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“Avex WertzTABLE OF CONTENTS
Introduction. =
Chapter ts Monsters AtoZ.
Chapter 2: Animals
{Chapter 2: Vermin.
ae
Chapter 4: improving Monsters.
[Chapter 5: Maleing Monsters.
‘Chapter 6: Monster Skills and Fe
(Chapter 7: Glossary...
290
303
305
ALPHABETICAL LISTING OF MONSTERS
‘Aasimarlanetouchel) 209
Isbole 8
‘Aboleth mage 8
Abomination (yuan)... 266
byes gromerbaeiek....24
Achalerat °
Airelemental 9s
Aiemephit st
Alp 10
Androsphina m2
Angel 10
Animated abject a
Antes 4
Annis hag) 3
‘Ape 268
Apes dire a
Aquatic ef 103
Ares 1s
Archon. 6
‘Aroha 9
‘Asassin vine 20
‘Asal deva angel) u
Athach 2
Avoral (guard. iat
‘Auer 2
Babau (demon) .-....0..-.-40
Baboon 268
Badger. 268
Badge. dire Thee
Baleen whale 282
Balor Gemon) -.-..-.
Barbed devil (hamatul)
Barghest
Barghest, greater
‘Baslisk
Bat 268
Bat, dive 62
‘esr, black 269
Bea, brown 269
Bea, dire 63
Beat, pol 269
‘Bearded devil (barbaa}.
Bebilita (lemon)
Behir
Beholder
Belker
Bison.
slack dragon.
Black pudding
Blink dog
Blue dragon
Slue sled
ose
Boar, lie
Boda
Bore dev (esyluth).
‘Brsani (lade) 23
Bass dragoons 79
onze degen. 80
Bughear
Ruder.
CCachalathale
Carion crawler
Cauchemar (nightmare)
Celestial charger (unicorn
Celestial crete,
Centar
Chaindedil (ey)
Chios beast
Cheeth,
Chimera
(Choker.
Chromatic dragons
‘chun!
Chay golem,
leaker
(Cloud giant
23
5 tot
Darkmanae. 38
Deithslaad..... 21
Deep dvarf.
Deep halfling 150
Deinonyehus (inesaut)...60
Dever 38
Demon. 40
Dex 43
Destrachan ..... +”
Devil.
Devourer
Digester
Dioseur
Dige animal.
Displacerbeast.
Djinn
Dog.
Dog. riding
Donkey
Doppelganger
Dragon, tue
Dragon rate
Drigoane
Dread wraith
Drech (demon)
Drier
Drow (ll).
Dryad
Diwrgar dear)
Dose mephit
Doatf
Eagle
Engle giant
Earth elemental
Earth mephit
frees!
Elsdin
-Elamosaurus (Jinosan)
lderblack pudding.
Bement.
Elephant
Bl
Erinyes (dev).
Ethereal flcher
Ethereal mazauder
Everap..
Erin,
Fiendish creature
Fire elemental
Fire gant
Fire mephit.
Flesh golem
Forest nome.
Formign,
Frost giant.
rest gant al
Erest worm,
Fungus
Gargoyle
Gauth (behelder
Gelatinous cube
Genie
‘Ghaele (laden).
hast,
Ghost
hou!
Giant
Giantant.
Giant bee
Guntbombardiet bec
Giant constrictor snake.
Giant crocodile
Gianteagle. .
Giant fire beetle
Giant octopts a2 ne
Gisncowi
Giant prayeg mantis
Giant squid.
Giant stag beetle
Guantwasp,
being mouther.
Giralon
CGithyanki
Githaera.
(Glabrezs lemon
Gall -
Gny tender
Gay saad
Greater barghost
Green dragon
Green hi.
Groen shad,
(Geardian niga.
Goardinal
Gynosphin
Hg
Hualfcelesi
Hulfdragon
Hale
Hilffiend
Halkore.
Hultblood (yuan)
Halfling
Harpy.
Hawk,
Hall hound.
Hellat (dvi)
Hezrou (lemon)
Hieracosphins.
Hippogeif
Hill gan.
Hill giant dre wereboar
(lyeantheope)
Hobgoblin
‘Homunculus
Horned devil (corangon)
Horse,
Hound archon
Hound achon hero
Howler
Hyd,
Hyent
‘ce devil (gelugon|
ce mephit
Imp (ew)
Ineviable
4h
13
1a
rr
137
104
13
231
2
74
wn
230
Be
2
235
440
Sag
141
233
145
14
146
102
wr
204
264
198
154
si
234
ist
158Invisible stale: 160 Nesssnsyathound (hell
Iron golem 2136 hound) colt
Jannaeesen 116 Nighthag 191
Kaboldoncssesscssoss-A6t Nightcrawler. 195
Kolyacut(ineviable).....-159 Nightmare
Kerker Nighishide 195
Keenshar Nighrwalle. 196
Kuo-to8 Nightwing 197
Lamia 265 Nie nnn 235
Lammas 16s Normph_ 197
Lantem archon 16 Ochrejelly 202
‘Lemuee dei 57 Octopus want
Leona Oz. 198
Leopard Ogre barbasan, 198
ich Ore mage 200
Lillend 16 Onze 201
Lion 274 _Ocsemephie 183
Lion, dire @ Or 203
Lint, w4 Ora 283
aarfollc 169 Onyugh 208
Loeathah 169 Owl a7
Iycammhrope 170 Owl. giant 208
Magma mephit 183 Owlbear 206
Magmin, 179 Pack lord (dsplacer beas) 6.
‘Manta ray... 275 esas. 206
Manticore 178 Phantom funges 20
Marilith demon) 44 Phase spider 207
‘Maru (inevitable), 159 Phasm 208
Media 180 Pit fiend (dev) o.oo enon 7
Mesamapior(dinosur)......60 Pie 236
Mephit. Planetar (angel ut
Mefalk.. Plinerouched 209
Metalic drazors Pony. ascnannnssdZL
Mimic Poxpaise 278
Mind layer. Pseudodsagon 210
Mind ayer sorcerer Pureblood (naan). ...263
Minow Purple worm, 2
Mobre. Byrohydaa, 156
‘Monitor iar. ‘Quasi demon). 46
Monkey. Rakshass. a
Monstrous cemtipede. 23
Monstrous scorpion... 28
‘Monstrous spider Cy
‘Mountain dae. 278
Mule. 23
Mummy. 25
‘Mumay oni co 2a
Naga ‘Remothat 244
‘Nalfeshnse demon) Retriever (demon), 46
MONSTERS BY TYPE (AND SUBTYPE)
‘Aberration: aboleth athach, beholder, cation eral, choker, chu,
cloaker delver destachan, crier, ethereal filcner, eiercap, gauth,
hau, pbbering mauther, grck, oimic, mind fayer, nagas, otyugh,
pphasm, rust monster shure, umber hult, willo-wisp.
(Ai): air meghit, arrowhaw, cloud giant, dust mephit, green dragon,
ce mephit, wil-o-wisp,
‘Animal: animale, bat swarm, dinosaurs, dive animals, rat swarm,
(Aquatic) aboleth, aquatic ef, chu, die shark, dragon tut, giant
octopus, Kraken, euoto, locathan, merfole, merrov, octopus, sahua
i, 4a cat sea hag, shat, skum, squids, water naga
[Calg ryohyar, Fost giant, frost worm, ice mephit, sver dragon,
white dragon, winter wot
Rhinoceros. = 228___Ticeratops. a
Rec casita, das
Roper 215 Troglodyte 246
ust monster 26 Troll 27
Shoagin 217 Trollhunter aus
Solamander..-sso-sconu.218 Truly horrid umber bulk. ..249
Salt mephit 184 Trumpetarchon. 18
Saye 219 ‘Tyrannesaurus(dinovau) 6
Seeit 229 _Umberhile 248,
Sealag 144 Unicorn 2)
‘Shadow 221 Nimpire 28
Shadow marif 222__Vampire spawn 23
Shambling mound 2 Viegouille 244
shark 279 Violet fungus 13)
Shark, dire 6+ Viper snake 281
Shield guardian 228 Vimek (demon) 4
Shockerlined 20 Water elemental sa
Shricker 113 Water mephit 4
Siver dragon 8 Water miga..- 155,
Skeleton 25 Wea! 22
Shum 223 Weasel, dire Ss
shad 228 Werebear(ycanthrope) 170
Stake 279 Wereborr(veamthrope) --. 471
Solar (ange!) 12 Wererat(lycamthrope) .....171
Specie. 232° Weretger(iyeamthrope).. 172
‘Sphinx 232 Werewolf yeanthrope) 173,
Spider exter 234 Werewolf lord (lycan-
Spiritmaga 192 thrope)
Sprite. ...ssan 235 While
Suid 28 White dragon,
Steam mephit. ast Wight
SOB csncseann 235 Wildelf
Stone giittessce 2 Wills-wisp
Stone golem. 137 Winer woll
Storm gant Wolf
Soceubus (demon) Wolf dise
Svirfneblin(gnome).......132 Wolverine.
Swarm Wolverine dire
Tlfelow (haliing)...--149 Wood ef.
Tarrasque... 240 Worg
Tendriculos 241 With.
Thogyua 20-0 242 Wyvern 29
Tieng (plinetouched).-.-209 Xi 299
Tiger. 28. Xorn. 20,
Tiger dire 6s Yeh hound 260,
Tian, 2a hake 220)
Tead. 282 Yani 202
‘Tojanida 243_Zelekn (inevitable)... 160)
Trea 2H Zombie 265
Construct: animated cbjects, golems, homunculis, ineveables,
retriever, shield guardian.
‘Dragon: dragons, dragon turtle, pseudodragon, wyvern.
(arth): bive dragon. copper dragon, earth meahit, gargoye, salt
rephit stone giant,
Elemental: beer, elemental, visite stalker, magmin thoqgua.
‘Elemental (Af belker, air elementals, invisible stalker,
Elemental (Earth): eth elementals, thoggua
Elemental (Fire: fre elementals, magmin,thoqgua
Elemental (Water wate elementals.
Fey: dyad, grig, rine, nymph, pis, saty
(Frey azer, brass dragor, fire gla, Fre mephit, golddragon, magma
mephit prohyera, red dragon, stexm mph
Giant exin, glans, ogre, ogre mage, tellINTRODUCTION:
“his is the Duxczons & Duscoss* Roleplaying Game, the gxme
that defines the genre and has set the sandand for fantasy role
plying formore than 30yeas
Specifically, this is the Monster Manual, This book contains
niles for hundreds of creature, both hese and benign, foruse|
in Donceoxs & Diacoxs adventures. This book, the ayer Hand:
‘ook, andthe Dungeon Masters Gude compris the core rules fo.
the D&D game
“Tis introduction exolainshontao tadeach creature's write-up.
‘toften refers tothe Glosiary, located in Chapier 7 atthe back of
this Kook stating on page 308) for more detals on atck forms
and te special qualities asocated with monsters.
‘A ist of monsters organized by Challenge Rating appears on
pages 318 and 319 te makeit ag forthe Dungeon Master tailor
‘encounters tothe party evel ofthe player characters.
Eich monster descrptionis rganizedinthe same genera format,
asoutlined below, For complete information about te character
istics of monsters, consult Chapter 7: Glossary (starting on page
305),the Players Handbyok or the Dungeon Masters Gude.
STATISTICS BLOCK.
This portion of a monster description contains basic game infor:
‘mation on the creature
Name
“This is the name by which the creatures generally known. The
descriptive text may provide other names.
Size and Type
This ine describes the cresture’ssize Huge, for example) Size cat
‘egories are defined n the Gssury A size modifier applies ra the
‘creatures Armor Cliss (AC) and attack bonus, as sellasro certain
shill, A creature’ size also determines how fart can reach 10)
‘make a melee attack and how much space i occupies ina fight
(ee space/Reach, below).
“The sizeand type line coniinues with the creatures type (giant)
for example) Type determines host magic affects a creatuse; for
example, the hold animal spel affects only creatures ofthe animal]
type. Type determines certain features such as Hit Dice size, base)
attack bonus, base saving throw bonuses, and skill points. For,
quick reference,the Glossary gives afull description ofthe fea-|
{ruresand tais ofeach type and subrype.
Hit Dice =
‘This line gives the creature’ number and type of Hit Dice, and
lists any bonus hit points. A parenthetical note gives the average
hit points for a creature of the indicated number of Hit Dice.
‘A creature's Hit Dice toal i also treated asits level for deter-
mining how spells afect the creature, is rate of natural healing,
and its taxirour ranks ina skill,
initiative. =
Thisline gives the crearur’'s modifier on initiative checks.
Speed
{his ine gives the creatures acca speed on lan (the amount cf
distance itcan cover in one move action) If the creature wears
armor tha reduces its speed, the create’ base land speed follows.
Ifthe creature his other modes of movement, these are given
after (or in place of) the land speed. Unless noted otherwise,
‘modes of movement are natural (not magical. Seethe Glossary for
information on movement modes,
Armor Class
The Armor Class line gives the creatures. AC for normal. combat
and includes « parenthetical mention ofthe modifiers contribut
‘ng ttt (usually size, Dexterity, and natural amo, The creature’
touch and flat-footed ACs follow the comba-teady AC.
‘A creature’ amor proficiencies (if thas any) depend on is
type, bu in generalacreacure Is awomatically proficient withany,
kind of armor i's described as wearing (light, medium,or heavy’,
and with all lighter kinds of armor
Baye Attack/Grapple
The number before the slash on this line is dhe creature's base
attack bonus (before any modifier are applied). The DM usually
wort need this number, btitcan be handy sometimes, especially
ifthe exeature has the Poser Attack or Combat Expertise feats
The numober ater the sishisshecrearures grapple bonus, which
comsinued fom page +
{(Geblinois}: bugbear, godin, hobgoblin.
‘Humanoid: bugbear, dwarf, ef, gthyanki, githzeral, gnoll, gnome,
g2blin,halling, hobgoblin, kobeld, lizard loeathah, meal, or,
toglodye.
(Wncorporeal alip, ghost, shadow. spect, wraith,
(Lawfil: inevitable
Magia Beast: arkheg, aranes, baslsh, beh, tulete, bink dog
chimera, cockatice, darkmaree, digester, dsplacer beast, dragon,
tchereal rarauder fendish die at ros worm, giant eagle, giant ow,
srallon, gorgon, gray render ifn, hellvasp swarm, hippogsif hydas,
eaken,krenshat, lamia
spider, purple worm, remorhas, ropes shocker lard, 2a et, sphinses,
spider ene segs, tranque,unizor, winter wolf, wor yrhak.
‘Mensirous Humanoid: centaur derr, deppelganger,gagorl, grim
lock, haga, harpy kuotoa, medusa, minotaur, sahusgir, yar
‘Ooce black pudding, elitinous cube, gray ooze, ache ll
Outsider
‘Outsider (Ai
jrenast, reaticere, anlbear, pegasus, phase
1 mephit srouhawvk dian, dust mephit ice mephit
‘Outsider (Chases chace beast, demons, eladrins, howler, lend,
‘Ouisider (Ei): achsiersi, barghest, demons, devi, hel) hound,
hotles night hag, nightmare, akshass, shadow mestif varguile il
eth hourd
ath mephit, sat mephit, worn
refs hall mound re mephit, magma mei,
steam mepht, rast salamanders
‘Outsider (Coed): angele, archone, elaine, guardinals lillend, titan
(Outsider (Lawflyachaiersi, archons, barghezt, evi, frmians, hell
hound, rakshase xl
‘Outsider (Native: astimar cout, jan fing, ratshasa, ton,
Outsider Water) ooze meoht, water mephit, tojanidat, ton.
Plats assassin vine, phantom fongus, shamoling mound, sriket,
tendricules,teant, vil Fung
{pilin}: hobo, iaecfelk, toglodyte
(Shapechanger): aranea, barghest, doppelganger, yeanthropes,
mime: phases
‘Undead lip, bedak, devourer; ghact, ghost, gheul lich, mohts
mummy, nightshades, shadow, clalone, spectre, vampire, vampire
‘pou, wight, wraith, zombie
"Vermin: centipade swarm, giant insects, locust swarm, monstrous
ceetipedes, mosstous scorpions. monstrous spiders, spider swam.
(Water: lack dro, bronze dragon, ooze mephit, water mephittiesto grapple the creature, The grapple bonus incluces all mod
fiers chat apply tothe creature's grapple checks (base atack bonus,
Strength modifier, special size modifier, and any other applicable
‘modifies, suchasa rcial bonus on grapple checks
Attack
[dhisline shows the single artack the creanute makes with an arack|
[action. tn most cases, thisis also the atack the creature uses When
[naking.an atuck of opportunity. a well. The atack line provides
the steapon used (natural or manufactured), attack bonus, and.
|focm ofattack (melee or ranged). The atack bonus given includes
_modificitions for size and Strength (for melee atacks) or Dexter
ity (for ranged attacks) A creature with the Weapon Finesse fear
‘can use its Desteity madlfiec on melee atacks
Ifthe creanure uses natural atacks, the natural weapon given
here s the creatures primary natural weapon (see the Glossity
[Eitche creature has several diferent weapons at its disposal, the,
alternatives are shown, with each different arack separated by the
| sword ‘or’
‘A creature canuse one ofits secondary natural weapons (see the
(Glossary) when making an atack action, but if ir does ic rkes an
attack penalty as nace in the Full Atick section below
‘The damage that exch atiack deals is noted parenthettall.
Damage from anattck i always at last point, even if subirac-
tion from a die rll reduces the result 10 Q0r lover.
FulLAttack
“This line shows all the physical attacks che ceanure makes when i
[uses fullound action to make a fll asack. Ie gives the auraber of
|anucks along withthe weapon.arck bonus ana formofattick melee
‘orranged)-The ist entry isforthe creature primary weapon, with a
‘atuack bonus including modifications for sae and Stengt for melee
stuck) or Desceity forranged atack.A creature with the Weapon
Fines eatcan we is Dexeriy moxifieron melee attacks
‘The remaining weapons ae secondary, and attacks with thems
are made witha =5 penalty tothe atackzoll no matter how many.
there ae. Creatures withthe Multaruack feat (see page 308) take
only a=2 penalty on secondary attacks. {
‘The damage that esch attack doals is noted parenthetially.|
Damage from an attck isalways atleast 1 poims, even if subtrac |
tion from a die rll reduces che result 10 0 ot lower
‘A creature’ primary attack damage includes its fall Seengeh
modifier (1-1/2 names its Strength bons if the attack is with the
creature's sole natural weapon) and is given fist, Secondary
attacks add only 1/2 the ereatunss Strengzh onus and are giver
second in the parentheses.
{sused when the creature makesa grappleatiack orwhen someone
[any atacksalsa have some special effect other than damage
(Foison, disesse, energy drain, and so forth), thar information. |
sven bere.
Unless noted otherwise, cestures using natural wespons deal,
{double damage on critical hiss.
| Manufactured Weapons; Creatures that use swords, bows,
spears, and the like fallow the same rules as characters do. The
bonus for attacks with two:handed weapons is 1-1/2 times the
creatures Strength modifier if isa bonus) and is given first,
hhand weapons add only 1/2 the strength bonus andare given,
second in the parentheses
Space/Reach
‘This line describes how much spac the creature takes up on the
butle guid and thereby needs 1 fight effectively as wells Aow.
close it has tobe o threaten an opponent. The number before the
slash isthe creatures space, cr how many feet one side ofthe cre
Ture occupies (refer to the Dungeon Masters Guide for adgtionsl,
|detais), For example, creature witha space of 15 feet occupies
Ts-square-by-Ssquare space on she batle grid. The number afer
the slash isthe creatures natural reach. ifthe cretute has excep
tional each due 10. weapon, tentacle, or he like. dhe exended
reach and its source ate noted in parentheses atsbe end ofthe ine.
Special Attacks and Special Qualities
‘Many crvatures have unwsual abilities, which can include special
antack forms resistance or vulnerability xo-cextain types of]
sdsmage, and enhanced senses, among others. A snonsser eatry|
breaks dhese abilities into special atacks and special qualities. The
lacter category inchudesdefenses, vulnersbilies,andotherspscial
abilsies chatare nox modes of arack. A special ability i either
cenraprdinary (Ex),spelllike (Sp), ox supernatural (Su). See the
Glossary for definitions of special abilities Additional informa:
tion (when needed) is provided in the cxeanure’s desctiptive-txt
‘When a special ability allows a saving throw, the hind of save
and the save DC is noted in the descriptive text. Mest saving
throws against special abliies have DCs calculate xs follves: 40
41/2 the atacker’ racial Hit Dice + the relevant ability modifier
“The save DC is given in the creature's description along with the
abilry on which the DC i bared
Saves
“This ine givesthe creatures Fortitude, Rell, and Willswvemeodifer:
Abilities
This lin les the creature ability scores in the customary exer
See, Dex. Con, Ine, Wis, Cha, Except where noted otherwise, each
WHY A REVISION?
“The new Duncions & Datcone game debuted in 2000 Inthe three years
ince the d20 game sytem energizes the RPG indir, wove gathered
tons of dats om how the games being played. We consider DED to be
a lving game that constanty evokes ast i played. Using the gathered
feedback, weve retooled the game from the ground up and inearpo-
razed everyone's suggetions to improve the game and this product
If this ie your it experianee with DED, we welcome you to
wonderful world of advertute snd imagination. if you played the
por version ofthis beok, est assured that this revision isa testa-
‘ment te our deciation to continuous product improvement and
Imovation. We've updated errata, clarfied rales, polished the pres.
‘entation, and made the game better than it was. Ths is an upgrade
‘of the 20 System, not a new edition ofthe game. Tis revision is
‘compatible weh existing products, and these products can be used
with the revision with enly minor adjustments.
Whats new the revised Monster Manuel? Theentire book hasbeen
polished and refine, al in responce te your fedback and to reflect the
say the game is actually being played. We've reorganized the group
moneter entre inte easiertouse, single-enty formats: New monsters
have been added to tht larger book Advanced versione of seme
monsters have been included to challenge high-level characters. New
monster feats have been added, and all monster abies are detiled in
the glossary for eaty reference. Monsters that can be used as player
characters have level adjustments and other information to expedite
such play and we've reworked all monsters so that they gain feats and
skis the same way that player characters do. We've added extensive
inferrtien on how to advance customize, and design monstes. And
there ae other improvernents throughout, suchas fst-glnce descrip
tiors of monsters. typical spel lists for spellcasting monsters. addi
tional stastics to speed up play (including grapole bonus and ful
attack routines), and read-toplay entries forall monster types.
Take a lock, play the game, We think youtl Ike how eveything
tured out.creature is assumed to have the standard array. ok ability scores
‘before racial adjustments (all 1s and 105, To determine any cree
tue’ racial ability adjustments, subtract 10 ftom any ever-num-
bered ability score and subtract 11 from any odd-rumbesed score
(Exceptions are noted inthe Combat section of « creatures descip-
tive text) Humanoid warrorsare generally builtusing the nonelite|
arma: 13,12, 11, 10,9, 8 Advanced creanures (such asthe hound]
archon hero) are built using the elite array. 15, 14, 13, 12,108
Most abilities work as described in Chapter 1 of the Mayers)
“Mandhook, with exceptions given belay.
Strength: As noted on page 1520 the Players Handbook, quad:
stupeds can cary hezvierJoads than bipeds can, Any creature with
four or more motve limbscan carry aload as a quadruped, even if
it does not necessarily useall she limbs aronce. Forexample drag
ons carry leads asquadrupeds.
-ntelligence: A creanure can speakll the languages mencioned
{in tsdescripuon, plus one additional anguage per point of Inet
ligence bonus. Any creature with an Intelligence scoze of 3.01
‘higher understands atleast one language (Common, unless noted
orhenwise)
‘Nonabilities: Some creatures lack certain ability scores: These |
creatures do not haye an ability score of o—they lack the ability
altogether. The modifier fora nonability is +0. Other effects of
nonabilites ate detailed in the Glossary
Skills
“his line gives the creature’ skills, cong with each skills modifier
(dncluding adjustments for ability scores armor check penalties,
‘and any bonuses from feats or racial traits. All listed skills are
clas shils, unless the cearure hus a chamacer class (aotedl in the
entry). A creature's type and Intelligence score devermine the
‘numberof skill points thas.
The Skills section of the creature's description sceaps racial
‘bonuses and ether adjustments to skill modifiers forthe sake of
‘clarity: these bonuses should noc be added so the listed skill mod
fiers, Anasersk beside the relevant score and in the Skills sec
Udon ef the descriptive textindicatesa conditional adjustment, one
that applies only n cerain situations (forinstance,a gargoyle gets,
an additional +8 bonus on Hide checks when it is concealed
aginst a background of worked stone
‘Natural Tendencies: Some creatures simply aren't made for
certain types of physical activity Elephants, despite their great
Strength scores, sxe terble at jumping. Giant crocodiles, despite
thoir high Strength scares, dont lissb well. Horses cant walk
tightrapes fit seome clear toyou that particular creature simply
{notmmade for apacticulae pysicslactsty. you can say thatthe
creature takes 8 penaltyon sil checkethie defy its natural ter
sdencies. In extreme circumstance a porpoiteartompuing aClimb
check, for instance) you can rule that he creature fils the check
auomatically
Feais
‘The ine gives the reanurss feats. A monster gine feats jos
character does—one for is frst Hit Die,a second fest i ithas at
least 3 HD, and an aditional feat for every additional 3 HD. (For
example, 9 HD cresruce is entitled rofoar feat.)
Somerimes screaure his near mace horus eas, marked with
a superscript B (9, Creatures often do net ave the prerequisites
fora bonus fest. this isco, the creature can still use the feat. If
you wish to customize the ceanure with new feats youtcan reas
sign is other feats, but not its bonus feats A crearurecannat have
feat that is nota bonus feat unless ithas the feats prerequisites
Ehvironment
“This line gives a type of climate and terrain where the creature is
typically fund. This describes a rerdency, bt isnot exclusionary.
AA great wyrm gold dragon, for instance, hus 2n environment entry
cofwarm plans, but could aso be encountered underground i
‘old hills, or even on another plane of exstence. See Chapier .f|
the Dungeon. Maser Gude for more on terrain types and climate. |
Grganization
“Thisline describes tne kindsof groups the creature might form. A
range of numbers parentheses indicates how many combat
ready adulis ae in each type of group. Many groups also have 2
number of noncombatans expressed as 2 percentage ofthe ight
ing population. Noncombarants can include. young, the inftm,
shves, or other individuals who are not inclined sp ight. A crea
tures Society section may include more detallsen noncombatants
Ifthe organization line contains the term “domesticated, the
creature is generally found only in the company.of other cre
tures whom itserves in some capacity.
halienge Rating
“This shows the average level ofa paty of advenarers for which
Jone cresture would make an encounter of moderate dfficuly.
Jassumea party of fourfresh characters ull hit poins, all pells
‘and equipmest approptiats to sbeiclevel) Given reasonable hick,
the party should beable ro win she encounier wit some damage
‘bur bo casualties Foe mors information aboat Challenge Ratings
see pages 36 and 48 ofthe Dungeon Masters Guide.
‘Treasure
“This line reflects hew much wealth the ceatuce owas and refers,
so Table 3-5: Treasute on page 52 of the Dungeon Maser’ Guid. tn)
_most caves, a creature keeps valuables in its home or lai and has
no treasure with it when travels Incelligent creatures shat own
useful, portable weasure (such +9 magic items) tend to carry and)
‘use thes, leaving bulley-items at home. See the glossary foc more
deals on wsing the Treasure line of each monster entry.
Alignment
This line gives the alignment thatthe creature is mot likely to
hove. Every entry includes a qualifier that indicates how brosdly
that alignment applesto the species 2s awhole. See the Glossary
for details.
Advancement
‘This book usually describes only the most commonly encoun-
tered version ofa cresture (though some entries for advanced
‘monsters can be found). The advancement line shows how rough
a creature can get, in terms of extrs Hit Dice. (Thisis not an
absolute limit. bu exceptions are extremely rare) Often, intelli
gent creatures advance by gaining s level in a character class
Instead of jast gaining new Hit De
Level Adjustment
Thicline isinchued in the entries of crevtures suitable for use as
phyeecharactersorascohors(ususlly creatures with Invelligence
scores of atleast 3. andl possessing apposable thumbs). Add this
‘number tothe creatures total Hit Dice, including class levels, to
get the creature's offecive character level ECL) Achsracters ECL
affects the experience the character extn, the amount of exper
fence the charscter must have before griing a new level, and the
characters starting equipment. See pages 172, 199, and 209 of the
Dungeon Master's Gute for more information
DESCRIPTIVE TEXT
‘The body of each entry opens with asentence or two that)
describes what the player characters might see on first encounter-|
{ng amonster, followed by-a short description of the creature:
‘what it does, what it looks like, and what is most noteworthy
about it Special sections describe how the creature fights and give
details on specialarncs, special qualities, skills, and fears.CHAPTER k: See
MONSTERS ATOZ Dalton Attar htiyatensde met ocd ons De
This book conzains hundreds of seatutesforuse inany Dusceows| [Fortitude sive ar begin sotransform over the next td4+1 minutes,
‘S Diacons game, Refer to the Glossary, starting on page 305,for| [the skin gradually becominga.cleat, simy membrane. An alcred
definitions of common features and abilities of individual mon-|._jereature must remain moisiened with cool, fresh water or take
sters.Inmmost cases,a morsterentry describes typical individual] /112 points of damage every 10 minutes. The slime reduces th:
ofthe kind in quesdon, which isthe most common version enc], _cteatures natural armoc bonus by 1 (bit never es than 0), The
ouniered by character on alvenutes The DM can modify these! save DC is Consttuio:bise
ities, crete advanced or weaker versions or aller any stasis | A wav digas spell cast before the tansioxmation i comple
topliy a monster aginst ype and surprise the phyer characters wll estore an alice creaute wo normal Aitenwand, haweves,
And ro ets meet themonsiers only eal or mas hal spell ean reverse the afliction,
‘Maicis Cloud (Ex) An sbolet undersatersursounds ise
wth a scous cloud of micus roughly {oot thick Any ceatume
— A BOLETH ccing tio conrac with and inhaling this substance must suc
The clefting wer suddeniyenpisina sam of reaching grap. _{eesdona DC 19 Fortitude sare ot lose the ality to beat ifr
Jing Sees. The eracs connec too primes fa, 20fet in length the nex 3 hours. An affected creature sufocates in 26 minutes i
(poms tutou: heats ereer-shaped ai Threesshaped eyes, _empoved from the water, Renewed contct withthe mucus cowl
[ited bybory gs rt oe ato the cher inh font of sod and fling another Fortitude sve continues the eflect fr
Wich remains tanec he ce a tak another 3 hours. the ave DC is Consituion-bases
Skills: n aboleth has 28 racial bonis oan
the aboleth sa revolaing fislike amphibisn found peimantyt Swim check te perform some spe nor
suberranesn kes and iver. It dspsesall onaguatc creatures avoid hazav. It en always chose 1 ake
an avtemprs to destoy them on sight {ona Swio check cwsnif dstacted
An abot has a pink belly, Four pulsating blue or endangetedI.can se the
black orficesline the bouom of ts body and se- gill ren aciian-ehile sim
[cretegrayne thatsme' ning. provided itswims
ses is al or propulsion in ihe water ina aight line
and drags itelC.along with is tem
tacles on land. An aboleth weighs
about 6500 pounds
Aboeths ae eel an 4 .
highly itelligent, mak
‘ng them dangerous pred: =~
‘tors They now manyancent and
sects fhe inert hee pater
all they consu
Aboleths are smart enough vo xefrin
from immedistely tacking land dwellers
who draw near. Intend they hang back,
Ihoping tase pry wl enix she exes, which
they ofien mike appeat coal cleas,and refreshing with their
powers of illusion. Aboleths also use their psionic abilities to ABOLETH MAGE
enslave individuals forse aginst their own companic Among ihe watery tombs and dungeons they inhabit the lords 0
Abaleshs have both male and female reproductive organs They the aboleths focus their eflors to achieve dominion threugh thei
brisdin solitude, laying 13 eggs ever.five sears There eggr grow study of wiaardy. Their great power marl thers at among the
for another five years before hatching into full grown aboleths. lords of ll subterranean creures, Stil these crea
“Althcugh the youngare physically mature they remain with their totheir arcane scholarship, spend most of thelr lon
parent for some ten years obeying the older creature utery
Abolethe epeak their own langusge, a well ss Undercommon Combat
and Aquin, The save DC for the aboleth mages transformation tentacle
attack (DC.21) and its mucus cloud (DC 21) are adjusted for ite
COMBAT higher Constitution score. The sive DC for ite enslave ability
‘An aboleth atacks by filing with its long, slimy tentae ‘DC 6) is adjusted for its lower Charisma score, as are the save
though i prefers to fightfioma distance using itsllusion powers DCs forits psionic abilities: Hypnotic patlern (DC 14) ilusry wal
Enelave (Su) Three times per ay, anaboleth can ate DC 16), mirage arcana (DC 1), persistent image (DC.12). ao
enslave any one living creature within 30 feet. The tay mmiel image (DC18), project image (DC 49), wl (OC 18) Elec:
succeed on DC17 Wil save or be afecred as though by adomi-. tive caster evel seth
ynaie person spel (castor lavel 1cth)-An enslaved creature obeys the The aboleth mage uses « number of spells, such as displacement,
abolesbs telepathic commands until freed by remove casc and can grate invistiity. and wall offre. to protect iself while seizing
Jatempe a new Will save every 24 hours to break fee. The control. control ofits foes with spells and innate abilities.
red (4/6/5/4/4/3: save DC 15 + spell
{salso broken ifthe aboleth cies or travels more than {mile from ank Spells Pn
its slave. The save DC is Charisma-based
Psiomies (Sp): At will—hyotc atten (DC 15), fluory wall (OC ge armor, magic missile (2); 2nd—blur, lls strength,
17), mirage arcane (DC 18), yrsstent mage (DC 18), programme ares, fos cunning, se invsily: ards magi displacement,Aboleth,
Huge Aberration (Aquatic)
Hit Di ‘88:40 75 bp)
Initiative: ri
10 i (2 squares, swim oft
‘Armor Class. 16 (2 size + Dex, +7 natural
touch 9, flitfooted 15
Base Attack/Grapple: +6/:22
Arrack: Tentacle +12mdee (146-8 plus slime)
all Attack ‘tentacles $12 melee (1d6s8 plusslime)
‘Space/Reach: 15 f./10f
Special Attacks: ——_Ensiave, psionis, slime
Special Qualities: Aquatic subtype, darkvision 60.
sucuscloud
Saves: Fort 47, Ref ¢3, Will Hi
Abilities: ‘str 26, Dex 12, Con 20,
int 15, Wis 17, Cha 17
Stills: Concentration +16, Knowledge
Gny one) +15, Listen +16, Spot +16,
vi 8
Feats ‘lermness, Combat Casting, Iron Will.
Environment ‘Uaidergreind
‘Organization: Solitary, brood 2-4), or
slaver brood (1341 plus 7-12 sku)
Challenge Ratings 7
Treasure: Double standard
Alignment: Usually lawful evil
‘Advancement: 5-16 HD (Huge);
Level Adjustment —
fy lignin Bl ah—grser inci phantasral lle
Seki Sth—hald monster empowrese ihtning tok all fe
—____ACHAIERAT
TLarge Outsider (Evil, Extraplanar Lawful)
Hie Dice: éd8+12 (59 hp)
Initiative: +1
Speed: 50. 10 quares)
Armor Class: 20(-1 eize, +4 Dex, 110 natural), touch 10,
acfoored 19
Base Attack/Grepple: 6/14
‘Attacks:Claw +9 melee (2d6+4)
Full Attack: 2 clws +9 melee (24é+4) and bite 4 melee (4d6+2)
‘Space/Reach: 10 fx/10 fi,
Special Attacks: Black cloud
Special Qualities: Datkvisicn 60 ft, spell resistance 19
Saver: Fort 17, Ref 6, Will 47
Abilities: Str19, Dex 13, Con 14, nt Lt, Wis 14, Che 16
‘Skille: Balance 110, Climb +13,Diplomacy.«5,Hide +6,
Jump +21, Listen +11, Move Silently #10,Sense Motive +11,
Spot tt
Feats: Dodge, Mobility, Spring Attack
‘Environment: Infernal Barlafield of Acheron
‘Organization: Soliaryo: flock (5-8)
Challenge Rating: 5
“Treasure: Double standard
Alignment: Alays lawful evil
Advancement: 7-12 HD (Large) 13-18HD (Huge)
Level Adjustment: —
Aboleth Mage, 1oth-Level WirarL
Huge Aberration (Aquatic).
85 pls 1044470 (177 hp)
10 ft (2 squares), swim 6 ft
Z natural) touch 11, flat-footed 1s
18 (-2sze,43 Dex,
#1728
Tentucle +18 melee 1de+9 plusslime)
4 remmacles +18 melee (1des9 plus slime)
15 ft/10 ft
Enslave, psionics slime, spells
“Aquatic subtype, darkwision 60 fe, mucus cloud, summon familiar
ort H15) REF H10, Wal
SH 28, Dex 16,Con24,
10t 20, Wis 16, Cha 14
ull 413, Concenteation £25, Decipher Script +15, Diplomacy +6,
Disguise +2 (+4 acting) Inuimidite +4, Knowledge (arcana) +15,
‘Knowledge (Gungeoneering) +25, Knowledge (history) +15,
Knowledge (the planes) +25, Liten +15, Search +10,
Sense Motive +15, spelleift +29, Spor +17,
Survival +3 (45 follwing tracks on other planes, and underground),
, Empower Spell, Eschew Naterials,
Fortitude, Improved Initiative, Lightning Reflexes,
‘Scribe Scroll, Spell Focus illusion), Spell Focus (enchantmen:),
Spell Penewration
Underground
Solitary
e
Double standard,
‘Usually lawful evil
24 HID (Gargantuan) By character class
Absieras‘A large ceaurestonds on four sil leg hs.
0 birclike body, round ard lump, abeut the size
of small pon balanced tapi legs. Feather.
‘that range in color from brown to red. caver ts
by, an sterol claws. and beak glint. ike
urrished meta!
Fchuleris are massive 12
fess bids that inbabie
Acheson tadem only cciainnally
clcleewbeus heya
coi clener end predatoryvidadie CS
tlsctrasie for rut
chairs Spek Lalcnal They weg
hour 750 pou
COMBAT.
Jn close combat, an achaicral lashes
‘out with so ofits
swith its powerful beak. It makes fe
‘quent sre of is Spring Artace feat
to strike quickly and then retreat
ut of range bet
‘counterattack,
‘An achaierais nanural weapons,
aswell at any weapons i wield, are
srcated as evilaligned ard lawful
aligned forthe purpose of overcoming
damage reduction,
lack Cloud (Ex: Up to three times per day
an achalerai cin release a choking, toxic black claud.
Those other than achaieral within 10 feet instantly take 246
points of demige They mustalso succeed on aC 15 Fortitude
save or be affected for 3 hourt as though hy an
(csster level ch. The save DC ie Constnutionsbes
“Medinm Undead (incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: «5
Speed: Fly 30 (perfect) (6 squared)
Armor Class: 15 (+1 Dex. +4 deflection) rouch 1, fs
Rase Attack/Grapple: +2/—
Attack: Incorporeal touch +3 melee (ids Wisdom drain
Full Attack: Incorporea! ouch +3 melee (144 Wisdom drain)
Space/Reach: f./s f.
‘Special Attacks: Babble, madness, Wisdom drain
‘Special Qualities: Darkision 6 f incorporeal rats, «2 earn
resistance undead tits
Saves: Fort +1,Ref +4, Will 4
Abilities: Ser, Dex 12, Con — Int 14, Wis 11, Cha is
Skills: Hide +8, lntimidate +7, Listen -7, Search +4, Spot +7
Survival +0 (+2 following tacks)
Feats Improved Initiative Lighting Reflexes
Environment: Any
Organization: Solitry
Challenge Rating:
Treasure: None
Alignment: Always nestral evil
‘Advancement: 5-12 HD (Medium:
‘Level Adjustment:
footed 14
Thu cate oa fleas before you is theo thing out of nightmare. Khas
‘ogee humancid shape, but t's a shape without features that has been
distorted and brisleswith madves. From the waist down, talsawny ita
voporaus nothingness, lang ofan: trace of fog behind it sit moves
sanity spell, }
‘An allip isthe spectral remains of
someone driven to suicide bya ma
ness that afflicted itin life. 1Leraves.
only revenge and unrelentingly
pursues those who tormented it in
Iufe and pushed it over the brink.
‘An alip cannot speak intelli
COMBAT
‘An allip i unable t0.cause physical
harm, although it doesn't appear 0
know thar. I keeps flalling sway at
‘enemies, yet itinficts no wounds
Babble (Su): An allip constantly
mutters and sthines 10 sel,
ing a hypnocc effec Al ane «xe
tureswithin 60 fer of theallip mst
succeed on a DC 16 Will save be
affected as though by a hypnotism.
spell for 204 rounds This s« sonic
sind-affecting compulsion efiect.
(Creatures sbatsuccessfally save can
not be affected by dhe same alips
babble for 24 hours. The save DC is
Charsma-based,
Madness (Suk Anyone targeting
an allip with a thought detection,
sind contrel, or telepathic ability makes,
Aisect conracr with its tortured mind and
takes 1d4 points of Wisdom damags.
‘Wisdom Drain (Su): An allip causes
tdi points of Wisdom drain each time i
hits with its incorporeal touch tack. On
a,
each such successful attack, it gsins 5 eemporaty his
points
ANGEL
“Angels ae a rce of celestals beings who live onthe good aligned
‘Outer Panes. Celestials positively dip sith goodness—every fiber
oftheirkodiesand souls suffused witht They arethe natural ene-
‘mies ofdemons and devils exeaturs ofthe infernal realms)
Angels can be of any good alignment Lawful good angels
from the plane of Celestia, neutral good angels from the plane of
Elysium orthe Beaslands and chaotic good angele from plane of
Arborea. Regardless of their alignment, angels never ie, cheat, oF
steal. They are impeccably honorable in all theirdeslings and often
prove the most trustworthy and diplomatic ofall the celesials
Allangels are blessed with comely looks, though their actual
appesrances vary widely
“Angel speak Celestisl, Infernal. and Draconic, though they can
speak with almost any creature hecause oftheir tongues bility
COMBAT
‘Though they are honorable and gocd, angels dont hesitare 10 back
up their arguments with their weapons and other powers when
necessary. Though they do not relish combat, they do not hesitate
to take the bate to the enemy. In combat, most angels make full
use of theitmobility and their ability to attack at a distance.
Angel Traits: An angel possesses the following traits (unless.
wise noted in acreature’s entry),
—Darkvision out to 60 feet and low-light vision.
—Immunity.to.acid, cold, and perrification,
Resistance ma electcicity-10 and fre 10.
#4 racial bonuson savesagainst poison,
Pract Aura (Su): Against. attacks made or effects created by
‘evi creatures hisability providesa. +4 deflection bonus to AC an+4esistance bonus on sving shows toanyone within 20 feet ofthe
angel Otherwise, it functions as magicirlesganstevl effect and 2
leser lk of nvr, both with a rains of 20 fet (aster level
equals angels HD), This aura can be dispelled, but the angel can
create it again 5 afive action on its next rur. (The defensive bene
fits from the crcl are aotincluted in an angels statistics block. |
—Tongues (Su) Allangels can speak with any creature that has
language, 5 though using a tongues spell (caster level equal.to
angels He Dice). This abltysabwaysactive
ANGEL, ASTRAL DEVA
Medium Outsider (Angel, Extraplanar, Good)
“Hit Dice: 12d8+48 (102 bp)
Initiative: 8
Speed: 50 f (10 squares) fly 100 ft (00d)
‘Armor Class; 29 4 Dex.+15 natural touch 14 farfooted 25
Base Attack/Grapple:+12/:18,
‘Attack ¢3heary mae diuption +21 melee (148612 pls stun)
or slam +18melee (148+9)
ull attack 23 hay mac ofdpton+21/s46/+11 melee |
(4812 plus stun) or slam 8 meee (1649)
sspace/Reach 5 fe/5f
Special Attacks: Spell. abies, stun
Special Qualities: amage eduction 10/eul,darkvision 60 f,
low-light vision, mmutity to act, cold, and perificaton,
protective aura resistance o electricity 10 and fie 10, spell
Fesstnce 30, tongues, ucanay dodge
Saves: Fort +14 (+18 against poison), ef 12, Wills12
Abilities: S22, Dec 18, CoB 18, 1838, Wis 18, ha20
‘hills: Conceatrtion +19, Craft or Kaowledge (any three) +49,
Diplomacy +2, Escape Arist +1, Hide +19, 1numidat +2
Listen +23, More Silently +18, Sense Motve #13, Spo 123,
‘Use Rope +4 (6 with bindings) =
eats Alertness cleave, Grest Forte, improved Inatve,
Power tack
“Environment: Any gowdaligned plane
‘Organization: Solty, par, or squad 3-8)
Challenge Rating: (4
“Treasure: No colts; double goods standard ems {
Alignment Always good (any) t
‘Advancement: 13-18 HD (Nedium);i9-36 MD (Large)
Level Adjustment +8
‘A beautiful extemey tall, humane creature with ong feathery wings
‘md avery supe er lthe body glows with an inner power that mokes
‘hard look estat. she erence
‘Astral devas watch over lesser beings of goed alignmentand help
when they.can. Ia particular, they are patrons of planar travelers
and powerful crestuces undenaking good eauses.
ound with its mace, that creature must succeed on a DC
Fortitude save or be stunned for 1d6 rounds, The save DC-is
Strengthbised 1
‘Uncanny Dodge (Ex): An astral deva retains its Dexterity
bonus to AC when fa fated, and it cannot be flanked excep by
Jarogue of atleast 16th level. Ie can flank characters with the
uncanny dodge ability asi itwere {2tvlevel rogue.
ANGEL, PLANETAR
Large Outsider (Angel, Extraplanat, Good) |
Hit Dice: 1448470 (133 hp)
Initiative: +8
‘Speed: 30. (6 squares), fy 90 ft (good)
Armor Class: 32-1 size,+4 Dex, +19 natuna).rouch 13, 4
flae-footed 28
Base Attack/Grapple: +14/-25
‘Attack: + grestsword 423 melee (346413/19-20) or slum 220
melee (248410)
[ull Attack: +3 gvatswonl +23/+18/+13 melee (3d5+13/19-20) ot
[slam +20 melee 2d8+10)
‘Space/Reach: 10f./10 fi
‘Special Atracks: Spellike abilities, spells
‘Special Qualities: Damage reduction 10/evildatkvision 60 f,
Tow-light vision, immunity to acid, cold, and petiticaion,
protective aura, eegeneration 10, resistance to electricity 10
and fire 10, spel resistance 30, tongues
Saves: Fort +1$ (+18 against poson), Ref+15, Will 21s
Abilities: Sur25,Dex 19, Con 20, Int 22,Wis 23,Cha22—
‘Skills: Concentration +22, Craft or Knowledge (any fous) -23.
Diplomacy +25, Escape Arist +21, Hide +17,taumidate +23,
Listen +23,Move Silently +2, Sense Mouive +23, Search «23,
Spot +23, Use Rope +4 (26 with bindings)
‘Feats: Blind-Fight, leave, Improved Inidative Improved.
‘Sunder, Power Auack
Environment: Any good aligned plane
‘Organization: Soliary or ps
Challenge Rating: 16
‘Treasure: No coins double goods; standard items
Aligament: Always good (any).
‘Advancement: 15-21 HD arge);22-42 HD (Huge)
‘Level Adjustment.
The ewatureresmibles a maaivaly musculerand llhuman wth smooth
‘emerald ahi, whit feethired wings. and 2 bld head
Planetara serve ab mighty generals of celestial armies. They also
help powerful mortals on missions of goed, priculaly those that
involve battles with fends. A plantaris nesely 9 feer tall and
weighs shout 500 pounds.
‘Anastal em isabout7-1/2fecttalland weight bout 269 pounds Combat
Combat
‘An astral down i nat afc
erce joy in bashing ev
of disruption
‘An astral devs natural weapons, as well ss any weapons it
wields ere treated as good aligned forthe purpose of overcoming
damage reduction.
Spell-Lile Abilities: Ax willaid continual fama delete
‘dicera lee (DC. 49), disel wil (DC 20} agi aly. ano. (DC
23), hay smite (OC 19)-haly ond (DC 22), snl elf only)
‘plane shift (OC 22), polymorph (self only), remove curse (DC 18).
remave disease (DC 18), remove fese (DC. 16); 7/day—cure light
wounds (DC 16), se invisibility: 1/day—bladehorrer (DC 21), hea
(DC 24). Caster level 12th, The seve DCs are Charisma-hased.
‘Stun (Su): lf an astral deva strikes an opponent twice in one
xo.enter melee combet, Ie takes =
foes with its powerful +3 heavy mace
re
‘Despite their vast array of magical powers, planets are likely to
wadeinio melee with their 13 greatnuinds They psrticulaly enjoy
bring fends,
‘A planetars natural weapons, aswell as any weapons it wields,
are treated as gocd:-aligned forthe purpose f overcoming damage
reduction. {
Regeneration: A planetar takes damage from evilaligned
weaponc and from spell and effete with the evil descrigter. |
‘Spell-Lie Abilities: Ar willcntinual lame, dispel magi oly
ste] 20), inst (self only), lesersstoation (DC 18)-remou |
‘urse(DC.19).nemave diva (DC.19), remove fenr(DC. 17). speak with
ddesd (DC. 19}; 3/day—blate harrier (DC. 22), flame strike (DC 21),
polymorph (self only), power won! sun, rise dead, waves of fatigue,
1t/day—earthguake (DC 24), greater rsoation (DC23), mas charm
mander (DC. 24), wave of exhaustion. Caster level 17th, The save
esate Charisma basedThe following abilities are always active on the planctar’s Feats: Cleave, Dodge, Great Cleave, Improved Initiative,
person, as the spells (caster level 17th): detect evil, detect snares and Ampmved Sunder, Mobility, Power Anack, Track
Pi dicen les (DC 20) itibdy.and tue seg Theycan be Envitonment. Any goodaligned pla
dispelled, but the planetar can reactivate them as a free action, Organization: Solitary or pair
‘Spells: Planetars can cast divine spells as 17th-level clerics. A! Challenge Rating: 23.
planetar has access.to.nwo.of the following domains Air, Destruc- ‘Treasure: No coins; double goods; standard items.
Hon, Good, Law, ar Wat (ls any others trom its ety) The ave| Alignment: Always good (any)
DCs are Wisdombased. “Advancement: 23-33 HD (Large) 34-65 HD (Hig).
Typical Clee Spells Prepared (6/8/8/7/7/6/6/4/3 Level Adjustment
ce DC 16 + spell level: O—srcate nate, detect magic,
‘guidance, resistance (2), virtue; Ast—less (2), cause fea The creature resembles a
divin for (2) entropic shel, nic ight wounds shield of s towering, poveriully_bult
faith; 2nd—aid®, align wagon, bear's humen_with-tallan: 29p0e
ferdurance, bulls yessilety (gale) ski,
strength (2) ca and gleaming wit wings
seca, age spe
or, hold pers: Solasare the greatestofthe
3ni—contagion . angels, usually. close
daylight. 4 tendents toa deity ct.
ity purge, prayer (2), champions of some
summon monster LL ‘ ‘cosmically bene
wind wall; 4¢h cent task such
deat word, dons / \ as eliminsting 2
inlict ermal wounds, particular typeof
neutralize pouson (2) e , swmungdoing)
summon manser¥y sth Asolar hasa deep
nak enchantment, ole and commanding voice, and
of doom’, dispelev, mark of "4 stands about 9 feet tall It
uate, plane shift, righteous weighs about so0 pounds
might; eth—banishmert,
iispel magi, harm’, heal, heroes Combat
feast mas cure mad Solats are puissanc champions
‘ate wounds of good. Only the mest power:
iam, dsinteg ful fends approach their power.
Joly won regener assume real Paneer Wf even more Fearsome than thet
wounds, shield of law; th—implesion, summon monster ‘ dancing geasword ate the
1X quad compost longows shat.ceate.am)
i
s
:
‘Domalnispell Domalns: Destruction and Good, son of slaying err when drawn
ohne, A solar’ natural weapons. as wells any weap
ANGEL, SOLAR ons it wield, are terated as good aligned and
Large Outsider (Angel, Extraplanas, Good) ‘epic for the purpose of overcoming damage
Hit Dice: 22d8+110(209 kp) gh, suction.
Regeaczation (Ex): A solar kes normal
0 squares), ly 150 fi (good) ~ damage {com cpicevilaligned weapons,
35-1 sie, #5 Des, 221 natural and from spells or effects with the cv
touch fatfooted 30 descriptor
Base Attack/Grapple: +22/135 Aetrade Spell-Lilce Abilities: At will—aid, animate objets, com
“Azack: +5 dancing eabwerd #36 melee Ges 10/19-20) mits continual fae, dnansans anchor rete diel magi
mmpote longbow (5 Seebonss) 28 ranged (2464750 fray mute (DC 21) Amprsonment (DC 25), etsy
plsslaying) or slam 439 melee (248049) nation (DC $9), gamarph (ef only) prwver word
Fall attack: +5 dancing grtsond 35/130 mncke stun remove. cise (DC. 20), emai see (DC 20), roe fe (DC
3de18/19-20) ax s2senpae lmghow (5 Ste bons) 10) mai.negy summon mond VL speak wth ead (DC 20) wave
28/123) +A8/+43sanged ad6e7/%) pls alaying) cela 130 Bday blade borer (DC25),rarthguake (DC 25), kel
melae (248443) permanency, resurrection, e308
Space/Reach: 10 10 exhaustion 1/day—grater restnation (DC 24), prver won blind
Special Attacks: Spell le abilities spells ‘power werd kil poser word tut, rismate sry (DC 24) wth. Caster
Special Qualities: Damage reduction 15/epic nd sil dave Tevel 20th The sive DCs are Charisma based.
sion 60 ft, low-light vision, immunity te acidcold, and The follewing abilities sre always active on a solar person, at
petrfietior, protective aura, cogeneration 1, resistance to the spells (csrer level 20th: detit il detect snare an ts dicrn
slectricigy 10 and Be 10, spell revistance 32, tongues lies DC.28) ec invisiilty, tre seoing They can be dispelled, burshe
Saves: Fort 18 (:22aguinst olson), Ref +18, Will +20 solar can reactivate them a afree acticn,
Abilities: Str 28, Dex 20,Con 2 Int-23, Wis 2s, Cha Spell: Solace can cast divine spells. 20th-level clerics. A sola
Sails: Concentration +30, Craftor Knovsecge (any five) +33, hiss access to two of the following domains: Aie, Destruction,
Diplomacy +24, Escape Artist +30, Hide #26, Listen +32, Mi Good, Law, 0: Wer (lus any others from its deity). The save DCs
Silently +30, Search +31, Sense Motive +42, Spellerafe +31 ate Wisdom-bised
Spot +32, Survival +7 (+9 following racks), Use Rope +5 (67 Typical Clerc Spell: Prepared (6/8/8/8/7/7/6/6/5/5; save DC 47
with bindings) level): 0-—ereate wate(2); 1st—bles (2, ese fear divine oor 2). enkpi shel sce Constrict (Ex):A flexible animated object such ss a rope,
ing mis, shield of ath; 2nd-—align weapon. benr'sendurance (2), vine, orxug deal damage equal tots slam damage value plus 1
bull's strength (2), concecrate, eagle splendor, spiritual 1/a.simes is Stength bonus witha successful grapple
weapon, 3d—teyight invisibility surge, check againsta creature up toone size larget
agaist evil, magic tstment, prayer (2), protection from vhan ise
nergy, wid wall: 4th—aleath word (2), dismissal (2), ‘Anobject of a least Large size can
divine power®, neutralize poison (2); 5 rake constriction atacks against mult:
fachantment, control winds*. isp es ple ctearures at once i they all are at
ghtcone might (2). pmol Teast two sizes smaller than the object
sanishment, chain lightning heroes and can fitunderit.
Feat, mass cure moderate wounds. death 9 Hardness (Ex): An animated object.
deat, word of reall; 7th—contoo esther, has the same hardness it had before it was
destrction, dictum, ethereal jaunt holy swrd animated (see Table 9-9 and Table 9-11,
regencrae: 8th—fire storm. holy urs, mass page 146 of the Player's Handiook, for the
sane etic wounds 2), ahrlwind®: 9th— handness of some common substances and
ethereanes, elemental war (a, rass heal objects)
minal storm of vngeace Improved Speed (Ex): The base land speed
“Domain spell. Domains Air and War. given in the statistics block assume that an ani
's mated object lurches, rocks, or slithers along.
‘Objects with two legs statues, ladders) ora similar
shape thatallows faster movement have a =10
foot bonus to speed. Objects with multi
ple leas (tables, chairs) have a +20 foot
‘bonus 0 speed, Wheeled objects have
#440 foot bonus to speed.
Objects might have additional modes
of movement. A wonden abjec.can fon
and has a swim speed equl.to-balf its nd
speed. Arope or similar sinuous object has aclimb
specs equl t half its land speed. A shectike
‘object can fiy (clumsy maneuverability) at
halfits normal speed
‘Trample (Ex): An animated objet
cofat least Large size and with abun
nessof at kast 10 in ramp cee
turestwo cr more sizessmaller than
‘Animated objects come in all sives shapes, and colors. They
‘owe their existence ss creatures 10 spells such as animate obects
orsimilar supernatural abilities.
COMBAT
‘Animated objects fight only as directed by the animator,
They follow orders without question and to thebestof their
abilities. Since they do not need to breathe and never tire,
they can be extremely capable minions.
Ananimeted object can have one or mere ofihelallowing
special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as 2 Animated sbjct
{catpetor tapestry can grapple an opponent up to three
sizss argerthan itself. The object makes 1
normal grapple check. If it wins, it
vrais anaund the opponent’ ¥agh yl ite dealing damage equal the
head, causing thar crearure tobe Pees object ol demage = 1172 esis
blinded antl moved seen hans. ponents wo donot
Animated Object, Tiny Animated Object, Small Animated Object, Mediam
Tiny Construct Small Construct Medium Construct
Hit Dice: 1/2h0(2 bp) 1410-10(15 bp) 2410020 (31 bp)
Initiative: 2 Es 0
Speed: +40. (square) Soft legs, 304% (6 squares); 40. eps, 30 (6squates) soft gs,
ft multiple lps 80 ft wheels SOR moltiplelegs 704" wheels Of multe legs 70 wheels
Armor Class; 14(+2sae,+2Dex),touch 1, —__14(+1 sie +1 Dex, «2 natura), __14 (+ rata,
flafoored 12 touch 3, footed 13 touch 10, favfoered 14
Base Attack/Grapple:«/-» 40-4 a/8
Amtadk Sham +1 melee (143-1) Sam +1 melee (ads) Siam ¢2mrle (1d6e1)
ull Arack: shim +1 mele (143-1) Shim +1 melee (1) Shim s2mele (1d6+1)
Space/Reach: _21/241/0't Sit) Sis
Special Atiacks: See rect, Ses text Seetext
‘Construct ras, datkvison 60 ft, Constuct wal, darkviion 60 fi, Canstuct rats, dakvisien 60 f,
lowrlghtyson; also se text" __Tow-ighs vision, also se=rext. low-light vision ale se ist
Fort 0, Ref +2, Wills Fort) Ref, Wall=5 orc Ret 40, Wills
Si8, Dex 4, Con — sire, ext2.Con—, S112, Dex 16,Con—
Ine, Wis Chat In Wist,chat Int Wis ,chat
Sits: a = Zz
Feats = = =
Environment: Any any any
Organization: Group (4) rat Sellary
Challenge Roving: 1/2 1 2
Treasure: None None ‘None
Alignment: Always neutral ‘Alvays neural ‘Alwaysneatal
Advancement, a -
Level Adjustment: — = =Animated Object,Large Animated Object, Huge Animated Object. Gargancasn
Large Construct Huge Construct Cargantuan Construct
Hit Dice: 14410430 (57 bp) ‘8410640 (64 kp) 1i¢d10s60(148 bp)
Initiative +0 = 2
Speed: 20 i (4equazes) 30 Fe logs, 20 (4squares) 30 legs, 10. (2squaies 20f loge,
40 multiple legs, coe wheels 40 ft multiple legs, oft. wheels 30 fs multiple legs, Soft wheels
Armor Class: 14.1 size. 45 natural). touch 9,13 (-2 size,~1 Dex, «6 natura, 12 (tsi, -2 Dex, 48 natural,
Ar-foored 14 touch 7,ftfoored 13, touch 4 far-foored 12
Base Attack/Grapple: 13/10 e/a 13/s31
Artack: Slam +5 melee (sd8+4) Sh +9 melee (24647, Slam +15 melee (248410
Full Attack: Slam 45 melee (id8e4) Slam +9 melee (24647) Slam +15 melee (248410)
Space/Reach: 10/5 ft (long) 15 f1/10 (long) 2 fi./As ft (long)
10/10 fe (all) 15 fe/1s f (ull) 20 f,/20 fal)
Special Artacks: See ext See text Seetest
Special Qualities: Construct traits darkevsion 60 ft, Construct traits, darkwsion 60 ft, Construct its darkvision 60.
Jowsight ision:also see text low-light vision; also see text lowlight vision: also see text
‘Suves: Fortef, Refst, Will 4 Fort 02, Ref +i, Will 3 Fore s5, Ref 3, Will 0
Abilities: Sir 16, Dex 10, Con— Str 23, Dex 8, Con — Sir24, Dex 6.Con
— Wis 1. Chat
Int, Wis chat Int, Wis chat ts
sais = as is
Feats 2 : a
Environment: Any any any
Organization: Saliry Solitary Soliary
Ghallenge Ratings 3 5 7
Treasure: None None Nore
‘Alignment: Alvayenearrl ‘Aways near Alvays eat
‘Advancement: — = =
eve Adjustment — = =
Animated Object, Colossal _—_ANKHEG
Colossal Construct Targe Magical Beast |
i 3aioss0 ass hp) Hit Dice: 3410412 28hp)
Initiative = Initiative +0
Spect: 10 fe (2squars: 207 les, Speed: 30 (6 squares), burow 2
30 fe maple leg, 0 wheels Armor Class: 18 (1 size, +9 narunl) couch 9, acfooted 18
AmorChss 11 -@sze.=4 Dex. el2 natal, Bise Attack Grapple: 3/12
touch 1 favfocted 11 Attack Be 7 mele (27 plus iad).
Base Attack/Grapple:#34/s49 Fall Attack: Bite +7 melee (ad6+7 pls td$ acid)
Avtack: Shim +25 melee (4d6+13) Space/Reach: 10 f/f
Full Attack: Shim +25 melee (446413) Special Attacks: Improved grab, spitacid
Space/Reach: 34ift/20ft(long) Special Qualities: Dakvision 60 f, low-light vision, remor
30 f/30 ft (tll) sense Aft
Special Attacks: See text Saves; Fort +4 Ref 3, Willa2
Special Qualities: Construct imi, datkvsion 60 ft ‘Abilities: Sic21, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Joy-sight sion: als see txt Skills: Climb +8, Listen +6, Spor +3
Saves: Fort +40, Re +7, Wills Feats: Alertness, Toughness
Abilities: Str 28, Dex4.Con Environment: Warm plains
Int —, Wis 1,Cha t Organization: Solitary or cluster 4)
Skills: = Challenge Rating: 3
Feats = ‘Treasure; None
Environment: Any Alignment: Alvays neutral
Organization: Soliry ‘Advancement: 4 HD (Large) 5-9 HD (Huge)
Challenge Rating: 10 Level Adjustment: —
Treasure; None
Alignment: ‘Alvays neural ‘Auge sgmenied insect wits sender es each ending in sharp cow.
‘Advancement: — ‘emerges fam te ground in a burs of rock ond dit. A ough chino
Level Adjustment: — ‘brown shel coves ts ete body ard glening lack eyes sarc fom.
above powaful mandoes
smukeattcks of opportunity against the object canattempt Reflex, [The ankheg isa burrowing monster with a taste for fresh meat
|smves(DC 10. 1/2 objects HD +objecis sir motifer)tohalvethe "An ankheg has six legs, and some specimens are yellow
{damage. rather than brown, itis about 10 feet long and. weighs about
‘S00 pounds,An ankheg burrows with legs and mandibles. A burrowing
ankheg usually does not make ausible tunnel, but can construct
a tunel, it burrows a half speed when itdoess0.ttoften digs «
winding tunnel upto 49 feet below the surface in the rich soi of
fi
1 150 feet long (Lidio-= 5
serve as temporary heirs forsleeping, esting,
Anankheg can est decayed erganic mat
‘meat. Though « hungry ankheg might killa farmer the erature i
‘quite beneficial to fsrmland. ls tunnel system laces the sol with
‘while ite wastes add sich nutrients
ests farmlands, The tunnel 5 fet tll and wide, and from 60
10)The hollowed ends ofthe tunnel
or hibernating,
‘ut prefers fresh
[passages for air and wat
COMBAT
Anankheg urually lis 1010 feet below the
surface ent is antennae dete
approsch of prey.tt
shen burross_up_to
attack, (Treat his as
charge, even though
the ankheg does not
need to move 10 feet
before stacking)
eters of ak
hege share the
same territory but
donor cooperate.
several attack, each
tries 1 grab a diferent foe. If
there arent enough targets,
two might grab the
rug-ofwar
Improved
Grab (Ex): To
use this ability, an
anikheg must hit with
ins bite attack. {t can then attempt to starca grappleasa fe acto
without provoking an attack of opportunity Ifthe ankhes is dim:
aged after grabbing is prey. i
its land speed (not is harrow speed), dragging the victim w
Spit Acid (Ex): 30-t. line, once every ¢ hours: damage 4d
acid, Reflex DC 14 half One such attack depletes the anthes’
acid supply for 6 hours. It cannot spit acid or deal acid damage
during this time, The sive DC is Constitution-based
Anankheg does not use this ability unless it is desperate or
frvstrated. It most often spits acid when reduced to fewer than
half is full normal hit points or when it has not successfully
grabbed an opponent
+—___________ARANEA
Mediam Magical Beast Shapechanger)
Hit Dice: 341046 (22 hp)
Initiative: +6
Speed: 50 ft. (10 squares), climb 25 ft
Armor Class: 13 (+2 Dex, +1 natural) ouch 12, flat-footed 11
Base Artack/Grapple; «3/3
Atrack:
Fall Attack: Bic
Space/Reach: 5 fi./5f
Special Attacks; Poison spells, web
Special Qualities. Changeshpe darkision 60 it, lvelight vision
Saves, Forts, Ref +5, Wil
(Abilities: Str {1, Dex 15, Con 14, Int 14, Wis 13, Chat
Skills; Climb «14, Concentration +8, Escape Artist +5, Jump +13,
Lien +6, Spot +6
is polion) or web +Sranged
plus poison] or web +5 ringed
Feats: improved Inkiave, lon Will, Weapon Finesse
Environment: Temperate foress
Organization: Solitary or colony (5-«
Challenge Rating:
‘Treasure: Standard soins dauble goods; standard items
‘Alignment: Usually neutzal
‘Advancement: By characierclass
‘Level Adjustment:
The ctohie oppencs ta be @ monstrous spies but it has ts ema
Ihumentke ers bow its mendbles
An atanea isan intelligent, chapechanging spider with sorcerous
powers. nits natural form, an sranea resembles a big spider sith
« huraphacked body a litle bigger than a human torso. It has
‘mandible like anormal spider. Tso small arms, exchabout
ong, lie below the mandibles. Each arm hae a hand with
four many-jointed fingers and 2
doublesoinsed thumb,
‘Anaranea weight about 150
pounds. The hump on its back
houses its brain,
Araneas speak Common and
Sylvan,
COMBAT.
An aranea avoids physical com:
batand uses iss webs and
spells when it can
‘battle, it tries to
immobilize or distract.
he most aggressive
opponents first.
Araneas offer
subdue opponents
Poison (Ex): Injury, Forisude DC 13, initial damage 146 Str,
secondary damage 2d¢ Sw. The save DC is Constitution-based,
spells: An arunea casts spells.as.a adevel sorcerer. I prefers
Typical Sorcerer Spls Known (6/6;save-DC 12 + spel lev!) 0
dase delet i mistanc:ist—mage armor sen
Web (Ex): In spid
can threw a web up to
(see below), an arani
six times per diy. This is similar to an
attack with a net but has a maximum range of 50 feet, with
range increment of 10 feet, and is effective against targets of
up to Latge site. The web anchors the rarget in place, allowing
An entangled creature can escape with a DC 13 Escape Amis
check o bust the web with a DC17 Suength check. The check
DCs are Constitution-based, nd the check DC includes
a +4 racial bonus. The web has 6 hit poins, hardness 0, and takes
double damage from fire
Change Shape (Su); An aranea’s natural form is that of
Medium monstrous spider. It can assume rwo other forms, The
first a unique Small or Medium humanoid; an aranea in its
humanoid form slays assumes the same appearance and tilts,
much asalycanthrope would. In humanoid form,an aranea
bs, or poison
‘cannot use its bite attack,
the seccngl form is # Mediu spider-humanoid hybrid. In
hybrid form, an aranea looks like 2 Medium humanoid. at frst
glance, buta DC 18 Spot check revedls the creamres fangs a
spinnexets.The aranea recain is bite atack, webs, and poison
inshis form, and can ao wield werpons or wear armor. When
hybrid form, an araneas speed is 30 fet (6 squares),