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1751-Sample.Pdf

Sample file Eric Cagle, , James Jacobs, Erik Mona, Matt Sernett, , James Wyatt

ADDITIONAL DESIGN ART DIRECTOR Richard Baker, Ed Bonny, , Dawn Murin Andy Collins, , Gwendolyn F.M. Kestrel, Paul Leach, COVER ART Sean K Reynolds, Brom, DEVELOPERS INTERIOR ARTISTS Richard Baker, James Wyatt , Darren Bader, , , Dennis Cramer, Larry EDITORS Dixon, , Scott Fischer, Lars Jennifer Clarke Wilkes, , Grant-West, , Todd Gwendolyn F.M. Kestrel, Penny Williams Lockwood, Kevin McCann, , Matthew Mitchell, MANAGING EDITOR Puddnhead, , Richard Sardinha, Marc Sasso, , DESIGN MANAGER , , Anthony Waters, Sam Wood CATEGORY MANAGER GRAPHIC DESIGNERS Anthony Valterra Dawn Murin, Sean Glenn DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST Erin Dorries VICE PRESIDENT OF PUBLISHING PHOTOGRAPHER Craig Cudnohufsky PROJECT MANAGER PRODUTION MANAGER Martin Durham Chas DeLong

Playtesters: BILL ANDERSON, GREG ANDERSON, WAYLAND “SKIP” AUGUR, RICH BAKER, JEFF BALL, ROBBIE BALL, JASON BAZYLAK, TED BOLSTAD, ALAN BONNIN, CONSTANCE BONNIN, AARON BORIO, BILL BRAWN, VERN BROOKS, SCOTT BUCHAN, CARI BUTORAC, BARBARA CHANDLER, KENT CHEN, TOM CLARK, WAYNE DAWSON, CHRIS DAUER, JESSE DECKER, VANESSA DELACIO, MATTHEW DOMVILLE, ALAN EATON, TROY ELLIS, ROBERT N. EMERSON, DARRYL FARR, DAVID FULKERSON, CHRIS GARCIA, JOE GARCIA, BEN GEHRKE, MATT GLOVICH, WES GRANT, JOHN GRIGSBY, AUGUST HAHN, CYNTHIA HAHN, BETH HANCKS, RANDY HANCKS, ARTHUR HARRIS, MICHELE HARRIS, MICHAEL HARRIS, , WILLIAM “BILL” HEZELTINE, PATRICK HIGGINS, MIRANDA HORNER, SHAUN HORNER, ANNE HURST, TYLER HURST, JESSICA JOHNSON, MARY R. JOHNSON, ERIC JOSEPH, KENNETH KALAHAN, KRISTY KALAHAN, GEORGE KALAUOKALANI, BRYAN KELLEY, SHANE KENNEDY, GWENDOLYN F.M. KESTREL, BRIAN KLEMENT, JABE LAWDONSKI, BILL LEIST, KEVIN LEISTICO, SARAH-ANN LINDSAY-FERRIER, MIKHAEL LOMBARD, ERIC LOPEZ, SEBASTIAN LUCIER, JON LUNDEEN, JEREMY LUTZ, FRANK MATHENIA, AARON MORGAN, JOSH “CLAYEMORE” MORGAN, JOE NASH, DAVID NOWELL,JON OTAGURO, DAVE POOLE, MICHELLE PALMER, SCOTT PARKS, TOM PEARCE,ROBERT L. QUILLEN II, JOE RICK, DAN ROBBINS, ANDREW ROTHSTEIN, BRAD RUBY, JOHN RUYS, RICHARD SAKODA, DANIEL SALLES, THAIS SANTOS, PETER SHAFF, CHRIS SHEPARD, ALESSANDRO SHIMABUKURO, JEFF SHOWIAK,STAN!, ED STARK, MARK TEMPLETON, ZAK TOM, DANIEL UNNO, RYDIA VIELEHR, CLINT WAGONER, BRUCE WELCH, IRA WHITE, JASON WHITE, JD WIKER, PENNY WILLIAMS, KRIS WILLIAMSON, MIKE WILLIAMSON,TAMMY R. WOLFE, JAMES WYATT, ALEXANDRE YAMAO, RICARDO YAMAO, JEFF YOUNG.

Based on the original DUNGEONS & DRAGONS® rules created by and , and the new DUNGEONS & DRAGONS game designed by , Monte Cook, , Richard Baker, and .

This ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hosfveld 6d P.O. Box 707 1702 Groot-Bijgaarden Renton WA 98057-0707 Belgium Questions? 1-800-324-6496 + Sample620-88661-001-EN 32-70-23-32-77 file 9 8 7 6 5 4 3 2 1 First Printing: April 2003

DUNGEONS & DRAGONS, D&D, DRAGON, , WIZARDS OF THE COAST, the d20 System logo, and the Wizards of the Coast logo are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. d20 is a Trademark of Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2003 Wizards of the Coast, Inc. Printed in the U.S.A. Visit our website at www.wizards.com/dnd ALPHABETICAL LISTING OF MONSTERS Abrian ...... 12 Fensir...... 68 Maulgoth ...... 123 Swarm ...... 166 Abyssal Ghoul ...... 12 Feytouched...... 71 Megatherium...... 124 Swordwraith Template. . . . . 173 Ahuizotl ...... 14 Fhorge ...... 72 Mongrelfolk...... 125 Terlen...... 174 Aoa ...... 14 Flame Snake...... 73 Necrophidius...... 126 Terror Bird ...... 175 Aquatic Ooze ...... 16 Formian...... 76 Nerra ...... 127 Thunder Worm ...... 176 Bacchae ...... 18 Fossergrim ...... 79 Octopus Tree ...... 130 Ti-Khana Template ...... 177 Bhut ...... 20 Gathra ...... 80 Ocularon...... 132 Tunnel Terror...... 179 Blackstone Gigant...... 21 Giant ...... 81 Ophidian...... 133 Ulgurstasta ...... 180 Blood Hawk ...... 22 Golem ...... 83 Oread...... 134 Varrangoin ...... 181

Bloodthorn...... 23 Half-Fey Template...... 89 Phiuhl ...... 135 Vine Horror ...... 185 CONTENTS Bonespear ...... 24 Half- Template ...... 90 Planetouched...... 136 Vorr ...... 186 TABLE OF Canomorph ...... 25 Half-Troll Template...... 92 Quth-Maren...... 139 Wendigo Template ...... 186 Caryatid Column ...... 30 Huecuva Template ...... 94 Rilmani ...... 140 Wicker Man...... 188 Century Worm...... 31 Hullathoin ...... 96 Rukanyr ...... 144 Yellow Musk Creeper . . . . . 190 Chronotyryn ...... 33 Imp...... 97 Sarkrith...... 145 Yellow Musk Chwidencha...... 34 Indricothere...... 100 Sea Drake ...... 147 Zombie Template ...... 191 Crawling Head ...... 35 Inevitable ...... 101 Selkie...... 148 Yuan-Ti Anathema ...... 193 Crypt Thing ...... 36 Iron Cobra ...... 103 Senmurv ...... 149 Yugoloth ...... 196 Dark Ones...... 37 Ironmaw ...... 104 Shadar-Kai ...... 150 Yurian ...... 198 Dark Creeper ...... 38 Jackal Lord ...... 105 Shadow Asp ...... 152 Zodar...... 199 Dark Stalker ...... 38 Jackalwere ...... 107 Shedu...... 153 Appendix 1: Prestige Darkweaver ...... 39 Kaorti...... 108 Skulk ...... 154 Classes ...... 200 Death Dog...... 41 Keeper...... 111 Skybleeder ...... 155 Fiend of Blasphemy. . . . . 200 Demodand ...... 42 Kelp Angler ...... 112 , Mud ...... 157 Fiend of Corruption . . . . 202 Demon...... 46 Kelpie ...... 114 Slasrath ...... 158 Fiend of Possession . . . . . 204 Deva ...... 55 Khaasta ...... 115 Spectral Lurker ...... 158 Appendix 2: Grafts Devil...... 57 Kuldurath ...... 116 Spirit of the Air ...... 160 and Symbionts ...... 207 Dire Rhinoceros ...... 61 Living Holocaust ...... 117 Sporebat ...... 161 Appendix 3: Monsters Ranked Disenchanter ...... 62 Lucent Worm...... 118 Spriggan ...... 162 by Challenge Rating . . 223 Ethereal Ooze ...... 63 Maelephant ...... 120 Steel Predator ...... 163 Ethergaunt ...... 64 Maug ...... 121 Sunwyrm ...... 164

MONSTERS BY TYPE (AND SUBTYPE) Magical Beast: abrian, blood hawk, chronotyryn, cranium rat, death Aberration: ahuizotl, chwidencha, darkweaver, ethergaunts, half- dog, disenchanter, flame snakes, gathra, jackalwere, kuldurath, lucent illithid template, maulgoth, ocularon, phiuhl, rukanyr, skybleeder, worm, senmurv, shadow asp, shedu, spirit of the air, terlen, thunder slasrath, spectral lurker, symbionts (cerebral), tunnel terror, yuan-ti worm, ti-khana template, varrangoins anathema, yurian Monstrous Humanoid: jackal lord, khaasta, ophidian, sarkriths, (Air): spirit of the air skulk, yurian Animal: dire rhinoceros, fhorge, indricothere, megatherium, terror bird Ooze: aquatic oozes (Aquatic): ahuizotl, aquatic oozes, bog giant, demons (myrmyxicus, Outsider: aoa, bacchae, formians, keeper, nerras, planetouched, skulvyn, wastriltih) fossergrim, kelp angler, kelpie, sea drake, selkie, rilmani vine horror Outsider (Chaotic): canomorph (vultivor), demons (alkilith, klurichir, Construct: blackstone gigant, caryatid column, golems, inevitables, maurezhi, myrmyxicus, skulvyn, wastriltih), slaad (mud), steel predator, iron cobra, maug, necrophidius, wicker man, zodar symbiont (gutworm), vorr Dragon: sea drake, sunwyrm Outsider (Evil): canomorphs, demodands, demons (alkilith, klurichir, (Earth): maulgoth, oread maurezhi, myrmyxicus, skulvyn, wastriltih), devils, imps, kaorti, maele- Elemental (Air): living holocaust phant, symbionts (fiendish), vorr, yugoloths Elemental (Fire): living holocaust Outsider (Fire): haraknin canomorph (Extraplanar): abrian, abyssal ghoul, aoa, bacchae, bloodthorn, bone- Outsider (Good): devas spear, canomorphs, chronotyryn, darkweaver, demodands, demonflesh Outsider (Lawful): canomorph (haraknin), formians, inevitables, golem, demons, devas, devils, ethereal ooze, ethergaunts, fensirs, fhorge, maelephant, symbiont (soul tick) formians, gathra, hellfire golem, imps, inevitables, ironmaw, kaorti, Plant: bloodthorn, ironmaw, kelp angler, octopus tree, sporebat, vine keeper, khaasta, kuldurath, living holocaust, maelephant, maug, nerras, horror, yellow musk creeper, yellow musk zombie template shardar-kai, slaad (mud), slasrath, symbionts (fiendish), terlen, varran- (Reptilian): khaasta, ophidian goins, vorr, yugoloths (Shapechanger): canomorphs, jackalwere, selkie Fey: feytouched, fossergrim, half-fey template, kelpie, oread, phiuhl, (Swarm): bloodbloater ooze, ants, cranium rats, locusts, scarab rilmani, shardar-kai, spriggan, wendigo template beetle, viper, wasp (Fire): flame snakes (Symbiont): cerebral symbionts, fiendish symbionts, ghostly visage Giant: Samplefensirs, giants, half-troll template Undead: abyssal ghoul, bhut, crawling head,file crypt thing, demon Humanoid: dark ones, mongrelfolk (blood fiend), huecuva template, hullathoin, quth-maren, swordwraith (Incorporeal): bhut, ethereal ooze, spectral lurker, symbiont (ghostly template, symbiont (ghostly visage), ulgurstasta visage), thunder worm Vermin: bonespear, century worm 3 INTRODUCTION NAME Welcome to the Fiend Folio! This book contains more than The first line of a monster entry gives the name by which 250 creatures for use in DUNGEONS & DRAGONS® adven- the creature is generally known. The descriptive text may tures. This introduction explains how to read a monster’s mention alternate names. write-up, including summaries of the most common attacks and abilities. SIZE AND TYPE The monster entries are arranged alphabetically by name. This line begins with the creature’s size (Huge, for example). Monsters of the same kind are grouped under their major The eight size categories are briefly described in the table entry; for instance, the piscoloth and skeroloth are both below. A size modifier applies to the creature’s Armor Class described in the yugoloth entry. (AC) and attack bonus, as well as to modifiers for certain Appendix 1 details three prestige classes suited for skill checks. A creature’s size also determines how far it can monsters—the fiend of blasphemy, fiend of corruption, reach to make a melee attack and how much space it occu- and fiend of possession. Appendix 2 describes grafts, which pies in a fight (see Face/Reach, below). are body parts that can be applied to a creature’s usual phys- The size and type line continues with the creature’s type iology, and symbionts, a class of creatures that are most (Giant, for example). Type determines how magic affects a INTRODUCTION commonly found living in or on another creature. Finally, a creature; for example, the hold animal spell affects only crea- list of monsters organized by Challenge Rating may be tures of the animal type. Type determines certain features, found in Appendix 3. such as Hit Dice size, base attack, base saving throws, and skill points. Refer to the for details on dif- ferent types and subtypes. READING THE ENTRIES The Fiend Folio introduces or revises the following sub- Each monster entry is organized in the same general types. format. An entry is composed of a statistics block, providing Cold Subtype (Ex): A creature with the cold subtype is basic game information about the creature in condensed immune to cold damage. It takes half again as much (+50%) form, and a section of descriptive text where the creature’s damage as normal from fire, regardless of whether a saving physiology, tactics, special abilities, and society are dis- throw is allowed, or if the save is a success or a failure. cussed. For more information about the characteristics of Extraplanar Subtype: Unlike the other subtypes that monsters, consult the Player’s Handbook, the DUNGEON appear in this book (as well as the Monster Manual and MASTER’s Guide, and the Monster Manual. Monster Manual II), the extraplanar subtype is relative—it pqqqqrs

THE PLANES OF EXISTENCE describes the planes of the standard D&D cosmol- Plane Names ogy in great depth. These planes fall into five categories: the Material Short Name Full Name Plane or Planes, Transitive Planes (Astral, Ethereal, and Shadow), Inner Ysgard Heroic Domains of Ysgard Planes (Air, Earth, Fire, Water, Positive Energy, and Negative Energy), Limbo Ever-Changing Chaos of Limbo Outer Planes, and Demiplanes. Most of the extraplanar creatures Pandemonium Windswept Depths of Pandemonium described in this book come from the Outer Planes, though some Abyss Infinite Layers of the Abyss elementals originate on the Inner Planes and there are a handful of Carceri Tarterian Depths of Carceri Ethereal creatures here as well. The Outer Planes in the D&D cosmol- Hades Gray Waste of Hades ogy correspond to alignments, with shading between (the plane of Gehenna Bleak Eternity of Gehenna Acheron, for example, lies between the lawful evil plane of the Nine Baator Nine Hells of Baator Hells and the lawful neutral plane of Mechanus). Acheron Infernal Battlefield of Acheron The table below shows the short names for the planes that appear Mechanus Clockwork Nirvana of Mechanus in climate/terrain entries in this book and the full names used in Arcadia Peaceable Kingdoms of Arcadia Manual of the Planes. Celestia Seven Mounting Heavens of Celestia Bytopia Twin Paradises of Bytopia In addition to the planes that appear in the standard D&D cosmology, Elysium Blessed Fields of Elysium variant planes and cosmologies appear in the appendix to Manual of Beastlands Wilderness of the Beastlands the Planes, including the Region of Dreams, the Far Realm, and the Arborea Olympian Glades of Arborea Plane of Mirrors. A few extraplanar monsters in this book originate Outlands Concordant Domain of Outlands on these planes. If your campaign’s cosmology does not include the standard The kaorti, for example, who are described as originating in the Far Sampleplanes of the D&D cosmology or the variant planes referenced in this Realm, might instead come from Limbofile or a similar plane in your book, you can assign new home planes to monsters as you see fit. campaign’s cosmology. pqqqqrs 4 applies to any creature when it appears on a plane that is not of the vermin type) that acts as a single creature. A its home plane. Every extraplanar creature in this book has swarm has the characteristics of its type, except as noted a home plane mentioned in its description. These home here. A swarm has a single pool of Hit Dice and hit planes are taken from the cosmology of the D&D game, as points, a single initiative modifier, a single speed, and a set forth in Manual of the Planes. (If your campaign uses a dif- single Armor Class. The swarm makes saving throws as a ferent cosmology, you will need to assign different home single creature. planes to extraplanar creatures.) A single swarm occupies a square (if it is made up of Creatures that originate from a plane of existence other nonflying creatures) or a cube (of flying creatures) 5 feet than the Material Plane are marked with the extraplanar on a side, but its reach is 0 feet, like its component crea- INTRODUCTION subtype, under the assumption that the campaign takes tures. In order to attack, it moves into an opponent’s place on the Material Plane. When characters travel to space, which provokes an attack of opportunity. It can Acheron, however, a bonespear encountered occupy the same space as a creature of any size, since it there is no longer an extraplanar creature— crawls all over its prey. A swarm on the contrary, the characters themselves can move through squares now have the extraplanar subtype. The occupied by enemies Climate/Terrain entry for each extra- and vice versa without imped- planar monster in this book iment, although the swarm gives its home plane. provokes an attack of opportunity An extraplanar creature if it does so. A swarm can move can be targeted with a through cracks or holes large enough for its com- dismissal or banishment ponent creatures. spell, suffers the full A swarm of Diminutive creatures con- effects of a blasphemy, sists of 150 nonflying creatures or 625 dictum, holy word, or flying creatures. A swarm of Fine crea- word of chaos spell tures consists of 10,000 creatures, (based on its align- whether they are flying or not. ment), and can be Swarms of nonflying creatures called or summoned include many more creatures than by various spells including gate, the planar ally could normally fit in a 5-foot square and planar binding spells, and possibly summon based on their normal face, because creatures in a monster spells. swarm are packed tightly together and generally Elementals and outsiders encountered on the crawl over each other and their prey when Material Plane always have this subtype. Mon- moving or attacking. Larger swarms are rep- sters from the Monster Manual with this subtype, resented by multiple swarms, or multiple besides all elementals and outsiders (except plane- five-foot squares. A swarm of 200,000 plague touched), include the bodak (native to the Abyss), the ants is 20 plague ant swarms, each swarm ethereal marauder (native to the Ethereal Plane), occupying a 5-foot square. A large swarm is the retriever (native to the Abyss), and any creature completely shapeable, though it usually with the celestial or fiendish template (native to the remains contiguous. Upper and Lower Outer Planes, respectively). Swarm Traits: A swarm has no On certain planes, known as transitive planes, no crea- clear front or back and no dis- tures have the extraplanar subtype. The transitive planes cernible anatomy, so it is not subject to in the D&D cosmology are the Astral Plane, the Ethereal critical hits or flanking. A swarm made Plane, and the Plane of Shadow. up of Tiny creatures takes half damage Fire Subtype: (Ex) A creature with the fire subtype is from slashing and piercing weapons. A swarm com- immune to fire damage. It takes half again as much (+50%) posed of Fine or Diminutive creatures are immune to all damage as normal from cold, regardless of whether a saving weapon damage. throw is allowed, or if the save is a success or a failure. Reducing a swarm to 0 hit points or fewer causes the Shapechanger Subtype: A shapechanger has the swarm to break up, though damage taken until that point supernatural ability to assume one or more alternate does not diminish its ability to attack or resist attack. forms. Many magical effects allow some kind of shape Swarms are never staggered or reduced to a dying state by shifting,Sample and not every creature that can change shapes is damage. Also, they cannot be tripped,file grappled, or bull a shapechanger. rushed, and they cannot grapple another. Swarm Type or Subtype: A swarm is a collection of A swarm is immune to any spell or effect that targets a Fine, Diminutive, or Tiny creatures (usually creatures specific number of creatures (including single-target 5 spells such as disintegrate), with the exception of mind- HIT DICE affecting effects if the swarm has an intelligence score and This line gives the number and type of Hit Dice the crea- a hive mind. A swarm has a –10 penalty on saving throws ture has, and any bonus hit points. A parenthetical entry against spells or effects that affect an area, such as many gives the creature’s average hit points. evocation spells or grenadelike weapons. If the area effect A creature’s Hit Dice total is also its level for determining attack does not allow a saving throw, the swarm takes how spells affect the creature, its rate of natural healing, and double damage instead. its maximum ranks in a skill. Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of INITIATIVE wind spell. For purposes of determining the effect of wind This line gives the creature’s modifier on initiative checks. on a swarm, treat the swarm as a creature of the same size as its constituent creatures. For example, a swarm of SPEED abyssal ants (Diminutive creatures) can be blown away by This line gives the creature’s speed on land (the amount a severe wind. Wind effects deal 1d6 points of subdual of distance it can cover in one move). If the creature damage to the swarm per spell level (or Hit Die of the orig- wears armor that reduces its speed, the creature’s base INTRODUCTION inating creature, in the case of effects such as an air ele- speed is noted. mental’s whirlwind). A swarm rendered unconscious by If the creature has other modes of movement, these are means of subdual damage becomes disorganized and dis- given after the land speed entry. If a creature does not have persed, and does not re-form until its hit points exceed its a land speed, it almost always has some other mode of subdual damage. movement. Unless noted otherwise, these other modes Swarm Attack: Creatures with the swarm subtype don’t of movement are natural (not magical). make standard melee attacks. Instead, they deal automatic Burrow: The creature can tunnel through dirt, but damage to any creature whose space they occupy at the end not through rock unless the descriptive text says other- of their move, with no attack roll needed. Swarm attacks are wise. Creatures cannot use the run action while burrow- not subject to a miss chance for concealment or cover. A ing. Most burrowing creatures do not leave behind tun- swarm’s statistics block has “Swarm” on the Attacks line, nels other creatures can use (either because the material with no attack bonus. The Damage entry has “Swarm,” fol- they tunnel through fills in behind them or because lowed by a damage range. A swarm’s damage is based on its they do not actually move or dislocate any material Hit Dice, as shown below: when burrowing), see the individual creature descrip- Swarm HD Swarm Base Damage tions for details. 1–5 1d6 Climb: A creature with a climb speed gains a +8 racial 6–10 2d6 11–15 3d6 bonus on all Climb checks. The creature must make a 16–20 4d6 Climb check to climb any wall or slope with a DC of more 21 or more 5d6 than 0, but it always can choose to take 10, even if rushed A swarm’s attacks are nonmagical, unless the swarm’s or threatened while climbing. The creature climbs at the description states otherwise. Damage reduction sufficient listed speed while climbing. If it chooses an accelerated to reduce a swarm attack’s damage to 0, being incorporeal, climb, it moves at double the given climb speed (or its and other special abilities usually make a creature immune normal land speed, whichever is less) and makes a single (or at least resistant) to damage from the swarm. Some Climb check at a –5 penalty. Creatures cannot use the run swarms also have acid, poison, blood drain, or other special action while climbing. The creature retains its Dexterity attacks in addition to normal damage. bonus to Armor Class (if any) while climbing, and oppo- Swarms do not threaten creatures in their square, and do nents get no special bonus to their attacks against the not make attacks of opportunity with their swarm attack. climbing creature. However, they distract foes whose squares they occupy, as Fly: The creature can fly at the given speed if carrying no described below. more than a light load. All fly speeds include a parenthetical Distraction (Ex): Any living creature vulnerable to the note indicating maneuverability. swarm’s damage that begins its turn with a swarm in its Swim: A creature with a swim speed can move through square is nauseated for 1 round; a Fortitude save negates the water at the given speed without making Swim checks. It effect (DC is 10 + 1/2 the creature’s HD + Con modifier). has a +8 racial bonus on any Swim check to perform some Spellcasting or concentrating on spells within the area of a special action or avoid a hazard. The creature always can swarm requires a Concentration check (DC 20 + spell level). choose to take 10, even if distracted or endangered when SampleUsing a skill that involves patience and concentration swimming. Creatures can usefile the run action while swim- requires a Concentration check (DC 20). Each swarm ming, provided they swim in a straight line. described in this book has its distraction save DC given in its statistics block. 6