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Monster Manual V PDF

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MMV_01.indd 1 MMV_01.indd 1 4/19/07 2:29:46 PM 4/19/07 2:29:46 PM 3 TABLE OF CONTENTS Contents Monsters by Challenge Rating . . . . . . . . . . . . .4 Monsters by ECL . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Reading the Entries . . . . . . . . . . . . . . . . . . . . . . . .5 The Monsters Arcadian Avenger . . . . . . . . . . . . . . . . . . . . . . . . . .8 Banshrae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Blackwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 Burrow Root . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 Dalmosh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Deadborn Vulture . . . . . . . . . . . . . . . . . . . . . . . . .18 Deadborn Vulture Zombie . . . . . . . . . . . . . .18 Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Adaru . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Carnage Demon . . . . . . . . . . . . . . . . . . . . . . . .22 Draudnu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Gadacro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Solamith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Demonthorn Mandrake . . . . . . . . . . . . . . . . . . .30 Devil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Gulthir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Remmanon . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Stitched Devil . . . . . . . . . . . . . . . . . . . . . . . . . .36 Dragons of the Great Game . . . . . . . . . . . . . . . .38 Chorranathau the Inscrutable. . . . . . . . . . .40 Morlicantha . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Singh the Immense . . . . . . . . . . . . . . . . . . . .45 Elemental Mage . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Ken-Kuni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Ken-Li . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Ken-Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 Ember Guard . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 Ethereal Defi ler . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Fetid Fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56 Frostwind Virago . . . . . . . . . . . . . . . . . . . . . . . . .58 Garngrath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 Gem Scarab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62 God-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64 Nozgûg, Gruumsh-Blooded Orc . . . . . . . . .64 Creating God-Blooded Templates . . . . . . .67 Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Force Golem . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Magmacore Golem . . . . . . . . . . . . . . . . . . . . .70 Graveyard Sludge . . . . . . . . . . . . . . . . . . . . . . . . . .72 Greenspawn Zealot . . . . . . . . . . . . . . . . . . . . . . .74 Guulvorg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Haunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78 Bridge Haunt . . . . . . . . . . . . . . . . . . . . . . . . . .78 Forest Haunt . . . . . . . . . . . . . . . . . . . . . . . . . . .80 Taunting Haunt . . . . . . . . . . . . . . . . . . . . . . . .82 Hobgoblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84 Hobgoblin Duskblade . . . . . . . . . . . . . . . . . .84 Hobgoblin Spellscourge . . . . . . . . . . . . . . . .85 Hobgoblin Warcaster . . . . . . . . . . . . . . . . . . .86 Hobgoblin Warsoul . . . . . . . . . . . . . . . . . . . .87 Illurien . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 Jaebrin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 Kuo-toa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 Kuo-toa, Crazed . . . . . . . . . . . . . . . . . . . . . . . .94 Kuo-toa Exalted Whip . . . . . . . . . . . . . . . . . .95 Kuo-toa Harpooner . . . . . . . . . . . . . . . . . . . . .96 Kuo-toa Monitor . . . . . . . . . . . . . . . . . . . . . . .97 Malastor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Merchurion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102 Mind Flayers of Thoon . . . . . . . . . . . . . . . . . . 104 Thoon Disciple . . . . . . . . . . . . . . . . . . . . . . . 104 Shadow Flayer . . . . . . . . . . . . . . . . . . . . . . . . .107 Thoon Infi ltrator . . . . . . . . . . . . . . . . . . . . . 109 Thoon Thrall . . . . . . . . . . . . . . . . . . . . . . . . . .111 Thoon Soldier . . . . . . . . . . . . . . . . . . . . . . . . .113 Madcrafter of Thoon . . . . . . . . . . . . . . . . . .114 Scyther of Thoon . . . . . . . . . . . . . . . . . . . . . .116 Stormcloud of Thoon . . . . . . . . . . . . . . . . . .118 Thoon Hulk . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Thoon Elder Brain . . . . . . . . . . . . . . . . . . . . 121 Mockery Bug . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Mockery Monarch . . . . . . . . . . . . . . . . . . . 126 Mockery Drone . . . . . . . . . . . . . . . . . . . . . . 127 Phantom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Kugan, Phantom Ghast Ninja . . . . . . . . . 130 Ruin Chanter . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Ruin Elemental . . . . . . . . . . . . . . . . . . . . . . . . . 134 Rylkar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Rylkar Harridan . . . . . . . . . . . . . . . . . . . . . . 136 Rylkar Madclaw . . . . . . . . . . . . . . . . . . . . . . 137 Rylkar Tormentor . . . . . . . . . . . . . . . . . . . . 138 Rylkspawn Swarm . . . . . . . . . . . . . . . . . . . . 138 Sanguineous Drinker . . . . . . . . . . . . . . . . . . . .142 Scouring Construct . . . . . . . . . . . . . . . . . . . . . 144 Scouring Slinger . . . . . . . . . . . . . . . . . . . . . 144 Slinger Scorpion . . . . . . . . . . . . . . . . . . . . . .145 Scouring Stanchion . . . . . . . . . . . . . . . . . . .145 Shaedling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148 Shardsoul Slayer . . . . . . . . . . . . . . . . . . . . . . . . 150 Siege Beetle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 Skull Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 Skull Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 Bonespur . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 Serpentir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 Spectral Rider . . . . . . . . . . . . . . . . . . . . . . . . 160 Spawn of Juiblex . . . . . . . . . . . . . . . . . . . . . . . . .162 Lesser Spawn of Juiblex . . . . . . . . . . . . . . . .162 Greater Spawn of Juiblex . . . . . . . . . . . . . . .163 Elder Spawn of Juiblex . . . . . . . . . . . . . . . . 164 Spirrax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166 Steelwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168 Thrym Hound . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Tirbana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Tirbana Eyewing . . . . . . . . . . . . . . . . . . . . . 172 Tirbana Drowser . . . . . . . . . . . . . . . . . . . . . 173 Tirbana Slayer . . . . . . . . . . . . . . . . . . . . . . . . 173 Tirbana Spawner . . . . . . . . . . . . . . . . . . . . . .174 Troll, Bladerager . . . . . . . . . . . . . . . . . . . . . . . . 180 Tusk Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .182 Ushemoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Arkamoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Hadrimoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 Lashemoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186 Turlemoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188 Vampire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 The Black Duke . . . . . . . . . . . . . . . . . . . . . . 190 The Red Widow . . . . . . . . . . . . . . . . . . . . . . 193 Verdant Reaver . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Vinespawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Vivisector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Wild Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Master of the Hunt . . . . . . . . . . . . . . . . . . . 202 Hound of the Hunt . . . . . . . . . . . . . . . . . . . 202 Monster Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206 Monsters by Type (and Subtype) . . . . . . . . . 222 Feats Battle Magic Tactics . . . . . . . . . . . . . . . . . . . . . . .84 Brutal Throw . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Daunting Presence . . . . . . . . . . . . . . . . . . . . . . . .80 Kuo-Toan Monasticism . . . . . . . . . . . . . . . . . . . .97 Mage Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Mind-Shattering Strike . . . . . . . . . . . . . . . . . . .97 Sense Quintessence . . . . . . . . . . . . . . . . . . . . . .110 Spell Earthbind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Templates God-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Gruumsh-Blooded . . . . . . . . . . . . . . . . . . . . . . . .65 Imix-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Kord-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Orcus-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Phantom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Thoon Thrall . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112 Vecna-Blooded . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Yeenoghu-Blooded . . . . . . . . . . . . . . . . . . . . . . . .67 Xorvintaal Dragon . . . . . . . . . . . . . . . . . . . . . . . .43 Xorvintaal Exarch . . . . . . . . . . . . . . . . . . . . . . . . .47 For Player Characters Creatable Creatures Blackwing (create undead) . . . . . . . . . . . . . . . . . .13 Bonespur (create undead) . . . . . . . . . . . . . . . . . 156 Force Golem (construct) . . . . . . . . . . . . . . . . . . .69 Magmacore Golem (construct) . . . . . . . . . . . . .71 Sanguineous Drinker (create undead) . . . . . .143 Scouring Slinger (construct) . . . . . . . . . . . . . .147 Scouring Stanchion (construct) . . . . . . . . . . .147 Serpentir (create undead) . . . . . . . . . . . . . . . . . 159 Shardsoul Slayer (construct) . . . . . . . . . . . . . .151 Spectral Rider (create greater undead) . . . . . . .161 Mounts/Companion Creatures Blackwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Deadborn Vulture . . . . . . . . . . . . . . . . . . . . . . . . .19 Gem Scarab (Improved Familiar) . . . . . . . . . .63 Steelwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169 Tirbana Eyewing (Improved Familiar) . . . 172 Race Jaebrin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93 Summonable Creatures Arcadian Avenger (IV) 1 . . . . . . . . . . . . . . . . . . . .9 Demon, Adaru (IX) 1 . . . . . . . . . . . . . . . . . . . . . . .22 Demon, Carnage (IV) 1 . . . . . . . . . . . . . . . . . . . . .24 Demon, Gadacro (IV) 1 . . . . . . . . . . . . . . . . . . . . .28 Demon, Solamith (VII) 1 . . . . . . . . . . . . . . . . . . .29 Devil, Gulthir (VI) 1 . . . . . . . . . . . . . . . . . . . . . . .33 Fetid Fungus (II) 2 . . . . . . . . . . . . . . . . . . . . . . . . .57 1 Requires a summon monster spell. 2 Requires a summon monster or summon nature’s ally spell. Items Kuo-Toan Harpoon . . . . . . . . . . . . . . . . . . . . . . . .96 Razorfeather Ammuntion . . . . . . . . . . . . . . . .169 Siege Chitin Armor . . . . . . . . . . . . . . . . . . . . . 153 Howling Helm . . . . . . . . . . . . . . . . . . . . . . . . . . 191 MMV_01.indd 3 MMV_01.indd 3 4/19/07 2:29:54 PM 4/19/07 2:29:54 PM MONSTER TABLES 4 MONSTERS BY CR Monster CR Tirbana eyewing 1/2 Fetid fungus 1 Jaebrin 1 Ushemoi, lashemoi 1 Gem scarab 2 Shaedling 2 Tirbana drowser 2 Demon, gadacro 3 Hobgoblin duskblade 3 Kuo-toa, crazed 3 Mind Flayer of Thoon, Thoon thrall 3 Rylkar madclaw 3 Skull lord, bonespur 3 Demon, carnage 4 Golem, force 4 Golem, magmacore 4 Graveyard sludge 4 Haunt, taunting 4 Hobgoblin warcaster 4 Kuo-toa harpooner 4 Rylkspawn swarm 4 Skull lord, serpentir 4 Tirbana slayer 4 Ushemoi, arkamoi 4 Vivisector 4 Demonthorn mandrake 5 Greenspawn zealot 5 Hobgoblin spellscourge 5 Mind Flayer of Thoon, Thoon infi ltrator 5 Mind Flayer of Thoon, stormcloud of Thoon 5 Sanguineous drinker 5 Shardsoul slayer 5 Tirbana spawner 5 Ushemoi, hadrimoi 5 Verdant reaver 5 Arcadian avenger 6 Deadborn vulture zombie 6 Devil, gulthir 6 Kuo-toa monitor 6 Mind Flayer of Thoon, scyther of Thoon 6 Rylkar tormentor 6 Skull lord, spectral rider 6 Spawn of Juiblex, lesser 6 Haunt, bridge 7 Kugan, phantom ghast ninja 7 Kuo-toa exalted whip 7 Monster CR Skull lord 7 Vinespawn 7 Banshrae 8 Blackwing 8 Burrow root 8 Deadborn vulture 8 Demon, solamith 8 Elemental magi, ken-kuni 8 God-blooded, Nozgûg 8 Hobgoblin warsoul 8 Mind Flayer of Thoon, shadow flayer 8 Mind Flayer of Thoon, Thoon soldier 8 Troll, bladerager 8 Tusk terror 8 Ushemoi, turlemoi 8 Devil, stitched 9 Mockery bug, mockery drone 9 Rylkar harridan 9 Demon, adaru 10 Demon, draudnu 10 Elemental magi, ken-li 10 Haunt, forest 10 Mind Flayer of Thoon, madcrafter of Thoon 10 Mind Flayer of Thoon, Thoon disciple 10 Ruin elemental 10 Spawn of Juiblex, greater 10 Thrym hound 10 Dragons of the great game, Morlicantha 13 Elemental magi, ken-sun 13 Ember guard 13 Guulvorg 13 Mind Flayer of Thoon, Thoon hulk 13 Dragons of the great game, Singh the Immense 14 Mockery bug, mockery monarch 14 Ruin chanter 14 Spawn of Juiblex, elder 14 Steelwing 14 Devil, remmanon 15 Illurien 15 Mind Flayer of Thoon, Thoon elder brain 15 Ethereal defiler 16 Frostwind virago 16 Monster CR Malastor 16 Siege beetle 16 Dalmosh 17 Merchurion 17 Vampire, Red Widow 17 Dragons of the great game, Chorranathau 18 Scouring construct, scouring slinger 18 Scouring construct, scouring stanchion 18 Spirrax 18 Wild hunt, hound of the hunt 18 Vampire, Black Duke 19 Garngrath 20 Wild Hunt, master of the hunt 22 MONSTERS BY ECL Monster HD LA ECL Arcadian avenger 8 2 10 Banshrae 15 4 19 Elemental magi: Ken-kuni 8 5 13 Ken-li 12 5 17 Ken-sun 17 5 22 Ethereal defiler 22 4 26 Greenspawn zealot 6 2 8 Hobgoblin: Duskblade 3 1 4 Spellscourge 5 2 7 Warcaster 4 3 7 Warsoul 10 4 14 Jaebrin 1 1 2 Kuo-toa: Crazed 4 3 7 Exalted whip 10 4 14 Harpooner 4 3 7 Monitor 6 3 9 Nozgûg 7 1 8 Shaedling 4 3 7 Singh the Immense 13 2 15 Troll, bladerager 6 5 11 Ushemoi: Arkamoi 4 4 8 Hadrimoi 9 4 13 Lashemoi 2 2 4 Turlemoi 12 4 16 MMV_01.indd 4 MMV_01.indd 4 4/19/07 2:29:55 PM 4/19/07 2:29:55 PM 5 INTRODUCTION Introduction Welcome to Monster Manual V. This book contains new creatures for use in the DUNGEONS & DRAGONS® game. The monster entries are generally alphabetical by name, but closely related monsters are grouped together under a single heading. In addition to the table of contents at the front of this book, monsters are listed by type and subtype on page 222, and by Challenge Rating and ECL on page 4. This introduction explains how to read each creature’s entry. Refer to the glossary on pages 206–222 for defi nitions of terms you are not familiar with. READING THE ENTRIES Each monster entry is organized in the same format, as outlined below. For complete information about the characteristics of monsters, consult the glossary of this book, the Player’s Handbook (PH), or the Dungeon Master’s Guide (DMG). We want this book to be as useful to DMs as possible, so the statistics are presented in a format that makes them easier to use right off the page. This format is divided into fi ve sections separated by horizontal lines. Each section serves a specifi c purpose; you need to reference different sections at different times during an encounter. IDENTIFICATION AND ENCOUNTER The top section identifi es the creature and gives the informa- tion you need at the start of an encounter. Name: This word or phrase identifi es the creature. CR: This value is the Challenge Rating of an individual creature of this kind. Race, Class, and Level: This information is provided only for creatures that have class levels. Alignment: The one- or two-letter abbreviation that appears here denotes the creature’s alignment. A term that describes how likely this alignment is to apply, as defi ned in the glossary, might also appear here. Specifi c NPCs don’t include the extra term. Size and Type: The creature’s size category and its type (and subtype or subtypes, if applicable) are given here. Init: This value is the creature’s modifi er on initiative checks. Senses: The Senses entry indicates whether the creature has darkvision, low-light vision, scent, or some other sen- sory special quality, along with the creature’s modifiers on Listen and Spot checks (even if the creature has no ranks in those skills). Aura: This indicates special abilities that take effect anytime another creature comes within a certain distance, such as a devil’s fear aura. Languages: This entry gives the languages the creature speaks or understands, as well as any special abilities relat- ing to communication (such as telepathy or an inability to speak). DEFENSIVE INFORMATION This section provides the information you need when char- acters are attacking the creature. AC: This entry gives the creature’s Armor Class against most attacks, followed by its AC against touch attacks and its AC when fl at-footed. If the creature has feats or other abilities that modify its Armor Class under specifi c circumstances (such as the Mobility feat), they are noted here. hp: This entry consists of the creature’s full normal hit point total (usually average rolls on each Hit Die), followed by the creature’s Hit Dice in parentheses. If the creature has fast healing, regeneration, damage reduction (DR), or some other ability that affects the amount of damage it takes or the rate at which it regains hit points, that information also appears here. Immune: Any immunities the creature has are indicated here. This includes immunity to specifi c types of energy as well as other immunities (such as immunity to poison or to sleep effects). Resist and SR: If the creature has resistance to certain kinds of attacks, that information is given here. The creature’s spell resistance, if any, appears after the other resistances on the same line. Fort, Ref, Will: This entry gives the creature’s saving throw modifi ers. Altered saving throw bonuses for specifi c circumstances also appear on this line. Weakness: This entry details any weaknesses or vul- nerabilities the creature has, such as light sensitivity or vulnerability to a type of energy. OFFENSIVE INFORMATION Refer to this section when it’s the creature’s turn to act in combat. All a creature’s combat options are detailed here, even those that are not strictly offensive. Speed: This entry begins with the creature’s base land speed in feet and in squares on the battle grid, followed by speeds for other modes of movement, if applicable. Melee/Ranged: Typically, these entries give all the physical attacks the creature can make when taking a full attack action. The fi rst attack described is the creature’s preferred form of attack, usually a melee attack of some sort but possibly (as in the example below) a ranged attack. If the creature can make only a single attack (for instance, when it is taking an attack action), use the fi rst indicated attack bonus. Occasionally, a creature has separate options indicated for single attacks and for full attacks. For example, a Small creature with the Manyshot and Rapid Shot feats might have the following entries: MMV_01.indd 5 MMV_01.indd 5 4/19/07 2:29:57 PM 4/19/07 2:29:57 PM 6 INTRODUCTION Melee masterwork longsword +8/+3 (1d6/19–20) Ranged +1 longbow +8 (2d6+2/×3) with Manyshot or Ranged +1 longbow +10/+10/+5 (1d6+1/×3) with Rapid Shot Each set of attack routines is prefaced by a boldface word indicating whether the attacks are melee or ranged. Next comes the weapon used for the attack, the modifi ed attack bonus, the amount of damage the attack deals, and informa- tion about critical hits. If the weapon has the “default” critical hit characteristics (threat on a 20 and ×2 damage), this portion of the entry is omitted. Space and Reach: These entries defi ne how large an area the creature takes up on the battle grid, as well as how far a creature’s natural reach extends and any reach weapons it might use. Base Atk: The Base Atk entry gives the creature’s base attack bonus without any modifi ers. Grp: This entry gives the creature’s grapple modifi er. Atk Options: Special abilities that the creature can employ to modify its normal attacks appear here. Such abilities might include feats such as Power Attack or special abilities such as smite evil. Special Actions: This entry gives any special actions that the creature can take on its turn in place of making attacks. Combat Gear: Possessions that the creature can use an action to employ on its turn appear here. Such items might include doses of poison (applied poisons, not natural ones), scrolls, potions, oils, wands, staffs, rods, and other wondrous items. Spells Known or Spells Prepared: This entry appears for spellcasters. It occurs as “spells known” for sorcerers and members of other classes who do not prepare spells, and “spells prepared” for wizards, clerics, and others who do prepare them in advance. It begins with the creature’s caster level for spells. If a creature’s rolls to overcome spell resistance are based on a number other than its caster level (because of the Spell Penetration feat, for example), the creature’s total modifier is given after the expression “spell pen.” Spells known are detailed from highest level to 0 level, and each includes an attack bonus and a saving throw DC, if appropriate. If the character casts some spells at a different caster level than others, that information is also specified here. A cleric’s statistics block also includes the name of his deity (if applicable) and the domains to which he has access. Each domain spell he has prepared is marked with a superscript D. The granted powers of his domains might appear as combat options or resistances, or not at all if they only modify information presented elsewhere. Spell-Like Abilities: Any spell-like abilities the crea- ture possesses appear here. The entry begins with the creature’s caster level for these abilities. As with spells, this entry includes attack bonuses and saving throw DCs when appropriate. OTHER INFORMATION Information presented in this section is rarely specifically relevant during an encounter, but it’s useful for other purposes. Abilities: The creature’s ability scores appear here in the customary order (Str, Dex, Con, Int, Wis, Cha). SA: For the purpose of determining the effect of feats and the application of templates, the creature’s special attacks are given here even if they appear elsewhere in the statistics block. Specifi c NPCs don’t include this information. SQ: Only those special qualities not shown elsewhere in the statistics block are included here. For each creature, special qualities include any abilities that aren’t delineated as special attacks. Feats: This entry lists all the feats the creature pos- sesses, including those that appear elsewhere in the statistics block. Skills: This entry shows all the skill modifi ers for skills in which the creature has ranks. Modifi ers are also provided for skills to which racial modifi ers, bonuses from synergy, or other modifi ers apply, even if the creature has no ranks in those skills. Possessions: This entry lists the items the creature is wearing or carrying that aren’t considered combat gear. If the creature has combat gear, the expression “combat gear plus” appears to remind you to refer to the Combat Gear entry. Spellbook: This entry gives the spells in the creature’s spellbook, if it has one. The notation “spells prepared plus” indicates that the spells the creature has prepared are part of this list, but those spells are not reiterated here. SPECIAL ABILITY DESCRIPTIONS The final portion of the statistics block consists of para- graphs explaining special abilities noted earlier. When you’re running a monster, it’s good to be familiar with these descriptions beforehand. However, they are written for ease of use and include important information such as save DCs and damage. STRATEGIES AND TACTICS This section contains guidance for running the creature. Does the creature favor charging into combat or attacking at range? Does it prefer weapons or spells? SAMPLE ENCOUNTERS This section briefl y describes the groups a creature forms and the relationship it might have to other creatures. Is it a solitary monster, or does it tend to gather in hordes? Sample encounters detail the Encounter Levels of groups or even specifi c adventure seeds. MMV_01.indd 6 MMV_01.indd 6 4/19/07 2:29:58 PM 4/19/07 2:29:58 PM 7 ECOLOGY Where does the creature live? What does it hunt or eat? What hunts or eats it? When appropriate, the ecology section offers insights into the creature’s life cycle. Environment: Specifi c terms to describe climate (warm, temperate, or cold) and terrain (plains, hills, forests, marshes, mountains, or deserts) are used to let you know where a creature prefers to live. Some creatures are subterranean. Others have no place in the natural environment (particu- larly constructs and undead) and might be found anywhere. Extraplanar outsiders are assigned a plane of origin. Typical Physical Characteristics: This section states the average height of a bipedal creature, or whatever’s most appropriate for a nonbipedal one, and the creature’s weight. It discusses any signifi cant physical differences between ages or genders. Alignment: The creature’s statistics block indicates its alignment. Here is a discussion of the creature’s philosophy or its general behavior within the gamut that an alignment offers. LORE Monster Manual V offers a table of lore with each monster’s entry. That lore can be gleaned by a character who makes an appropriate Knowledge check. The baseline DC to identify a monster and remember one bit of information about its special abilities or vulnerabilities is equal to 10 + the monster’s CR. (This is a change from the description of the Knowledge skill, PH 78.) As can be seen on individual tables in the monster entries, every 5 points by which the check result exceeds the DC yields another piece of information. Information specifi c to the creature, such as its type of damage reduction, spell-like abilities, or immunities, comes with higher check results. The preceding rule addresses specifi c creatures well, but more can to be said about creatures of general types. Consider the adaru demon (page 20) as an example. It’s a CR 10 crea- ture. Identifying it specifi cally requires a successful DC 20 Knowledge (the planes) check. However, since lowly CR 2 demons such as the dretch are out there, sharing outsider and tanar’ri traits with the adaru, it’s reasonable to assume that identifying those outsider and tanar’ri traits is a relatively easy task. Except when otherwise noted, an appropriate and suc- cessful DC 15 Knowledge check reveals all of a creature’s type and subtype traits as defined in the glossary. This often includes information about energy resistance or various immunities. For instance, a DC 15 Knowledge (arcana) check reveals that dragons are hard to kill (12-sided HD) and resilient (all good saves). They have darkvision out to 60 feet and low-light vision, and they are immune to sleep effects and paralysis effects. They eat, sleep, and breathe. SOCIETY Intelligent creatures often form societies and have particular worldviews. Here are details about their thoughts, social interactions, religion, and government. How do creatures view themselves, each other, and other races? What do they value? What’s “normal” for them? SAMPLE LAIR Some creatures (the rylkars and the tirbanas) have an entry showing a sample lair complete with area descriptions. TYPICAL TREASURE This information expresses typical treasure values and trea- sure preferences. Some creatures don’t have treasure. Others have their treasure merely expressed in their Possessions entries. This section of the description is where you can fi nd more information if it applies. For cultured societies, sample art objects, jewelry, and other creature-specifi c fl avor pieces might be described. A creature that has been advanced by class levels has trea- sure equal to an NPC of its Challenge Rating, not its ECL. CREATURES AS CHARACTERS If a creature offers exciting possibilities for play as a character, this section provides the statistics and level adjustment. CREATURES WITH CLASS LEVELS If the creature advances by class, but is not suitable for play as a character, this section discusses its favored class and associ- ated classes (if any), and it might offer information about its deity and domains or other class-based information. ADVANCED CREATURES If a creature advances by Hit Dice, the Advancement line in its statistics block gives the break points. This section of the description, when present, discusses the whys and wherefores of the creature’s increased size and abilities. For example, given a subterranean creature, are the larger specimens found deeper in the earth? Is its growth a result of good feeding, good environment, age, or simple happenstance? FOR PLAYER CHARACTERS If the creature can be useful to a player character as an animal companion, familiar, planar ally, mount, or summoned monster, relevant information is included here. CREATURES IN EBERRON OR CREATURES IN FAERÛN These sections (not present for every creature) describe the creature’s niche in the EBERRON campaign setting or in the FORGOTTEN REALMS campaign setting. INTRODUCTION MMV_01.indd 7 MMV_01.indd 7 4/19/07 2:29:59 PM 4/19/07 2:29:59 PM 8 ARCADIAN AVENGER A female with angular features and bright, metallic fl esh stalks toward you, her wings as sharp and threatening as her two readied swords. Each of her movements is framed by perfect symmetry—she never moves her right blade forward without moving the left blade back in equal measure. Sparing a glance for each part of the room in turn, she starts the cycle over again. Arcadian Avenger CR 6 Usually LG Medium outsider (extraplanar, good, lawful) Init +6; Senses darkvision 60 ft.; Listen +12, Spot +12 Languages Celestial, Common AC 19, touch 12, flat-footed 17 (+2 Dex, +1 shield, +6 natural) hp 60 (8 HD) Fort +9, Ref +8, Will +7 Speed 30 ft. (6 squares); fly 30 ft. (good) Melee mwk longsword +12/+7 (1d8+3/19–20) or Melee mwk longsword +8/+3 (1d8+3/19–20) and mwk longsword +8 (1d8+1/19–20) Space 5 ft.; Reach 5 ft. Base Atk +8; Grp +11 Atk Options aligned strike (lawful, good), blade rend, magic strike, wrath Special Actions elude chance Abilities Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 12 SA aligned strike, blade rend, elude chance, magic strike, wrath Feats Improved Initiative, Two-Weapon Defense, Two- Weapon Fighting Skills Balance +13, Diplomacy +14, Heal +12, Intimidate +12, Knowledge (the planes) +11, Listen +12, Sense Motive +12, Spot +12 Advancement by character class; Favored Class crusader; see text Possessions 2 masterwork longswords Blade Rend (Ex) If an Arcadian avenger hits a single target with at least one attack from each of her swords during a full attack, she deals an extra 2d6 points of damage. Wrath (Ex) Any time the Arcadian avenger sees an ally fall in battle, she gains a +2 morale bonus on melee damage rolls. The bonus lasts for 1 minute. Elude Chance (Su) Three times per day, as an immediate action, an Arcadian avenger can tap directly into the power of law, allowing her to avoid the uncertainty of chance. When an Arcadian avenger activates this ability, her next melee attack or saving throw is treated as if the result of the die roll were 10. Arcadian avengers populate the grand legions of Arcadia, providing the force necessary to protect the utopian plane. Although they have humanoid features, Arcadian avengers spring forth from the pure forces of law, and as such their outlook and thoughts are as alien to the mortal races as are those of demons and devils. Arcadian avengers see all situ- ations as a series of applied rules, and are free of hesitation, doubt, and remorse. Because of this, they come into confl ict even with good creatures that have broken rules or laws. STRATEGIES AND TACTICS Arcadian avengers approach combat as a systematic series of calculations, constantly assessing the most logical means of attack. They weigh each foe’s ability to harm them and bal- ance that against their ability to take that foe down quickly. This usually means that Arcadian avengers focus fi rst on spellcasters and other nonmelee types, attempting to nullify these powerful fi gures before they can unleash their magic. An Arcadian avenger spends a round measuring her ability to hit a foe before employing her elude chance ability—her preferred tactic is to wait until she has hit with her fi rst attack in a round and then use elude chance to ensure that her blade rend ability affects the foe. Multiple Arcadian avengers move in perfect concert, using 5-foot adjustments to create situations when each fl anks a foe she is attacking. SAMPLE ENCOUNTER Arcadian avengers are usually encountered with a spellcaster or other creature capable of summoning them away from Arcadia. They are drawn to outbreaks of chaos and disorder, and they fi nd their way to mortal realms more frequently in times of strife and war. Punishers (EL 10): A group of four Arcadian avengers has been sent to apprehend the party because of a past action that disturbed law or order. The characters must decide whether to fi ght the avengers. To avoid doing so, they need to fi nd some way to atone for their crimes. ECOLOGY Arcadian avengers defend the perfect harmony of Arcadia, specifi cally the lawful edicts of that plane. With their strict code of conduct and adherence to law over good, it would seem at fi rst that Arcadian avengers should be more at home within the rigid lockstep of Mechanus than as a part of the pqqqqqqqqqrs ARCADIAN AVENGER LORE Characters who have ranks in Knowledge (the planes) can learn more about Arcadian avengers. When a character makes a successful skill check, the following lore is revealed, includ- ing the information from lower DCs. Knowledge (the Planes) DC Result 16 This creature is a lawful good outsider called an Arcadian avenger. Such creatures are the primary soldiers in the legions that defend Arcadia. 21 Arcadian avengers are dangerous in melee combat. Their attacks become more powerful if one of their allies is slain. They can be summoned to serve lawful creatures. 26 Their affi nity with law allows Arcadian avengers to strike more reliably. pqqqqqqqqqrs ARCADIAN AVENGER MMV_02.indd 8 MMV_02.indd 8 4/19/07 2:35:10 PM 4/19/07 2:35:10 PM 9 peaceful harmony of Arcadia. Certainly, their extreme views on law occasionally bring them in confl ict with other forces of good. These incidents are rare, however, since the avengers hold to the ideals of Arcadia, where laws are created for the greater good. It is in mortal realms where Arcadian avengers often fi nd these forces at odds. Environment: Arcadian avengers are extraplanar crea- tures from the Peaceable Kingdoms of Arcadia. They live there in great barracks, as befi ts their role in the legions that defend the plane. However, like all areas of Arcadia, the military housing of the Arca- dian avengers is beautiful by almost any standard, with practice yards and train- ing areas set amid carefully sculpted gardens and orderly rows of fl owering trees. Typical Physical Character- istics: Arcadian avengers all stand 5 feet 8 inches tall and weigh 125 pounds, resembling attractive, ath- letic female humans with full wings. Their fl esh, wings, and armor seem made of the same silvery metal. Ar- cadian avengers are similar to one another in appearance. Alignment: Arcadian avengers are benevolent and helpful, but they see adherence to the rules as more important than kindness. They are usually lawful good, but some fall into lawful neutral behavior, for- going compassion in the execution of their duties. SOCIETY Arcadian avengers live a simple, ascetic lifestyle among the ordered bounty of Arcadia. Their lives are as structured as the laws they defend. Arcadian avengers are divided into legions, and each legion is given a specific task that defines its purpose within the grand armies of law. The avengers are perfect embodiments of the harmony of Arcadia—free of ambition and inner conflict, they live in peace within their homes despite their occasional bloody tasks. Arca- dians avengers are much more strongly aligned with law than with good, and as such, they are housed on Buxenus, the second layer of Arcadia. TYPICAL TREASURE Arcadian avengers have little use for treasure. Like other Arcadians, they fi nd that the bounty of their native plane provides them with all they need. Each Arcadian avenger possesses two masterwork longswords. These functional weapons are the tools of the avengers’ job and are seldom seen as anything more than utilitarian goods. ARCADIAN AVENGERS WITH CLASS LEVELS Arcadian avengers advance in the crusader class (Tome of Battle 8), relying on faith and martial power to work their will. If you don’t use Tome of Battle in your cam- paign, advance Arcadian avengers as paladins. Both classes are considered associated for an Arcadian avenger. Level Adjustment: +2. FOR PLAYER CHARACTERS A non-evil, lawful spellcaster can summon an Arcadian avenger using summon monster IV or a higher-level summon monster spell. Treat the Arcadian aveng- er as if it were on the 4th-level list on the Summon Monster table (PH 287). Non-evil, lawful clerics can use a planar ally spell to call an Arcadian avenger, who demands pay- ment in the form of a task further- ing the cause of law. ARCADIAN AVENGERS IN EBERRON Arcadian avengers are native to Daanvi, the Perfect Order. They commonly venture to Shavarath to lend their swords and hone their skills in battle. On Eberron itself, Arcadian avengers hunt those who work chaos, so they can be found in the Demon Wastes and similar places across the world. More than one Arcadian avenger participated in the Last War, and some of these remain in Khorvaire in self-imposed exile or as centers of celestial cults. ARCADIAN AVENGERS IN FAERÛN In the House of the Triad, legions of Arcadian avengers make their home, protecting the petitioners of Toril’s heaven from the infl uences of other planes and entities. Although the avengers are bound in duty to the House of the Triad, a great number of them are loyal to Helm. All Arcadian avengers take their duty as watchers and protectors of the law extremely seriously, and Helm’s dogma suits them well. ARCADIAN AVENGER Arcadian avenger Illus. by R. Horsley MMV_02.indd 9 MMV_02.indd 9 4/19/07 2:35:12 PM 4/19/07 2:35:12 PM 10 BANSHRAE A willowy fi gure dressed in dark green fi nery approaches, a lustrous topknot decorated with gold ornaments draped over its shoulder. Except for its golden, insectile eyes, the creature’s oval face is eerily featureless, yet it raises a carved wooden fl ute to its chin and begins to play a haunting tune. Banshrae CR 8 Usually CE Medium fey Init +7; Senses low-light vision; Listen +16, Spot +16 Languages understands Common, Elven, Sylvan; cannot speak; telepathy 100 ft. AC 22, touch 22, flat-footed 22; Deflect Arrows, Dodge, Mobility, sylvan warrior (+7 Dex, +5 deflection) hp 97 (15 HD); DR 10/cold iron Fort +8, Ref +16, Will +11 Speed 60 ft. (12 squares); Spring Attack Melee unarmed strike +15/+10 (2d6+3) Ranged mwk greater blowgun +15/+10 (1d3) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +10 Atk Options Stunning Fist 3/day (DC 19) Special Actions blowgun flute, dart cone, locust dart Spell-Like Abilities (CL 10th): 1/day—bestow curse (DC 19) Abilities Str 16, Dex 24, Con 17, Int 14, Wis 15, Cha 20 SA blowgun flute, dart cone, locust dart, spell-like abilities Feats Combat Expertise, Deflect ArrowsB, Dodge, Improved Unarmed StrikeB, Mobility, Spring Attack, Stunning FistB, Weapon Finesse, Weapon Focus (unarmed strike) Skills Balance +17, Bluff +15, Climb +8, Diplomacy +7, Disguise +13 (+15 acting), Escape Artist +24, Hide +19, Intimidate +7, Jump +25, Knowledge (nature) +8, Listen +16, Move Silently +19, Perform (wind instruments) +23 (+25 with blowgun flute), Spot +16, Survival +2 (+4 in aboveground natural environments), Tumble +21, Use Rope +7 (+9 bindings) Advancement by character class; Favored Class fighter Sylvan Warrior (Su) A banshrae applies its Charisma bonus as a deflection bonus to its Armor Class. It doesn’t lose its Dexterity bonus to AC when flat-footed. Blowgun Flute (Su) At will, as an immediate action, a banshrae can call into being a masterwork flute that also functions as a masterwork greater blowgun (10-foot range increment). A banshrae can have only one such flute at a time, and the instrument disappears if the fey loses possession of it. Each round, a banshrae can play its flute as a swift action to create one of the effects detailed below. Opponents within a 60-foot-radius spread who can hear the flute can be affected (Will DC 22 negates)—the effect ends if an enemy can no longer hear the music creating it. The save DC is Charisma-based. The tunes are sonic mind-affecting abilities. Dread Dirge: This mournful tune creates deep unease. Affected creatures are shaken. This is a fear effect. Gibbering Sing-Along: This catchy melody forces listeners to blather meaningless sounds. Affected creatures fail Move Silently checks, give away their positions if invisible or hidden, cannot talk, and cannot cast spells that have verbal components. Traveler’s Tune: This sprightly ditty forces affected creatures to move at least 20 feet on their turns. Dart Cone (Ex) Once per day per point of Charisma bonus a banshrae possesses, as a full-round action, the creature can create a 15-foot cone of blowgun darts. Those caught in the cone take 4d6 points of damage (Reflex DC 24 half). The save DC is Dexterity-based. Locust Dart (Su) Once per day, a banshrae can fire a special dart. An opponent struck by this dart is sickened for 1 round and takes 2d6 points of damage as locusts emerge from its body (Fortitude DC 20 negates). The locusts form a swarm (MM 239) that obeys the banshrae’s commands for 2d6 rounds before dispersing. The save DC is Constitution-based. Bestow Curse (Sp) Once per day, a banshrae can produce a bestow curse effect. Victims of this curse inspire anger in those around them, taking a –6 penalty on Bluff and Diplomacy checks as well as a –2 penalty to Armor Class. Banshraes are spiteful, musically inclined fey that use their supernatural tunes to torment other creatures. Their taste for melodic mischief belies their incredible martial skill. STRATEGIES AND TACTICS When combat is joined, a banshrae summons its blowgun fl ute and begins playing. It then uses its speed and maneu- verability to command the battlefield, dancing around opponents to gain advantageous positions from which to use its considerable combat skills. It takes out dangerous opponents fi rst, so it can later toy with weaker foes. Using Combat Expertise to ensure safety without seriously com- promising its fi ghting prowess, a banshrae never strikes from the same place twice. It uses its locust dart and the resultant swarm to help control the fight, focusing the swarm on troublesome spellcasters. SAMPLE ENCOUNTER Banshraes are individualistic, but they do live among evil fey and serve strong leaders. Murderous Messenger (EL 8): A banshrae carries im- portant missives and supplies between enclaves of evil fey on a regular route. It makes stops at villages along the way pqqqqqqqqqrs BANSHRAE LORE Characters who have ranks in Knowledge (nature) can learn more about banshraes. When a character makes a successful skill check, the following lore is revealed, including the infor- mation from lower DCs. Knowledge (Nature) DC Result 18 This creature is a banshrae, a wicked fey that can play music to bewilder and harm mortals. 23 Banshraes are powerful combatants that can play their fl utes while fi ghting. They can use those fl utes to fi re clouds of darts, and they are vulnerable to cold iron. 28 A banshrae can sometimes cause a target struck by a special dart to spontaneously spew forth a swarm of locusts. It can also affl ict an unlucky soul with a curse that draws the ire of others. pqqqqqqqqqrs BANSHRAE MMV_02.indd 10 MMV_02.indd 10 4/19/07 2:35:16 PM 4/19/07 2:35:16 PM 11 to rob, harass, and murder innocent citizens. The last time through, the ban- shrae killed a hunter who was the local lord’s friend. That lord now seeks cou- rageous individuals to waylay the fey and pun- ish it for this crime. ECOLOGY Originally less harm- ful fey who sang and reveled among their more benevolent kin, banshraes became what they are through the treachery of an elder of their kind. This banshrae, whose name and actual crime are forgotten, betrayed a capricious fey queen, who in turn cursed all ban- shraes, stealing their mouths. A mighty and terrible verdant prince (MM4 172) made a compact with the banshraes, interceding with dark spirits and allowing the banshraes to have back a measure of their musical ability. Since then, banshraes have bred true, form- ing a new fey race devoted to grief and fear. Banshraes “eat” while they rest, absorbing sustenance from nearby plants and the earth. They breathe through holes in the sides of their heads, under the hair. Environment: Banshraes prefer temperate forests, but they can live in any environment that can sustain fey. They enjoy tormenting humanoids, so they often live close to humanoid settlements. Typical Physical Characteristics: Banshraes resemble particularly lithe elves, a little over 5 feet tall and about 100 pounds in weight. Their faces are smooth and featureless, except for their golden insectile eyes. Their frail appearance masks their physical power and martial skill. Alignment: Banshraes are embittered souls, and they hate most creatures except other banshraes. Even powerful evil fey must watch their banshrae servants—treachery is in a banshrae’s nature. Jealous and vindictive, banshraes destroy that which is beautiful and wholesome. They ruin or pollute that which they can never enjoy, such as food and water. Banshraes are usually chaotic evil. SOCIETY Banshraes dwell in communities among other black- hearted fey. They serve as minstrels, spies, and soldiers for malevolent fey leaders or other iniquitous and powerful creatures. Ver- dant princes and evil nymphs enjoy such ser- vice, and they repay a banshrae’s loyalty with honor and treasure, re- warding treachery with swift death. Even among wick- ed fey, banshraes are notorious for abusing those weaker than they, as their whims dictate. Banshraes respect only other banshraes and the strong. Nonfey can expect torment and murder at their hands. TYPICAL TREASURE Banshraes adore fi ne clothing and jewel- ry. Their love for music inspires them to collect master- work instruments made from—or extravagantly decorated with—precious materials. They have standard trea- sure for their Challenge Rating. BANSHRAES WITH CLASS LEVELS Banshraes are soldiers that revel in battle and turmoil. They usually augment their considerable combat skills by advanc- ing as fi ghters, though some advance as rogues. Both classes are considered associated for a banshrae. These fey never use divine magic—they despise the gods and have no conscious connection to nature. Level Adjustment: +4. BANSHRAES IN EBERRON Banshraes were residents of Thelanis, the Faerie Court, but an unnamed treachery by the banshraes of old brought the mouthless curse and banishment upon the entire race. Exiled banshraes then spread throughout Khorvaire and beyond, existing as deceitful vagabonds. A few still dwell in the Twilight Demesne in the Eldeen Reaches, but they are unwelcome there. Some fled north to the Demon Wastes to offer their services as spies to the Lords of Dust. More joined with the dark fey that rule the Watching Wood in Droaam, and some of these have pledged their flut...

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