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95376720_1to37.indd 2 4/4/06 8:48:40 AM Contents Yarshag, Dark Talon King ...... 85 Zern Experiments ...... 197 Lodestone Marauder ...... 90 Zern Arcanovore ...... 197 Introduction ...... 4 Lolth-Touched Creature ...... 92 Zern Blade Thrall ...... 198 Reading the Entries ...... 4 Lolth-Touched Bebilith ...... 92 Sample Lair: The Deephollows ...... 200 The Monsters Lolth-Touched Ranger ...... 92 Avatars of Elemental Evil ...... 7 Lolth-Touched Monstrous Spider ...... 93 Monster Feats ...... 202 The Elemental Nodes ...... 8 Lunar Ravager ...... 95 Glossary ...... 204 The Elemental Avatars ...... 8 Mageripper Swarm ...... 98 Black Rock Triskelion (Earth Avatar) . . . . .8 Minotaur, Greathorn ...... 100 Monsters by Type (and Subtype) ...... 220 Cyclonic Ravager (Air Avatar) ...... 10 Nagatha ...... 102 Monsters Ranked by Challenge Rating . . 221 Holocaust Disciple (Fire Avatar) ...... 11 Necrosis Carnex ...... 104 CONTENTS

Waterveiled Assassin (Water Avatar) . . . .13 Oaken Defender ...... 106 List of Monsters by ECL ...... 221 OF TABLE Balhannoth ...... 15 Sample Lair: The Faerie Ring ...... 108 Full-Page Maps Sample Lair: Balhannoth Cavern ...... 16 Ogre ...... 109 Grand Tomb ...... 23 Bloodfi re Ooze ...... 18 Ogre Scout ...... 109 Sample Wilderness Lair ...... 66 Bloodhulk ...... 20 Ogre Tempest ...... 109 Underground Lair and Shrine ...... 89 Bloodhulk Fighter ...... 20 Ogre Guard Thrall ...... 110 Mithral Mines ...... 113 Bloodhulk Giant ...... 20 ...... 114 Bloodhulk Crusher ...... 20 Orc Berserker ...... 114 Templates Bloodsilk Spider ...... 24 War Howler ...... 114 Lolth-Touched ...... 93 Briarvex ...... 26 Orc Battle Priest ...... 115 Web ...... 165 Clockroach ...... 28 Orc Plague Speaker ...... 116 For Player Characters: Clockwork Mender ...... 30 Half-Orc Infi ltrator ...... 117 Creatable Creatures Clockwork Steed ...... 32 Plague Walker ...... 120 Bloodfi re Ooze (ritual) ...... 18 Concordant Killer ...... 34 Quanlos ...... 122 Bloodhulk (animate dead) ...... 20 Corrupture ...... 36 Sailsnake ...... 124 Clockroach (construct)* ...... 28 Defacer ...... 38 Skiurid ...... 126 Clockwork Mender (construct)* ...... 30 Demon ...... 40 Spawn of Tiamat ...... 128 Clockwork Pony (construct)* ...... 32 Deathdrinker ...... 40 Blackspawn Raider ...... 130 Clockwork Stallion (construct)* ...... 32 Kastighur ...... 42 Sample Lair ...... 133 Defacer (create undead) ...... 38 Nashrou ...... 44 Blackspawn Stalker ...... 134 Golem, Fang (construct)* ...... 72 Whisper Demon ...... 46 Bluespawn Ambusher ...... 136 Necrosis Carnex (animate dead) ...... 104 Demonhive ...... 48 Bluespawn Burrower ...... 138 Plague Walker (ritual) ...... 120 Demonhive Attendant ...... 48 Bluespawn Godslayer ...... 140 *Requires the Craft Construct feat Demonet Swarm ...... 48 Bluespawn Stormlizard ...... 142 Demonhive Queen ...... 50 Greenspawn Leaper ...... 144 Mounts/Companion Creatures Dwarf Ancestor ...... 52 Greenspawn Razorfi end ...... 146 Clockwork Pony ...... 32 Sample Lair: Corrupted Temple Greenspawn Sneak ...... 148 Clockwork Stallion ...... 32 of ...... 53 Redspawn Arcaniss ...... 152 Lodestone Marauder ...... 90 , Drow ...... 55 Redspawn Firebelcher ...... 154 Sailsnake ...... 124 Lolth’s Sting ...... 55 Whitespawn Hordeling ...... 156 Spawn, Bluespawn Stormlizard ...... 142 Dark Sniper ...... 55 Whitespawn Hunter ...... 158 Spawn, Greenspawn Leaper ...... 144 Arcane Guard ...... 56 Sample Lair ...... 161 Spawn, Redspawn Firebelcher ...... 154 Drow Priestess ...... 57 Whitespawn Iceskidder ...... 162 Power Components Drow and the Lolth-Touched Template . .59 Tomb Spider ...... 164 Skiurid Nugget ( spells) . . . . . 127 Giant, Craa’ghoran ...... 60 Tomb Spider ...... 164 Githyanki ...... 62 Tomb Spider Broodswarm ...... 164 Summonable Creatures* Githyanki Soldier ...... 62 Web Mummy ...... 165 Clockwork Mender (II) ...... 30 Gish ...... 62 Varag ...... 168 Dwarf Ancestor (V) ...... 52 Githyanki Captain ...... 63 Varag Pack Leader ...... 168 Howler Wasp (II) ...... 74 Gnoll ...... 67 Verdant Prince ...... 172 Inferno Spider (VI) ...... 76 Slave-Taker ...... 67 Vitreous Drinker ...... 174 Justice Archon (VII) ...... 80 Fiendish Cleric of Yeenoghu ...... 67 Windblade ...... 176 Windrazor (III) ...... 176 Half-Fiend Gnoll Warlock ...... 68 Windrazor ...... 176 Windscythe (VI) ...... 177 Sample Lair: The Great Geode ...... 70 Windscythe ...... 177 Wrackspawn (IV) ...... 182 Golem, Fang ...... 72 Wizened Elder ...... 180 Yugoloth, Corruptor of Fate (VI) ...... 190 Howler Wasp ...... 74 Wrackspawn ...... 182 Yugoloth, Voor (IV) ...... 193 Howler Wasp Queen ...... 74 Yuan-ti ...... 184 * Requires a summon monster spell of the Inferno Spider ...... 76 Pureblood Slayer ...... 184 indicated level (or higher) Joystealer ...... 78 Halfblood Deceiver ...... 185 Weapons Justice Archon ...... 80 Abomination Cult Leader ...... 186 Dragonsplit ...... 151 Justice Archon Champion ...... 81 Yuan-ti Ignan ...... 188 SampleGreathammer . . file...... 101 Lizardfolk, Dark Talon Tribe ...... 83 Yugoloth ...... 190 Maquahuitl ...... 89 Dark Talon Soldier ...... 83 Corruptor of Fate ...... 190 Dark Talon Champion ...... 83 Voor ...... 191 Dark Talon Wasp Rider ...... 84 Dreadful Lasher ...... 191 Dark Talon Shaman ...... 84 Zern ...... 195 3

95376720_1to37.indd 3 4/4/06 8:48:44 AM and Spot checks (even if the creature has no ranks in those Introduction skills). Welcome to Monster Manual IV. This book contains new Aura: This indicates special abilities that take effect any- creatures for use in DUNGEONS & DRAGONS® adventures. The time another creature comes within a certain distance, such monster entries are generally alphabetical by name, with as a devil’s fear aura. closely related monsters grouped together. In addition to the Languages: This entry gives the languages the creature table of contents at the front of this book, monsters are also speaks or understands, as well as any special abilities relating listed by type and subtype on page 221, and by Challenge to communication (such as telepathy or tongues). Rating and ECL on page 204. This introduction explains how to read each creature’s writeup. It often mentions terms in the glossary, which is DEFENSIVE INFORMATION This section provides the information you need when char- found on pages 205–221. Refer to those pages for defi nitions acters are attacking the creature. of terms you might not be familiar with. AC: This entry gives the creature’s Armor Class against most regular attacks, followed by its AC against touch attacks and its AC when fl at-footed. If the creature has feats or other

INTRODUCTION READING THE ENTRIES abilities that modify its Armor Class under specifi c circum- Each monster description is organized in the same general stances (such as the Mobility feat), they are noted here as well format, as outlined below. For complete information about as in the Feats entry. the characteristics of monsters, consult the glossary of this hp: This entry consists of the creature’s full normal hit book, the Player’s Handbook (PH), or the Dungeon Master’s point total (usually average rolls on each Hit Die), followed Guide (DMG). by the creature’s Hit Dice in parentheses. If the creature has We want this book to be as useful to DMs as possible, so fast healing, regeneration, damage reduction (DR), or some we’ve adopted our new statistics block format for use here. other ability that affects the amount of damage it takes or The new format is divided into four main sections separated the rate at which it regains hit points, that information also by horizontal lines. Each section serves a specifi c purpose; appears here. you will need to reference different sections at different Immune: Any immunities the creature has are indicated times during an encounter. here. This includes immunity to specifi c types of energy as well as specifi c immunities (such as immunity to poison or to sleep effects). IDENTIFICATION AND ENCOUNTER Resist and SR: If the creature has resistance to certain The top section identifi es the creature and gives the informa- kinds of attacks, that information is given here. Altered tion you need at the start of an encounter. saving throw bonuses for specifi c circumstances appear on Name: This word or phrase identifi es the creature. Some- this line. The creature’s spell resistance, if any, appears after times a number is given with the name to indicate how many the other resistances on the same line. creatures appear in the encounter. Fort, Ref, Will: This entry gives the creature’s saving CR: This value is the Challenge Rating of an individual throw modifi ers. creature of this kind. Weakness: This entry details any weaknesses or vul- Race, Class, and Level: This information is provided only nerabilities the creature has, such as light sensitivity or for characters with class levels. vulnerability to a type of energy. Alignment: The one- or two-letter abbreviation that appears here denotes the creature’s alignment. Size and Type: The creature’s size category and its type OFFENSIVE INFORMATION (and subtype or subtypes, if applicable) are given here. Refer to this section when it’s the creature’s turn to act in Init: This value is the creature’s modifi er on initiative combat. All a creature’s combat options are detailed here, checks. even those that are not strictly offensive. Senses: The Senses entry indicates whether the creature Speed: This entry begins with the creature’s base land has darkvision, low-light vision, scent, or some other sensory speed in feet and in squares on the battle grid, followed by special quality, along with the creature’s modifi ers on Listen speeds for other modes of movement, if applicable. pqqqqqqqqqqqqqqqqqqqqrs

ADAPTABLE ADVENTURE SITES to suit the needs of a particular story that’s being played out in One of the new features in Monster Manual IV is a set of full-page the campaign. maps that aren’t associated with a particular kind of creature. The Deephollows, a sample underground lair that appears Instead, they depict some archetypal adventuring venues: a on pages 200 and 201, differs from the other full-page map great tomb (page 23), a typical wilderness lair (page 66), an presentations—it comes with extensive text descriptions of each underground lair (page 89), and a subterranean mining camp keyed location within the site. It serves both as an adventure site (pageSample 113). Each of these maps can be used “out of the box”—all in its own right and as an examplefile of how the other archetypal you, as the DM, need to do is populate them with appropriate locations can be expanded by adding the same sort of detailed monsters and treasure. Any of them, of course, can be modified information. pqqqqqqqqqqqqqqqqqqqqrs 4

95376720_1to37.indd 4 4/4/06 8:48:45 AM Melee/Ranged: Typically, these entries give all the physi- domain spell he has prepared is marked with a superscript D. cal attacks the creature can make when taking a full attack The granted powers of his domains might appear as combat action. The fi rst attack described is the creature’s preferred options or resistances or not at all, if they only modify infor- form of attack, usually a melee attack of some sort but possi- mation presented elsewhere. bly (as in the example below) a ranged attack. If the creature Power Points/Day and Powers Known: This entry can make only a single attack (for instance, when it is taking gives the number of power points per day to which a psionic an attack action), use the fi rst indicated attack bonus. Occa- character has access, as well as any psionic powers known. It sionally, a creature has separate options indicated for single begins with the creature’s manifester level. Powers known attacks and for full attacks. For example, a halfl ing ranger are listed from highest level to lowest, and each power

with the Manyshot and Rapid Shot feats might have the fol- includes an attack bonus and a saving throw DC, if appro- INTRODUCTION lowing entries: priate. If the character uses some powers at a different caster level than others, that information is also specifi ed with the Ranged +1 longbow +8 (2d6+2/×3) with Manyshot or affected powers.

Ranged +1 longbow +10/+10/+5 (1d6+1/×3) with Rapid Shot Spell-Like Abilities: Any spell-like abilities the creature Melee masterwork longsword +8/+3 (1d6/19–20) possesses appear here. The entry begins with the creature’s caster level for these abilities. As with spells, this entry Each set of attack routines is prefaced by a boldface word includes attack bonuses and saving throw DCs where appro- indicating whether the attacks are melee or ranged. Next priate. 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 OTHER INFORMATION hit characteristics (threat on a 20 and 2 damage), this portion Most of the information presented in this section is not rel- of the entry is omitted. evant during a combat encounter with the creature. Space and Reach: This entry defi nes how large a square Abilities: The creature’s ability scores appear here in the the creature takes up on the battle grid, as well as how far customary order (Str, Dex, Con, Int, Wis, Cha). a creature’s natural reach extends and any reach weapons it SQ: Any special qualities not presented earlier in the sta- might use. tistics block appear here. Base Atk: The Base Atk entry gives the creature’s base Feats: This entry lists all the feats the creature possesses, attack bonus without any modifi ers. including those that appear elsewhere in the statistics Grp: This entry gives the creature’s grapple bonus (base block. attack + size modifi er + Str bonus). Skills: This entry shows all the skill modifi ers for skills Atk Options: Special abilities that the creature can in which the creature has ranks. Modifi ers are also provided employ to modify its normal attacks appear here. Such for skills to which racial modifi ers, bonuses from synergy, or abilities might include feats such as Power Attack or Combat other modifi ers apply, whether or not the creature has ranks Expertise, or special abilities such as smite evil or trip. in those skills. Special Actions: This entry gives any special actions Possessions: This entry lists the items the creature is that the creature can take on its turn in place of making wearing or carrying. The expression “combat gear” appears attacks. fi rst when applicable to remind you of other possessions Combat Gear: Possessions that the creature can choose referenced above. to employ on its turn as an action appear here. Such items Spellbook: This entry gives the spells in the creature’s might include doses of poison (applied poisons, not natural spellbook, if it has one. The notation “spells prepared plus” ones), scrolls, potions, oils, wands, staffs, rods, and other indicates that the spells the creature has prepared are part wondrous items. of this list, but are not reiterated here. Spells Known or Spells Prepared: This entry appears The fi nal portion of the statistics block consists of para- for spellcasters. It is listed as “spells known” for sorcerers graphs explaining special abilities noted in the various and members of other classes who do not prepare spells, entries above as necessary. 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 its rolls to overcome spell resis- STRATEGIES AND TACTICS This section contains guidance for running the creature. tance are based on a number other than its caster level Does the creature favor charging into combat or attacking (because the creature has the Spell Penetration feat, for at range? Does it prefer weapons or spells? Is it a solitary example), its total modifi er is given after the expression monster or does it tend to gather in hordes? “spell pen.” Spells known are listed 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 SAMPLE ENCOUNTERS different caster level than others, that information is also The older monster write-ups had a one-line entry titled specifi ed here. Organization. This adds more depth and detail. The encoun- A cleric’sSample statistics block also includes the name of his deity ter section lists sample ELs and oftenfile includes name and (if applicable) and the domains to which he has access. Each adventure seeds. 5

95376720_1to37.indd 5 4/4/06 8:48:48 AM that include details about their thoughts, social interactions, ECOLOGY religion, or government. How do creatures view themselves, Where do the monsters live? What do they hunt or eat? What each other, other races? What do they value? What’s “normal” hunts or eats them? What’s their life cycle? When appropri- for them? ate, the ecology section offers insights into the life cycle of the monster in question. Environment: Here, we continue to use the specifi c terms SAMPLE LAIR we’ve developed to describe climate (warm, temperate, or Some creatures have an entry showing a sample lair complete cold) and terrain (plains, hills, forests, marshes, mountains, with area descriptions. or deserts). Some creatures are subterranean and live under- ground. Some that have no place in the natural environment (particularly constructs and undead) might be found any- TYPICAL TREASURE This information expresses typical treasure values and trea- where. Extraplanar outsiders are assigned a plane of origin. sure preferences. On that plane, they are considered native outsiders. If Some creatures don’t have treasure. Others have their trea- encountered elsewhere, they have the extraplanar subtype. sure merely expressed in their Possessions stat block line. Typical Physical Characteristics: This section states This section of the description is where you can fi nd more

INTRODUCTION the average height of a bipedal creature or whatever’s most information if it applies. appropriate for a nonbipedal one and the creature’s weight. It For cultured societies, sample art objects, jewelry, and discusses any signifi cant physical differences between ages other creature-specifi c fl avor pieces might be described. or genders. A creature that has been advanced by class levels, has trea- Alignment: The creature’s statistic block lists a sample sure equal to an NPC of its Challenge Rating, not its effective alignment. Here is a discussion of its philosophy. Is it is class level. For example, a githyanki soldier (3rd-level fi ghter) always, usually, or sometimes that alignment? is CR 4, and has an ECL of 5 (class levels +2). He has treasure equivalent to a 4th-level NPC. LORE Monster Manual IV offers information about each monster that can be gleaned from an appropriate Knowledge check. FOR PLAYER CHARACTERS If the creature can be useful to a player character as an animal The description of the Knowledge skill indicates that in companion, familiar, planar ally, mount, summoned monster, general, the baseline DC of checks to identify monsters and relevant information is included here. remember one bit of useful information about their special power or vulnerabilities is equal to 10 + the monster’s HD. Every 5 points by which the check result exceeds the DC CREATURES AS CHARACTERS yields another useful piece of information (PH 78). If a creature offers exciting possibilities for play as a character, That addresses specifi c creatures very well, but there’s this section provides the statistics and level adjustment. more to be said about creatures of general types. Consider the whisper demon as an example. It’s a 15 Hit Dice creature. That means that identifying it is a DC 25 check. This gener- CREATURES WITH CLASS LEVELS If the creature advances by class, but is not suitable for play as ally check will generally yield one bit of information, but a character, this section discusses its favored class and might since there are lowly 2 HD demons such as the dretch out offer information about its deity and domains or other class- there that share many of the demon and tanar’ri traits, it’s based information. reasonable to give more information about it with the initial identifi cation of the creature as a tanar’ri. As a general rule of thumb, a DC 15 check or higher will ADVANCED CREATURES reveal all of the base creature’s type and subtype traits as If a creature advances by Hit Dice, the Advancement line defi ned in the glossary. This often includes information in its statistics block gives the break points. This section about energy resistance or various immunities. For instance, of the description, when present, discusses the whys and a DC 15 Knowledge (arcana) check reveals that dragons have wherefores of the creature’s increased size and abilities. high hit points (12-sided HD), all good saves, and have dark- For example, given a subterranean creature, are the larger vision out to 60 feet and low-light vision. They are immune specimens found deeper in the earth? Is its growth a result to magic sleep effects and paralysis effects. They eat, sleep, of good feeding, good environment, age, or simple hap- and breathe. penstance? Information specifi c to the creature, such as its type of damage resistance, spell-like abilities, or immunities come with the high DC check results. CREATURES IN OR CREATURES IN FAERÛN SOCIETY These sections (not present for every creature) describe the creature’s niche in the EBERRON campaign setting or in the SampleIntelligent creatures often form their own societies and have file campaign setting. particular worldviews and norms. Here, you’ll fi nd entries 6

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