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C R E D I T S

Visit our website at www.wizards.com/dnd

D E S I G N

RICH BURLEW, ERIC CAGLE, JESSE DECKER, ANDREW J. FINCH, GWENDOLYN F.M.

KESTREL, RICH REDMAN, MATTHEW SERNETT, CHRIS THOMASSON, P. NATHAN TOOMEY

A D D I T I O N A L D E S I G N

KEITH BAKER, ANDY COLLINS, BRUCE R. CORDELL, JAMES JACOBS, DAVID NOONAN, CHRISTOPHER PERKINS, MIKE SELINKER,

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E D I T O R S

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Resources: DRAGON® Magazine, DUNGEON

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Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS

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3

TAB

LE OF

CO

NTEN

TS

ContentsIntroduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

Reading the Entries . . . . . . . . . . . . . . . . . . . . . . . .4Statistics Block . . . . . . . . . . . . . . . . . . . . . . . . . .4

Monsters A to Z . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Alchemical Golem . . . . . . . . . . . . . . . . . . . . . . . .66Ambush Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Ancient Night Twist . . . . . . . . . . . . . . . . . . . . . .111Arcane Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Armand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Astral Stalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Avalancher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13Battlebriar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Bearhound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Boar Topiary Guardian . . . . . . . . . . . . . . . . . . .174Boneclaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17Bonedrinker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Brood Keeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20Brood Keeper Larva Swarm . . . . . . . . . . . . . . . .21Cadaver Collector . . . . . . . . . . . . . . . . . . . . . . . . .22Changeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Charnel Hound . . . . . . . . . . . . . . . . . . . . . . . . . . .26Chelicera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27Chilling Fog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92Chraal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Chrysalis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122Cinder Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . .29Confl agration Ooze . . . . . . . . . . . . . . . . . . . . . . .30Deathshrieker. . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Demon, Arrow . . . . . . . . . . . . . . . . . . . . . . . . . . . .34

Summoning an Arrow Demon . . . . . . . . . .35Demon, Sorrowsworn . . . . . . . . . . . . . . . . . . . . .36Dinosaur, Battletitan . . . . . . . . . . . . . . . . . . . . . .38Dinosaur, Bloodstriker . . . . . . . . . . . . . . . . . . . .39Dinosaur, Fleshraker . . . . . . . . . . . . . . . . . . . . . .40Dinosaur, Swindlespitter . . . . . . . . . . . . . . . . . .41Dracotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42Dragon Eel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44Dread Blossom Swarm . . . . . . . . . . . . . . . . . . . .45Dread Harpoon Spider . . . . . . . . . . . . . . . . . . . .80Drowned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46Dust Wight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47Elder Odopi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115Elder Redcap . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138Elemental, Storm . . . . . . . . . . . . . . . . . . . . . . . . .48

Summoning Storm Elementals . . . . . . . . .48Elite Demon War Mount . . . . . . . . . . . . . . . . 106Ephemeral Swarm . . . . . . . . . . . . . . . . . . . . . . . . .50Feral Yowler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51Fiendish Rage Drake . . . . . . . . . . . . . . . . . . . . 130Geriviar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52Giant, Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54Giant, Eldritch . . . . . . . . . . . . . . . . . . . . . . . . . . . .56Giant, Sand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58Glaistig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Glitterfi re . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92Gloom Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68Gnoll, Flind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62Goatfolk (Ibixian) . . . . . . . . . . . . . . . . . . . . . . . . .63Goblin, Forestkith . . . . . . . . . . . . . . . . . . . . . . . .64Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66Greater Cadaver Collector . . . . . . . . . . . . . . . . .23 Greater Seryulin . . . . . . . . . . . . . . . . . . . . . . . . .149Greater Shadesteel Golem . . . . . . . . . . . . . . . . .73

Greater Siege Crab . . . . . . . . . . . . . . . . . . . . . . 157Greater Ssvaklor . . . . . . . . . . . . . . . . . . . . . . . . .166Grimweird . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75Grisgol. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76Gulgar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78Hangman Golem . . . . . . . . . . . . . . . . . . . . . . . . . .69Harpoon Spider . . . . . . . . . . . . . . . . . . . . . . . . . . .80Harssaf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82Horrifi c Vasuthant . . . . . . . . . . . . . . . . . . . . . . .183Infernal Confl agration Ooze. . . . . . . . . . . . . . .31Ironclad Mauler . . . . . . . . . . . . . . . . . . . . . . . . . . .84Justicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85Kenku . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86Knell Beetle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88Lesser Bonedrinker . . . . . . . . . . . . . . . . . . . . . . .19Lesser Knell Beetle . . . . . . . . . . . . . . . . . . . . . . . .89Lhosk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90Lion Topiary Guardian . . . . . . . . . . . . . . . . . . .174Living Blasphemy . . . . . . . . . . . . . . . . . . . . . . . . .93Living Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91Lizardfolk, Blackscale . . . . . . . . . . . . . . . . . . . . .95Lizardfolk, Poison Dusk . . . . . . . . . . . . . . . . . . .96Lumi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98Lurking Strangler . . . . . . . . . . . . . . . . . . . . . . . 100Mastodon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101Mindshredder . . . . . . . . . . . . . . . . . . . . . . . . . . .102

Mindshredder Larva . . . . . . . . . . . . . . . . . . .102Mindshredder Warrior . . . . . . . . . . . . . . . .103Mindshredder Zenthal . . . . . . . . . . . . . . . 104

Mivilorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Mud Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70Necronaut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108Necrothane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143Needletooth Swarm . . . . . . . . . . . . . . . . . . . . . 109Night Twist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110Nycter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112Odopi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114Ogre, Skullcrusher . . . . . . . . . . . . . . . . . . . . . . .116Omnimental . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118Otyugh, Lifeleech . . . . . . . . . . . . . . . . . . . . . . . .119Petal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120Phoelarch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121Phoera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122Plague Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124Plague Spewer . . . . . . . . . . . . . . . . . . . . . . . . . . 125Prismatic Golem . . . . . . . . . . . . . . . . . . . . . . . . . .71Protean Scourge . . . . . . . . . . . . . . . . . . . . . . . . . 126Quaraphon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128Rage Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Ragewalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132Rakshasa, Ak’chazar . . . . . . . . . . . . . . . . . . . . . 134Rakshasa, Naztharune . . . . . . . . . . . . . . . . . . . 136Redcap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138Rejkar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140Roper, Prismatic . . . . . . . . . . . . . . . . . . . . . . . . .141Rot Reaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142Runehound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145Salt Mummy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146Sea Tiger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147Seryulin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148Shadesteel Golem . . . . . . . . . . . . . . . . . . . . . . . . .72Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150Shimmerling Swarm . . . . . . . . . . . . . . . . . . . . 152Shredstorm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153Shrieking Terror . . . . . . . . . . . . . . . . . . . . . . . . 154Sickening Sleep . . . . . . . . . . . . . . . . . . . . . . . . . . .94

Siege Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156Skindancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158Slaughterstone Behemoth . . . . . . . . . . . . . . . 159Slaughterstone Eviscerator . . . . . . . . . . . . . . 160Snowfl ake Ooze . . . . . . . . . . . . . . . . . . . . . . . . . .161Spellwarped Creature . . . . . . . . . . . . . . . . . . . .162

Spellwarped Ettin . . . . . . . . . . . . . . . . . . . . .162Splinterwaif . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164Ssvaklor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166Stonesinger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168Summoning Ooze . . . . . . . . . . . . . . . . . . . . . . . .169Susurrus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170Swamp Strider Swarm . . . . . . . . . . . . . . . . . . . .171Ten-Headed Terror . . . . . . . . . . . . . . . . . . . . . . .155Thorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172Topiary Guardian . . . . . . . . . . . . . . . . . . . . . . . 173

Alternative Topiary Guardians . . . . . . . . .175Triceratops Topiary Guardian . . . . . . . . . . . . .174Trilloch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176Troll, Cave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177Troll, Crystalline . . . . . . . . . . . . . . . . . . . . . . . . .178Troll, Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179Troll, Mountain . . . . . . . . . . . . . . . . . . . . . . . . . 180Troll, War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .181Vasuthant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .182Vermin Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184Visilight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186Voidmind Creature . . . . . . . . . . . . . . . . . . . . . . .187

Voidmind Grimlock . . . . . . . . . . . . . . . . . . .187Warbound Impaler (Lesser Battlebriar) . . . . .15Warforged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190

Warforged Charger . . . . . . . . . . . . . . . . . . . 191Warforged Scout . . . . . . . . . . . . . . . . . . . . . 193

Web Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74Witchknife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194Wood Woad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196Woodling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197

Woodling Monitor Lizard . . . . . . . . . . . . 197Woodling Druid . . . . . . . . . . . . . . . . . . . . . 197

Yugoloth, Canoloth . . . . . . . . . . . . . . . . . . . . . 200Yugoloth, Mezzoloth . . . . . . . . . . . . . . . . . . . . 201Yugoloth, Nycaloth . . . . . . . . . . . . . . . . . . . . . 202Yugoloth, Ultroloth . . . . . . . . . . . . . . . . . . . . . 204Zezir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205

Monster Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . 206

Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208Monsters Ranked by

Challenge Ratings . . . . . . . . . . . . . . . . . . . . 224List of Monsters by ECL . . . . . . . . . . . . . . 224

TemplatesLiving Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91Spellwarped Creature . . . . . . . . . . . . . . . . . . . .162Voidmind Creature . . . . . . . . . . . . . . . . . . . . . . .187Woodling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197

Animal Companions or MountsDinosaur, Bloodstriker . . . . . . . . . . . . . . . . . . . .39Dinosaur, Fleshraker . . . . . . . . . . . . . . . . . . . . . .41Dinosaur, Swindlespitter . . . . . . . . . . . . . . . . . .41Mastodon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101Rage Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131Sea Tiger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147

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IntroductionWelcome to Monster Manual III. This book contains new creatures for use in DUNGEONS & DRAGONS® adventures. The monster entries are generally alphabetical by name, with closely related monsters grouped together. In addition to the alphabetical listing at the front of this book, monsters are also listed by type and subtype (page 7), by Challenge Rating (page 224), and by ECL (page 224). This introduction explains how to read each creature’s write-up. It often refers to the Glossary (starting on page 208) for more details on attack forms and the special quali-ties associated with monsters.

READING THE ENTRIESEach monster description is organized in the same gen-eral format, as outlined below. For complete information about the characteristics of monsters, consult the Glos-sary of this book, the Player’s Handbook, or the Dungeon Master’s Guide.

STATISTICS BLOCKThis portion of a monster description contains basic game information on the creature.

NameThis is the name by which the creature is generally known. The descriptive text may provide other names.

Size and TypeThis line describes the creature’s size (Huge, for example). Size categories are defi ned in the Glossary. A size modi-fi er applies 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 Space/Reach, below). The size and type line continues with the creature’s type (giant, for example). Type determines how magic affects a creature; for example, the hold animal spell affects only creatures of the animal type. Type determines certain fea-tures, such as Hit Dice size, base attack bonus, base saving throw bonuses, and skill points. For quick reference, the glossary gives a full description of the features and traits of each type and subtype.

Hit DiceThis line gives the creature’s 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 total is also treated as its level for determining how spells affect the creature, its rate of natural healing, and its maximum ranks in a skill.

InitiativeThis line gives the creature’s modifi er on initiative checks.

SpeedThis line gives the creature’s tactical speed on land (the amount of distance it can cover in one move action). If the creature wears armor that reduces its speed, the creature’s base land speed follows. If the creature has other modes of movement, these are given after (or in place of) the land speed. Unless otherwise noted, modes of movement are natural (not magical). See the Glossary for information on movement modes.

Armor ClassThe Armor Class line gives the creature’s AC for normal combat and includes a parenthetical mention of the modi-fi ers contributing to it (usually size, Dexterity, and natural armor). The creature’s touch and fl at-footed ACs follow the combat-ready AC. A creature’s armor profi ciencies (if it has any) depend on its type, but in general a creature is automatically profi cient with any kind of armor it is described as wearing (light, medium, or heavy), and with all lighter kinds of armor.

Base Attack/GrappleThe number before the slash on this line is the creature’s base attack bonus (before any modifi ers are applied). The DM usually won’t need this number, but it can be handy sometimes, especially if the creature has the Power Attack or Combat Expertise feats. The number after the slash is the creature’s grapple bonus, which is used when the creature makes a grapple attack or when someone tries to grapple the creature. The grapple bonus includes all modifi ers that apply to the creature’s grapple checks (base attack bonus, Strength modifi er, spe-cial size modifi er, and any other applicable modifi er, such as a racial bonus on grapple checks).

AttackThis line shows the single attack the creature makes with an attack action. In most cases, this is also the attack the creature uses when making an attack of opportunity as well. The attack line provides the weapon used (natural or manufactured), attack bonus, and form of attack (melee or ranged). The attack bonus given includes modifi cations for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity modifi er on melee attacks. If the creature uses natural attacks, the natural weapon given here is the creature’s primary natural weapon (see the Glossary). If the creature has several different weapons at its dis-posal, the alternatives are shown, with each different attack routine separated by the word “or.” A creature can use one of its secondary natural weapons (see the Glossary) when making an attack action, but if it does it takes an attack penalty, as noted in the Full Attack section below. The damage that each attack deals is noted parenthetically. Damage from an attack is always at least 1 point, even if a subtraction from a die roll reduces the result to 0 or lower.

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Full AttackThis line shows all the physical attacks the creature makes when it uses a full-round action to make a full attack. It gives the number of attacks along with the weapon, attack bonus, and form of attack (melee or ranged). The fi rst entry is for the creature’s primary weapon, with an attack bonus including modifi cations for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity modifi er on melee attacks. The remaining weapons are secondary, and attacks with them are made with a –5 penalty to the attack roll, no matter how many there are. Creatures with the Multiattack feat (see page 207) take only a –2 penalty on secondary attacks. The damage that each attack deals is noted parenthetically. Damage from an attack is always at least 1 point, even if a subtraction from a die roll reduces the result to 0 or lower. A creature’s primary attack damage includes its full Strength modifi er (1-1/2 times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given fi rst. Secondary attacks add only 1/2 the creature’s Strength bonus and are given second in the parentheses. If any attacks also have some special effect other than damage (poison, disease, energy drain, and so forth), that information is given here. Unless otherwise noted, creatures using natural weapons deal double damage on critical hits.

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 1-1/2 times the creature’s Strength modifi er (if it is a bonus), and

is given fi rst. Off-hand weapons add only 1/2 the Strength bonus and are given second in the parentheses.

Space/ReachThis line describes how much space the creature takes up on the battle grid and thereby needs to fi ght effectively, as well as how close it has to be to threaten an opponent. The number before the slash is the creature’s space, or how many feet one side of the creature occupies (see the Size entry in the Glossary for specifi cs). For example, a creature with a space of 15 feet occupies a 3-square-by-3-square space on the battle grid. 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 at the end of the line.

Special Attacks and Special QualitiesMany creatures have unusual abilities, which can include spe-cial attack forms, resistance or vulnerability to certain types of damage, and enhanced senses, among others. A monster entry breaks these abilities into special attacks and special qualities. The latter category includes defenses, vulnerabili-ties, and other special abilities that are not modes of attack. A special ability is usually categorized either as extraordinary (Ex), spell-like (Sp), or supernatural (Su). See the Glossary for defi nitions of special abilities. Additional information (when needed) is provided in the creature’s descriptive text. When a special ability allows a saving throw, the kind of save and the save DC is noted in the descriptive text. Most saving throws against special abilities have DCs cal-culated as follows: 10 + 1/2 the attacker’s racial Hit Dice +

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the relevant ability modifi er. The save DC is given in the creature’s description along with the ability on which the DC is based.

SavesThis line gives the creature’s Fortitude, Refl ex, and Will save modifi ers, which take into account its type, ability score mod-ifi ers, and any special qualities that affect its saving throws.

AbilitiesThis line lists all six of the creature’s ability scores, in the customary order: Str, Dex, Con, Int, Wis, Cha. Except where otherwise noted, each creature is assumed to have the basic array of ability scores before racial adjustments: 11, 11, 11, 10, 10, 10. To determine any creature’s racial ability adjustments, subtract 10 from any even-numbered ability score and sub-tract 11 from any odd-numbered score. (Exceptions are noted in the Combat section of a creature’s descriptive text.) Most abilities work as described in Chapter 1 of the Player’s Handbook, with exceptions given below. Strength: As noted on page 162 of the Player’s Handbook, quadrupeds can carry heavier loads than bipeds can. Any creature with four or more motive limbs can carry a load as a quadruped, even if it does not necessarily use all the limbs at once. For example, ambush drakes carry loads as quadrupeds. Intelligence: A creature can speak all the languages mentioned in its description, plus one additional language per point of Intelligence bonus. Any creature with an Intelligence score of 3 or higher understands at least one language (Common, unless otherwise noted). Nonabilities: Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifi er for a nonability is +0. Other effects of nonabilities are detailed in the Glossary.

SkillsThis line gives the creature’s skills, along with each skill’s modifi er (including adjustments for ability scores, armor check penalties, and any bonuses from feats or racial traits). All listed skills are class skills, unless the creature has a char-acter class (noted in the entry). A creature’s type and Intelli-gence score determine the number of skill points it has. The Skills section of the creature’s description recaps racial bonuses and other adjustments to skill modifi ers for the sake of clarity; these bonuses should not be added to the listed skill modifi ers. An asterisk (*) beside the relevant score and in the Skills section of the descriptive text indi-cates a conditional adjustment, one that applies only in cer-tain situations (for instance, an avalancher gets an additional +4 racial bonus on Hide checks when in areas of rocky or mountainous terrrain). Natural Tendencies: Some creatures simply aren’t made for certain types of physical activity. Elephants, despite their great Strength scores, are terrible at jumping. Giant crocodiles, despite their high Strength scores, don’t climb well. Horses can’t walk tightropes. If it seems clear to you that a particular creature simply is not made for a particular physical activity, you can say that the creature takes a –8 penalty on skill checks

that defy its natural tendencies. In extreme circumstances (a porpoise attempting a Climb check, for instance) you can rule that the creature fails the check automatically.

FeatsThe line gives the creature’s feats. The creature’s descriptive text may contain additional information if a feat works dif-ferently from the description on pages 206–207 or Chapter 5 of the Player’s Handbook. Sometimes a creature has one or more bonus feats, marked with a superscript B (B). Creatures often do not have the pre-requisites for a bonus feat. If this is so, the creature can still use the feat. If you wish to customize the creature with new feats, you can reassign its other feats, but not its bonus feats. A creature cannot have a feat that is not a bonus feat unless it has the feat’s prerequisites.

EnvironmentThis line gives a type of climate and terrain where the creature is typically found. This describes a tendency, but is not exclu-sionary. A bloodstriker dinosaur, for instance, has an Envi-ronment entry of warm forests, but could also be encountered in warm plains, temperate forests, or in any environment as an animal companion. See Chapter 3 of the Dungeon Master’s Guide for more on terrain types and climate.

OrganizationThis line describes the kinds of groups the creature might form. A range of numbers in parentheses indicates how many combat-ready adults are in each type of group. Many groups also have a number of noncombatants, expressed as a percentage of the fi ghting population. Noncombatants can include young, the infi rm, slaves, or other individuals who are not inclined to fi ght. A creature’s Society section may include more details on noncombatants. If the organization line includes the term “domesticated,” the creature is generally found only in the company of other creatures, whom it serves in some capacity.

Challenge RatingThis line gives the average level of a party of adventurers for which one creature of this kind would make an encounter of moderate diffi culty. Assume a party of four fresh characters (full hit points, full spells, and equipment appropriate to their levels). Given reasonable luck, the party should be able to win the encounter with some damage but no casualties. For more information about Challenge Ratings, see pages 36 and 48 of the Dungeon Master’s Guide.

TreasureThis line describes how much wealth the creature owns and refers to Table 3–5: Treasure on page 52 of the Dungeon Master’s Guide. In most cases, a creature keeps valuables in its home or lair and has no treasure with it when it travels. Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home. See the Glossary for more details on using the Treasure line of each monster entry.

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