VIVISECTOR STRATEGIES AND TACTICS
A gangly biped appears above you, descending on thin crystalline Vivisectors are cowardly foes, preferring to attack from
wings. Its form is composed of dozens of blue chitinous plates, the hiding whenever possible. They rely on their ability to hide
cracks between them oozing blood and black ichor. Its head bears or turn invisible to avoid direct confrontation and escape
a pair of multifaceted eyes but no mouth or nose, and the arms from superior forces. Once engaged, however, a vivisector
reaching for you end in bloodstained claws. fights with a single-minded ferocity. It uses its claws to
tear opponents apart as it attempts to cripple them with its
Vivisector CR 4 poison sting.
VIVISECTOR Always LE Medium aberration Vivisectors attack and slay any creatures, but they must feed
Init +8; Senses darkvision 60 ft., deaf; Spot +10 exclusively on humanoids. Once a vivisector has a humanoid
Languages — foe immobilized or unconscious, it cuts into the creature’s
chest to claim vital organs, incorporating such viscera into
AC 21, touch 15, flat-footed 17 its body.
(+4 Dex, +1 deflection, +6 natural)
SAMPLE ENCOUNTERS
hp 45 (7 HD)
Immune sonic On the fringes of humanoid settlements, vivisectors are
Fort +4, Ref +6, Will +5 encountered alone. In larger towns and cities, packs of these
creatures are more common.
Speed 30 ft. (6 squares), fly 20 ft. (good)
Melee 2 claws +9 each (1d8+2/19–20/×3) and Death By Night (EL 4): A farming village lives in fear of
an unseen killer. Over the past two weeks, cattle and local
sting +4 (1d6+1 plus poison) wildlife have begun to turn up dead and mutilated. Now,
Space 5 ft.; Reach 5 ft. the vivisector responsible has turned its attention to the
Base Atk +5; Grp +7 townsfolk, and two farmers and a hunter have been slain
Atk Options Combat Reflexes, augmented critical, poison so far.
(DC 15, 1d6 Str/1d6 Str) Scourge of the Sewers (EL 8): Residents of a small city
Special Actions invisibility, vivisection initially blamed a turf war within the thieves’ guild when
Combat Gear potion of resist energy (fire) 10 a number of low-level bravos and operatives began to dis-
appear. However, a half-dozen merchants and respectable
Abilities Str 15, Dex 18, Con 14, Int 12, Wis 11, Cha 15 townsfolk have since vanished, and the guild and the city
SA augmented critical, poison, vivisection lords alike are seeking answers. A network of abandoned
SQ unnatural biology sewers beneath the city has been claimed by a pack of four
Feats Combat Reflexes, Improved Initiative, Weapon Finesse vivisectors responsible for the disappearances—a pack whose
Skills Heal +8, Hide +16, Move Silently +16, Spot +10 hunger is growing.
Advancement 8–16 HD (Medium); 17–21 HD (Large)
Possessions combat gear plus ring of protection +1 pqqqqqqqqqrs
Deaf (Ex) Vivisectors are immune to effects that require VIVISECTOR LORE
hearing to function, such as language-dependent spells.
They automatically fail Listen checks. Characters who have ranks in Knowledge (dungeoneering)
can learn more about vivisectors. When a character makes a
Augmented Critical (Ex) A vivisector’s deadly claws are successful skill check, the following lore is revealed, including
incredibly sharp, allowing it to surgically dismantle foes. the information from lower DCs.
It threatens a critical hit on a roll of 19–20, dealing triple
damage on a successful critical hit. Knowledge (Dungeoneering)
DC Result
Invisibility (Su) Three times per day, as a swift action, a 14 This creature is a vivisector, a gruesome hunter
vivisector can become invisible for 1 round. A vivisector that feasts on its opponents’ remains. This result
remains invisible even when it attacks. reveals all aberration traits.
19 Vivisectors are immune to sonic damage, and
Vivisection (Ex) As a full-round action, rather than their deafness renders them immune to auditory
performing a coup de grace, a vivisector can hack into effects. They are unnatural creatures, and they
the chest of a helpless humanoid, attempting to harvest heal themselves by consuming the organs of their
choice organs for its personal use. Treat this as an victims.
automatic critical hit with a single claw attack that also 24 Vivisectors are little more than carapace and
heals the vivisector of the same amount of damage. If the claws. They cut out the vital organs of their victims
target is killed, its corpse is rendered unsuitable for spells and place them inside their own bodies, drawing
such as raise dead that require an intact body. If the victim sustenance from them in some unearthly way.
survives, the vivisector moves on, ignoring it in favor of
other creatures. pqqqqqqqqqrs
Unnatural Biology (Ex) Vivisectors are unnatural creatures
that do not eat, drink, breathe, or heal naturally. Instead,
they draw sustenance from the vital organs of others.
Skills Vivisectors have a +4 racial bonus on Hide, Move
Silently, and Spot checks.
Vivisectors are gruesome creatures that dwell in the darkest
corners of humanoid cities and towns. They prey on the weak
and the helpless, gorging themselves on the living organs
that extend their unnatural lives.
200
ECOLOGY SOCIET Y VIVISECTOR
Vivisectors do not Where victims are scarce, vivisec-
tors do not congregate with others
consume their hu- of their kind. However, groups of
these creatures thrive beneath large
manoid victims cities, working together for foul com-
mon purpose. Over time, these groups
in any tradition- seek out more powerful victims
al sense. Rather, from which to harvest body
parts, including high-level
they dissect the fall- characters and humanoid
creatures that have super-
en for vital organs. natural or magical abilities.
Removed innards It is rumored that some an-
cient and powerful vivisectors
are placed inside are able to harvest the abili-
ties of their prey, using such
the vivisectors’ hol- powers as their own for short pe-
riods of time before the organs
low carapace. As the rot away.
essence of such entrails T YPICAL
TREASURE
is absorbed, the organs Illus. by S. Srisuwan
Vivisectors have no interest in
wither and rot, requiring wealth or weapons, but they covet
the vivisector to constantly protective magic items of all kinds,
most commonly potions and
search for fresh supplies. rings. Though it has no mouth, a
vivisector can ingest potions by
Vivisectors reproduce through
pouring them into its carapace. Vivisectors have double
an asexual process that requires Vivisector standard treasure for their Challenge Rating. The vivi-
sector presented in this entry has protective items worth
harvesting the organs of no few- 2,300 gp, so it might have additional treasure worth up
to 100 gp.
er than ten Medium humanoid creatures. During this time,
VIVISECTORS IN EBERRON
a vivisector becomes more and more bloated as the organs it
Vivisectors are frequently found in the depths of Khyber,
claims are slowly processed and transformed inside its body. preying on explorers, Khyber shard prospectors, and the
surface communities above. These grotesque creatures
After two weeks, the vivisector opens its carapace to release have been spotted in the deepest levels of Sharn’s Cogs,
and particularly grisly murders are often written off to
a smaller version of itself. Within a week, the new creature the hunger of a vivisector. The dwarves of the Mror Holds
face regular attacks by vivisectors, and some suspect that
has matured to full size, and it leaves its parent to find its own a great conclave of the creatures dwells deep beneath the
Hoarfrost Mountains.
domain to terrorize.
VIVISECTORS IN FAERÛN
When slain, a vivisector falls to pieces, spilling its stolen
The Underdark is the traditional home of vivisectors in
organs and shattered carapace to the ground in a reeking Faerûn, and all the races of that subterranean realm fear
these creatures. Rumors tell of a great hive of vivisec-
heap. Vivisectors are not known to die of old age. As long as tors located beneath the Thunder Peaks. There, one of
their number is said to have attained great power, and
a constant supply of victims can be found, these creatures is believed to be summoning its foul kin to its side for
some dark purpose.
might live forever.
Environment: Vivisectors are found in secluded locations
close to potential victims, such as the sewers beneath a city
or a defensible cavern near a small town. Though bright
light causes them no negative effect, they have an aversion
to it, preferring darkness and gloom as a backdrop for their
grisly work.
Typical Physical Characteristics: An average vivisector
stands about 5 feet tall and weighs 100 pounds. Its body
resembles that of a giant praying mantis, with talons at the
end of each arm and a pair of dark but translucent wings.
Alignment: Vivisectors are wholly devoted to their dark
hunger, as methodical as they are sinister. They are always
lawful evil.
201
WILD HUNT use discern location, as the spell, against any creature
outdoors while the moon is in the sky. Caster level 20th.
A giant elflike creature in a mithral breastplate, its helm bearing Selected Prey (Su) Three times per day, as a swift action, a
the proud antlers of a great stag, streaks across the sky on the back master of the hunt can point to one opponent within 60
of a phantom stallion. Flames leap up in its wake, and four hounds feet, marking that foe as selected prey. The selected prey
the size of bears precede the rider. Silhouetted by the shimmering glows with moonlight as if affected by a faerie fire spell.
moon, the stag-helmed rider draws back a black bow, an arrow Further, the master of the hunt receives a +5 morale bonus
nocked for the kill. on attack rolls and damage rolls against his selected prey,
and all critical threats the master of the hunt scores against
Master of the Hunt CR 22 the selected prey are automatically confirmed. A master of
the hunt can have only one selected prey at a time, and the
WILD HUNT Usually CN Large fey effect ends when the moon sets.
Summon Mount (Sp) At will, as a swift action, a master of
Init +15; Senses darkvision 60 ft., low-light vision; Listen +45, the hunt can use phantom steed as the spell, but he can
create a mount only for himself. Caster level 20th.
Spot +45
Languages Aquan, Auran, Common, Elven, Ignan, Sylvan,
Terran
AC 42, touch 32, flat-footed 26 Hound of the Hunt CR 18
(–1 size, +15 Dex, +10 armor, +7 insight)
Usually CN Large magical beast
hp 560 (32 HD); DR 15/cold iron and epic Init +15; Senses darkvision 60 ft., low-light vision, scent;
Immune electricity, exhaustion, fatigue, mind-affecting
Listen +19, Spot +19
spells and abilities Languages Sylvan
Resist cold 20, fire 20; SR 30
Fort +24, Ref +33, Will +28 AC 35, touch 20, flat-footed 24; Dodge, Mobility
(–1 size, +11 Dex, +15 natural)
Speed 30 ft. (6 squares), fly 60 ft. (perfect); total freedom
Melee +5 flaming burst halberd of speed +33/+33/+28/+23/+18 hp 370 (20 HD); DR 15/cold iron and magic
Immune electricity, exhaustion, fatigue, mind-affecting
(2d8+23 plus 1d6 fire/19–20/×3 plus 2d10 fire)
Ranged +5 seeking mighty composite spells and abilities
Resist cold 10, fire 10; SR 25
longbow +36/+31/+26/+21 (2d6+17/×3) or Fort +25, Ref +23, Will +16
Ranged +5 seeking mighty composite longbow +28
Speed 90 ft. (18 squares), fly 90 ft. (perfect); Spring Attack,
(8d6+68/×3) with Manyshot or total freedom
Ranged +5 seeking mighty composite longbow
Melee bite +37 (2d6+25 plus dimensional anchor)
+34/+34/+29/+24/+19 (2d6+17/×3) with Rapid Shot Space 10 ft.; Reach 10 ft.
Space 10 ft.; Reach 10 ft. Base Atk +20; Grp +41
Base Atk +16; Grp +32 Atk Options Power Attack, moonhunter, skirmish (+10d6)
Atk Options Improved Precise Shot, Mounted Archery, Special Actions hunter’s howl
Mounted Combat, Point Blank Shot, Power Attack, Abilities Str 45, Dex 32, Con 36, Int 6, Wis 30, Cha 26
Precise Shot, moonhunter, selected prey SA dimensional anchor, moonhunter, skirmish, hunter’s howl
Special Actions moon eye, summon mount SQ freedom of movement
Feats Dodge, Improved Initiative, Mobility, Power Attack,
Abilities Str 35, Dex 40, Con 38, Int 20, Wis 30, Cha 35
SA moon eye, moonhunter, selected prey, summon mount Spring Attack, Track, Weapon Focus (bite)
Feats Improved Precise Shot, Manyshot, Mounted Archery, Skills Hide +20, Listen +19, Move Silently +20, Spot +19,
Mounted Combat, Point Blank Shot, Power Attack, Survival +21
Precise Shot, Rapid Shot, Track, Weapon Focus (halberd), Advancement —
Weapon Focus (composite longbow)
Skills Balance +50, Handle Animal +47, Hide +46, Knowledge Total Freedom (Su) As the master of the hunt.
(geography) +40, Knowledge (nature) +40, Listen +45, Dimensional Anchor (Su) Any creature hit by a hound of the
Move Silently +50, Ride +50, Search +40, Spot +45,
Survival +45 (+47 following tracks, avoiding getting lost, hunt’s bite is affected by dimensional anchor, as the spell,
avoiding hazards, or in aboveground natural environments) for 1 round. This effect allows no save or spell resistance.
Advancement — Moonhunter (Su) Whenever a hound of the hunt bites a foe
Possessions +5 mithral breastplate, +5 flaming burst halberd while outdoors when the moon is in the sky, the wound
of speed, +5 seeking mighty composite longbow (+12 Str deals an extra 20 points of damage.
bonus) with 30 adamantine arrows, 30 silver arrows, and Skirmish (Ex) A hound of the hunt deals an extra 10d6 points
30 cold iron arrows, quiver of Ehlonna of damage on all attacks made during a round in which
it moves at least 10 feet. This extra damage applies only
202 Total Freedom (Su) A master of the hunt acts as if constantly to attacks made on the hound’s turn. A hound can deal
under the effect of a freedom of movement spell. He this extra damage only to living creatures that have a
ignores the maximum Dexterity bonus limitation of any discernible anatomy.
armor he wears. Hunter’s Howl (Su) As a free action, a hound of the hunt can
release an echoing howl. Those within a 120-foot-radius
Moonhunter (Su) Whenever a master of the hunt shoots an spread must succeed on a DC 28 Will save or be shaken
arrow while outdoors when the moon is in the sky, the for 1 minute. A creature that saves cannot be affected by
arrow grows to the size of a spear as soon as it is loosed that same hound of the hunt’s howl for 24 hours.
from the bow. These immense arrows deal an extra Skills Hounds of the hunt are accomplished hunters that can
20 points of damage to any creature they strike that is stalk their prey as silently as a shadow. They have a +8
outdoors while the moon is in the sky. racial bonus on Hide and Move Silently checks and a +4
racial bonus on Listen and Spot checks.
Moon Eye (Sp) The moon is the mirrored eye of the Wild
Hunt. At will, as a swift action, a master of the hunt can
The Wild Hunt sends the bravest heroes of the land flee- WILD HUNT
ing before the master of the hunt and his hounds.
The Wild Hunt Illus. by E. Widermann
STRATEGIES AND TACTICS
pqqqqqqqqqrs
A master of the hunt savors the hunting experience. He
chooses one highly skilled or mighty creature to stalk, then WILD HUNT LORE
runs that creature down in an exciting chase.
Characters who have ranks in Knowledge (nature) can learn
When his prey stands its ground or a master of the hunt more about the Wild Hunt. When a character makes a suc-
tires of the chase, he marks his target with the selected cessful skill check, the following lore is revealed, including the
prey ability. His hounds then charge in, tying up the victim information from lower DCs.
and its allies in melee. The master fires arrows at his target to
kill it, then disdainfully dispatches others foolish enough Knowledge (Nature)
to stand against him. DC Result
32 This large, elflike creature is a master of the hunt,
SAMPLE ENCOUNTER a cruel fey that seeks to prove his skill against the
mightiest foes. The four hounds that accompany
The Wild Hunt is a rare event that him are hounds of the hunt, magical beasts totally
usually occurs toward the end loyal to their master. The master is an archer
of the year. of incredible skill, and the hounds are frightful
hunters with supernatural howls.
Night of the Hunt: In late 37 The moon is the eye of the Wild Hunt, and anyone
autumn, a master of the hunt under its light is more susceptible to the attacks of
appears with four hounds, a master and his hounds. A master of the hunt can
stalking the land and slay- summon a steed instantly, and he can mark a foe
ing the mighty. The hunter as his quarry, making it easier to find and slay that
eventually chooses a PC who is creature.
particularly skilled at avoiding capture 42 A master of the hunt cannot be bargained with.
as prey. That character’s allies oppose Only those who elude him for a night or slay him
the hunt at their peril. can expect to survive. He is most vulnerable to
epic weapons crafted from cold iron, while the
ECOLOGY hounds are vulnerable to cold iron weapons
imbued with magic.
Masters of the hunt were fey monarchs
who ruled their courts for centuries before the tedium of pqqqqqqqqqrs
existence drove them to hunt powerful mortals. Now they
spend their time searching for worthy foes. They are endur-
ing, tireless, and immortal.
The hounds of the hunt are ferocious canines made blood-
thirsty by centuries of training and magical alteration. They
are almost as durable as their masters.
Environment: The Wild Hunt can roam across an entire
world, but a master of the hunt prefers to stalk prey at night
in the wide outdoors.
Typical Physical Characteristics: Masters of the hunt
are lithe and regal elflike creatures, standing 8 feet in height
and weighing 300 or more pounds.
Hounds of the hunt are slavering monstrosities the size
of grizzly bears. Their coats glitter slightly as if covered in a
sheen of starlight.
Alignment: A master of the hunt is an amoral creature
that thrills in the pursuit and slaying of mortal foes. He isn’t
cruel, but he is certainly merciless. Those masters of the hunt
that aren’t chaotic neutral are chaotic evil.
TYPICAL TREASURE
Masters of the hunt care nothing for glittering gold or
sparkling jewels. The thrill of the hunt is all they lust after.
Their listed possessions are all they have.
203
MONSTER MONSTER FEATS Special: This feat can be taken multiple times. Each time
FEATS it is taken, the creature can apply it to a different one of its
Presented here are feats used by monsters in this book. spell-like abilities.
ABILITY FOCUS FLYBY ATTACK
A particular special ability of a creature that has this feat is A creature that has this feat can attack on the wing.
more potent than normal. Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action
Prerequisite: Special ability that allows a saving throw.
Benefit: Add +2 to the DC for all saving throws against (including a dive) and another standard action at any point
the special ability on which the creature focuses. during the move. The creature cannot take a second move
Special: A creature can gain this feat multiple times. Its action during a round when it makes a flyby attack.
effects do not stack. Each time the creature takes the feat, it
applies to a different special ability. Normal: Without this feat, the creature takes a standard
action either before or after its move.
AWESOME BLOW
HOVER
A creature that has this feat can choose to deliver blows that
send its smaller opponents flying like bowling pins. The creature can come to a halt in midair.
Prerequisite: Fly speed.
Prerequisites: Str 25, Power Attack, Improved Bull Rush, Benefit: When flying, the creature can halt its forward
size Large or larger.
motion and hover in place as a move action. It can then fly
Benefit: As a standard action, the creature can choose in any direction, including straight down or straight up, at
to subtract 4 from its melee attack roll and deliver an half speed, regardless of its maneuverability.
awesome blow. If the creature hits a corporeal opponent
smaller than itself with an awesome blow, its opponent If a creature begins its turn hovering, it can hover in
must succeed on a Reflex save (DC equal to damage dealt) place for the turn and take a full-round action. A hover-
or be knocked flying 10 feet in a direction of the attacking ing creature cannot make wing attacks, but it can attack
creature’s choice and fall prone. The attacking creature can with all other limbs and appendages it could use in a full
push the opponent only in a straight line, and the opponent attack. The creature can instead use a breath weapon or
can’t move closer to the attacking creature than the square cast a spell instead of making physical attacks, if it could
it started in. If an obstacle prevents the completion of the normally do so.
opponent’s move, the opponent and the obstacle each take
1d6 points of damage, and the opponent stops in the space If a creature of Large size or larger hovers within 20 feet
adjacent to the obstacle. of the ground in an area with lots of loose debris, the draft
from its wings creates a hemispherical cloud with a radius
Special: A fighter can select Awesome Blow as one of his of 60 feet. The winds so generated can snuff torches, small
fighter bonus feats. campfires, exposed lanterns, and other small, open flames of
non-magical origin. Clear vision within the cloud is limited to
EMPOWER SPELL-LIKE ABILITY 10 feet. Creatures have concealment at 15 to 20 feet (20% miss
chance). At 25 feet or more, creatures have total concealment
The creature can use a spell-like ability with greater effect (50% miss chance, and opponents cannot use sight to locate
than normal. the creature).
Those caught in the cloud must succeed on a Concentration
Prerequisite: Spell-like ability at caster level 6th or check (DC 10 + 1/2 creature’s HD) to cast a spell.
higher.
Normal: Without this feat, a creature must keep moving
Benefit: Choose one of the creature’s spell-like abilities, when flying unless it has good or better maneuverability.
subject to the restrictions below. The creature can use that
ability as an empowered spell-like ability three times per day IMPROVED NATURAL ATTACK
(or less, if the ability is normally usable only once or twice
per day). The natural attacks of a creature that has this feat are more
dangerous than its size and type would otherwise dictate.
When a creature uses an empowered spell-like ability,
all variable, numeric effects of the spell-like ability are Prerequisite: Natural weapon, base attack bonus +4.
increased by one half. Saving throws and opposed rolls are Benefit: The damage for one of the creature’s natural
not affected. Spell-like abilities without random variables attack forms increases by one step, as if the creature’s size
are not affected. had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6,
3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10
The creature can select only a spell-like ability duplicating a points of damage increases as follows: 1d10, 2d8, 3d8, 4d8,
spell of a level less than or equal to half its caster level (round 6d8, 8d8, 12d8.
down) –2. For a summary, see the table in the description of
the Quicken Spell-Like Ability feat.
204
IMPROVED TOUGHNESS For example, a creature that uses its spell-like abilities as a MONSTER
15th-level caster can quicken only spell-like abilities that FEATS
A creature that has this feat is significantly tougher than duplicate spells of 3rd level or lower. In addition, a spell-like
normal. ability that duplicates a spell with a casting time of greater
than 1 full round cannot be quickened.
Prerequisite: Base Fortitude save bonus +2.
Benefit: The creature gains a number of hit points equal Normal: Normally the use of a spell-like ability requires a
to its current Hit Dice. Each time it gains a Hit Die (such standard action and provokes attacks of opportunity unless
as by gaining a level or advancing), it gains 1 additional hit otherwise noted.
point. If it loses a Hit Die (such as by losing a level), it loses
1 hit point permanently. Special: This feat can be taken multiple times. Each time
Special: A fighter can select Improved Toughness as one it is taken, the creature can apply it to a different one of its
of his fighter bonus feats. spell-like abilities.
MULTIATTACK Quicken Spell-Like Ability
A creature that has this feat is adept at using all its natural Spell Caster Level
weapons at once. Level to Quicken
0 8th
Prerequisite: Three or more natural attacks. 1st 10th
Benefit: The creature’s secondary attacks with natural 2nd 12th
weapons take only a –2 penalty. 3rd 14th
Normal: Without this feat, the creature’s secondary attacks 4th 16th
with natural weapons take a –5 penalty. 5th 18th
6th 20th
POWERFUL CHARGE 7th —
8th —
A creature that has this feat can charge with extra force. 9th —
Prerequisites: Medium or larger, base attack bonus +1.
Benefit: When the creature charges, if its melee attack SNATCH
hits, it deals an extra 1d8 points of damage (if it is of The creature can grab opponents much smaller than it and
Medium size). For Large creatures, the extra damage is hold them in its mouth or claw.
2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for
Colossal, 6d6. Prerequisite: Size Huge or larger.
Benefit: The creature can choose to start a grapple when it
This feat works only when the creature makes a charge. It hits with a claw or bite attack, as though it had the improved
does not work when the creature is mounted. If the creature grab special attack. If the creature gets a hold on an opponent
has the ability to make multiple attacks after a charge, it can three or more sizes smaller, it can squeeze each round for bite
apply this extra damage to only one of those attacks. or claw damage. A snatched opponent held in the creature’s
mouth is not allowed a Reflex save against the creature’s
Special: A fighter can select Powerful Charge as one of breath weapon (if any).
his fighter bonus feats. The creature can drop an opponent it has snatched as a
free action or use a standard action to fling it aside. A flung
QUICKEN SPELL-LIKE ABILITY opponent travels 1d6×10 feet, and takes 1d6 points of damage
per 10 feet traveled. If the creature flings a snatched oppo-
A creature that has this feat can employ a spell-like ability nent when flying, the opponent takes this amount or falling
with a moment’s thought. damage, whichever is greater.
Prerequisite: Spell-like ability at caster level 10th or WINGOVER
higher.
The creature can change direction quickly while flying.
Benefit: The creature can use one of its spell-like abili- Prerequisite: Fly speed.
ties as a quickened spell-like ability three times per day Benefit: A flying creature that has this feat can change
(or less, if the ability is normally usable only once or twice
per day). direction quickly once each round as a free action. This feat
allows it to turn up to 180 degrees regardless of its maneuver-
Using a quickened spell-like ability is a swift action ability, in addition to any other turns it is normally allowed. A
that does not provoke attacks of opportunity. The crea- creature cannot gain altitude during a round when it executes
ture can perform another action—including the use of a wingover, but it can dive.
another spell-like ability—in the same round that it uses
a quickened spell-like ability. The creature can use only The change of direction consumes 10 feet of flying
one quickened spell-like ability per round. movement.
The creature can select a only spell-like ability duplicat-
ing a spell of a level less than or equal to half its caster level
(round down) minus 4. For a summary, see the table below.
205
GLOSSARY Glossary Air Subtype: This subtype usually is used for elementals
and outsiders with a connection to the Elemental Plane
This section provides definitions and descriptions of mon- Air. Air creatures have fly speeds and usually have perfect
ster characteristics. If you come across a term earlier in maneuverability (see Movement Modes, page 215).
this book that you’re not familiar with, this is the place
to find out more. These entries are presented as general Alternate Form (Su): A creature that has this special
rules that might have exceptions when applied to a specific quality has the ability to assume one or more specific
creature—if a specific creature’s entry differs from the alternate forms. A true seeing spell or ability reveals the
rules provided in this section, that creature’s ability is as creature’s natural form. A creature using alternate form
an exception to the general rule. Statistical specifics of a reverts to its natural form when killed, but separated body
particular creature’s abilities, such as save DCs, are defined parts retain their shape. A creature cannot use alternate
in that creature’s entry. form to take the form of a creature that has a template.
Assuming an alternate form results in the following changes
Aberration Type: An aberration has a bizarre anatomy, to the creature:
strange abilities, an alien mindset, or any combination of
the three. —The creature retains the type and subtype of its original
form. It gains the size of its new form.
Features: An aberration has the following features.
—d8 Hit Dice; good Will saves. —The creature loses the natural weapons, natural
—Base attack bonus equal to 3/4 total Hit Dice (as armor, and movement modes of its original form, as well
cleric). as any extraordinary special attacks of its original form
—Skill points equal to (2 + Int modifier, minimum 1) per not derived from class levels (such as the barbarian’s rage
Hit Die, with quadruple skill points for the first Hit Die. class feature).
Traits: An aberration possesses the following traits.
—Darkvision out to 60 feet. —The creature gains the natural weapons, natural armor,
—Proficient with its natural weapons. If humanoid in movement modes, and extraordinary special attacks of its
form, proficient with all simple weapons and any weapon it new form.
is described as using.
—Proficient with whatever type of armor (light, medium, —The creature retains the special qualities of its original
or heavy) it is described as wearing, as well as all lighter types. form. It does not gain any special qualities of its new form.
Aberrations not indicated as wearing armor are not proficient
with armor. Aberrations are proficient with shields if they —The creature retains the spell-like abilities and super-
are proficient with any form of armor. natural attacks of its old form (except for breath weapons
—Aberrations eat, sleep, and breathe. and gaze attacks). It does not gain the spell-like abilities or
supernatural attacks of its new form.
Ability Damage (Su): This special attack damages a
specific ability score. If an attack that causes ability damage —The creature gains the physical ability scores (Str, Dex,
scores a critical hit, it deals twice the indicated amount of Con) of its new form. It retains the mental ability scores (Int,
damage—if the damage is expressed as a die range, roll twice Wis, Cha) of its original form.
the normal amount of dice. Ability damage returns at the rate
of 1 point per day per affected ability. —The creature retains its HD, hit points, base attack bonus,
and base save bonuses, although its total attack and save
Ability Drain (Su): This special attack permanently modifiers might change due to a change in ability scores.
reduces a specific ability score. If an attack that causes abil-
ity drain scores a critical hit, it deals twice the indicated —The creature retains any spellcasting ability it had in its
amount of damage—if the damage is expressed as a die original form, although it must be able to speak intelligibly to
range, roll twice the normal amount of dice. A draining cast spells with verbal components and it must have human-
creature gains 5 temporary hit points (10 on a critical hit) like hands to cast spells with somatic components.
whenever it drains an ability score, no matter how many
points it drains. Temporary hit points gained in this way —The creature is effectively camouflaged as a creature of
last for up to 1 hour. its new form, and it gains a +10 bonus on Disguise checks if
it uses this ability to create a disguise.
Some ability drain attacks allow a Fortitude save (DC 10 +
1/2 draining creature’s racial HD + draining creature’s —Any gear worn or carried by the creature that can’t be
Cha modifier). If no saving throw is mentioned, none is worn or carried in its new form instead falls to the ground
allowed. in its space. If the creature changes size, any gear it wears
or carries that can be worn or carried in its new form
changes size to match the new size. (Nonhumanoid-shaped
creatures can’t wear armor designed for humanoid-shaped
creatures, and vice versa.) Gear returns to normal size
if dropped.
Aligned Strike (Su): Attacks made by a creature that
has this ability are treated as aligned for the purpose of
206
overcoming damage reduction. When it applies, “aligned with this subtype; others acquire it when they take on an GLOSSARY
strike” appears in the Atk Options line of a creature’s statistics acquired template. The augmented subtype is paired with
block, followed in parentheses by a specific alignment or the creature’s original type. For example, a wizard’s raven
alignments (chaotic, evil, good, or lawful). familiar is a magical beast (augmented animal). A creature
that has the augmented subtype usually has the traits of its
Alignment: This line in a monster entry gives the align- current type, but the features of its original type. For example,
ment that the creature is most likely to have. Entries that a wizard’s raven familiar has an animal’s features and the traits
detail a general creature, rather than a specific individual, of a magical beast.
include a qualifier that indicates how broadly that alignment
applies to all monsters of that kind. Baatezu Subtype: Many devils belong to the race of evil
outsiders known as the baatezu.
Always: The creature is born with the indicated alignment.
The creature might have a hereditary predisposition to the Traits: A baatezu has the following traits.
alignment or come from a plane that predetermines it. It —See in Darkness (Su): All baatezu can see perfectly
is possible for individuals to change alignment, but such in darkness of any kind, even that created by a deeper
individuals are either unique or rare exceptions. darkness spell.
—Telepathy.
Usually: More than 50% of these creatures have the given —Immunity to fire and poison.
alignment. This could be due to strong cultural influences, —Resistance to acid 10 and cold 10.
or it might be a legacy of the creatures’ origin. —Summon (Sp): Baatezu share the ability to summon
others of their kind (the success chance and type of baatezu
Often: The creature tends toward the given alignment, summoned are noted in each monster description).
either by nature or nurture, but not strongly. A plurality
(40–50%) of individuals has the given alignment, but excep- Blind: A blind creature has no visual senses and is thusly
tions are common. immune to gaze attacks, visual effects, illusions, and other
attack forms that rely on sight. Such creatures usually have
Animal Type: An animal is a living, nonhuman creature, blindsense or blindsight.
usually a vertebrate with no magical abilities and no innate
capacity for language or culture. Blindsense (Ex): Using nonvisual senses, such as acute
smell or hearing, a creature that has blindsense notices
Features: An animal has the following features. creatures it cannot see. The creature usually does not need
—d8 Hit Dice; good Fortitude and Reflex saves. to make Spot or Listen checks to pinpoint the location of a
—Base attack bonus equal to 3/4 total Hit Dice (as creature within range of its blindsense ability, provided that it
cleric). has line of effect to that creature. Any opponent the creature
—Skill points equal to (2 + Int modifier, minimum 1) per cannot see still has total concealment against the creature
Hit Die, with quadruple skill points for the first Hit Die. that has blindsense, and the creature still has the normal
Traits: An animal possesses the following traits. miss chance when attacking foes that have concealment.
—Low-light vision. Visibility still affects the movement of a creature that has
—Proficient with its natural weapons only. A noncomba- blindsense. A creature that has blindsense is still denied
tive herbivore uses its natural weapons as a secondary attack. its Dexterity bonus to Armor Class against attacks from
Such attacks are made with a –5 penalty on the creature’s creatures it cannot see.
attack rolls, and the animal receives only 1/2 its Strength
modifier as a damage adjustment. Blindsight (Ex): This ability is similar to blindsense,
—Proficient with no armor unless trained for war. but is far more discerning. Using nonvisual senses, such
—Intelligence score of 1 or 2 (no creature that has an as sensitivity to vibrations, keen smell, acute hearing, or
Intelligence score of 3 or higher can be an animal). echolocation, a creature that has blindsight maneuvers and
—Alignment: Always neutral. fights as well as a sighted creature. Invisibility, darkness,
—Treasure: None. and most kinds of concealment are irrelevant, though the
—Animals eat, sleep, and breathe. creature must have line of effect to a creature or object to
discern that creature or object. The ability’s range is speci-
Aquatic Subtype: These creatures have swim speeds fied in the creature’s descriptive text. The creature usually
and thus can move in water without making Swim checks. does not need to make Spot or Listen checks to notice
An aquatic creature can breathe underwater. It cannot also creatures within range of its blindsight ability. Unless noted
breathe air unless it has the amphibious special quality. otherwise, blindsight is continuous, and the creature need
do nothing to use it. Some forms of blindsight, however,
Augmented Subtype: A creature receives this subtype
whenever something happens to change its original type.
Some creatures (those with an inherited template) are born
207
GLOSSARY must be triggered as a free action. If a creature must trig- is given in the creature’s entry. If the creature also has the
ger its blindsight ability, the creature gains the benefits of improved grab ability (see page 212), it deals constriction
blindsight only during its turn. damage in addition to damage dealt by the weapon used
to grab.
Breath Weapon (Su): A breath weapon attack usually
deals damage and is often based on some type of energy Construct Type: A construct is an animated object or
(such as fire). Such breath weapons allow a Reflex save for artificially constructed creature.
half damage (DC 10 + 1/2 breathing creature’s racial HD +
breathing creature’s Con modifier; the exact DC is given in Features: A construct has the following features.
the creature’s descriptive text). A creature is immune to its —10-sided Hit Dice; no good saving throws.
own breath weapon unless otherwise noted. Some breath —Base attack bonus equal to 3/4 total Hit Dice (as
weapons allow a Fortitude save or a Will save instead of a cleric).
Reflex save. —Skill points equal to (2 + Int modifier, minimum 1) per
Hit Die, with quadruple skill points for the first Hit Die,
Chaotic Subtype: A subtype usually applied only to if the construct has an Intelligence score. However, most
outsiders native to the chaotic-aligned Outer Planes. Most constructs are mindless and gain no skill points or feats.
creatures that have this subtype also have chaotic align- Traits: A construct possesses the following traits.
ments; however, if their alignments change they still retain —Darkvision out to 60 feet.
the subtype. Any effect that depends on alignment affects a —Low-light vision.
creature that has this subtype as if the creature has a chaotic —Because its body is a mass of unliving matter, a con-
alignment, no matter what its alignment actually is. The struct is hard to destroy. It gains bonus hit points based
creature also suffers effects according to its actual alignment. on size: 10 for a Small construct, 20 for a Medium, 30 for
A creature that has the chaotic subtype has the aligned strike a Large, 40 for a Huge, 60 for a Gargantuan, and 80 for a
(chaotic) ability. It overcomes damage reduction as if its natu- Colossal construct.
ral weapons and any weapons it wields were chaotic-aligned —Cannot heal damage on its own, but it can often be
(see Damage Reduction). repaired by exposure to a certain kind of effect or through
the use of the Craft Construct feat (MM 303). A construct
Class Skills: Any skill in which a monster has acquired with the fast healing special quality still benefits from
at least one rank or in which the creature has a racial bonus that quality.
is considered a class skill for that kind of creature. Some —Immunity to ability damage, ability drain, critical hits,
monsters, such as the true dragons, have their class skills death effects, disease, energy drain, exhaustion, fatigue, mind-
explicitly defined. Other monsters’ class skills can be deter- affecting spells and abilities, necromancy effects, nonlethal
mined from their statistics blocks. damage, paralysis, poison, sleep effects, and stunning.
—Immunity to any effect that requires a Fortitude save,
Skills shown in an entry merely because of synergy with unless the effect also works on objects or is harmless.
another skill are not class skills. For example, a banshrae’s —Not at risk of death from massive damage (PH 145).
class skills are Balance, Bluff, Climb, Disguise, Escape Immediately destroyed when reduced to 0 hit points or
Artist, Hide, Jump, Knowledge (nature), Listen, Move fewer.
Silently, Perform, Spot, and Tumble. Diplomacy, Intimidate, —Since it was never alive, a construct cannot be raised
Survival, and Use Rope are mentioned in the creature’s or resurrected.
statistics block because of the synergy benefit granted by —No Constitution score.
other skills. The only exceptions to this rule are creatures —Proficient with its natural weapons only, unless
that have a climb speed, which have Climb as a class skill, humanoid in form, in which case proficient with any weapon
and creatures that have a swim speed, which have Swim as mentioned in its entry.
a class skill. —Proficient with no armor.
—Constructs do not eat, sleep, or breathe.
Cold Subtype: A creature that has the cold subtype has
immunity to cold. It has vulnerability to fire, which means Damage Reduction (Ex or Su): A creature that has
it takes half again as much (+50%) damage as normal from damage reduction (DR) ignores some of the damage from
fire, regardless of whether a saving throw is allowed, or if the weapons and natural attacks that don’t meet certain cri-
save is a success or failure. teria. Wounds heal immediately, or the weapon bounces
off harmlessly, and the attacker knows the attack was
Constrict (Ex): A creature that has this special attack ineffective. Damage reduction doesn’t reduce the damage
can crush an opponent, dealing bludgeoning damage, after from energy attacks, spells, spell-like abilities, and super-
making a successful grapple check. The amount of damage natural abilities.
208
The DR entry starts by denoting amount of damage supernatural form of DR. Otherwise, the damage reduction GLOSSARY
ignored (“X” in the following examples, but usually 5 to is extraordinary.
15 points) followed by a slash and the type of damage,
material, or magic that overcomes the ability. If a weapon Darkvision (Ex): A creature that has this special quality
or attack doesn’t have the indicated quality or qualities, can see in the dark, out to a distance given in the creature’s
that attack has its damage reduced by the number before entry. Darkvision is black and white only, but it is otherwise
the slash to a minimum of 0 points of damage. Possible like normal sight, and a creature that has darkvision can
ways to overcome DR include: function just fine with no light at all.
Aligned: Some damage reduction can be overcome by Dragon Type: A dragon is a reptilelike creature, usually
chaotic-, evil-, good-, or lawful-aligned weapons, such as winged, with magical or unusual abilities.
with the entry DR X/lawful. Other than the inherent
abilities of some magic weapons, an aligned weapon can Features: A dragon has the following features.
be acquired through an align weapon spell or from an —12-sided Hit Dice; good Fortitude, Reflex, and Will
alignment subtype (see Aligned Strike). Damage reduc- saves.
tion that can be overcome only by aligned weapons is —Base attack bonus equal to total Hit Dice (as fighter).
supernatural (Su). —Skill points equal to (6 + Int modifier, minimum 1) per
Hit Die, with quadruple skill points for the first Hit Die.
Damage Type: Bludgeoning, piercing, or slashing damage Traits: A dragon possesses the following traits.
can overcome some damage reduction. A humble club, which —Darkvision out to 60 feet.
deals bludgeoning damage, overcomes DR X/bludgeoning. —Low-light vision.
This type of DR is extraordinary (Ex). —Immunity to sleep effects and paralysis effects.
—Proficient with its natural weapons only unless human-
Epic: Epic weapons are arms that have a magical enhance- oid in form, in which case proficient with all simple weapons
ment bonus of +6 or higher, and such weapons are required and any weapons mentioned in its entry.
to harm the mightiest monsters. If a creature has DR X/ —Proficient with no armor.
epic, it also has the epic strike ability (see page 210). Damage —Dragons eat, sleep, and breathe.
reduction that can be overcome only by epic weapons is —Dragons qualify for classes, prestige classes, racial
supernatural. substitution levels, feats, powers, and spells that require the
dragonblood subtype.
Magic: When magic can overcome a creature’s damage
reduction, a weapon with a +1 or higher magical enhance- Dragonblood Subtype: A creature that has the dragon-
ment bonus is required. If a creature has DR X/magic, it blood subtype has a strong affinity to dragons—which
also has the magic strike ability (see page 214). This type means that spells, effects, powers, and abilities that affect
of DR is supernatural. or target dragons also affect it. The subtype qualifies
a creature to use magic items normally usable only by
Nothing: When a DR entry has a dash after the slash (DR dragons, and it qualifies the creature to take feats that have
X/—), no weapon can overcome it. Insurmountable damage the subtype as a prerequisite. The dragonblood subtype
reduction is extraordinary. also makes creatures subject to harmful effects that
affect dragons.
Special Material: A special material, such as adamantine,
alchemical silver, or cold iron, is required to overcome other The dragonblood subtype does not confer the dragon type
forms of damage reduction. For example, potent fey have DR or any traits associated with that type. For instance, it does
that can be overcome by cold iron (DR X/cold iron). Damage not give a creature frightful presence.
reduction that is overcome only by adamantine is extraordi-
nary, but DR that can be overcome only by cold iron or silver If a creature that has the dragonblood subtype somehow
is supernatural. acquires the dragon type, it loses this subtype.
Special Situations: A few forms of damage reduction can be Earth Subtype: This subtype usually is used for elementals
overcome by more than one factor. Such DR appears with the and outsiders with a connection to the Elemental Plane of
word “or” between qualities, as in DR X/cold iron or good. A Earth. Earth creatures usually have burrow speeds, and most
cold iron weapon or a good-aligned weapon can overcome earth creatures can burrow through solid rock.
such DR.
Effective Character Level (ECL): This number repre-
Other forms of damage reduction can be overcome only sents a creature’s overall power relative to that of a character
by attacks that combine qualities. Such DR appears with the from the Player’s Handbook. A creature that has an ECL of
word “and” between qualities, as in DR X/silver and good. 10 is roughly equivalent to a 10th-level character. A creature’s
A weapon that falls into one category but not the other is
of no help in overcoming such damage reduction—it must
have all the indicated qualities to be effective.
In these cases, the damage reduction is supernatural if
any quality required to overcome it is considered part of a
209
GLOSSARY ECL is the sum of its Hit Dice (including class levels) and Negative levels remain until 24 hours have passed or
level adjustment. For instance, a kuo-toa exalted whip has until they are removed with a spell, such as restoration.
10 HD and a +4 level adjustment. It is the equivalent of a If a negative level is not removed before 24 hours have
14th-level character. passed, the affected creature must make a Fortitude save
(DC 10 + 1/2 draining creature’s racial HD + draining
Elemental Type: An elemental is a being composed creature’s Cha modifier). On a success, the negative level
of one of the four classical elements: air, earth, fire, or goes away with no harm to the creature. On a failure, the
water. negative level goes away, but the creature’s level is also
reduced by one. A separate saving throw is required for
Features: An elemental has the following features. each negative level.
—8-sided Hit Dice; good saves depend on the element:
Fortitude (earth, water) or Reflex (air, fire). Epic Strike (Su): Natural weapon attacks made by a
—Base attack bonus equal to 3/4 total Hit Dice (as creature that has this ability are treated as epic for the
cleric). purpose of overcoming damage reduction. When it applies,
—Skill points equal to (2 + Int modifier, minimum “epic strike” appears in the Atk Options line of a creature’s
1) per Hit Die, with quadruple skill points for the first statistics block.
Hit Die.
Traits: An elemental possesses the following traits. Evil Subtype: A subtype usually applied only to outsiders
—Darkvision out to 60 feet. native to the evil-aligned Outer Planes. Evil outsiders are also
—Immunity to critical hits, paralysis, poison, sleep effects, called fiends. Most creatures that have this subtype also have
and stunning. evil alignments; however, if their alignments change, they
—Not subject to flanking. still retain the subtype. Any effect that depends on alignment
—Unlike most other living creatures, an elemental’s affects a creature that has this subtype as if the creature has an
soul and body form one unit. When an elemental is slain, evil alignment, no matter what its alignment actually is. The
no soul is set loose. Spells that restore souls to their bodies, creature also suffers effects according to its actual alignment.
such as raise dead, reincarnate, and resurrection, don’t work A creature that has the evil subtype has the aligned strike
on an elemental. It takes a different magical effect, such as (evil) ability. It overcomes damage reduction as if its natural
limited wish, wish, miracle, or true resurrection to restore a slain weapons and any weapons it wields were evil-aligned (see
elemental to life. Damage Reduction).
—Proficient with natural weapons only, unless humanoid
in form, in which case proficient with all simple weapons Extraordinary (Ex) Abilities: Extraordinary abilities
and any weapons mentioned in its entry. are nonmagical, don’t become ineffective in an antimagic
—Proficient with whatever type of armor (light, medium, field, and are not subject to any effect that disrupts magic.
or heavy) that it is described as wearing, as well as all lighter Using an extraordinary ability is a free action unless other-
types. Elementals not indicated as wearing armor are not wise noted.
proficient with armor. Elementals are proficient with shields
if they are proficient with any form of armor. Extraplanar Subtype: A subtype applied to any
—Elementals do not eat, sleep, or breathe. creature when it is on a plane other than its native plane,
including the Material Plane. A creature that travels the
Energy Drain (Su): This attack saps a living opponent’s planes can gain or lose this subtype as it goes from plane to
vital energy and happens automatically when a melee or plane. However, no creature has the extraplanar subtype
ranged attack hits. Each successful energy drain bestows while on a transitive plane (the Astral Plane, the Ethereal
one or more negative levels. If an attack that includes an Plane, and the Plane of Shadow). This book assumes that
energy drain scores a critical hit, it drains twice the given encounters take place on the Material Plane, and every
amount. A draining creature gains 5 temporary hit points creature whose native plane is not the Material Plane has
(10 on a critical hit) for each negative level it bestows the extraplanar subtype. Such creatures lose this subtype
on an opponent. These temporary hit points last for up while on their home plane, just as creatures native to the
to 1 hour. Material Plane gain the extraplanar subtype while on
other planes.
An affected opponent takes a –1 penalty on all skill checks
and ability checks, attack rolls, and saving throws, and loses Every extraplanar creature in this book has a home plane
one effective level or Hit Die (whenever is used in a die roll mentioned in its entry. These home planes are taken from the
or calculation) for each negative level. A spellcaster loses one Great Wheel cosmology (DMG 147–167). If your campaign
spell slot of the highest level of spells she can cast and (if uses a different cosmology, you must assign different home
applicable) one prepared spell of that level; this loss persists planes to extraplanar creatures.
until the negative level is removed.
210
Fast Healing (Ex): A creature that has the fast healing supernatural, it becomes ineffective in an antimagic field, GLOSSARY
special quality regains hit points at an exceptionally fast and the creature loses its ability to fly for as long as the
rate, usually 1 or more hit points per round. Except as noted antimagic effect persists.
here, fast healing is like natural healing (PH 146). Fast heal-
ing does not restore hit points lost from starvation, thirst, or Frightful Presence (Ex): This special attack makes a
suffocation, and it does not allow a creature to regrow lost creature’s presence unsettling to foes. It takes effect when
body parts. Unless otherwise stated, it does not allow lost the creature performs some sort of dramatic action, such
body parts to be reattached. as charging, attacking, or snarling. Opponents within
range who witness the action might become frightened
Favored Class: A monster that takes levels in a class or shaken. The range is usually 30 feet, and the duration
(or more than one class) has a favored class, just as player is usually 5d6 rounds.
characters do. In addition, a monster’s racial Hit Dice also
count as a favored class. If the monster becomes a multiclass This ability affects only those opponents with fewer Hit
character, neither its favored class nor its racial Hit Dice Dice or levels than the creature has. An affected opponent
count when determining whether the creature takes an can resist the effect with a successful Will save (DC 10 +
experience point penalty. 1/2 frightful creature’s racial HD + frightful creature’s
Cha modifier). An opponent that succeeds on the saving
Fear (Su or Sp): Fear attacks can have various effects. If throw is immune to that same creature’s frightful pres-
a fear effect allows a saving throw, it is a Will save (DC 10 + ence for 24 hours. Frightful presence is a mind-affecting
1/2 fearsome creature’s racial HD + creature’s Cha modifier). fear effect.
All fear attacks are mind-affecting fear effects.
Gaze (Su): A gaze special attack takes effect when oppo-
Fear Aura (Su): The use of this ability is a free action. The nents look at the creature’s eyes. The attack can have almost
aura can freeze an opponent or function like the fear spell, any sort of effect—petrification, death, charm, and so on.
among other effects. A fear aura is an area effect. The typical range is 30 feet.
Fear Cones (Sp) and Rays (Su): These effects usually work The type of saving throw for a gaze attack varies, but it is
like the fear spell. usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s
racial HD + gazing creature’s Cha modifier). A successful
Fey Type: A fey is a creature that has supernatural abilities saving throw negates the effect. A monster’s gaze attack is
and connections to nature or to some other force or place. described in abbreviated form in its description.
Fey are usually human-shaped.
Gaze attacks can affect ethereal opponents. A creature
Features: A fey has the following features. is immune to gaze attacks of others of its kind. Allies of a
—6-sided Hit Dice; good Reflex and Will saves. creature that has a gaze attack might be affected. All the
—Base attack bonus equal to 1/2 total Hit Dice (as wizard). creature’s allies are considered to be averting their eyes from
—Skill points equal to (6 + Int modifier, minimum 1) per the creature that has the gaze attack (see below). The creature
Hit Die, with quadruple skill points for the first Hit Die. also can veil its eyes, thus negating its gaze attack.
Traits: A fey possesses the following traits.
—Low-light vision. Passive Gaze Attack: Each opponent within range of a
—Proficient with all simple weapons and any weapons gaze attack must attempt a saving throw each round at the
mentioned in its entry. beginning of his or her turn in the initiative order. Only
—Proficient with whatever type of armor (light, medium, looking directly at a creature that has a gaze attack leaves an
or heavy) that it is described as wearing, as well as all lighter opponent vulnerable. Opponents can avoid the need to make
types. Fey not indicated as wearing armor are not proficient the saving throw by not looking at the creature, using one of
with armor. Fey are proficient with shields if they are profi- two methods.
cient with any form of armor.
—Fey eat, sleep, and breathe. Averting Eyes: The opponent avoids looking at the
creature’s face, instead looking at its body, watching its
Fire Subtype: A creature that has the fire subtype has shadow, tracking it in a reflective surface, and so on. Each
immunity to fire. It has vulnerability to cold, which means round, the opponent has a 50% chance to not need to make
it takes half again as much (+50%) damage as normal from a saving throw against the gaze attack. The creature that
cold, regardless of whether a saving throw is allowed, or if has the gaze attack, however, gains concealment against
the save is a success or failure. that opponent.
Flight (Ex or Su): A creature that has this ability can Closing Eyes: The opponent acts in a way so it cannot see
cease or resume flight as a free action. If the ability is the creature that has the gaze attack at all—closing its eyes,
turning its back, or even wearing a blindfold. The creature
that has the gaze attack gains total concealment against such
an opponent.
211
GLOSSARY Active Gaze Attack: A creature that has a gaze attack can Humanoids with more than 1 Hit Die (for example, gnolls
actively gaze as a standard action by choosing a target within and bugbears) are the only humanoids who make use of the
range. That opponent must attempt a saving throw but can features of the humanoid type.
try to avoid this as described above. Thus, it is possible for
an opponent to save against a creature’s gaze twice during Features: A humanoid has the following features.
the same round, once before the opponent’s action and once —8-sided Hit Dice, or by character class; good Reflex saves
during the creature’s turn. (usually; a humanoid’s good save varies).
—Base attack bonus equal to 3/4 total Hit Dice (as
Giant Type: A giant is a humanoid-shaped creature of cleric).
great strength, usually of at least Large size. —Skill points equal to (2 + Int modifier, minimum 1) per
Hit Die, with quadruple skill points for the first Hit Die, or
Features: A giant has the following features. by character class.
—8-sided Hit Dice; good Fortitude saves. Traits: A humanoid possesses the following traits.
—Base attack bonus equal to 3/4 total Hit Dice (as —Proficient with all simple weapons, or by character
cleric). class.
—Skill points equal to (2 + Int modifier, minimum 1) per —Proficient with whatever type of armor (light, medium,
Hit Die, with quadruple skill points for the first Hit Die. or heavy) it is described as wearing, or by character class.
Traits: A giant possesses the following traits. If a humanoid does not have a class and wears armor, it is
—Low-light vision. proficient with that type of armor and all lighter types.
—Proficient with all simple and martial weapons, as well Humanoids not indicated as wearing armor are not proficient
as any natural weapons. with armor. Humanoids are proficient with shields if they
—Proficient with whatever type of armor (light, medium are proficient with any form of armor.
or heavy) it is described as wearing, as well as all lighter types. —Humanoids breathe, eat, and sleep.
Giants not described as wearing armor are not proficient with
armor. Giants are proficient with shields if they are proficient Immunity: A creature that has immunity to an effect is
with any form of armor. never harmed (or helped) by that effect. A creature cannot
—Giants eat, sleep, and breathe. suppress an immunity to receive a beneficial effect.
Goblinoid Subtype: Goblinoids are stealthy humanoids Improved Grab (Ex): If a creature that has this special
who live by hunting and raiding. They all speak Goblin. attack hits with a melee weapon (usually a claw or bite
attack), it deals normal damage and attempts to start a
Good Subtype: A subtype usually applied only to outsiders grapple as a free action without provoking attacks of
native to the good-aligned Outer Planes. Most creatures that opportunity (see Grapple, PH 155). No initial touch attack
have this subtype also have good alignments; however, if their is required.
alignments change, they still retain the subtype. Any effect
that depends on alignment affects a creature that has this Unless otherwise noted, improved grab works only against
subtype as if the creature has a good alignment, no matter opponents at least one size category smaller than the creature.
what its alignment actually is. The creature also suffers effects The creature has the option to conduct the grapple normally,
according to its actual alignment. A creature that has the good or simply use the part of its body it used in the improved grab
subtype has the aligned strike (good) ability. It overcomes to hold the opponent. If it chooses to do the latter, it takes a
damage reduction as if its natural weapons and any weapons –20 penalty on grapple checks, but is not considered grappled
it wields were good-aligned (see Damage Reduction). itself; the creature does not lose its Dexterity bonus to AC,
still threatens an area, and can use its remaining attacks
Humanoid Type: A humanoid usually has two arms, two against other opponents.
legs, and one head, or a humanlike torso, arms, and a head.
Humanoids have few or no supernatural or extraordinary A successful hold does not deal any extra damage unless the
abilities, but most can speak and usually have well-devel- creature also has the constrict special attack. If the creature
oped societies. They are usually Small or Medium. Every does not constrict, each successful grapple check it makes
humanoid creature also has a subtype, such as elf, goblinoid, during successive rounds automatically deals the damage
or reptilian. indicated for the attack that established the hold. Otherwise,
it deals constriction damage as well (the amount is given in
Humanoids with 1 Hit Die exchange the features of their the creature’s descriptive text).
humanoid Hit Die for the class features of a PC or NPC class.
Humanoids of this sort are presented as 1st-level warriors, When a creature gets a hold after an improved grab
which means that they have average combat ability and poor attack, it pulls the opponent into its space. This act does
saving throws. not provoke attacks of opportunity. It can even move (pos-
sibly carrying away the opponent), provided it can drag the
opponent’s weight.
212
Incorporeal Subtype: Some creatures are incorporeal inside the object. To see farther from the object it is inside GLOSSARY
by nature, and others (such as those that become ghosts) and attack normally, the incorporeal creature must emerge.
can acquire the incorporeal subtype. An incorporeal crea- While inside a solid object, an incorporeal creature receives a
ture has no physical body. It can be harmed only by other +2 bonus on Listen checks. An incorporeal creature inside an
incorporeal creatures, magic weapons or creatures that object has total cover, but when it attacks a creature outside
strike as magic weapons, and spells, spell-like abilities, or the object, it only has cover.
supernatural abilities. It is immune to all nonmagical attack
forms. Even when hit by spells (including touch spells) or An incorporeal creature can pass through and operate in
magic weapons, it has a 50% chance to ignore any damage water as easily as it does in air. It cannot fall or take falling
from a corporeal source (except for positive energy, negative damage. It cannot make trip or grapple attacks, nor can it
energy, force effects such as magic missile, or attacks made be tripped or grappled. In fact, it cannot take any physical
with ghost touch weapons). Nondamaging effects affect action that moves or manipulates an opponent or that foe’s
incorporeal creatures normally unless they require corpo- equipment, nor is it subject to such actions.
real targets to function (such as implosion) or they create a
corporeal effect that incorporeal creatures would normally An incorporeal creature moves silently and cannot be
be unaffected by (such as web or wall of stone). Although it heard with Listen checks if it doesn’t wish to be. Further,
is not a magical attack, holy water can affect incorporeal it has no weight and cannot set off traps that are trig-
undead, but a hit with holy water has a 50% chance of not gered by weight. It has no Strength score, so its Dexterity
affecting an incorporeal creature. modifier applies to its melee attacks and its ranged attacks.
Nonvisual senses, such as scent and blindsight, are either
An incorporeal creature’s attacks pass through (ignore) ineffective or only partly effective with regard to incor-
natural armor, armor, and shields, although deflection poreal creatures.
bonuses and force effects (such as mage armor) work
normally against it. Nonmagical attacks made by an Lawful Subtype: A subtype usually applied only to outsid-
incorporeal creature with a melee weapon have no effect ers native to the lawful-aligned Outer Planes. Most creatures
on corporeal targets, and any melee attack an incorporeal that have this subtype also have lawful alignments; however,
creature makes with a magic weapon against a corporeal if their alignments change, they still retain the subtype.
target has a 50% miss chance, except for attacks it makes Any effect that depends on alignment affects a creature that
with a ghost touch weapon, which are made normally (no has this subtype as if the creature has a lawful alignment,
miss chance). no matter what its alignment actually is. The creature also
suffers effects according to its actual alignment. A creature
Equipment worn or carried by an incorporeal creature is that has the lawful subtype has the aligned strike (lawful)
also incorporeal as long as that equipment remains in the ability. It overcomes damage reduction as if its natural
creature’s possession. An object the creature relinquishes weapons and any weapons it wields were lawful-aligned (see
loses its incorporeal quality, and the creature loses the Damage Reduction).
ability to manipulate the object. If an incorporeal creature
uses a thrown weapon or a ranged weapon, that projectile Level Adjustment: Certain monsters can used as the basis
becomes corporeal as soon as it is fired and can affect a for interesting, viable player characters. These creatures have
corporeal target normally (no miss chance). Magic items a level adjustment entry, which is a number that is added
possessed by an incorporeal creature work normally with to the creature’s total Hit Dice to arrive at its effective
respect to their effects on the creature or on another target. character level. A creature that has multiple special abilities
Similarly, spells cast by an incorporeal creature affect corpo- is more powerful as a player character than its Hit Dice
real creatures normally. alone indicate. For example, a kuo-toa’s level adjustment +3
indicates that a 1st-level kuo-toa wizard is the equivalent
An incorporeal creature has no natural armor bonus, but of a 3rd-level character.
it has a deflection bonus to AC equal to its Charisma bonus
or +1, whichever is higher. Level adjustment is not the same as an adjustment to a
creature’s Challenge Rating because of some special quali-
An incorporeal creature cannot pass through a force ties it possesses. Challenge Rating reflects how difficult
effect. It can enter or pass through solid objects, but it an opponent is to fight in a limited number of encounters.
must remain adjacent to the object’s exterior. So it cannot Level adjustment shows how powerful a creature is as a
pass entirely through an object whose space is larger than player character or cohort in campaign play. For instance,
its own. It has an innate sense of direction, allowing it to a drow receives a +1 adjustment to its Challenge Rating
move at full speed even when it cannot see. Although an to account for its special abilities, indicating that it’s
incorporeal creature inside an object can sense the presence tougher in a fight than its Hit Dice would suggest, but
of creatures or objects in a square adjacent to its current its level adjustment is +2 to balance its abilities over long-
location, such objects or creatures have total concealment term play.
(50% miss chance) against its attacks as long as it remains
213
GLOSSARY Living Construct Subtype: A living construct is a new Low-Light Vision (Ex): A creature that has low-light
subtype of construct, a created being given sentience and free vision can see twice as far as a human in starlight, moonlight,
will through powerful and complex creation magic. Living torchlight, and similar conditions of shadowy illumination.
constructs combine aspects of both constructs and living It retains the ability to distinguish color and detail under
creatures, as detailed below. these conditions.
Features: A living construct derives its Hit Dice, base attack Magical Beast Type: Magical beasts are similar to
bonus progression, saving throws, and skill points from the animals but can have Intelligence scores higher than 2.
class it selects. Magical beasts usually have supernatural or extraordinary
abilities, but sometimes are merely bizarre in appearance
Traits: A living construct possesses the following traits or habits.
(unless otherwise noted in a creature’s entry).
Features: A magical beast has the following features.
—Unlike other constructs, a living construct has a —10-sided Hit Dice; good Fortitude and Reflex saves.
Constitution score. A living construct does not gain bonus —Base attack bonus equal to total Hit Dice (as fighter).
hit points by size but gains (or loses) bonus hit points —Skill points equal to (2 + Int modifier, minimum 1) per
through a Constitution bonus (or penalty) as with other Hit Die, with quadruple skill points for the first Hit Die.
living creatures. Traits: A magical beast possesses the following traits.
—Darkvision out to 60 feet.
—Unlike other constructs, a living construct does not —Low-light vision.
have low-light vision or darkvision. —Proficient with its natural weapons only.
—Proficient with no armor.
—Unlike other constructs, a living construct is not —Magical beasts eat, sleep, and breathe.
immune to mind-affecting spells and abilities.
Magic Strike (Su): Natural weapon attacks made by a
—Immunity to poison, sleep effects, paralysis, disease, creature that has this ability are treated as magic for the
nausea, fatigue, exhaustion, and energy drain. purpose of overcoming damage reduction. When it applies,
“magic strike” appears in the Atk Options line of a creature’s
—A living construct cannot heal damage naturally. statistics block.
—Unlike other constructs, living constructs are subject
to extra damage from critical hits, effects requiring a Forti- Manufactured Weapons: Some monsters employ
tude save, death from massive damage, nonlethal damage, manufactured weapons when they attack. In essence, a
stunning, ability damage, ability drain, and death effects or manufactured weapon is any weapon that is not intrinsic
necromancy effects. or natural to the creature, including “natural” items such as
—Unlike other constructs, a living construct can use the rocks and logs. Creatures that use manufactured weapons
run action. follow the same rules as characters, including those for
—Living constructs can be affected by spells that target additional attacks from a high base attack bonus and two-
living creatures as well as by those that target constructs. weapon fighting penalties.
Damage dealt to a living construct can be healed by a cure
light wounds spell or a repair light damage spell, for example, Some creatures combine attacks with natural and manu-
and a living construct is vulnerable to a harm spell. However, factured weapons when they make a full attack. When they
spells from the healing subschool provide only half effect to do so, the manufactured weapon attack is considered the
a living construct. primary attack unless the creature’s description indicates
—A living construct responds slightly differently from otherwise, and any natural weapons the creature also uses
other living creatures when reduced to 0 hit points. A living are considered secondary natural attacks. These secondary
construct that has 0 hit points is disabled, just as a living attacks do not interfere with the primary attack as attacking
creature is. He can take only a single move action or standard with an off-hand weapon does, but they take the usual –5
action in each round, but strenuous activity does not risk penalty (or –2 with the Multiattack feat) for such attacks,
further injury. When his hit points are less than 0 and greater even if the natural weapon used is normally the creature’s
than –10, a living construct is inert. He is unconscious and primary natural weapon.
helpless, and he cannot perform any actions. However, an
inert living construct does not lose additional hit points Monstrous Humanoid Type: Monstrous humanoids are
unless more damage is dealt to him, as with a living creature similar to humanoids, but with monstrous or animalistic
that is stable. features. They often have magical abilities as well.
—Can be raised or resurrected.
—Does not need to eat, sleep, or breathe, but can still Features: A monstrous humanoid has the following
benefit from the effects of consumable spells and magic features.
items such as heroes’ feast and potions.
—Does not need to sleep, but must rest for 8 hours before
preparing spells.
214
—8-sided Hit Dice; good Reflex and Will saves. —Average: The creature can fly as adroitly as a small GLOSSARY
—Base attack bonus equal to total Hit Dice (as fighter). bird.
—Skill points equal to (2 + Int modifier, minimum 1) per
Hit Die, with quadruple skill points for the first Hit Die. —Poor: The creature flies as well as a large bird.
Traits: A monstrous humanoid possesses the following —Clumsy: The creature can barely maneuver at all.
traits. A creature that flies can make dive attacks. A dive attack
—Darkvision out to 60 feet. works like a charge, but the diving creature must move a
—Proficient with all simple weapons and any weapons minimum of 30 feet and descend at least 10 feet. It can make
mentioned in its entry. only claw or talon attacks, but these deal double damage. A
—Proficient with whatever type of armor (light, medium, creature can use the run action when flying, provided it flies
or heavy) it is described as wearing, as well as all lighter in a straight line.
types. Monstrous humanoids not indicated as wearing Swim: A creature that has a swim speed can move through
armor are not proficient with armor. Monstrous humanoids water at its swim speed without making Swim checks. It has
are proficient with shields if they are proficient with any a +8 racial bonus on any Swim check to perform some special
form of armor. action or avoid a hazard. The creature can choose to take
—Monstrous humanoids eat, sleep, and breathe. 10 on a Swim check, even if distracted or endangered. The
creature can use the run action when swimming, provided
Movement Modes: Creatures can have modes of it swims in a straight line.
movement other than walking and running. These are
natural, not magical, unless specifically noted in a mon- Native Subtype: Creatures that have this subtype are
ster description. outsiders native to the Material Plane. Such creatures have
mortal ancestors or a strong connection to the Material Plane,
Burrow: A creature that has a burrow speed can tunnel and they can be raised, reincarnated, or resurrected just as
through dirt, but not through rock unless the descrip- other living creatures can be.
tive text says otherwise. Creatures cannot charge or run
while burrowing. Most burrowing creatures do not leave Unlike true outsiders, native outsiders need to eat and
behind tunnels other creatures can use, either because sleep.
the material they tunnel through fills in behind them
or because they do not actually dislocate any material Natural Weapons: Natural weapons are weapons that are
when burrowing. physically a part of a creature. A creature making a melee
attack with a natural weapon is considered armed and does
Climb: A creature that has a climb speed has a +8 racial not provoke attacks of opportunity. Likewise, it threatens
bonus on Climb checks. The creature must make a Climb any space it can reach.
check to climb any wall or slope with a DC of more than
0, but it can choose to take 10 (see Checks without Rolls, Creatures do not receive additional attacks from a
PH 65), even if rushed or threatened when climbing. The high base attack bonus when using natural weapons. The
creature climbs at the given speed when climbing. If it number of attacks a creature can make with its natural
chooses an accelerated climb (see the Climb skill, PH 69), it weapons depends on the type of the attack—a creature can
moves at double the given climb speed or its base land speed, make one bite attack, one attack per claw or tentacle, one
whichever is lower, and makes a single Climb check at a –5 gore attack, one sting attack, or one slam attack (although
penalty. Creatures cannot run when climbing. A creature Large creatures that have arms or armlike limbs can make a
that has a climb speed retains its Dexterity bonus to Armor slam attack with each arm). Refer to the individual monster
Class (if any) when climbing, and opponents get no special descriptions.
bonus on their attacks against it.
Unless otherwise noted, a natural weapon threatens a
Fly: A creature that has a fly speed can move through the critical hit on a natural attack roll of 20.
air at the indicated speed if carrying no more than a light
load; see Carrying Capacity, PH 161. Medium armor does not When a creature has more than one natural weapon, one
necessarily constitute a medium load. All fly speeds include of them (or sometimes a pair or set of them) is the primary
a parenthetical note indicating maneuverability (DMG 20), weapon. All the creature’s remaining natural weapons are
as follows: secondary.
—Perfect: The creature can perform almost any aerial The primary weapon is presented first in the creature’s
maneuver it wishes. It moves through the air as well as a Melee or Ranged entry. A creature’s primary natural weapon
human moves over smooth ground. is its most effective natural attack, and the creature uses its
full attack bonus with that weapon. Attacks with secondary
—Good: The creature is agile in the air (like a housefly or natural attacks are made with a –5 penalty on the attack roll,
a hummingbird), but cannot change direction as readily as no matter how many the creature has. (Creatures that have
those with perfect maneuverability. the Multiattack feat take only a –2 penalty on secondary
attacks.) This penalty applies even when the creature makes
215
GLOSSARY a single attack with the secondary attack as part of the attack Mindless creatures do not gain feats or skills, although
action or as an attack of opportunity. A creature applies half they can have bonus feats or racial skill bonuses.
of its Strength bonus (if any) to damage dealt by a secondary
attack, even when the secondary attack is used alone as a Wisdom: Any creature that can perceive its environment
single attack. in any fashion has at least 1 point of Wisdom. Anything with
no Wisdom score is an object, not a creature. Only objects
Natural weapons have types just as other weapons do. The have no Wisdom score, and an object that has no Wisdom
most common are summarized below. score also has no Charisma score.
Bite: The creature attacks with its mouth, dealing piercing, Charisma: Any creature capable of telling the difference
slashing, and bludgeoning damage. between itself and other creatures and objects has at least
1 point of Charisma. Only objects have no Charisma
Claw or Talon: The creature rips with a sharp appendage, score, and an object that has no Charisma score also has
dealing piercing and slashing damage. no Wisdom score.
Gore: The creature spears the opponent with an antler, Obyrith Subtype: A number of demons belong to the
horn, or similar appendage, dealing piercing damage. primeval race of evil outsiders known as the obyriths.
Slap or Slam: The creature batters opponents with an Traits: An obyrith has the following traits.
appendage, dealing bludgeoning damage. —True Seeing (Su): An obyrith is under the constant
effect of true seeing, as the spell. This effect cannot be
Sting: The creature stabs with a stinger, dealing piercing dispelled.
damage. Sting attacks usually deal damage from poison in —Telepathy.
addition to hit point damage. —Fast Healing (Ex): All obyriths have fast healing in an
amount indicated in each creature’s entry.
Tentacle: The creature flails at opponents with a powerful —Immunity to poison and mind-affecting spells and
tentacle, dealing bludgeoning (and sometimes slashing) abilities.
damage. —Resistance to acid 10, cold 10, electricity 10, and
fire 10.
Nonabilities: Some creatures lack certain ability scores. —Form of Madness (Su): Obyriths are so noxious and
These creatures do not have an ability score of 0—they lack horrific that their presence produces madness. When an
the ability altogether. The modifier for a nonability is +0. obyrith comes within 60 feet of a creature, that creature
Other effects of nonabilities are detailed below. must succeed on a Will save (DC 10 + 1/2 the obyrith’s HD +
its Cha modifier) or fall victim to a form of permanent insan-
Strength: Any creature that can physically manipulate ity as indicated in the specific obyrith’s description. The
other objects has at least 1 point of Strength. A creature insanity is permanent until cured by greater restoration, heal,
that has no Strength score can’t exert force, usually because miracle, or wish. A creature that successfully saves cannot be
it has no physical body or because it doesn’t move. The affected again by that same obyrith’s form for 24 hours, and
creature automatically fails Strength checks. If the creature a creature that fails can only be affected once until cured.
can attack, it applies its Dexterity modifier to its base attack Chaotic evil outsiders are immune to this ability. This is a
bonus instead of a Strength modifier. mind-affecting ability.
Dexterity: Any creature that can move has at least 1 point of Ooze Type: An ooze is an amorphous or mutable creature,
Dexterity. A creature that has no Dexterity score can’t move. usually mindless.
If it can perform actions (such as casting spells), it applies
its Intelligence modifier to initiative checks instead of its Features: An ooze has the following features.
Dexterity modifier. The creature automatically fails Reflex —10-sided Hit Dice; no good saving throws.
saves and Dexterity checks. —Base attack bonus equal to 3/4 total Hit Dice (as
cleric).
Constitution: Any living creature has at least 1 point —Skill points equal to (2 + Int modifier, minimum 1) per
of Constitution. A creature that has no Constitution has Hit Die, with quadruple skill points for the first Hit Die, if
no body or no metabolism. It is immune to any effect the ooze has an Intelligence score. However, most oozes are
that requires a Fortitude save unless the effect works mindless and gain no skill points or feats.
on objects or is harmless. The creature is also immune Traits: An ooze possesses the following traits.
to ability damage, ability drain, and energy drain, and —Blind.
automatically fails Constitution checks. A creature that —Blindsight to a range indicated in the creature’s entry.
has no Constitution cannot tire and is thusly immune to —Immunity to critical hits, paralysis, poison, sleep effects,
fatigue and exhaustion. polymorph, and stunning.
Intelligence: Any creature that can think, learn, or remem-
ber has at least 1 point of Intelligence. A creature that has
no Intelligence score is mindless, an automaton operating
on simple instincts or programmed instructions. Such a
creature is immune to mind-affecting spells and abilities
and automatically fails Intelligence checks.
216
—Not subject to flanking. Plant Type: This type comprises creatures composed of GLOSSARY
—Some oozes have the ability to deal acid damage to vegetable matter that have Wisdom and Charisma scores.
objects. In such a case, the amount of damage is equal to Plants that lack Wisdom and Charisma scores are objects
10 + 1/2 ooze’s HD + ooze’s Con modifier per full round even though they are alive.
of contact.
—Proficient with its natural weapons only. Features: A plant creature has the following features.
—Proficient with no armor. —8-sided Hit Dice; good Fortitude saves.
—Mindless: Oozes have no Intelligence score, along with —Base attack bonus equal to 3/4 total Hit Dice (as
the traits associated with that nonability. cleric).
—Oozes eat and breathe, but do not sleep. —Skill points equal to (2 + Int modifier, minimum 1) per
Hit Die, with quadruple skill points for the first Hit Die,
Outsider Type: An outsider is a creature at least partially if the plant creature has an Intelligence score. However,
composed of the essence of some plane other than the Mate- some plant creatures are mindless and gain no skill points
rial Plane. Some creatures start out as with another type and or feats.
become outsiders when they attain a higher (or lower) state Traits: A plant creature possesses the following traits.
of spiritual existence. —Low-light vision.
—Immunity to critical hits, mind-affecting spells and
Features: An outsider has the following features. abilities, paralysis, poison, polymorph, sleep effects, and
—8-sided Hit Dice; good Fortitude, Reflex, and Will stunning.
saves. —Proficient with its natural weapons only.
—Base attack bonus equal to total Hit Dice (as fighter). —Proficient with no armor.
—Skill points equal to (8 + Int modifier, minimum 1) per —Plants breathe and eat, but do not sleep.
Hit Die, with quadruple skill points for the first Hit Die.
Traits: An outsider possesses the following traits. Poison (Ex): Poison attacks deal initial damage, such as
—Darkvision out to 60 feet. ability damage or some other effect, to the opponent on a
—Unlike most other living creatures, an outsider’s soul failed Fortitude save. Unless otherwise noted, another saving
and body form one unit. When an outsider is slain, no soul throw is required 1 minute later, regardless of the first save’s
is set loose. Spells that restore souls to their bodies, such result, to avoid secondary damage. A creature’s descriptive
as raise dead, reincarnate, and resurrection, don’t work on an text provides the details.
outsider. It takes a different magical effect, such as limited
wish, wish, miracle, or true resurrection to restore a slain A creature that has a poison attack is immune to its own
outsider to life. Outsiders that have the native subtype are poison and the poison of others of its kind.
exceptions to this rule.
—Proficient with all simple and martial weapons and any The Fortitude save DC against a poison attack is equal to
weapons mentioned in its entry. 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s
—Proficient with whatever type of armor (light, medium, Con modifier. A successful save negates the damage.
or heavy) it is described as wearing, as well as all lighter types.
Outsiders not indicated as wearing armor are not proficient Pounce (Ex): When a creature that has this special attack
with armor. Outsiders are proficient with shields if they are charges, it can still make a full attack, including rake attacks
proficient with any form of armor. for creatures that have the rake ability.
—Outsiders breathe, but only native outsiders need to eat
and sleep. Powerful Charge (Ex): When a creature that has
this special attack makes a charge, its attack deals extra
Paralysis (Ex or Su): This special attack renders the damage in addition to the normal benefits and hazards of
victim unable to take physical action. Paralyzed creatures a charge.
cannot move, speak, or take any physical actions. The
creature is rooted to the spot, frozen and helpless. Paralysis Psionics (Sp): These are spell-like abilities that a creature
works on the body, and a character can usually resist it with generates with the power of its mind. Psionic abilities are
a Fortitude saving throw (the DC is given in the creature’s usually usable at will.
description). Unlike hold person and similar effects, a paraly-
sis effect does not allow a new save each round. A winged Racial Hit Dice: These are Hit Dice a monster has by
creature flying in the air at the time that it is paralyzed virtue of what type of creature it is. Hit Dice gained from
cannot flap its wings and falls. A swimmer can’t swim and taking class levels are not racial Hit Dice. For example, the
might drown. kuo-toa monitor described in this book is a 6 HD creature
because of its four levels of monk, but it has 2 racial Hit
Dice (the same number as a typical kuo-toa without any
class levels).
217
GLOSSARY Rake (Ex): A creature that has this special attack gains indicated type each time it takes damage of that type. The
extra natural attacks when it grapples its foe. Normally, a entry indicates the amount and type of damage ignored. For
monster can attack with only one of its natural weapons example, Dalmosh has resistance to fire 10, so he ignores the
when grappling, but a creature that has the rake ability first 10 points of fire damage dealt to him anytime he takes
usually gains two additional claw attacks that it can use fire damage.
only against a grappled foe. Rake attacks are not subject to
the usual –4 penalty for attacking with a natural weapon Scent (Ex): This special quality allows a creature to detect
in a grapple. approaching enemies, sniff out hidden foes, and track by
sense of smell. Creatures that have the scent ability can
A monster with the rake ability must begin its turn grap- identify familiar odors just as humans do familiar sights.
pling to use its rake—it can’t begin a grapple and rake in the
same turn. The creature can detect opponents within 30 feet by
sense of smell. If the opponent is upwind, the range
Ray (Su or Sp): This form of special attack works like a increases to 60 feet; if downwind, it drops to 15 feet. Strong
ranged attack (see Aiming a Spell, PH 175). Hitting with a scents, such as smoke or rotting garbage, can be detected
ray attack requires a successful ranged touch attack roll, at twice those ranges. Overpowering scents, such as
ignoring armor, natural armor, and shield and using the skunk musk or troglodyte stench, can be detected at triple
creature’s ranged attack bonus. Ray attacks have no range normal range.
increment.
When a creature detects a scent, the exact location of
Regeneration (Ex): Damage dealt to creature that has the source is not revealed—only its presence somewhere
this ability is treated as nonlethal damage. The creature within range. The creature can take a move action to note
heals nonlethal damage at a fixed rate per round, as given the direction of the scent. Whenever the creature comes
in its entry—for example, a creature that has regenera- within 5 feet of the source, the creature pinpoints that
tion 5 recovers 5 points of nonlethal damage per round. source’s location.
Certain attack forms, typically fire and acid, deal a
regenerating creature lethal damage, which regeneration A creature that has the Track feat and the scent ability can
can’t heal. follow tracks by smell, making a Wisdom or Survival check
to find or follow a trail. The base DC for a fresh trail is 10,
A regenerating creature that has been rendered uncon- no matter what kind of surface holds the scent. For each
scious through nonlethal damage can be killed with a coup hour that the trail is cold, the DC increases by 2. The ability
de grace (PH 153). If the attack used to deliver a coup de grace otherwise follows the rules for the Track feat, but creatures
is of a type that regeneration converts to nonlethal damage, tracking by scent ignore the effects of surface conditions and
the coup de grace fails to kill the regenerating creature. poor visibility.
Attack forms that don’t deal hit point damage ignore Size: The nine size categories, in ascending order, are Fine,
regeneration. Regeneration does not restore hit points lost Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan,
from starvation, thirst, or suffocation. and Colossal. A creature’s size provides a modifier to its
Armor Class and attack bonus, a modifier on grapple checks
Regenerating creatures can regrow lost portions of their it attempts, and a modifier on Hide checks. The Creature
bodies and can reattach severed limbs or body parts. Severed Sizes table provides a summary of the attributes that apply
parts that are not reattached die and wither normally. to each size category.
A creature must have a Constitution score to have the Sonic Attacks (Su): Unless otherwise noted, a sonic
regeneration ability. attack follows the rules for spreads (see Aiming a Spell, PH
175). The range of the spread is measured from the creature
Rend (Ex): If a creature that has this special attack hits with using the sonic attack. Once a sonic attack has taken effect,
the specified natural attack, it latches onto the opponent’s deafening the subject or stopping its ears does not end the
body and tears the flesh. The rend attack deals damage equal effect. Stopping one’s ears ahead of time allows opponents to
to that dealt by the creature’s natural attack + 1-1/2 times its avoid having to make saving throws against mind-affecting
Str modifier. sonic attacks, but not other kinds of sonic attacks, such as
those that deal damage. Stopping one’s ears is a full-round
Reptilian Subtype: These creatures are scaly and usually action and requires wax or other soundproof material to stuff
cold-blooded. The reptilian subtype is used only to describe into the ears.
a set of humanoid races, not all animals and monsters that
are truly reptiles.
Resistance to Energy (Ex): A creature that has this Spell-Like (Sp) Abilities: Spell-like abilities are magical
special quality ignores a specified amount of damage of the and work like spells, though they are not spells and so have no
218
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+) GLOSSARY
* 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 weighs considerably more.
A gaseous creature weighs much less.
verbal, somatic, material, focus, or XP components. They go Spells: Sometimes a creature can cast arcane or divine
away in an antimagic field and are subject to spell resistance if spells just as a member of a spellcasting class can (and
the spell the ability resembles or duplicates would be subject can activate magic items accordingly). Such creatures are
to spell resistance. subject to the same spellcasting rules that characters are,
except as follows.
A spell-like ability usually has a limit on how often it
can be used, but one that can be used at will has no such A spellcasting creature that lacks hands or arms can provide
limit. Using a spell-like ability is a standard action unless any somatic component a spell might require by moving its
noted otherwise, and doing so when threatened provokes body. Such a creature still needs material components for
attacks of opportunity. It is possible to make a Concentra- its spells. The creature can cast the spell by either touch-
tion check to use a spell-like ability defensively and avoid ing a required component that is not in another creature’s
provoking attacks of opportunity, just as when casting a possession or having the required component on its body.
spell. A spell-like ability can be disrupted just as a spell can Sometimes spellcasting creatures utilize the Eschew Materi-
be. Spell-like abilities cannot be used to counterspell, nor als feat to avoid some material components.
can they be counterspelled.
A spellcasting creature is not actually a member of a
For creatures that have spell-like abilities, a designated class unless its entry says so, and it does not gain any class
caster level defines how difficult it is to dispel their spell-like features. For example, a creature that casts arcane spells as a
effects and to define any level-dependent variables (such as sorcerer cannot acquire a familiar. A creature that has access
range and duration) the abilities might have. The creature’s to cleric spells must prepare them in the normal manner
caster level never affects which spell-like abilities the creature and receives domain spells if noted, but it does not receive
has; sometimes the given caster level is lower than the level domain granted powers unless it has at least one level in
a spellcasting character would need to cast the spell of the the cleric class.
same name. If no caster level is specified, the caster level is
equal to the creature’s Hit Dice. Summon (Sp): A creature that has the summon ability
can summon specific other creatures of its kind, as if it
The saving throw (if any) against a spell-like ability is 10 + were casting a summon monster spell, but it usually has
the level of the spell the ability resembles or duplicates + the only a limited chance of success. Roll d%. On a failure,
creature’s Cha modifier. no creature answers the summons. Summoned creatures
return whence they came after 1 hour. A creature that has
Some spell-like abilities duplicate spells that work dif- just been summoned cannot use its own summon ability
ferently when cast by characters of different classes—for for 1 hour.
example, true seeing. A monster’s spell-like abilities are
presumed to be the sorcerer/wizard versions. If the spell in Most creatures that have the ability to summon do not use
question is not a sorcerer/wizard spell, then default to cleric, it lightly, since it leaves them beholden to the summoned
druid, bard, paladin, and ranger, in that order. creature. In general, they use it only when necessary to save
their own lives.
Spell Resistance (Ex): A creature that has spell resistance
can avoid the effects of spells and spell-like abilities that An appropriate spell level is given for each summon-
directly affect it. To determine if a spell or spell-like ability ing ability for the purpose of resolving Concentration
works against a creature that has spell resistance, the caster checks and attempts to dispel the summoned creature.
must make a caster level check (1d20 + caster level). If the Summoned monsters are part of the summoning creature’s
result equals or exceeds the creature’s spell resistance, the Challenge Rating and worth no experience points (see
spell works normally, although the creature is still allowed DMG 37).
a saving throw.
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GLOSSARY Supernatural (Su) Abilities: Supernatural abilities are creatures include many more creatures than could nor-
magical and go away in an antimagic field, but they are not mally fit in a 10-foot square based on their normal space,
subject to spell resistance. Supernatural abilities cannot be because creatures in a swarm are packed tightly together
dispelled. Using a supernatural ability is a standard action and crawl over each other and their prey when moving
unless noted otherwise. Supernatural abilities might have a or attacking. Larger swarms are represented by multiples
use limit or be usable at will, just like spell-like abilities. of single swarms. The area occupied by a large swarm is
However, supernatural abilities do not provoke attacks of completely shapeable, though the swarm usually remains
opportunity and never require Concentration checks. A in contiguous squares.
supernatural ability usually has an effective caster level equal
to the creature’s Hit Dice. Traits: A swarm has no clear front or back and no dis-
cernible anatomy, so it is not subject to critical hits or
The saving throw DC for a supernatural ability is 10 + 1/2 flanking. A swarm made up of Tiny creatures takes half
the creature’s HD + the creature’s ability modifier (usually damage from slashing and piercing weapons. A swarm
Charisma). composed of Fine or Diminutive creatures is immune to
all weapon damage.
Swallow Whole (Ex): If a creature that has this special
attack begins its turn with an opponent held in its mouth, it Reducing a swarm to 0 hit points or lower causes it to
can attempt a new grapple check. If it succeeds, it swallows break up, though damage taken until that point does not
that foe, dealing normal damage for a bite. The opponent degrade its ability to attack or resist attack. Swarms are
must usually be smaller than the swallowing creature. never staggered or reduced to a dying state by damage.
Also, they cannot be tripped, grappled, or bull rushed,
Being swallowed has various consequences, depend- and they cannot grapple.
ing on the creature doing the swallowing. A swallowed
opponent is considered to be grappled, but the creature A swarm is immune to any spell or effect that targets a
that did the swallowing is not. The swallowed opponent specific number of creatures, including single-target spells
can try to cut its way free with any light slashing or pierc- such as disintegrate, with the exception of mind-affecting
ing weapon, or it can try to escape the grapple. Inside a spells and abilities if the swarm has an Intelligence score
creature, its Armor Class is normally 10 + 1/2 its natural and a hive mind. A swarm takes half again as much damage
armor bonus, with no modifiers for size or Dexterity. If (+50%) from area spells and area effects.
the swallowed opponent escapes the grapple, it ends up
back in the attacker’s mouth, where it can be bitten or Swarms made up of Diminutive or Fine creatures are
swallowed again. susceptible to high winds such as that created by a gust
of wind spell. For the purpose of determining the effect
Swarm Subtype: A swarm is a collection of Fine, of wind on a swarm, treat the swarm as a creature of the
Diminutive, or Tiny creatures that acts as a single crea- same size as its constituent creatures (see Winds, DMG
ture. A swarm has the characteristics of its type, except 95). Wind effects deal 1d6 points of nonlethal damage to
as noted here. A swarm has a single pool of Hit Dice and a swarm per spell level—or Hit Dice of the originating
hit points, a single initiative modifier, a single speed, and creature, in the case of effects such as an air elemental’s
a single Armor Class. A swarm makes saving throws as a whirlwind. A swarm rendered unconscious by means of
single creature. nonlethal damage becomes disorganized and dispersed,
and does not re-form until its hit points exceed its non-
A single swarm occupies a square (if it is made up of lethal damage.
nonflying creatures) or a cube (of flying creatures) 10
feet on a side, but its reach is 0 feet, like its component Swarm Attack: Creatures that have the swarm subtype
creatures. To attack, it moves into an opponent’s space, don’t make standard melee attacks. Instead, they deal
which provokes attacks of opportunity. It can occupy the damage to any creature whose space they occupy at the
same space as a creature of any size, since it crawls over or end of their move, with no attack roll needed. Swarm
flies around its prey. A swarm can move through squares attacks are not subject to a miss chance for concealment
occupied by enemies, and vice versa, without impediment, or cover. A swarm’s statistics block has “swarm” in the
although the swarm provokes attacks of opportunity if it Melee entry, with no attack bonus given. The amount of
does so. A swarm can move through cracks or holes large damage a swarm deals is based on its Hit Dice: 1–5 HD,
enough for its component creatures. 1d6; 6–10 HD, 2d6; 11–15 HD, 3d6; 16–20 HD, 4d6; and 21
HD or more, 5d6.
A swarm of Tiny creatures consists of 300 nonflying
creatures or 1,000 flying creatures. A swarm of Diminu- A swarm’s attacks are nonmagical, unless the swarm’s
tive creatures consists of 1,500 nonflying creatures or description states otherwise. Damage reduction sufficient
5,000 flying creatures. A swarm of Fine creatures consists to reduce a swarm attack’s damage to 0, incorporeality, and
of 10,000 creatures, flying or not. Swarms of nonflying other special abilities usually give a creature immunity or
resistance to damage from a swarm. Swarms can have special
attacks in addition to swarm damage.
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Swarms do not threaten creatures, and they do not attack is 10 + 1/2 creature’s HD + creature’s Str modifier GLOSSARY
make attacks of opportunity with their swarm attack. (the exact DC is given in the creature’s descriptive text). A
However, they distract foes whose squares they occupy, trampling creature can deal trampling damage to each target
as described below. only once per round, no matter how many times its movement
takes it over a target creature.
Distraction (Ex): Any living creature vulnerable to a
swarm’s damage that begins its turn with a swarm in Tremorsense (Ex): A creature that has tremorsense is
its square is nauseated for 1 round. A Fortitude save sensitive to vibrations in the ground and can automatically
(DC 10 + 1/2 swarm’s HD + swarm’s Con modifier) negates pinpoint the location of anything that is in contact with the
the effect. ground. Aquatic creatures that have tremorsense can also
sense the location of creatures moving through water.
Spellcasting or concentrating on spells within the area
of a swarm requires a Concentration check (DC 20 + spell Turn Resistance (Ex): A creature that has this special
level). Using skills that involve patience and concentration quality (usually an undead) is less easily affected by clerics
requires a DC 20 Concentration check. or paladins (see Turn or Rebuke Undead, PH 159). When
resolving a turn, rebuke, command, or bolster attempt, add
Tanar’ri Subtype: A large number of demons belong to the indicated number to the creature’s Hit Dice total. For
the race of evil outsiders known as the tanar’ri. example, a forest haunt has 12 Hit Dice and +2 turn resis-
tance. Attempts to turn, rebuke, command, or bolster treat
Traits: A tanar’ri possesses the following traits. the forest haunt as though it had 14 Hit Dice, though it is a
—Telepathy. 12 HD creature for any other purpose.
—Immunity to electricity and poison.
—Resistance to acid 10, cold 10, and fire 10. Typical Treasure: This entry in a monster description
—Summon (Sp): Tanar’ri share the ability to summon describes how much wealth a creature owns. (See DMG 52–56
others of their kind. for details about treasure, particularly Tables 3–5 through
3–8.) Most monsters keep their treasure in their lairs, leav-
Telepathy (Su): A creature that has this ability can com- ing it behind if they travel. Intelligent creatures carry useful
municate telepathically with any other creature within a portable treasure, such as magic items, with them.
certain range (usually 100 feet) that has a language. It is
possible to address multiple creatures at once telepathi- Undead Type: Undead are once-living creatures animated
cally, although maintaining a telepathic conversation with by spiritual or supernatural forces.
more than one creature at a time is just as difficult as
simultaneously speaking and listening to multiple people Features: An undead creature has the following features.
at the same time. —12-sided Hit Dice; good Will saves.
—Base attack bonus equal to 1/2 total Hit Dice (as
Trample (Ex): As a full-round action, a creature that wizard).
has this special attack can move up to twice its speed and —Skill points equal to (4 + Int modifier, minimum 1)
literally run over any opponents at least one size category per Hit Die, with quadruple skill points for the first Hit
smaller than itself. The creature merely has to move over Die, if the undead creature has an Intelligence score.
the opponents in its path; any creature whose space is However, many undead are mindless and gain no skill
completely covered by the trampling creature’s space is points or feats.
subject to the trample attack. Traits: An undead creature possesses the following traits.
—Darkvision out to 60 feet.
If a target’s space is larger than 5 feet, it is considered —Cannot heal damage on its own if it has no Intelligence
trampled only if the trampling creature moves over all score, although it can be healed. Negative energy (such as
the squares it occupies. If the trampling creature moves an inflict spell) can heal undead creatures. The fast healing
over only some of a target’s space, the target can make an special quality works regardless of the creature’s Intel-
attack of opportunity against the trampling creature at a ligence score.
–4 penalty. A trampling creature that accidentally ends —Immunity to ability damage to its physical ability
its movement in an illegal space returns to the last legal scores, ability drain, critical hits, death effects, disease,
position it occupied, or the closest legal position, if there’s energy drain, exhaustion, fatigue, mind-affecting spells
a legal position that’s closer. and abilities, nonlethal damage, paralysis, poison, sleep
effects, and stunning.
A trample attack deals bludgeoning damage (the creature’s —Immunity to any effect that requires a Fortitude save,
slam damage + 1-1/2 times its Str modifier). unless the effect also works on objects or is harmless.
Trampled opponents can attempt attacks of opportunity,
but these take a –4 penalty. If they do not make attacks of
opportunity, trampled opponents can attempt Reflex saves
to take half damage. The save DC against a creature’s trample
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GLOSSARY —Not at risk of death from massive damage (PH 145). —Skill points equal to (2 + Int modifier, minimum 1) per
Immediately destroyed when reduced to 0 hit points Hit Die, with quadruple skill points for the first Hit Die, if
or fewer. the vermin has an Intelligence score. However, most vermin
are mindless and gain no skill points or feats.
—Not affected by raise dead and reincarnate spells or
abilities. Resurrection and true resurrection can affect undead Traits: Vermin possess the following traits.
creatures. These spells turn undead creatures back into the —Darkvision out to 60 feet.
living creatures they were before becoming undead. —Mindless: No Intelligence score, and immunity to all
mind-affecting spells and abilities.
—No Constitution score. —Proficient with their natural weapons only.
—Uses its Charisma modifier for Concentration checks. —Proficient with no armor.
—Proficient with its natural weapons, all simple weapons, —Vermin breathe, eat, and sleep.
and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, Vulnerability to Energy: Some creatures have vulner-
or heavy) it is described as wearing, as well as all lighter types. ability to a certain type of energy. Such a creature takes half
Undead not indicated as wearing armor are not proficient again as much (+50%) damage as normal from effects that
with armor. Undead are proficient with shields if they are employ that energy, regardless of whether a saving throw is
proficient with any form of armor. allowed, or if the save is a success or failure.
—Undead do not breathe, eat, or sleep.
Vermin Type: This type includes insects, arachnids, other Water Subtype: This subtype usually is used for elemen-
arthropods, worms, and similar invertebrates. tals and outsiders with a connection to the Elemental Plane
of Water. Creatures that have the water subtype have swim
Features: Vermin have the following features. speeds and can move in water without making Swim checks.
—8-sided Hit Dice; good Fortitude saves. A water creature can breathe underwater and can usually
—Base attack bonus equal to 3/4 total Hit Dice (as breathe air as well.
cleric).
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MONSTERS BY TYPE (Good): Arcadian avenger.
(AND SUBTYPE) Humanoid: Hobgoblin duskblade, Nozgûg (god-blooded
orc), Singh the Immense.
Aberration: Ethereal defiler, madcrafter of Thoon, shadow (Incorporeal): Haunts (all).
flayer, spirrax, Thoon disciple, Thoon elder brain, vivesector. (Lawful): Arcadian avenger, devils (all), ember guard.
(Living Construct): Merchurion.
(Air): Ken-sun (elemental mage), ruin chanter. Magical Beast: Deadborn vulture, garngrath, gem scarab,
(Aquatic): Kuo-toas (all). guulvorg, hound of the hunt, malastor, mockery bugs (all),
(Baatezu): Gulthir devil, remmanon devil. rylkars (all), steelwing, Thrym hound, tirbanas (all), tusk
(Chaotic): Dalmosh, demons (all). terror.
(Cold): Morlicantha, Monstrous Humanoid: Greenspawn zealot, hobgoblin spell-
Construct: Force golem, magmacore golem, merchurion, scourge, hobgoblin warcaster, hobgoblin warsoul, kuo-toas
scouring slinger, scouring stanchion, scyther of Thoon, shard- (all), Thoon infiltrator, Thoon thrall, ushemoi (all).
soul slayer, slinger scorpion, stormcloud of Thoon, Thoon hulk, (Obyrith): Draudnu demon.
Thoon soldier. Ooze: Graveyard sludge.
Dragon: Chorranathau, Morlicantha. (Orc): Nozgûg (god-blooded orc).
(Dragonblood): Greenspawn zealot. Outsider: Arcadian avenger, Dalmosh, demons (all), devils
(Earth): Ken-kuni (elemental mage), ruin chanter, ruin (all), ember guard, Illurien.
elemental. Plant: Burrow root, demonthorn mandrake, fetid fungus,
Elemental: Ruin elemental, spawn of Juiblex (all). verdant reaver, vinespawn.
(Evil): Dalmosh, demons (all), devils (all), ember guard, (Swarm): Rylkspawn swarm (rylkar).
Illurien. (Tanar’ri): Adaru demon, gadacro demon, solamith demon.
(Extraplanar): Arcadian avenger, Dalmosh, demons (all), Undead: Blackwing, bonespur, bridge haunt, forest haunt,
demonthorn mandrake, devils (all), ember guard, ethereal Kugan (phantom ghast), sanguineous drinker, serpentir, skull
defiler, garngrath, Illurien, siege beetle, spawn of Juiblex (all), lord, spectral rider, taunting haunt, vampires (all), deadborn
spirrax, steelwing. vulture zombie.
Fey: Banshrae, frostwind virago, jaebrin, master of the hunt, Vermin: Siege beetle.
ruin chanter, shaedling. (Water): Spawn of Juiblex (all).
(Fire): Ember guard, ken-li (elemental mage).
Giant: Bladerager troll, elemental magi (all).
(Goblinoid): Hobgoblins (all).
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