . . . . . . . . . . . 3 Basilisk . . . . . . . . . . . . . . . . . . 5
Eagle . . . . . . . . . . . . . . . . . . 1/2 Ape . . . . . . . . . . . . . . . . . . . . . 2 Hell hound . . . . . . . . . . . . . . . 3 Bearded devil (barbazu) . . . . . 5
Elf (any but drow) . . . . . . . . 1/2 Archon, lantern . . . . . . . . . . . . 2 Howler . . . . . . . . . . . . . . . . . . 3 Cloaker . . . . . . . . . . . . . . . . . . 5
Fiendish dire rat . . . . . . . . . 1/2 Azer . . . . . . . . . . . . . . . . . . . . 2 Lion. . . . . . . . . . . . . . . . . . . . . 3 Dire lion . . . . . . . . . . . . . . . . . 5
Formian worker . . . . . . . . . . 1/2 Bat swarm. . . . . . . . . . . . . . . . 2 Locust swarm . . . . . . . . . . . . . 3 Djinni (genie) . . . . . . . . . . . . . 5
Gnome Bear, black. . . . . . . . . . . . . . . . 2 Magmin . . . . . . . . . . . . . . . . . 3 Elemental, Large (any) . . . . . . 5
Bison. . . . . . . . . . . . . . . . . . . . 2 Mephit (any) . . . . . . . . . . . . . . 3 Gibbering mouther . . . . . . . . . 5
(any but svirfneblin) . . . . 1/2 Blink dog. . . . . . . . . . . . . . . . . 2 Monstrous scorpion, Large. . . 3 Green hag . . . . . . . . . . . . . . . . 5
Halfling (any) . . . . . . . . . . . 1/2 Boar . . . . . . . . . . . . . . . . . . . . 2 Ogre . . . . . . . . . . . . . . . . . . . . 3 Hieracosphinx. . . . . . . . . . . . . 5
Hobgoblin . . . . . . . . . . . . . . 1/2 Bugbear . . . . . . . . . . . . . . . . . 2 Ogre, merrow . . . . . . . . . . . . . 3 Hydra, six-headed . . . . . . . . . . 5
Locathah . . . . . . . . . . . . . . . 1/2 Cheetah. . . . . . . . . . . . . . . . . . 2 Owl, giant . . . . . . . . . . . . . . . . 3 Manticore . . . . . . . . . . . . . . . . 5
Merfolk . . . . . . . . . . . . . . . . 1/2 Choker . . . . . . . . . . . . . . . . . . 2 Pegasus . . . . . . . . . . . . . . . . . 3 Monstrous spider, Huge . . . . . 5
Monstrous centipede, Crocodile. . . . . . . . . . . . . . . . . 2 Phantom fungus . . . . . . . . . . . 3 Mummy . . . . . . . . . . . . . . . . . 5
Devil, imp . . . . . . . . . . . . . . . . 2 Rust monster . . . . . . . . . . . . . 3 Nightmare . . . . . . . . . . . . . . . 5
Medium. . . . . . . . . . . . . . . 1/2 Dire badger . . . . . . . . . . . . . . . 2 Salamander, flamebrother. . . . 3 Ochre jelly (ooze) . . . . . . . . . . 5
Monstrous scorpion, Small . 1/2 Dire bat. . . . . . . . . . . . . . . . . . 2 Shadow . . . . . . . . . . . . . . . . . . 3 Orca . . . . . . . . . . . . . . . . . . . . 5
Monstrous spider, Small . . . 1/2 Dire weasel . . . . . . . . . . . . . . . 2 Skeleton, troll . . . . . . . . . . . . . 3 Phase spider . . . . . . . . . . . . . . 5
Orc . . . . . . . . . . . . . . . . . . . 1/2 Dretch (demon) . . . . . . . . . . . 2 Snake, Huge viper. . . . . . . . . . 3 Rast. . . . . . . . . . . . . . . . . . . . . 5
Pony, war . . . . . . . . . . . . . . . 1/2 Giant ant, queen . . . . . . . . . . . 2 Tojanida, juvenile . . . . . . . . . . 3 Ravid. . . . . . . . . . . . . . . . . . . . 5
Porpoise . . . . . . . . . . . . . . . 1/2 Giant ant, soldier . . . . . . . . . . 2 Unicorn. . . . . . . . . . . . . . . . . . 3 Shadow mastiff . . . . . . . . . . . . 5
Snake, Small viper . . . . . . . . 1/2 Giant bombardier beetle . . . . . 2 Violet fungus. . . . . . . . . . . . . . 3 Skeleton, ettin. . . . . . . . . . . . . 5
Stirge . . . . . . . . . . . . . . . . . . 1/2 Hippogriff . . . . . . . . . . . . . . . . 2 Werewolf (lycanthrope). . . . . . 3 Snake, giant constrictor . . . . . 5
Tiefling (planetouched) . . . . 1/2 Horse, heavy war . . . . . . . . . . 2 Wight . . . . . . . . . . . . . . . . . . . 3 Spider eater. . . . . . . . . . . . . . . 5
Zombie, human commoner 1/2 Kuo-toa . . . . . . . . . . . . . . . . . . 2 Xorn, minor . . . . . . . . . . . . . . 3 Pixie (with Otto’s Irresistible
Leopard. . . . . . . . . . . . . . . . . . 2 Yeth hound . . . . . . . . . . . . . . . 3
Animated object, Small. . . . . . 1 Lizard, monitor . . . . . . . . . . . . 2 Yuan-ti, pureblood . . . . . . . . . 3 Dance) (sprite) . . . . . . . . . . . 5
Camel . . . . . . . . . . . . . . . . . . . 1 Monstrous centipede, Huge . . 2 Zombie, ogre . . . . . . . . . . . . . 3 Tojanida, adult . . . . . . . . . . . . 5
Darkmantle . . . . . . . . . . . . . . . 1 Monstrous spider, Large . . . . . 2 Troll. . . . . . . . . . . . . . . . . . . . . 5
Dog, riding . . . . . . . . . . . . . . . 1 Quasit (demon) . . . . . . . . . . . 2 Aranea. . . . . . . . . . . . . . . . . . . 4 Troll, scrag . . . . . . . . . . . . . . . 5
Dwarf, duergar . . . . . . . . . . . . 1 Rat swarm. . . . . . . . . . . . . . . . 2 Archon, hound . . . . . . . . . . . . 4 Werebear (lycanthrope). . . . . . 5
Elemental, Small (any) . . . . . . 1 Sahuagin. . . . . . . . . . . . . . . . . 2
Elf, drow . . . . . . . . . . . . . . . . . 1 Satyr . . . . . . . . . . . . . . . . . . . . 2
Ghoul . . . . . . . . . . . . . . . . . . . 1
Giant ant, worker . . . . . . . . . . 1
Giant bee . . . . . . . . . . . . . . . . 1
Githyanki. . . . . . . . . . . . . . . . . 1

Weretiger (lycanthrope) . . . . . 5 Giant, hill . . . . . . . . . . . . . . . . 7 Tyrannosaurus (dinosaur). . . . 8 Half-dragon celestial
Winter wolf . . . . . . . . . . . . . . . 5 Golem, flesh . . . . . . . . . . . . . . 7 Xorn, elder . . . . . . . . . . . . . . . 8 lammasu . . . . . . . . . . . . . 11
Wraith . . . . . . . . . . . . . . . . . . . 5 Hellcat (devil) . . . . . . . . . . . . . 7
Yuan-ti, halfblood . . . . . . . . . . 5 Hydra, eight-headed . . . . . . . . 7 Androsphinx . . . . . . . . . . . . . . 9 Harpy archer . . . . . . . . . . . . . 11
Zombie, umber hulk . . . . . . . . 5 Hydra, six-headed cryo-. . . . . . 7 Avoral (guardinal) . . . . . . . . . . 9 Hill giant dire wereboar
Hydra, six-headed pyro- . . . . . 7 Bone devil (osyluth) . . . . . . . . 9
Annis (hag) . . . . . . . . . . . . . . . 6 Invisible stalker . . . . . . . . . . . . 7 Delver . . . . . . . . . . . . . . . . . . . 9 (lycanthrope) . . . . . . . . . . . 11
Baleen whale. . . . . . . . . . . . . . 6 Lillend . . . . . . . . . . . . . . . . . . . 7 Dire shark . . . . . . . . . . . . . . . . 9 Hezrou (demon). . . . . . . . . . 11
Belker . . . . . . . . . . . . . . . . . . . 6 Medusa. . . . . . . . . . . . . . . . . . 7 Dragon turtle . . . . . . . . . . . . . 9 Hydra, ten-headed cryo- . . . . 11
Bralani (eladrin) . . . . . . . . . . . 6 Monstrous scorpion, Huge. . . 7 Elemental, greater (any) . . . . . 9 Hydra, ten-headed pyro- . . . . 11
Chain devil (kyton) . . . . . . . . . 6 Naga, water. . . . . . . . . . . . . . . 7 Giant, frost . . . . . . . . . . . . . . . 9 Hydra, twelve-headed . . . . . . 11
Demon, babau . . . . . . . . . . . . 6 Nymph . . . . . . . . . . . . . . . . . . 7 Giant, elder stone . . . . . . . . . . 9 Monstrous spider, Colossal . 11
Digester . . . . . . . . . . . . . . . . . 6 Ogre barbarian . . . . . . . . . . . . 7 Half-fiend, 7th-level Retriever (demon). . . . . . . . . 11
Megaraptor (dinosaur) . . . . . . 6 Phasm. . . . . . . . . . . . . . . . . . . 7 Troll hunter . . . . . . . . . . . . . . 11
Ettin . . . . . . . . . . . . . . . . . . . . 6 Remorhaz . . . . . . . . . . . . . . . . 7 human cleric . . . . . . . . . . . . 9 Wraith, dread . . . . . . . . . . . . 11
Gauth (beholder) . . . . . . . . . . 6 Skeleton, cloud giant . . . . . . . 7 Hydra, eight-headed cryo-. . . . 9
Girallon. . . . . . . . . . . . . . . . . . 6 Slaad, red . . . . . . . . . . . . . . . . 7 Hydra, eight-headed pyro- . . . 9 Basilisk, Abyssal greater . . . . 12
Half-black dragon, 4th-level Spectre . . . . . . . . . . . . . . . . . . 7 Hydra, ten-headed . . . . . . . . . 9 Black pudding, elder (ooze) . 12
Succubus (demon) . . . . . . . . . 7 Monstrous centipede, Displacer beast pack lord . . . 12
human fighter . . . . . . . . . . . . 6 Umber hulk. . . . . . . . . . . . . . . 7 Frost worm . . . . . . . . . . . . . . 12
Hydra, five-headed cryo- . . . . . 6 Vampire, 5th-level Colossal . . . . . . . . . . . . . . . 9 Hydra, eleven-headed cryo-. . 12
Hydra, five-headed pyro-. . . . . 6 Naga, spirit . . . . . . . . . . . . . . . 9 Hydra, eleven-headed pyro- . 12
Hydra, seven-headed . . . . . . . 6 human fighter . . . . . . . . . . . . 7 Nessian warhound Kolyarut (inevitable) . . . . . . . 12
Lamia . . . . . . . . . . . . . . . . . . . 6 Yuan-ti, abomination. . . . . . . . 7 Kraken. . . . . . . . . . . . . . . . . . 12
Monstrous centipede, (hell hound) . . . . . . . . . . . . 9 Leonal (guardinal) . . . . . . . . 12
Arrowhawk, elder . . . . . . . . . . 8 Night hag . . . . . . . . . . . . . . . . 9 Monstrous scorpion,
Gargantuan. . . . . . . . . . . . . . 6 Athach. . . . . . . . . . . . . . . . . . . 8 Roc . . . . . . . . . . . . . . . . . . . . . 9
Salamander, average . . . . . . . . 6 Behir . . . . . . . . . . . . . . . . . . . . 8 Slaad, green . . . . . . . . . . . . . . 9 Colossal . . . . . . . . . . . . . . 12
Shambling mound . . . . . . . . . 6 Bodak . . . . . . . . . . . . . . . . . . . 8 Squid, giant. . . . . . . . . . . . . . . 9 Purple worm . . . . . . . . . . . . . 12
Skeleton, Destrachan . . . . . . . . . . . . . . . 8 Tojanida, elder . . . . . . . . . . . . 9 Roper . . . . . . . . . . . . . . . . . . 12
Dire tiger. . . . . . . . . . . . . . . . . 8 Triceratops (dinosaur) . . . . . . 9
advanced megaraptor. . . . . 6 Djinni noble (genie) . . . . . . . . 8 Vrock (demon) . . . . . . . . . . . . 9 Beholder . . . . . . . . . . . . . . . . 13
Tendriculos . . . . . . . . . . . . . . . 6 Efreeti (genie) . . . . . . . . . . . . . 8 Yrthak . . . . . . . . . . . . . . . . . . . 9 Celestial charger (unicorn) . . 13
Will-o’-wisp . . . . . . . . . . . . . . . 6 Erinyes (devil) . . . . . . . . . . . . . 8 Zelekhut (inevitable). . . . . . . . 9 Ghaele (eladrin) . . . . . . . . . . 13
Wyvern . . . . . . . . . . . . . . . . . . 6 Giant, stone . . . . . . . . . . . . . . 8 Glabrezu (demon) . . . . . . . . 13
Xill. . . . . . . . . . . . . . . . . . . . . . 6 Gorgon . . . . . . . . . . . . . . . . . . 8 Animated object, Colossal . . 10 Giant, storm . . . . . . . . . . . . . 13
Xorn, average . . . . . . . . . . . . . 6 Gray render . . . . . . . . . . . . . . . 8 Bebilith (demon). . . . . . . . . . 10 Golem, iron. . . . . . . . . . . . . . 13
Zombie, gray render . . . . . . . . 6 Gynosphinx . . . . . . . . . . . . . . . 8 Couatl . . . . . . . . . . . . . . . . . . 10 Hydra, twelve-headed cryo- . . 13
Hellwasp swarm . . . . . . . . . . . 8 Formian, myrmarch . . . . . . . 10 Hydra, twelve-headed pyro-. . 13
Aboleth . . . . . . . . . . . . . . . . . . 7 Hydra, nine-headed . . . . . . . . 8 Giant, fire . . . . . . . . . . . . . . . 10 Ice devil (gelugon) . . . . . . . . 13
Animated object, Hydra, seven-headed cryo- . . . 8 Golem, clay . . . . . . . . . . . . . . 10 Lich, 11th-level
Hydra, seven-headed pyro- . . . 8 Hydra, eleven-headed . . . . . . 10
Gargantuan . . . . . . . . . . . . 7 Lammasu . . . . . . . . . . . . . . . . 8 Hydra, nine-headed cryo- . . . 10 human wizard. . . . . . . . . . 13
Black pudding (ooze) . . . . . . . 7 Mind flayer . . . . . . . . . . . . . . . 8 Hydra, nine-headed pyro- . . . 10 Mummy lord . . . . . . . . . . . . . 13
Bulette . . . . . . . . . . . . . . . . . . 7 Mohrg . . . . . . . . . . . . . . . . . . . 8 Monstrous scorpion, Slaad, death . . . . . . . . . . . . . 13
Cachalot whale . . . . . . . . . . . . 7 Monstrous spider,
Chaos beast . . . . . . . . . . . . . . 7 Gargantuan. . . . . . . . . . . . . 10 Archon, trumpet . . . . . . . . . . 14
Chimera . . . . . . . . . . . . . . . . . 7 Gargantuan . . . . . . . . . . . . 8 Naga, guardian . . . . . . . . . . . 10 Astral deva (angel) . . . . . . . . 14
Chuul . . . . . . . . . . . . . . . . . . . 7 Naga, dark . . . . . . . . . . . . . . . 8 Rakshasa. . . . . . . . . . . . . . . . 10 Nalfeshnee (demon). . . . . . . 14
Criosphinx. . . . . . . . . . . . . . . . 7 Octopus, giant . . . . . . . . . . . . 8 Salamander, noble . . . . . . . . 10 Nightwing (nightshade) . . . . 14
Dire bear . . . . . . . . . . . . . . . . . 7 Ogre mage . . . . . . . . . . . . . . . 8 Slaad, gray . . . . . . . . . . . . . . 10 Umber hulk, truly horrid . . . . 14
Dragonne . . . . . . . . . . . . . . . . 7 Shield guardian. . . . . . . . . . . . 8 Werewolf lord (lycanthrope) . 14
Drider . . . . . . . . . . . . . . . . . . . 7 Skeleton, young adult Barbed devil (hamatula) . . . . 11
Elasmosaurus (dinosaur) . . . . 7 Cauchemar (nightmare) . . . . 11 Marut (inevitable) . . . . . . . . . 15
Elemental, Huge (any) . . . . . . 7 red dragon . . . . . . . . . . . . . . 8 Devourer . . . . . . . . . . . . . . . . 11 Vampire, half-elf
Elephant . . . . . . . . . . . . . . . . . 7 Shadow, greater . . . . . . . . . . . 8 Elemental, elder (any) . . . . . . 11
Formian, taskmaster . . . . . . . . 7 Slaad, blue . . . . . . . . . . . . . . . 8 Giant, cloud . . . . . . . . . . . . . 11 Mnk 9/Shd 4. . . . . . . . . . . 15
Ghost, Treant . . . . . . . . . . . . . . . . . . . 8 Golem, stone . . . . . . . . . . . . 11
Half-celestial, 9th-level Archon, hound hero . . . . . . . 16
5th-level human fighter . . . 7 Horned devil (cornugon) . . . 16
human paladin . . . . . . . . . 11 Golem, greater stone . . . . . . 16
DRAGON CRS BY AGE AND COLOR Nightwalker (nightshade) . . . 16
Bronze Red Silver Gold Planetar (angel) . . . . . . . . . . 16
Age White Black Brass Green Blue Copper 3 445
5 557 Aboleth mage . . . . . . . . . . . . 17
Wyrmling 2 3 3 3 3 3 7 779 Formian, queen. . . . . . . . . . . 17
9 10 10 11 Giant, frost jarl . . . . . . . . . . . 17
Very young 3 4 4 4 4 5 12 13 13 14 Marilith (demon) . . . . . . . . . 17
15 15 15 16 Mind flayer sorcerer . . . . . . . 17
Young 45656 7 17 18 18 19
19 20 20 21 Nightcrawler (nightshade) . . 18
Juvenile 67888 9 20 21 21 22
22 23 23 24 Balor (demon) . . . . . . . . . . . 20
Young adult 8 9 10 11 11 11 23 24 24 25 Pit fiend (devil) . . . . . . . . . . . 20
25 26 26 27 Tarrasque . . . . . . . . . . . . . . . 20
Adult 10 11 12 13 14 14
Titan . . . . . . . . . . . . . . . . . . . 21
Mature adult 12 14 15 16 16 16
Solar (angel) . . . . . . . . . . . . . 23
Old 15 16 17 18 18 19

Very old 17 18 19 19 19 20

Ancient 18 19 20 21 21 22 319

Wyrm 19 20 21 22 23 23

Great wyrm 21 22 23 24 25 25



HOBGOBLIN The organization entries in the Monster Manual
OUTPOST give some indication of what kinds of groupings
various creatures might form. These entries are
A Monster Manual intended as examples to get you thinking about
v.3.5 Web Enhancement how the creatures live and act from day to day.
When you sit down to create an adventure or
encounter featuring a group of creatures in their
lair, you can use the organization entry (along
with other elements of the creature description) as
a creative springboard.

The sample lair presented here is an outpost used by
a hobgoblin war party. It also embodies some elements
of a hobgoblin tribal lair.

Design: CREDITS LOCATION AND
Editing:
Typesetting: Skip Williams PURPOSE OF THE LAIR
Penny Williams
Design Manager: This outpost is located in a hilly area of the sort hob-
Cartography: Nancy Walker goblins favor (see the Environment section of the Mon-
Web Production: ster Manual’s Hobgoblin entry). The lair serves as a sort
Web Development: Ed Stark of advanced base for a group of hobgoblins bent on
Graphic Design: Rob Lazzaretti doing some raiding. Their targets might include
human or elf settlements, passing caravans, or perhaps
Julia Martin even mining camps in the area.
Mark A. Jindra
The lair itself lies below ground. Thick vegetation
Dawn Murin (trees, tangled bushes, or a combination thereof) covers
the surface above the lair, and the various entrances are
Based on the original DUNGEONS & DRAGONS® game by E. well hidden.
Gary Gygax and Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet, FEATURES
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
The outpost consists of a series of tunnels and cham-
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are bers carved out by the hobgoblins’ slaves. It has a single
registered trademarks owned by Wizards of the Coast, Inc. floor that lies about 15 feet below the surface, though a
few areas are slightly lower than others are. Unless
The d20 logo is a trademark owned by Wizards of the otherwise stated in the text for a specific area, the out-
Coast, Inc. All Wizards characters, character names, and post’s major features are as follows.
the distinctive likenesses thereof are trademarks owned by
Walls: The walls are made of packed earth mixed
Wizards of the Coast, Inc. with stones. The Climb DC for such a wall is 20.

This material is protected under the copyright laws of Ceilings: The ceilings within the outpost are 8
the United States of America. Any reproduction or unauthorized feet high.

use of the material or artwork contained herein is prohibited Floors: Floors are made of packed earth and stone.
without the express written permission of Their composition is similar to that of the walls, except
Wizards of the Coast, Inc. that the floors have been smoothed over with clay and
covered with reeds and twigs that tend to crackle
©2003 Wizards of the Coast, Inc. All rights reserved. underfoot. Anyone moving along a floor takes a –5
Made in the U.S.A. penalty on Move Silently checks.

This product is a work of fiction. Any similarity to actual people, Doors: The few doors in the outpost are made of
organizations, places, or events is purely coincidental. reinforced wood, and all of them have locks unless
otherwise noted. The adept in area 7 and the sergeant
This Wizards of the Coast game product contains no in area 8 have keys to all the doors.
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1

D Strong Wooden Door: 2 in. thick; hardness 5; hp these walls are exceptionally loose, so the surface tends

20; Break DC 23; Open Lock DC 20. to crumble and break away when touched. This feature

Light: The hobgoblins rely primarily on their gives the shaft a base Climb DC of 30.

darkvision to see, and no areas are lit except as noted. The raised ledge near each entrance is about 5 feet

high. It’s a fairly easy matter for a creature of at least

WITHIN THE OUTPOST Medium size to scramble up to one of these ledges
(Climb DC 10), but a smaller creature must make a DC

The numbered sections that follow are keyed to the 20 Climb check.

map. A short description of each area follows. Creatures (EL 1/2): A single hobgoblin warrior

Hobgoblins are highly organized and very disci- always keeps watch at each entrance.

plined. When invaders enter the outpost, its personnel D Hobgoblin Warrior: hp 6; see page 153 in the

don’t just sit in their rooms waiting to be killed. Monster Manual.

Instead, they react according to a prearranged plan. Tactics: The guard typically remains atop the

The Development section in each area description raised ledge near the base of the shaft he guards, watch-

explains what the hobgoblins there have been ing and listening for any activity at the trapdoor above.

instructed to do. They follow their standing orders When a visitor gives the correct password, the guard

unless you decide that circumstances warrant differ- maneuvers a ladder into position. If the correct pass-

ent actions from them. word is not forthcoming, the guard unlocks the cover

Vuroosk, the hobgoblin sergeant in area 8, takes of the pit trap (see below) and shouts out in Common

charge whenever trouble arises. The development sec- for the visitor to “stop wasting time and just jump.”

tion in the area 8 description includes the plan that Should an intruder who has not given the correct pass-

Vuroosk is most likely to use. If circumstances call for a word seem reluctant to jump, the warrior jumps up and

different approach, feel free to alter the sergeant’s down atop the latched pit cover and assures the

actions accordingly. intruder that all is well, then steps off the cover and

unlatches it.

2 AREA 1: ENTRANCES (EL 1) If an intruder manages to get down the shaft with-
Each of these three areas provides access to the surface out falling into the pit trap at the bottom, the guard
via a vertical shaft about 20 feet long. The top of each tries to block off the passage. He stands at the top of the
shaft is capped with a trapdoor disguised as a stump, a raised ledge and uses the total defense action until his
rock, or a tuft of bushes. A searcher who has not actu- comrades from area 2 arrive (see area 2).
ally seen another creature using an entrance needs a
successful Search check (DC 20) to find it. The hobgob- The extra hobgoblins take up positions in the
lins are careful not to use any single entrance so often alcoves to either side of the raised ledge. The one in the
as to create a trail or path leading to it, and they usually middle attacks the intruder, gaining a +1 bonus on his
double back on their own tracks when entering or leav- attack rolls for being on higher ground. Both of the
ing the outpost. additional hobgoblins use the aid another action—one
These entrances reflect the hobgoblins’ passion for to improve the center warrior’s Armor Class, and the
defense. They usually employ crude wooden ladders other to improve his attack rolls.
(Climb DC –5) to move between the outpost and the
surface, but the ladders are stowed against the nearby Trap: A pit with an exceptionally sturdy cover lies
walls when not in use. The guard on duty places a at the bottom of each shaft. These pits can provide a
ladder in a shaft only when he hears someone open the rude shock for intruders who try to force their way into
trapdoor at the top and speak the correct password for the outpost.
that day—in Goblin. The ladder is removed and stowed
again immediately after each use. Getting a ladder into a Covered Pit Trap: CR 1; mechanical; location
place usually takes about 1 minute. The hobgoblins trigger; automatic reset, DC 15 Reflex save avoids; 10 ft.
have, however, made provisions for a rapid descent (see deep (1d6, fall); pit spikes (Atk +10 melee, 1 spike for
the Trap section, below). 1d6); Search (DC 20); Disable Device (DC 20). Market
The walls of the entrance shafts look just like the Price: 1,000 gp.
walls in the rest of the outpost. However, the stones in
The pit cover is hinged in the middle and can spin
freely when not latched. One side of it is thickly
padded, so that anyone who deliberately jumps down
onto it from the trapdoor above takes only 1d6 points of
nonlethal damage, or no damage at all with a successful

Jump or Tumble check (DC 10). Normally, the damage time, and worship in area 9 can get noisy, too. Once
and the check DC for such a jump would be greater, they decide to investigate, however, one guard goes to
even for a landing on a soft surface, but the pit covers the scene of the disturbance, and the other carries a
are specifically designed and built to cushion falls. warning to area 4, then returns here to wait for her
comrade. If the absent sentry fails to return after 1d4+3
When the cover is unlatched, anyone jumping or rounds, the sentry here calls the guard at the entrance,
falling from the shaft takes damage from it as noted and the two go off to join the fray themselves. The pair
above, but the pit cover also spins and dumps the first goes to area 4 or 8 to get orders, but if no one is
victim into the pit below. The pit is 10 feet deep, and present in either area to instruct them, they seek out
the bottom is lined with spikes. Together, the fall and the battle themselves.
the spikes deal 2d6 points of damage. Anyone merely
stepping on the unlatched pit cover can attempt a Should any intruders get past the guard at the
Reflex save (DC 15) to avoid falling in. entrance without making a lot of noise, these guards
try to delay them as long as possible, using tactics simi-
Development: Any combat here is certain to lar to those described for area 1.
attract the attention of additional guards at the nearest
guardpost (area 2). Any prolonged negotiation or other Development: Should a fight develop in any of
noise that doesn’t involve a fight eventually draws the the guardposts, the hobgoblins from the rest of the out-
attention of the sentries at the nearest guardpost (see post eventually converge there, as noted in the various
the Development section of area 2). Development sections.

The entrance guards tend to stay at their posts no AREA 3: TRASH DUMP
matter what else happens in the outpost. If called away
by the warriors at area 2 (see the Development section The door to this chamber is not locked, and it opens
there), the guard here unlatches the pit cover before easily.
leaving.
The hobgoblins pile all their refuse here. The place
AREA 2: GUARDPOSTS (EL 1) features a great, smelly heap of used bedding and cook-
ing scraps, plus several casks full of night soil. When
These areas serve as backup guardposts for the this chamber gets full, the hobgoblins force their slaves
entrances. The guards here have a table, chairs, and a to haul the waste to the surface, where they dump it far
few provisions, so their duty is somewhat easier than from the outpost.
that of the entrance guards.
AREA 4: MAIN BARRACKS (EL 3)
Creatures: Two hobgoblin warriors are always on
duty here. Each hour, one of them switches places with The hobgoblins eat, sleep, and relax here. Read or para-
a guard at the nearest entrance. This arrangement helps phrase the following when the characters enter this area.
keep everyone rested and fairly alert.
Light from two charcoal firepits bathes this long
D Hobgoblin Warriors (2): hp 6 each; see page hall in a feeble, ruddy glow. The air in here smells
153 in the Monster Manual. strongly of smoke, seared meat, and sweaty
bodies.
Tactics: These hobgoblins are charged with pre-
venting unauthorized entry to or exit from the outpost. Low beds with log frames line the area’s north
These guards overhear most activity at the entrance and south walls. Along the center of the room are a
nearest them, but they ignore anything short of a couple of tables and perhaps a dozen stools, also
pitched battle unless it continues for 1d4+1 rounds. If made of logs. Two deeply scarred wooden dum-
they hear fighting at the entrance, however, one goes mies, roughly humanoid in shape, stand against
to help defend the warrior there, while the second the short east wall. Someone has added big,
takes 1 round to dash to area 4, raise the alarm, and pointed ears made of leather to both dummies,
dash back here. Once that task is completed, the which makes them look pretty ridiculous.
second guard also joins the fight at the entrance.
At the west end of the north wall is a small,
Noise of combat inside the outpost alerts the guards dark alcove. One wall section near the middle of
here after 1d4+1 rounds. They do not react immedi- the south wall appears to be made of fitted stone,
ately because martial noises of various kinds occur fre- not packed earth, like the walls in the rest of this
quently in the outpost. Off-duty hobgoblins hold spar- complex. Set in the center of that wall section is a
ring matches, gladiatorial fights between slaves and sturdy wooden door
prisoners from areas 10 and 11 are staged from time to
3

Six beds stand along the north wall, and nine along the Nine are standing guard in areas 1 and 2, and another

south. (Some of the hobgoblins are obliged to share eight are out on patrols or raids at any given time.

bunks with their comrades.) The beds are very low, and Three goblin slaves are here at all times here as well,

their mattresses are made from canvas ticks stuffed with doing domestic chores for their hobgoblin masters.

leaves. Each bed has a few personal items (see the Trea- D Hobgoblin Warriors (6): hp 6 each; see page

sure section, below) stored near it or under it. Also under 153 in the Monster Manual.

each bed are a covered bucket for slops, a clay pitcher of D Goblin Slaves (3): CR 1/3; Small humanoid

water, and one or two sets of battered eating utensils. (goblinoid); HD 1d8; hp 4; Init +1; Spd 30 ft.; AC 12,

The hobgoblins use the firepits for cooking, and touch 12, flat-footed 11; Base Atk +0; Grp –5; Atk +0

they usually keep the fires burning around the clock. melee (1d2–1, unarmed strike); Full Atk +0 melee

The ceiling has a couple of small vents that let out the (1d2–1, unarmed strike); SQ darkvision 60 ft.; AL NE;

worst of the smoke, which is so dispersed by the time it SV Fort +0, Ref +3, Will +0; Str 8, Dex 13, Con 10, Int

reaches the surface that it’s unnoticeable. The system 10, Wis 11, Cha 9.

isn’t very efficient, but the hobgoblins are accustomed Skills and Feats: Craft (woodworking) +1, Hide +7,

to the smoke. A small collection of cooking utensils is Listen +2, Move Silently +7, Ride +5, Spot +2, Use

stacked near each pit. Rope +2.

The two wooden dummies serve as targets for Tactics: Three of the six hobgoblins in this cham-

weapon practice. The leather ears have been added to ber are awake, and the other three are asleep. They

make the figures look more like elves. sleep in their armor and keep their weapons handy—

See areas 4A and 4B for details on the dark alcove either hanging from their bedframes or stashed under

and the stone wall section. their beds. The sleepers tend to snooze through any

Creatures: This chamber is home to twenty-three disturbance except other hobgoblins shouting for help.

4 hobgoblin warriors, but only six are ever here at once. It takes the sleepers a full-round action to wake up and

get out of bed, and a move action to pick up their weap- in the ceiling. A few barrels of hardtack, a crate of dried 5
ons. Once armed, the sleepers tend to use the tactics fruit, and several casks of ale and wine round out the
described below. food stores.

The three hobgoblins that are awake lose no time Area 4b: Well
responding to an intruder in this area. They form a This area features a stone-lined shaft about 100 feet
battle line, and one of them orders one slave to area 6, deep. Very cold water fills the shaft to a height of 30
one to area 7, and the third to area 8 (a free action). feet. A big wooden bucket is attached to a ring on the
Then the warriors hurl javelins at whichever targets west wall with an 80-foot rope. The slaves use this
they think they have they best chance of hitting. They assembly to draw water from the well.
choose foes without cover over foes with cover, and
unarmored targets over armored ones. Against foes AREA 5: SMITHY
within melee reach, the warriors try to maneuver into
flanking positions if they can. Their general strategy is This alcove contains a crude forge built out of rocks
to eliminate weaker foes first. If they have difficulty collected from the surface. A pile of charcoal, a big, flat
hurting a foe, they either switch to easier targets or use stone that serves as an anvil, and two stone troughs full
the aid another action to improve their attack bonuses. of dirty water give mute testimony to its purpose.
Hooks on the walls hold a couple of bellows, plus some
The slaves obey their orders with alacrity because hammers and a few sets of tongs.
they know the price of disobedience only too well. See
the Development sections of areas 6, 7, and 8 for details. A barrel next to the forge holds miscellaneous bits
of steel and iron—mostly old horseshoes, nails, and
Development: The hobgoblins here react quickly pieces of chain, but also arrowheads, notched axe
if one of their comrades brings a warning. They imme- blades, bent daggers, broken swords, and smashed hel-
diately wake their companions and send their slaves off mets. A successful Search check (DC 15) through all
to areas 6,7, and 8, as described in the Tactics section. this junk reveals a tarnished silver holy symbol of Pelor
As soon as all six hobgoblins are ready, they march off (taken from a cleric’s shield) with some of its rays bent
to the scene of the action, unless they receive orders to or broken off. The symbol is worth 10 gp as is, or 25 gp
the contrary (see the Development section of area 8). if cleaned up and repaired.

Fighting in area 1 or 2 draws the attention of the The hobgoblin adept from area 7 occasionally plies
hobgoblins here after 1d3 rounds. Once they notice his metalworking craft here, but only when the hob-
something amiss, they react as noted above. goblins are sure no enemies are nearby to see the
smoke from the forge. An airshaft about 6 inches wide
Any fighting in this area eventually draws guards leads from above the forge directly to the surface.
from areas 1 and 2, as noted in the Development sec-
tions for those areas. It also brings the sergeant from AREA 6: APE DEN (EL 5)
area 8 and the adept from area 7, along with a pair of
dire apes from area 6 (see the Development sections in The south door to this chamber is barred from the
those areas for details). south side, but not locked.

Treasure: A small bag or box of valuables is The hobgoblins keep a pair of dire apes in this room.
stowed near each bed in this room. The container Read or paraphrase the following when the characters
either lies underneath the bed or hangs from the frame. enter.
If the PCs search all the beds, they can collect the fol-
lowing: 300 gp, 600 sp, 12 pieces of hematite (worth 10 The door opens to reveal a dingy chamber that
gp each), 8 pieces of malachite (worth 10 gp each), 10 reeks of excrement and rotted flesh. By the light
moss agates (worth 10 gp each), a set of eight of ivory of a single touch set in the north wall, two gaunt,
dice with gold and amber pips (worth 8 gp each), 2 feral apes, both well equipped with claws and
silver cups (worth 12 gp each, 3 gold armbands (worth teeth, are visible. In the northeast corner beyond
25 gp each), and a serpentine statuette of an erinyes the apes stands a massive-looking wooden ladder.
devil (worth 80 gp). Its top is out of sight in a vertical shaft that is
easily wide enough to accommodate the apes.
Area 4a: Storeroom
The walls, ceiling, and floor of this area are all made of The apes don’t seem too pleased with the intru-
stone. The hobgoblins keep their food and drink here. sion. They bare their bloodstained teeth and
Most of their provisions consist of game taken from the bellow out inhuman sounds that seem half growl,
surface, so several dressed carcasses hang from hooks half scream.

The ladder in the northeast corner leads up about 12 and a small water clock. About half the parchments are

feet to a dead end. Three feet of packed earth separate blank; the rest contain notes that form a sort of per-

the end of the shaft from the surface. The hobgoblins sonal journal (see the Creatures section, below, for

created this feature to serve as an emergency exit for details).

the outpost. With about 1 minute of digging, a charac- In a niche in the north wall is a pile of humanoid

ter working with a shovel or a sword can clear away the skulls (mostly human and elf). Set into the wall above

dirt and open a path to the surface. them is a small, double-bitted axe made from a single

The torch stuck in the north wall is an everburning piece of silver. An artful combination of black and red

torch, set here to give the apes some light. It can easily enamel makes the blades appear to be dripping blood.

be removed. The axe is the symbol of the deity Maglubiyet, patron

Creatures: As noted above, this chamber serves as of goblins and hobgoblins. Though useless as a tool or

the lair of two dire apes. weapon, it’s worth 75 gp.

D Dire Apes (2): hp 35 each; see page 62 in the Creature: The hobgoblin adept Hoortchuc calls

Monster Manual. this chamber home. He spends most of his time here

Tactics: The adept in area 7 has reared and trained considering plans for future raids, composing sermons

these apes to serve as fighting creatures. They attack to deliver to the rest of the outpost, and scribbling in

any creature they see, except goblins or hobgoblins. If a his journal in Goblin.

foe should enter through the south door, both apes The journal features a careful accounting of the

move to attack. Should the foe come from the west, passing days, since Hoortchuc must give a sermon

where there’s room for only one ape to fight, the closest every eight days. He also fills many pages with theolog-

one charges in while the other tries to burst through ical musings, and these notes form the basis of his ser-

the south door and attack the foe through area 7. (The mons. In addition, the adept keeps notes on all the loot

apes aren’t very smart, but they know the outposts’ and slaves the warband has collected. His journal indi-

layout and they’re eager to fight.) cates that the band has captured far more slaves and

Development: If the PCs get this far without taken considerably more loot than the outpost actually

alerting the hobgoblins to their presence, the screams contains at present. Most of the missing treasure and

of the apes serve as an effective alarm. If Hoortchuc, slaves have been passed on to the local tribal chieftain.

the adept from area 7, is still alive, he is the first to The hobgoblins have spent the remaining cash and

arrive. killed the remaining slaves, either in gladiatorial

If a general alarm has been raised before the party matches or as sacrifices to their god, Maglubiyet.

gets this far, the hobgoblins in area 4 have already sent Hoortchuc also handles the feeding and ongoing

a slave here (and one each to areas 7 and 8). Upon arriv- training of the apes in area 6. He isn’t too concerned

ing, the goblin goes to the south door and waits for the about their hygiene, which accounts for the stench in

adept in area 7 to release the apes. If Hoortchuc does the apes’ den.

not appear within 3 rounds, the goblin lifts the bar to D Hoortchuc: Male hobgoblin Expert 2/Adept 2;

the south door and releases the creatures himself. CR 4; Medium humanoid (goblinoid); HD 2d6+2 plus

Once out of their chamber, the apes first try to go to 2d6+2; hp 18; Init +1; Spd 30 ft.; AC 11, touch 11, flat-

area 7 to find the adept, if he is not present. If footed 10; Base Atk +2; Grp +1; Atk +1 (1d6–1, quarter-

Hoortchuc is dead or absent, or if the apes can’t get into staff) or +3 ranged (1d8/19–20, light crossbow); Full

area 7, they go to area 4 and attack the first enemy they Atk +1 (1d6–1, quarterstaff) or +3 ranged (1d8/19–20,

see or scent. If the adept is not on hand to take charge light crossbow); AL LE; SV Fort +1, Ref +1, Will +10; Str

of the apes, the goblin slave picks up the everburning 8, Dex 12, Con 13, Int 15, Wis 14, Cha 12.

torch from the north wall and follows the apes. If the Skills and Feats: Appraise +9 (+11 for appraisals relat-

adept does take over, the goblin follows along but slips ing to metalwork or traps), Concentration +6, Craft

off to area 10 at the first opportunity. (metalworking) +7, Craft (trapmaking) +7, Diplomacy

AREA 7: ADEPT’S CHAMBER (EL 4) +3, Handle Animal +8, Heal +7, Intimidate +6, Knowl-

edge (religion) +3, Ride +3, Sense Motive +7, Spot +7;
This room contains a comfortable bed with an iron Combat Casting, Iron Will.
frame, a feather mattress, and pillows. A charcoal bra-
Adept Spells Prepared: (3/2; save DC 12 + spell
zier provides heat, and a small writing desk in one level): 0—cure minor wounds, light, mending; 1st—bless,
6 corner holds a pile of parchments, pens, an inkwell, command.

Possessions: Quarterstaff, light crossbow, case of best of them into his schemes. He also spends a fair 7
10 bolts, scroll of dispel magic, scroll of cure critical amount of time keeping records and writing reports for
wounds, potion of cure moderate wounds, wand of burning his chieftain.
hands (38 charges), wand of cure light wounds (22
charges). D Vuroosk: Male hobgoblin Fighter 2/Ranger 2;
CR 4; Medium humanoid (goblinoid); HD 2d10+2 plus
Tactics: If attacked in this chamber, Hoortchuc 2d8+2; hp 29; Init +4; Spd 30 ft.; AC 18, touch 14, flat-
flees to area 6, where his apes can help him. He uses his footed 14; Base Atk +4; Grp +6; Atk +6 melee
bless spell as soon as he can, followed by his command (1d6+2/19–20, masterwork short sword) or +9 ranged
spell, which he aims at the foe that appears most physi- 1d8+2/[TS]3, masterwork composite longbow [+2 Str
cally imposing. He uses his wand of cure light wounds on bonus]); Full Atk +6 melee (1d6+2/19–20, masterwork
the apes when necessary. Otherwise, he plies his wand short sword) and +6 melee (1d6+1/19–20, masterwork
of burning hands and his crossbow whenever suitable short sword) or +9 ranged 1d8+2/[TS]3, masterwork
targets present themselves. composite longbow [+2 Str bonus]); SQ combat style
(two-weapon fighting), favored enemy (elves +2), wild
Development: Any disturbance here brings the empathy +2; AL LE; SV Fort +7, Ref +7, Will +1; Str 14,
apes from area 6. Likewise, Hoortchuc goes to help his Dex 18, Con 13, Int 10, Wis 12, Cha 10.
apes if they’re attacked in their lair (see area 6).
Skills and Feats: Climb +7, Hide +6, Jump +7, Spot
Hoortchuc remains lost in his own musings and +11, Survival +6; Dodge, Point Blank Shot, Precise Shot,
unaware of activity elsewhere in the outpost until a Track, Weapon Focus (short sword).
messenger (typically one of the goblin slaves from area
4) comes to rouse him. When informed of trouble, Favored Enemy: Vuroosk has selected elves as a
Hoortchuc goes to area 6 and sends the apes to area 4, favored enemy. He gains a +2 bonus on his Bluff,
then takes down the everburning torch and follows them. Listen, Sense Motive, Spot, and Survival checks when
Once the trio reaches area 4, all three attack any ene- using these skills against elves. He gets the same bonus
mies they find, using the tactics described in the on weapon damage rolls against elves.
entries for areas 4 and 6. If there is no enemy in area 4,
Hoortchuc and the apes either go where the sergeant Possessions: +1 studded leather armor, 2 master-
sends them or follow the sounds of battle and press the work short swords, masterwork composite longbow (+2
attack as best they can. Str bonus), 3 potions of cure light wounds, eyes of the eagle.

If the alarm is raised, the goblin sent to summon Tactics: Vuroosk prefers to fight behind a wall of
Hoortchuc to area 4 tags along behind when the adept his own troops, using his bow to harass enemy spell-
takes the apes to fight but slips away to area 10 as soon casters when possible or to help defeat fighter-types
as possible. Should the goblin find Hoortchuc absent when necessary. The sergeant is equally skilled in
or dead, she immediately heads for area 10. melee combat. Like the warriors in area 4, Vuroosk
prefers to eliminate weaker opponents first, so as to
AREA 8: SERGEANT’S CHAMBER (EL 5) strip more powerful foes of their support.

Vuroosk, the sergeant in charge of the outpost, lives If fighting alone, Vuroosk tries to stay out of melee
here. His chamber is similar to area 7, except that it has range as long as he can. If he can’t avoid melee, he tries
no water clock or niche with skulls and holy symbol. to stand in a doorway or corner, where be can’t be
flanked.
A neatly kept ledger on the writing desk details cap-
tives and loot the hobgoblins have taken. The ser- Treasure: Vuroosk keeps a locked strongbox
geant’s notes are nearly identical to those kept by the under his bed. He has the only key.
adept in area 7, but easier to read. Vuroosk also keeps a
roster of the outpost’s warriors, a pay ledger, and s Ironbound Strongbox: 2 in. thick; hardness
records of supplies both used and needed. A packet of 5; hp 35; Break DC 27; Open Lock DC 25.
reports detailing the exploits of Vuroosk’s troops (all
addressed to the local hobgoblin chieftain, named Inside the box are a leather bag containing 350 gp, a
Nygraag) lies at the bottom of the stack. All the records leather pouch containing 28 pp, an unlocked wooden
here are written in Goblin. box that holds three strings of pearls (worth 500 gp
each), eight packets of rare spices (worth 25 gp each),
Creatures: Vuroosk spends most of his time and a cloak of elvenkind. The gold coins represent
laying plans for future raids. He accepts suggestions Vuroosk’s pay chest; the other items are treasure that
from the adept and from his troops, incorporating the the hobgoblins wrested from their victims.

Development: When foes try to enter the out-
post, word of the assault eventually reaches Vuroosk.

The sergeant tries to make a stand in area 4, where there the outpost quite well, but if the PCs have already
is space to bring the apes from area 6 into play. He sends defeated the hobgoblins, such information does them
a few warriors off to delay the attackers but holds back little good. The goblins know nothing about the hob-
at least half of his troops for the main battle in area 4. goblins’ plans for the surrounding area. They do know
that the two chief hobgoblins, Vuroosk and Hoortchuc,
When fighting in area 4, Vuroosk tries to draw the answer to some “hobgoblin bigwig” in the area, but
foe to the east end of the chamber, so that any rein- they don’t know who. They’ve never heard of Nygraag
forcements arriving from areas 1 and 2 can come up (see the area 8 entry), and they have no idea where such
behind the foe. a person might be found.

AREA 9: FANE OF MAGLUBIYET The goblins are much less helpful if they believe the
PCs have not defeated the hobgoblins in the outpost.
In the center of this chamber is a large firepit (usually They pretend to be utterly cowed, and they usually
cold). South of the firepit stand two rows of benches reply to questions by cringing and whining.
made of split logs, and north of it lies a big chopping
block with a great, black, double-bitted axe embedded in In any case, the goblins bide their time and try to
it. Both axe and block are well spattered with bloodstains. escape from the PCs (and the hobgoblins) at the first
opportunity.
The block is just a piece of bloodstained wood with
hollows and channels cut in it to facilitate beheadings. AREA 11: PRISON
The axe is a masterwork greataxe with a head made of
blackened steel and a handle made of dark wood, This long, narrow chamber features two rows of cov-
stained black. ered pits that the hobgoblins use as prison cells. Each
pit is 20 feet deep, and its walls are similar to those at
AREA 10: SLAVE QUARTERS (EL 1) the entrances (Climb DC 20). The pit covers are pad-
locked from the top; otherwise, they are just like the
The door leading to this room is barred from the out- doors in the rest of the outpost.
side but is not locked.
Four 1st-level elf warriors are presently incarcerated
Creatures: Seven goblin slaves (see area 4 for sta- here. (Use the statistics from page 102 in the Monster
tistics) live here in squalid conditions, but only four of Manual, except that these elves have no equipment and
them are here at any given time, and they are asleep 2 hit points each.) They are starved nearly to death and
unless the PCs have been very noisy. They don’t really in no shape to fight, but they are willing to give it a try
mind the filth. if the PCs insist.

Each goblin has a pile of straw and twigs for a bed. If the PCs release these captives, the local elf lord
The slaves also have their own cooking pit and utensils, offers them each a reward of 75 gp.
plus a small cache of supplies.
ABOUT THE AUTHOR
Tactics: If the PCs enter this chamber, the goblins
promptly hurl themselves at the characters’ feet and Skip Williams has been active in the game industry
beg them to have mercy on poor, abused slaves. If since 1974, when he took up wargaming and roleplay-
attacked, the goblins do their best to evade blows and ing while still in high school. He soon got an after-
escape from the outpost. school job at TSR, Inc., the original publisher of the
D&D game, and the rest (as they say) is history. Skip is
Development: Once the alarm is sounded, the a codesigner of the 3rd Edition D&D game (versions
goblin slaves from area 4 carry out their assignments 3.0 and 3.5) and the chief architect of the Monster
and then try to make their way here and release their Manual. He also coauthored the FORGOTTEN REALMS
fellow goblins. If they manage to do so, all the goblins Campaign Setting. Skip keeps busy with freelance proj-
try to slip away from the outpost, either through one ects for several different game companies and has
the entrances or via the emergency exit in area 6. been DRAGON Magazine’s Sage since 1986. When not
devising swift and cruel deaths for player characters,
If the PCs try to question the goblins here, the level Skip putters in his kitchen or garden (his borscht gets
of cooperation they get depends on what has happened rave reviews).
to the hobgoblins in the outpost thus far. If the goblins
believe (or know) that their hobgoblin masters have
been defeated, they fawn on the PCs and truthfully
answer any questions put to them. The goblins know

8

Monster Manual v.3.5 Errata

Errata Rule: Primary Sources • DR X/slashing, piercing, or bludgeoning
should be (Ex)
When you find a disagreement between two D&D rules
sources, unless an official errata file says otherwise, the • DR X/adamantine should be (Ex)
primary source is correct. One example of a • DR X/-- should be (Ex)
primary/secondary source is text taking precedence over • DR X/silver or cold iron should be (Su)
a table entry. An individual spell description takes • DR X/magic should be (Su)
precedence when the short description in the beginning • DR X/chaotic, lawful, holy, or unholy should
of the spells chapter disagrees. A monster’s statistics
block supersedes the descriptive text. be (Su)
Another example of primary vs. secondary sources
involves book and topic precedence. The Player’s Improved Natural Attack Feat
Handbook, for example, gives all the rules for playing
the game, for PC races, and the base class descriptions. You can take this feat multiple times, but each time it
If you find something on one of those topics from the applies to a different natural attack.
Dungeon Master’s Guide or the Monster Manual that
disagrees with the Player’s Handbook, you should Rend
assume the Player’s Handbook is the primary source.
The Dungeon Master’s Guide is the primary source for Sometimes two values are listed for rend: one on the
topics such as magic item descriptions, special material special attacks line and one in the paragraph describing
construction rules, and so on. The Monster Manual is rend. The correct value is listed on the special attacks
the primary source for monster descriptions, templates, line.
and supernatural, extraordinary, and spell-like abilities.
Note: The most recent updates are shaded like this. Weapon Finesse Feat

General Changes Some creatures that have this feat lack the +1 base
attack bonus prerequisite. Since bonus feats do not
These changes are global and apply to an assortment of require the creature to fulfill any feat prerequisites (see
creatures. page 301 in the Monster Manual), make the Weapon
Finesse feat a bonus feat and add an additional feat (see
Damage Reduction the table below).

Damage Reduction is either extraordinary (Ex) or Alternate Form (Page 305)
supernatural (Su). Use the following guidelines if it is
not specified. Make the following changes.
Delete the second sentence of the entry.
Add the following text to the body of the ability
description:

Weapon Finesse Bonus Feat Changes

Creature Feat Change

Pseudodragon Alertness +2 on Listen and Spot checks

Sprite, Grig Stealthy +2 on Hide and Move Silently checks

Sprite, Nixie Alertness +2 on Listen and Spot checks

Sprite, Pixie Alertness +2 on Listen and Spot checks

Swarm, Rat Stealthy +2 on Hide and Move Silently checks

Vargouille Stealthy +2 on Hide and Move Silently checks

Animals Agile +2 on Balance and Escape Artist checks
Badger Stealthy +2 on Hide and Move Silently checks
Cat Alertness +2 on Listen and Spot checks
Eagle Alertness +2 on Listen and Spot checks
Hawk Stealthy +2 on Hide and Move Silently checks
Lizard Agile +2 on Balance and Escape Artist checks
Monkey Alertness +2 on Listen and Spot checks
Owl Stealthy +2 on Hide and Move Silently checks
Rat Alertness +2 on Listen and Spot checks
Raven Improved Initiative +4 on Initiative checks
Snake Agile +2 on Balance and Escape Artist checks
Weasel

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A true seeing spell or ability reveals the creature’s —Any gear worn or carried by the creature that can’t be
natural form. A creature using alternate form reverts to worn or carried in its new form instead falls to the
its natural form when killed, but separated body parts ground in its space. If the creature changes size, any
retain their shape. A creature cannot use alternate form gear it wears or carries that can be worn or carried in its
to take the form of a creature with a template. new form changes size to match the new size.
Add the following text to Line 1 of the changes: (Nonhumanoid-shaped creatures can’t wear armor
If the new form has the aquatic subtype, the creature designed for humanoid-shaped creatures, and vice-
gains that subtype as well. versa.) Gear returns to normal size if dropped.
Replace Line 2 of the changes with the following text:
—The creature loses the natural weapons, natural Creatures
armor, and movement modes of its original form, as
well as any extraordinary special attacks of its original The following text amends the existing entries.
form not derived from class levels (such as the
barbarian’s rage class feature). Angel, Astral Deva
Add the following text to the end of Line 6 of the
changes: Monster Manual, page 11
Apply any changed physical ability score modifiers in Remove “polymorph (self only)” from spell-like
all appropriate areas with one exception: the creature abilities.
retains the hit points of its original form despite any Add the following entry:
change to its Constitution. Change Shape (Su): An astral deva can assume the
Replace Line 7 of the changes with the following text: form of any Small or Medium humanoid.
— Except as described elsewhere, the creature retains
all other game statistics of its original form, including Angel, Astral Deva
(but not necessarily limited to) HD, hit points, skill
ranks, feats, base attack bonus, and base save bonuses. Monster Manual, page 11
Add the following text to the end of the entry. Remove “polymorph (self only)” from spell-like
—Any gear worn or carried by the creature that can’t be abilities.
worn or carried in its new form instead falls to the Change Shape (Su): A planetar can assume the form of
ground in its space. If the creature changes size, any any Small or Medium humanoid.
gear it wears or carries that can be worn or carried in its
new form changes size to match the new size. Angel, Solar
(Nonhumanoid-shaped creatures can’t wear armor
designed for humanoid-shaped creatures, and vice- Monster Manual, page 12
versa.) Gear returns to normal size if dropped. Remove “polymorph (self only)” from spell-like
abilities.
Change Shape (Page 306–307) Add the following entry:
Change Shape (Su): A solar can assume the form of
Make the following changes. any Small or Medium humanoid.”
Delete the second sentence of the entry. Problem: Power word stun was listed in spell-like
Add the following text to the body of the ability abilities as both at will and 1/day.
description: Solution: It can use power word stun 1/day.
A true seeing spell or ability reveals the creature’s
natural form. A creature using change shape reverts to Beholder and Gauth
its natural form when killed, but separated body parts
retain their shape. A creature cannot use change shape Monster Manual, page 26
to take the form of a creature with a template. The eye ray attack is a free action. Increase its bite
Replace Line 2 of the changes with the following text: attacks by +5.
—The creature loses the natural weapons and
movement modes of its original form, as well as any Couatl
extraordinary special attacks of its original form not
derived from class levels (such as the barbarian’s rage Monster Manual, page 37
class feature). Remove “polymorph (self only)” from psionic abilities.
Replace Line 6 of the changes with the following text: Add the following entry:
— Except as described elsewhere, the creature retains Change Shape (Su): A couatl can assume the form of
all other game statistics of its original form, including any Small or Medium humanoid.
(but not necessarily limited to) HD, hit points, skill
ranks, feats, base attack bonus, and base save bonuses. Demon, Marilith
Add the following text to the end of the entry.
Monster Manual, page 45
Remove “polymorph (self only)” from spell-like
abilities.

Demon, Quasit

Monster Manual, page 46
Replace the text for Alternate Form with the following
text:

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©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.

Alternate Form (Su): A quasit can assume another Base Attack/Grapple: +6/+15
form at will as a standard action. Each quasit can Attack: Talons +10 melee (2d6+5)
assume one or two forms from the following list: bat, Full Attack: Talons +10 melee (2d6+5) and 2
Small or Medium monstrous centipede, toad, and wolf. foreclaws +5 melee (1d4+2) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Demon, Succubus Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Monster Manual, page 48 Saves: Fort +10, Ref +8, Will +4
Remove “polymorph (self only)” from spell-like Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
abilities. Skills: Hide +9, Jump +27, Listen +12, Spot +12,
Add the following entry: Survival +12
Change Shape (Su): A succubus can assume the form Feats: Run, Toughness, Track
of any Small or Medium humanoid. Environment: Warm forests
Organization: Solitary, pair, or pack (3–6)
Devil, Imp Challenge Rating: 6
Treasure: None
Monster Manual, page 56 Alignment: Always neutral
Replace the text for Alternate Form with the following Advancement: 9–16 HD (Large); 17–24 HD (Huge)
text: Level Adjustment: —
Alternate Form (Su): An imp can assume another form
at will as a standard action. Each imp can assume one or Dragon, Red
two forms from the following list: Small or Medium
monstrous spider, raven, rat, and boar. Monster Manual, page 77
The sample very old red dragon’s typical sorcerer spells
Dinosaur, Deinonychus known lists emotion. Replace it with the confusion spell.

Monster Manual, page 60 Dragon, Bronze
Medium Animal
Hit Dice: 4d8+16 (34 hp) Monster Manual, page 82
Initiative: +2 Delete the second sentence of Alternate Form.
Speed: 60 ft. (12 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat- Juvenile Bronze Dragon
footed 15
Base Attack/Grapple: +3/+7 Monster Manual, page 82
Attack: Talons +7 melee (1d8+4) Delete the second sentence of Alternate Form.
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws
+2 melee (1d3+2) and bite +2 melee (2d4+2) Dragon, Gold
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce Monster Manual, page 85
Special Qualities: Low-light vision, scent Delete the second sentence of Alternate Form.
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10 Adult Gold Dragon
Skills: Hide +12, Jump +26, Listen +10, Spot +10,
Survival +10 Monster Manual, page 86
Feats: Run, Track Delete the second sentence of Alternate Form.
Environment: Warm forests
Organization: Solitary, pair, or pack (3–6) Dragon, Silver
Challenge Rating: 3
Treasure: None Monster Manual, page 87
Alignment: Always neutral Delete the second sentence of Alternate Form.
Advancement: 5–8 HD (Medium)
Level Adjustment: — Young Adult Silver Dragon

Dinosaur, Megaraptor Monster Manual, page 88
Delete the second sentence of Alternate Form.
Monster Manual, page 60
Large Animal Genie, Efreeti
Hit Dice: 8d8+43 (79 hp)
Initiative: +2 Monster Manual, page 116
Speed: 60 ft. (12 squares) Remove “polymorph (self only)” from spell-like
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch abilities.
11, flat-footed 15 Add the following entry:
Change Shape (Su): An efreeti can assume the form of
any Small, Medium, or Large humanoid or giant.

Gibbering Mouther

Monster Manual, page 126

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©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.

The engulf ability needs additional clarification. Mephit, Magma
Replace it with the following information.
Improved Grab (Ex): To use this ability, a gibbering Monster Manual, page 183
mouther must hit a Medium or smaller foe with a bite Remove first paragraph of Spell-Like Abilities entry.
attack. It can then attempt to start a grapple as a free Add the following entry:
action without provoking an attack of opportunity. Change Shape (Su): Once per hour, a magma mephit
Swallow Whole (Ex): The gibbering mouther can can assume the form of a pool of lava 3 feet in diameter
attempt to swallow a grappled opponent of Medium or and 6 inches deep. The mephit’s damage reduction
smaller size by making a successful grapple check. (The improves to 20/magic when in this form. The mephit
gibbering mouther doesn’t actually “swallow” the can’t attack while in lava form but can use other spell-
opponent—it engulfs it within its amorphous form—but like abilities. It can move at a speed of 10 feet, but it
the effect is essentially the same.) Once inside, the can’t run. In this form the mephit can pass through
gibbering mouther can use its blood drain ability. A small holes or narrow openings, even mere cracks. The
swallowed creature can cut its way out by dealing 5 pool’s touch ignites flammable materials such as paper,
points of damage to the gibbering mouther (same AC). straw, or dry wood.
The gibbering mouther’s body can hold 1 Medium, 2
Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures. Mind Flayer
Blood Drain (Ex): A swallowed opponent
automatically takes 1d4 points of Constitution damage Monster Manual, page 186–188
each round. Add telepathy as a special quality.
Telepathy (Su): A mind flayer can communicate
Golem, Iron telepathically with any other creature within 100 ft. that
has a language.
Monster Manual, page 137
Remove polymorph any object from list of spells Night Hag
required for construction.
Monster Manual, page 194
Golem, Stone Remove “polymorph (self only)” from spell-like
abilities.
Monster Manual, page 137 Add the following entry:
Problem: Prerequisite spells for constructing a stone Change Shape (Su): A night hag can assume the form
golem or greater stone golem given on page 137 of the of any Small or Medium humanoid.
Monster Manual don’t match those given for the stone
golem manual and greater stone golem manual on page Ogre, Ogre Mage
258 of the Dungeon Master’s Guide.
Solution: The Dungeon Master’s Guide is correct. Add Monster Manual, page 200
the slow spell to the prerequisites for each of these Remove polymorph from spell-like abilities.
golems in the Monster Manual. Change Shape (Su): An ogre mage can assume the
form of any Small, Medium, or Large humanoid or
Guardinal, Leonal giant.

Monster Manual, page 142 Gelatinous Cube
Remove “polymorph” from spell-like abilities.
Monster Manual, page 201
Hag Covey Large Ooze
Hit Dice: 4d10+32 (54 hp)
Monster Manual, page 144 Initiative: –5
Remove “polymorph” from spell-like abilities. Speed: 15 ft. (3 squares)
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed
Lammasu 4
Base Attack/Grapple: +3/+7
Monster Manual, page 165 Attack: Slam +2 melee (1d6 plus 1d6 acid)
Delete the paragraph describing a breath weapon. Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Lycanthrope Special Attacks: Acid, engulf, paralysis
Special Qualities: Blindsight 60 ft., immunity to
Monster Manual, page 176 and 178 electricity, ooze traits, transparent
Replace the first sentence of the Alternate Form entry Saves: Fort +9, Ref –4, Will –4
with the following text: Abilities: Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
A lycanthrope can assume the form of a specific animal Skills: —
(as indicated in its entry). Feats: —
Changing Form: Eliminate sentences 3, 4, and 5 (from Environment: Underground
“Changing to animal or hybrid form…” to “…on a DC
15 Fortitude save.”

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Organization: Solitary Favored Weapon
Challenge Rating: 3
Treasure: 1/10th coins, 50% goods (no nonmetal or Annam (giants): unarmed attack
nonstone), 50% items (no nonmetal or nonstone) Blibdoolpoolp (kuo-toa): pincer staff
Alignment: Always neutral Callarduran Smoothhands (svirfneblin): battleaxe
Advancement: 5–12 HD (Large); 13–24 HD (Huge) Deep Sashelas (aquatic elves): trident
Level Adjustment: — Diirinka (derro): dagger
A typical gelatinous cube is 10 feet on a side and Eadro (locathahs, merfolk): shortspear
weighs about 15,000 pounds, though much larger Grolantor (hill giants, ettins, ogres): club
specimens are not unknown. Hiatea (giants, especially females): shortspear
Hruggek (bugbears): morningstar
Phasm Iallanis (good giants): unarmed attack
Iuz: greatsword
Monster Manual, page 208 Kaelthiere (evil fire creatures): spear
Delete the second sentence of the Alternate Form Kurtulmak (kobolds): spear
special quality. Laduguer (duergar): warhammer
Laogzed (troglodytes): javelin
Sprite, Pixie Lolth (driders, drow): whip
Maglubiyet (goblins, hobgoblins): battleaxe
Monster Manual, page 236 Memnor (evil cloud giants): morningstar
Remove “polymorph (self only)” from spell-like Merrshaulk (yuan-ti): longsword
abilities. Panzuriel (evil sea creatures): quarterstaff
Sekolah (sahuagin): trident
Swarms Semuanya (lizardfolk): greatclub
Sixin (xill): short sword
Monster Manual, pages 237–240 Skerrit (centaurs): shortspear
The bat swarm and spider swarm are immune to weapon Skoraeus Stonebones (stone giants): warhammer
damage. Stronmaus (storm and cloud giants): warhammer
Hellwasp swarm has good maneuverability for its fly Surtr (fire giants): greatsword
speed. Thrym (frost giants): greataxe
Vaprak (ogres): greatclub
Titan

Monster Manual, page 243
Remove “polymorph (humanoid forms only, duration 1
hour)” from spell-like abilities.
Add the following entry:
Change Shape (Su): A titan can assume the form of
any Small or Medium humanoid. The titan retains its
oversized weapon special attack regardless of form.

Vampire

Monster Manual, page 252
Delete the second sentence of the Alternate Form
special quality.

Yuan-Ti

Monster Manual, page 263
Delete the second sentence of the Alternate Form
special quality.

Zombie

Monster Manual, page 266
All zombies have damage reduction 5/slashing. The
template should have the following text under Special
Qualities.
Damage Reduction 5/Slashing: Zombies are lumbering
masses of flesh.

Monstrous Deities

Some creature entries, such as aquatic elves and
kobolds, make reference to deities not found in the
Player’s Handbook.

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©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.

Table A–1: Monstrous Deities

Deity Alignment Domains Typical Worshipers
Destruction, Evil, Water Kuo-toa
Blibdoolpoolp Chaotic evil Earth, Good, Healing, Protection Svirfneblin
Chaos, Good, Protection, Water Aquatic elves
Callarduran Smoothhands Neutral Chaos, Evil, Magic, Trickery Derro
Animal, Protection, Water Locathahs, merfolk
Deep Sashelas Chaotic good Chaos, Death, Evil, Strength Beholders
Chaos, Evil, Strength, War Orcs
Diirinka Chaotic evil Chaos, Evil, Trickery, War Bugbears
Destruction, Evil, Fire, War (spear) Evil fire creatures
Eadro Neutral Evil, Law, Luck, Trickery Kobolds
Earth, Evil, Law, War Duergar
Great Mother Chaotic evil Chaos, Death, Destruction, Evil Troglodytes
Chaos, Destruction, Evil, Trickery Driders, drow (elves)
Gruumsh Chaotic evil Chaos, Destruction, Evil, Trickery Goblins, hobgoblins
Chaos, Destruction, Evil, Plant Yuan-ti
Hruggek Chaotic evil Destruction, Evil, War, Water Evil aquatic creatures
Evil, Law, Strength, War Sahuagin
Kaelthiere Neutral evil Animal, Plant, Water Lizardfolk
Destruction, Knowledge, Magic, Protection Nagas
Kurtulmak Lawful evil Evil, Law, Strength, Travel Xill
Animal, Healing, Plant, Sun Centaur
Laduguer Lawful evil

Laogzed Chaotic evil

Lolth Chaotic evil

Maglubiyet Neutral evil

Merrshaulk Chaotic evil

Panzuriel Neutral evil

Sekolah Lawful evil

Semuanya Neutral

Shekinester Neutral

Sixin Lawful evil

Skerrit Neutral good

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©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.


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