Monsters Of Faerun, Dungeons and Dragons

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Alphabetical Listing of Monsters
Aarakocra . . . . . . . . . . . . . . . .11
Aballin . . . . . . . . . . . . . . . . . . .11
Abishai (baatezu) . . . . . . . . . .12
Air genasi . . . . . . . . . . . . . . . .71
Alaghi . . . . . . . . . . . . . . . . . . . .14
Alhoon (illithilich) . . . . . . . .89
Archlich (lich, good) . . . . . .90
Arctic dwarves . . . . . . . . . . . .47
Asabi . . . . . . . . . . . . . . . . . . . . .15
Baelnorn (lich, good) . . . . . .90
Banedead . . . . . . . . . . . . . . . . .16
Baneguard . . . . . . . . . . . . . . . .17
Banelar . . . . . . . . . . . . . . . . . . .18
Banelich . . . . . . . . . . . . . . . . . .90
Bat, deep . . . . . . . . . . . . . . . . .18
Beast of Malar . . . . . . . . . . . .20
Beast of Xvim . . . . . . . . . . . . .85
Beholder mage
(prestige class) . . . . . . . . . . .21
Beholderkin, death kiss . . .22
Beholderkin, eyeball . . . . . .23
Beholderkin, gouger . . . . . .24
Black abishai (baatezu) . . . .12
Black unicorn . . . . . . . . . . . . .83
Blue abishai (baatezu) . . . . .13
Bonebat (deep bat) . . . . . . . .18
Broodguard (yuan-ti) . . . . . .94
Brown dragon . . . . . . . . . . . .38
Bullywug . . . . . . . . . . . . . . . . .25
Chitine . . . . . . . . . . . . . . . . . . .26
Choldrith . . . . . . . . . . . . . . . .27
Chosen one . . . . . . . . . . . . . . .27
Cloaker lord . . . . . . . . . . . . . .28
Crawling claw . . . . . . . . . . . .29
Curst . . . . . . . . . . . . . . . . . . . . .87
Curst (5th level) . . . . . . . . . .87
Darkenbeast . . . . . . . . . . . . . .30
Dark tree . . . . . . . . . . . . . . . . .31
Deathkiss (beholderkin) . . .22
Deep bat . . . . . . . . . . . . . . . . . .18
Deep dragon . . . . . . . . . . . . . .40
Deepspawn . . . . . . . . . . . . . . .32
Dekanter goblin . . . . . . . . . .53
Demon, ghour . . . . . . . . . . . .33
Demon, yochlol . . . . . . . . . . .34
Diamond golem . . . . . . . . . .53
Direguard (baneguard) . . . .17
Doomsphere (ghost) . . . . . .88
Doppelganger, greater . . . . .35
Draegloth (half-fiend) . . . . .57
Dragon (general) . . . . . . . . . .36
Dragon, brown . . . . . . . . . . . .38
Dragon, deep . . . . . . . . . . . . .40
Dragon, fang . . . . . . . . . . . . . .41
Dragon, shadow . . . . . . . . . . .42
Dragon, song . . . . . . . . . . . . .44
Dragonkin . . . . . . . . . . . . . . . .45
Dread warrior . . . . . . . . . . . . .46
Duergar (dwarf ) . . . . . . . . . .47
Dwarf, Faerûnian . . . . . . . . .47
Earth genasi . . . . . . . . . . . . . .71
Emerald golem . . . . . . . . . . .53
Eyeball (beholderkin) . . . . .23
Fang dragon . . . . . . . . . . . . . .41
Fey’ri (tiefling) . . . . . . . . . . . .71
Fire genasi . . . . . . . . . . . . . . . .71
Firenewt . . . . . . . . . . . . . . . . .48
Fog giant . . . . . . . . . . . . . . . . .50
Genasi (planetouched) . . . .71
Ghaunadan . . . . . . . . . . . . . . .49
Ghost . . . . . . . . . . . . . . . . . . . .88
Ghost dragon . . . . . . . . . . . . .89
Ghour (demon) . . . . . . . . . . .33
Giant . . . . . . . . . . . . . . . . . . . . .50
Giant strider . . . . . . . . . . . . . .51
Gibberling . . . . . . . . . . . . . . . .52
Goblin, Dekanter . . . . . . . . .53
Gold dwarves . . . . . . . . . . . . .47
Golem, gemstone . . . . . . . . .53
Golem, Thayan . . . . . . . . . . . .56
Gouger (beholderkin) . . . . .24
Gray dwarves (duergar) . . . .47
Greater doppelganger . . . . .35
Green abishai (baatezu) . . . .12
Green warder . . . . . . . . . . . . .57
Groundling . . . . . . . . . . . . . . .57
Gulguthydra . . . . . . . . . . . . . .58
Hairy spider . . . . . . . . . . . . . .79
Half-fiend, draegloth . . . . . .59
Hell hound beast of Xvim .86
Helmed horror . . . . . . . . . . .60
Hybsil . . . . . . . . . . . . . . . . . . . .61
Ibrandlin . . . . . . . . . . . . . . . . .62
Ice serpent . . . . . . . . . . . . . . .62
Illithilich . . . . . . . . . . . . . . . . .89
Jungle dwarves . . . . . . . . . . .48
Leucrotta . . . . . . . . . . . . . . . . .63
Lich . . . . . . . . . . . . . . . . . . . . . .89
Lich, good . . . . . . . . . . . . . . . .90
Lycanthrope . . . . . . . . . . . . . .91
Lythari (lycanthrope) . . . . . .93
Malaugrym . . . . . . . . . . . . . . .64
Meazel . . . . . . . . . . . . . . . . . . .65
Myrlochar . . . . . . . . . . . . . . . .66
Night hunter (deep bat) . . .18
Nishruu . . . . . . . . . . . . . . . . . .67
Nyth . . . . . . . . . . . . . . . . . . . . .68
Peryton . . . . . . . . . . . . . . . . . . .69
Phaerimm . . . . . . . . . . . . . . . .70
Phaerlin giant . . . . . . . . . . . . .50
Planetouched, genasi . . . . . .71
Planetouched, tiefling . . . . .72
Pterafolk . . . . . . . . . . . . . . . . .74
Quaggoth . . . . . . . . . . . . . . . .75
Red abishai (baatezu) . . . . . .13
Revenant . . . . . . . . . . . . . . . . .93
Revenant (7th level) . . . . . . .94
Ruby golem . . . . . . . . . . . . . .53
Shadow dragon . . . . . . . . . . .42
Shalarin . . . . . . . . . . . . . . . . . .76
Sharn . . . . . . . . . . . . . . . . . . . .76
Shield dwarves . . . . . . . . . . . .47
Sinister (deep bat) . . . . . . . . .18
Siv . . . . . . . . . . . . . . . . . . . . . . .78
Song dragon . . . . . . . . . . . . . .44
Spectral harpist (ghost) . . . .89
Spectral panther . . . . . . . . . .79
Spider, subterranean . . . . . .79
Stinger . . . . . . . . . . . . . . . . . . .80
Stingtail (asabi) . . . . . . . . . . .15
Strider, giant . . . . . . . . . . . . . .51
Sword spider . . . . . . . . . . . . . .79
Tainted one (yuan-ti) . . . . . .94
Tall mouther . . . . . . . . . . . . . .81
Tanarukk (tiefling) . . . . . . . .72
Thayan golem . . . . . . . . . . . .56
Tiefling (planetouched) . . .72
Tomb tapper . . . . . . . . . . . . . .82
Tyrantfog zombie . . . . . . . . .85
Unicorn, black . . . . . . . . . . . .83
Urdunnir (dwarf ) . . . . . . . . .47
Watchghost . . . . . . . . . . . . . . .89
Water genasi . . . . . . . . . . . . . .71
Wemic . . . . . . . . . . . . . . . . . . .84
Werebat . . . . . . . . . . . . . . . . . .91
Werecat . . . . . . . . . . . . . . . . . .93
Werecrocodile . . . . . . . . . . . .92
Wereshark . . . . . . . . . . . . . . . .92
White abishai (baatezu) . . .12
Wild dwarves . . . . . . . . . . . . .48
Yochlol (demon) . . . . . . . . . . .34
Yuan-ti . . . . . . . . . . . . . . . . . . .94
Zhentarim spirit (ghost) . . .89
Zombie, tyrantfog . . . . . . . . .85
MONSTERS BY TYPE (AND SUBTYPE)
Aberration:
beholderkin (all), choldrith, cloaker lord, deepspawn,
gulguthydra, nyth, phaerimm, sharn, tall mouther
(Air):
fang dragon, fog giant
(Aquatic):
bullywug, shalarin, siv
Beast:
night hunter, sinister
(Cold):
ice serpent
Construct:
crawling claw, golems (all), helmed horror, tomb tapper
Dragon:
dragon (all), ibrandlin
(Earth):
brown dragon, deep dragon, phaerlin giant
(Electricity):
song dragon
Elemental (Air):
ice serpent
Fey:
hybsil
(Fire):
firenewt, giant strider, ibrandlin
Giant:
giants (both)
Humanoid:
asabi, bullywug, dwarf (all), gibberling, shalarin, siv,
stingtail
(Incorporeal):
spectral panther
Magical Beast:
banelar, black unicorn, darkenbeast, giant strider, leu-
crotta, peryton, spectral panther
Monstrous Humanoid:
aarakocra, alaghi, chitine, chosen one,
Dekanter goblin, dragonkin, firenewt, groundling, meazel, quaggoth,
stinger, wemic, yuan-ti
Ooze:
aballin
Outsider (Chaotic):
draegloth, ghour, myrlochar, nishruu, yochlol
Outsider (Evil):
abishai, draegloth, ghour, hell hound beast of Xvim,
myrlochar, yochlol
Outsider (Fire):
hell hound beast of Xvim
Outsider (Lawful):
abishai, hell hound beast of Xvim
Plant:
dark tree, green warder
(Reptilian):
asabi, dragonkin, firenewt, pterafolk, stingtail
(Shadow):
shadow dragon
Shapechanger:
beast of Malar, ghaunadan, greater doppelganger,
lycanthrope (all), malaugrym, pterafolk
Undead:
banedead, baneguard, bonebat, curst, dread warrior, ghost
(all), lich (all), revenant, Tyrantfog zombie
Vermin:
hairy spider, sword spider
2
Introduction
They come from the depths of the earth, the endless expanse of the
lightless Underdark.
They come from the stinking pits of the Abyss, from the infinite
maze of the Spider Queen’s web, from the Bastion of Hate where the
Godson of Bane resides.
They are born of ancient curses and bred in magical laboratories,
birthed in obscene rites and formed in magical catastrophes.
They are the minions of divine will and the wrecked remnants
of divine fury, rampaging forces of destruction and subtle agents
of corruption.
From the dark elven city of Menzoberranzan to the haven for
rogues, criminals, and monsters that is subterranean Skullport;
from the trade enclaves of the scheming Red Wizards, makers of
magical items, to the unholy temples of Cyric, Xvim, and Shar;
from the pits below Darkhold, western stronghold of the Zhen-
tarim, to the skies above the Star Mounts . . .
They roam lofty mountains, from the Spine of the World to the
Thunder Peaks, and deep forests from Neverwinter Wood to the
ancient elven home of Cormanthor. They hunt the Great Desert
Anauroch and the Sea of Fallen Stars. They threaten the fragile
peace of the wild Silver Marches, add to the urban chaos of West-
gate and Waterdeep, and stalk the shadows of the Dalelands—even
under the watchful eye of Elminster, Chosen of Mystra.
Demons and half-demons, dragons and dragonkin, animated
corpses and restless spirits, wielders of magic and eaters of magic:
these are the creatures of Faerûn, the monsters of the F
ORGOTTEN
R
EALMS
® campaign setting.
This book contains descriptions for more than eighty creatures
for use in D
UNGEONS
& D
RAGONS
® adventures. You can use them in
any D&D game, but if you’re playing in the Forgotten Realms, you
will find extra details that make these monsters a special part of that
setting. Many have particular ties to certain gods, villains, or loca-
tions of Faerûn, the heart of the Realms. Others simply reflect the
nature of the Realms—a place where anything can happen, particu-
larly where magic is involved.
Size and Type
This line begins with the creature’s size (Huge, for example). The
eight size categories are briefly described in the table below. A size
modifier can apply to the creature’s Armor Class (AC) and attack
bonus, as well as to certain skills. A creature’s size also determines
how far it can reach to make a melee attack and how much space it
occupies in a fight (see Face/Reach, below, and also Big and Little
Creatures in Combat in Chapter 8 of the
Player ’s Handbook
).
Creature Sizes
Size AC/Attack Modifier Dimension* Weight**
Fine +8 6 in. or less 1/8 lb. or less
Diminutive +4 6 in.–1 ft. 1/8 lb.–1 lb.
Tiny +2 1 ft.–2 ft. 1 lb.–8 lb.
Small +1 2 ft.–4 ft. 8 lb.–60 lb.
Medium-size +0 4 ft.–8 ft. 60 lb.–500 lb.
Large –1 8 ft.–16 ft. 500 lb.–4,000 lb.
Huge –2 16 ft.–32 ft. 4,000 lb.–32,000 lb.
Gargantuan –4 32 ft.–64 ft. 32,000 lb.–250,000 lb.
Colossal –8 64 ft. or more 250,000 lb. or more
*Biped’s height, quadruped’s body length (nose to base of tail).
**Assumes that the creature is roughly as dense as a regular animal.
A creature made of stone will weigh considerably more. A gaseous
creature will weigh much less.
The size and type line continues with the creature’s type (giant, for
example). Type determines how magic affects a creature; for exam-
ple, the
command plants
spell affects only creatures of the plant type.
Type also determines many of the creature’s characteristics and abil-
ities, as described below.
Aberration:
An aberration has a bizarre anatomy, strange
abilities, an alien mindset, or any combination of the three.
Unless noted otherwise, aberrations have darkvision with a
range of 60 feet (see Chapter 3 of the
D
UNGEON
M
ASTER
’s Guide
).
Example: choldrith.
Animal:
An animal is a nonhumanoid creature, usually a verte-
brate. For more information on animals, see the
Monster Manual.
(This book does not contain any monsters of the animal type.)
Beast:
A beast is a nonhistorical, vertebrate creature with a rea-
sonably normal anatomy and no magical or unusual abilities.
Unless noted otherwise, beasts have low-light vision and darkvi-
sion with a range of 60 feet. Example: night hunter (deep bat).
Construct:
A construct is an animated object or artificially con-
structed creature. Constructs usually have no Intelligence scores
and never have Constitution scores. A construct is immune to mind-
influencing effects (charms, compulsions, phantasms, patterns, and
morale effects) and to poison, sleep, paralysis, stunning, disease,
death effects, and necromantic effects.
Constructs cannot heal damage on their own, though they can be
healed. Constructs can be repaired in the same way an object can. A
construct with the regeneration and fast healing special qualities
still benefits from those qualities.
A construct is not subject to critical hits, subdual damage, ability
damage, ability drain, or energy drain. It is immune to any effect
that requires a Fortitude save (unless the effect also works on
objects). A construct is not at risk of death from massive damage
(see Chapter 8 of the
Player ’s Handbook
), but when reduced to 0 hit
points or less, it is immediately destroyed. Since it was never alive, a
construct cannot be raised or resurrected.
Unless noted otherwise, constructs have darkvision with a range
of 60 feet. Example: helmed horror.
Dragon:
A dragon is a reptilelike creature, usually winged, with
magical or unusual abilities. Dragons are immune to sleep and
paralysis effects. Unless noted otherwise, dragons have darkvision
with a range of 60 feet and low-light vision. Example: fang dragon.
Elemental:
An elemental is composed of one of the four classi-
cal elements: air, earth, fire, or water. It is immune to poison, sleep,
PRESENTATION
This introduction explains how to read a creature’s write-up, includ-
ing summaries of the most common attacks and abilities.
Entries for creatures are presented alphabetically by name. Some
creatures, such as abishai, are ordered from weakest to strongest in
the entry.
An appendix following the main body of the book explains and
describes a group of creatures that are created by adding a “template”
to an existing creature type. An example of this is a curst, which
adds the “curst” template to a range of eligible creatures.
At the end of the book, a list of monsters organized by Challenge
Rating makes it easy for the Dungeon Master to tailor encounters to
the party level of the player characters.
READING THE ENTRIES
Each monster entry is organized in the same general format, as
described below. The information is in a condensed form. For more
facts about the characteristics of monsters, consult the
Player ’s
Handbook, D
UNGEON
M
ASTER
’s Guide,
and
Monster Manual.
MAIN STATISTICS BLOCK
This text contains basic game information on the creature.
Name
This is the name by which the creature is generally known. The
descriptive text (following the main statistics block and secondary
statistics block) may give other names.
3
paralysis, and stunning. Elementals have no clear front or back and
are therefore not subject to critical hits or flanking. Unless noted
otherwise, they have darkvision with a range of 60 feet.
A slain elemental cannot be raised or resurrected, although a
wish
or
miracle
spell can restore it to life. Example: ice serpent.
Fey:
A fey is a creature with supernatural abilities and connec-
tions to nature or to some other force or place. Fey are usually
human-shaped. Unless noted otherwise, fey have low-light vision.
Example: hybsil.
Giant:
A giant is a humanoid creature of great strength, usually
of at least Large size. Giants are proficient with all simple weapons
and with any weapons mentioned in their entries. Unless noted
otherwise, giants have darkvision with a range of 60 feet. Example:
fog giant.
Humanoid:
A humanoid usually has two arms, two legs, and one
head, or a humanlike torso, arms, and head. Humanoids have few
or no supernatural or extraordinary abilities, and usually are Small or
Medium-size. Every humanoid creature also has a type modifier (see
below). Humanoids are proficient with all simple weapons and with
any weapons mentioned in their entries. Example: bullywug.
Magical Beast:
Magical beasts are similar to beasts but have
supernatural or extraordinary abilities. Unless noted otherwise,
magical beasts have darkvision with a range of 60 feet and low-light
vision. Example: peryton.
Monstrous Humanoid:
These are humanoid creatures with
monstrous or animalistic features, often having supernatural abili-
ties. Unless noted otherwise, monstrous humanoids have darkvi-
sion with a range of 60 feet. Monstrous humanoids are proficient
with all simple weapons and with any weapons mentioned in their
entries. Example: firenewt.
Ooze:
An ooze is an amorphous or mutable creature. Oozes are
immune to poison, sleep, paralysis, stunning, and polymorphing.
They have no clear front or back and are therefore not subject to
critical hits or flanking. Oozes are blind but have the blindsight
special quality. They have no Intelligence scores and are therefore
immune to all mind-influencing effects (charms, compulsions,
phantasms, patterns, and morale effects). Example: aballin.
Oozes have no natural armor ratings, but they are nevertheless
difficult to kill because their bodies are mostly simple protoplasm.
This is reflected by bonus hit points (in addition to those from Hit
Dice and Constitution scores) according to size, as shown on the
table below.
Outsider:
An outsider is a nonelemental creature that comes
ignore mind-influencing effects (charms, compulsions, phantasms,
patterns, and morale effects) unless the effect specifically affects
undead. Undead are not subject to critical hits, subdual damage, abil-
ity damage, ability drain, or energy drain. They have no Constitution
scores and are therefore immune to any effect requiring a Fortitude
save (unless it affects objects). An undead spellcaster uses its Charisma
modifier when making Concentration checks.
Undead with no Intelligence scores cannot heal damage on
their own, though they can be healed. Negative energy (such as an
inflict wounds
spell) can heal undead creatures. The regeneration
and fast healing special qualities work regardless of the creature’s
Intelligence score.
An undead creature is not at risk of death from massive damage,
but when reduced to 0 hit points or less, it is immediately
destroyed. Most undead have darkvision with a range of 60 feet.
Undead cannot be raised.
Resurrection
can affect them, but since
undead creatures usually are unwilling to return to life, these
attempts generally fail (see Bringing Back the Dead in Chapter 10
of the
Player ’s Handbook
). Example: dread warrior.
Vermin:
This type includes insects, arachnids, arthropods,
worms, and similar invertebrates. Vermin have no Intelligence
scores and are immune to all mind-influencing effects (charms,
compulsions, phantasms, patterns and morale effects). Unless
noted otherwise, vermin have darkvision with a range of 60 feet.
Example: hairy spider.
Type Modifiers
A parenthetical note following the creature type indicates a type
modifier (fire, for example), indicating that the creature is associated
with an element, a form of energy, a state of being, or the like. A type
modifier creates a subtype within a larger type, such as humanoid
(goblinoid); links creatures that share characteristics, such as out-
sider (evil); or connects members of different types. For example,
ibrandlins and giant striders belong to the dragon and magical beast
types, respectively, but they are also of the fire subtype.
Some common type modifiers that affect a creature’s abilities are
described below.
Cold:
A cold creature is immune to cold damage. It takes double
damage from fire unless a saving throw for half damage is allowed,
in which case it takes half damage on a success and double damage
on a failure.
Fire:
A fire creature is immune to fire damage. It takes double
damage from cold unless a saving throw for half damage is allowed,
in which case it takes half damage on a success and double damage
on a failure.
Incorporeal:
An incorporeal creature has no physical body. It can
be harmed only by other incorporeal creatures, +1 or better magic
weapons, and spells, spell-like abilities, or supernatural abilities. It
is immune to all nonmagical attack forms. Even when hit by spells
or magic weapons, it has a 50% chance to ignore any damage from a
corporeal source (except for force effects, such as
magic missile
, or
attacks made with ghost touch weapons). An incorporeal creature
has no natural armor but has a deflection bonus equal to its Charisma
modifier (always at least +1, even if the creature’s Charisma score does
not normally provide a bonus).
An incorporeal creature can pass through solid objects at will,
but not force effects. Its attack passes through (ignores) natural
armor, armor, and shields, although deflection bonuses and force
effects (such as
mage armor
) work normally against it. An incorpo-
real creature moves silently and cannot be heard with Listen checks
if it doesn’t wish to be. It has no Strength score, so its Dexterity
modifier applies to both its melee and its ranged attacks.
Size
Bonus Hit Points
Size
Bonus Hit Points
Fine

Large
15
Diminutive

Huge
20
Tiny

Gargantuan
30
Small
5
Colossal
40
Medium-size
10
from another dimension, reality, or plane. Unless noted otherwise,
outsiders have darkvision with a range of 60 feet.
A slain outsider cannot be raised or resurrected, although a
wish
or
miracle
spell can restore it to life. Example: myrlochar.
Plant:
This type comprises vegetable creatures. Plants are immune
to poison, sleep, paralysis, stunning, and polymorphing. They are not
subject to critical hits or mind-influencing effects (charms, compul-
sions, phantasms, patterns, and morale effects) unless the effect
description specifically states that it affects plants. Unless otherwise
noted, plants have low-light vision. Example: dark tree.
Shapechanger:
This type of creature has a stable body but can
assume other forms. Unless noted otherwise, shapechangers have
darkvision with a range of 60 feet. Example: ghaunadan.
Undead:
Undead are once-living creatures animated by spiritual
or supernatural forces. Undead are immune to poison, sleep, paralysis,
stunning, disease, death effects, and necromantic effects, and they
4
Hit Dice
This line gives the number and type of Hit Dice the creature has
and any bonus hit points. A parenthetical note gives the creature’s
average hit points.
A creature’s Hit Dice total is also its level for determining how
spells affect the creature, its rate of natural healing, and its maxi-
mum ranks in a skill.
Natural Weapons:
These include teeth, claws, sting, and the
like. The entry gives the number of attacks along with the
weapon (2 claws, for example), attack bonus, and form of attack
(melee or ranged). The first listing is for the creature’s primary
weapon, with an attack bonus including modifications for size
and Strength (for melee attacks) or Dexterity (for ranged attacks).
A creature with the Weapon Finesse feat can use its Dexterity
modifier on melee attacks.
The remaining weapons are secondary and have –5 to the attack
bonus, no matter how many there are. Creatures with the Multiattack
feat (see Feats, below) suffer only a –2 penalty to secondary attacks.
All of the foregoing assumes that the creature makes a full attack
(see Attack Actions in Chapter 8 of the
Player ’s Handbook
) and
employs all its natural weapons. If a creature instead chooses the
attack option (and thus makes only a single attack), it uses its pri-
mary attack bonus.
Unless noted otherwise, natural weapons threaten critical hits
on a natural attack roll of 20.
Manufactured Weapons:
Creatures that use swords, bows,
spears, and the like follow the same rules as characters, including
those for multiple attacks and two-weapon fighting penalties.
All the steps in a multiple attack sequence are given and include
all modifications.
Initiative
This line shows the creature’s modifier to initiative rolls. A paren-
thetical note tells where the modifier comes from (most commonly
the creature’s Dexterity modifier and the Improved Initiative feat, if
the creature has it).
Speed
This line gives the creature’s tactical speed on land (the distance it
can cover in one move). If the creature wears armor that reduces its
speed, this fact is given along with a parenthetical note indicating
the armor type; the creature’s base unarmored speed follows.
If the creature has other modes of movement, these are given
after the main entry. Unless noted otherwise, modes of movement
are natural (not magical).
Burrow:
The creature can tunnel through dirt, but not through
rock unless the descriptive text says otherwise. Creatures cannot
use the run action while burrowing.
Climb:
A creature with a climb speed has the Climb skill at no
cost and gains a +8 racial bonus to all Climb checks. The creature
must make a Climb check to climb any wall or slope with a DC of
more than 0, but it always can choose to take 10 (see Checks with-
out Rolls in Chapter 4 of in the
Player ’s Handbook
), even if rushed or
threatened while climbing. The creature climbs at the given speed
while climbing. If it chooses an accelerated climb (see the Climb
skill in Chapter 4 of the
Player ’s Handbook
), it moves at double the
given climb speed (or its normal land speed, whichever is less) and
makes a single Climb check at a –5 penalty. Creatures cannot use
the run action while climbing.
Fly:
The creature can fly at the given speed if carrying no more
than a medium load (see Carrying Capacity in Chapter 9 of the
Player ’s Handbook,
and Strength, below). All fly speeds include a par-
enthetical note indicating maneuverability, as follows.
Perfect:
The creature can perform almost any aerial maneuver it
wishes. It moves through the air as well as a human does over
smooth ground.
Good:
The creature is very agile in the air (like a housefly or hum-
mingbird), but cannot change direction as readily as those with per-
fect maneuverability.
Average:
The creature can fly as adroitly as a small bird.
Poor:
The creature flies as well as a very large bird.
Clumsy:
The creature can barely fly at all.
Creatures that fly can make dive attacks. A dive attack works just
like a charge, but the diving creature must move a minimum of 30
feet. It can make only claw attacks, but these deal double damage.
Creatures can use the run action while flying, provided they fly in a
straight line.
For more information, see Tactical Aerial Movement in Chapter 3
of the
D
UNGEON
M
ASTER
’s Guide.
Swim:
A creature with a swim speed can move through water at
the given speed without making Swim checks. It gains a +8 racial
bonus to any Swim check to perform some special action or avoid a
hazard. The creature always can choose to take 10, even if rushed or
threatened when swimming. Creatures can use the run action
while swimming, provided they swim in a straight line.
Damage
This line shows the damage each of the creature’s attacks deals.
Damage from an attack is always at least 1 point, even if a subtrac-
tion from a die roll brings the result to 0 or lower.
Natural Weapons:
A creature’s primary attack damage includes
its full Strength modifier (one and a half times its Strength bonus if
it is the creature’s sole attack). Secondary attacks add only one-half
the creature’s Strength bonus.
If any attacks also cause some special effect other than damage
(poison, disease, etc.), that information is given here.
Unless noted otherwise, creatures deal double damage on
critical hits.
Natural weapons have types just as other weapons do. The most
common are summarized below.
Bite:
The creature attacks with its mouth, dealing piercing, slash-
ing, and bludgeoning damage.
Claw
or
Rake:
The creature rips with a sharp appendage, dealing
piercing and slashing damage.
Gore:
The creature spears the opponent with an antler, horn or
similar appendage, dealing piercing damage.
Slap
or
Slam:
The creature batters opponents with an appendage,
dealing bludgeoning damage.
Sting:
The creature stabs with a stinger, dealing piercing damage.
Stings are usually envenomed.
Manufactured Weapons:
Creatures that use swords, bows,
spears, and the like follow the same rules as characters do. The
bonus for attacks with two-handed weapons is one and a half times
the creature’s Strength modifier (if it is a bonus), while secondary
weapons add only one-half the Strength bonus.
Face/Reach
This line describes how much space the creature needs to fight
effectively and how close it has to be to an opponent to threaten
that square. This is written in the format [feet] by [feet]/[feet]: The
numbers before the slash show the creature’s fighting space (width
first, length second). The number after the slash is the creature’s
natural reach. If the creature has exceptional reach due to a
weapon, tentacle, or the like, the extended reach and its source are
noted in parentheses.
Armor Class (AC)
The AC line gives the creature’s Armor Class for normal combat and
includes a parenthetical mention of the modifiers contributing to it
(usually size, Dexterity, and natural armor).
Attacks
This line gives all the creature’s physical attacks, whether with natu-
ral or manufactured weapons.
Special Abilities
Many creatures have unusual abilities, which can include special
attack forms, resistance or vulnerability to certain types of damage,
5
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