Updated on July 28, 2000


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Monsters

Monsters  | Monster GalleryMonster Manual


Monsters:

  • Monsters will have stats like characters (ST, IN, DX, etc.).  These will have all sorts of implications, from attack bonuses to saving throw bonuses to the ability of certain monster species to advance in character classes.
  • You can read about the Monster Manual on the Rulebooks page.
  • Monster Ability Scores: We've known for a while that ability scores might be pretty high for certain monsters. Just how high is illustrated by playtester John Troy: Elder Wyrm Gold Dragons have over 30 scores for INT, WIS, and CHA. That beats the Pit Fiends with say a 23 INT. Of course, remember that all of these scores do not have the old special modifiers for Deities--no awe power, no immunity to illusions, no spell immunities, no innate regeneration. It's just a cumulative modifier.
  • Psionic monsters will be briefly dealt with in the DMG, then elaborated upon in the psionics book.
  • Jonathan Tweet on monsters:  "...we treat monsters as characters.  They have ability scores.  They have Con bonuses to hit points.  The PCs need to be pretty tough to face up to the new and improved monsters."
  • Do monsters still all use a d8 hit die to generate hit points?  No, according to playtester Der Verdammte:  "Monsters have been reorganized, and monster HD type, as well as many other factors -- including combat progression -- depend on creature type.  Yes, dragons have their own progression (before you ask)."
  • Special Attacks: You've seen notes like Ex or Su next to special abilities. Here's what they mean:
    • Extraordinary abilities are nonmagical, don't go away in an antimagic field, and are not subject to anything that disrupts magic; using an extraordinary attack is a free action unless noted otherwise.
    • Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance.
  • Templated Abilities: We've been told that certain kinds of attacks, defenses or other special abilities have been templated so they're the same for all monsters ("constriction" will mean the same thing whether it's a yuan-ti or a giant snake, for instance). Here are some templates that apply to Bahamut and Tiamat:
    • Breath Weapon (Su): Usable every d4 rounds. Cone-shaped breath weapons are as high and wide as they are long.
    • Frightful Presence (Ex): Can cause creatures to be shaken or panicked. "Shaken" means victim suffers -2 to attacks, saves, and checks. "Panicked" means running away and possibly dropping held items.
    • Poison (Ex): Victim must make an immediate save or suffer the venom's effects. Usually one minute later, another save is required to avoid a secondary effect. "Most poisons inflict temporary ability score damage ... which returns at a rate of 1 point per day."
    • Scent (Ex): Detect creatures by smell within 30'.
    • Spell Resistance (Ex): Roll a d20, add the caster level, if the total is higher than this number, the spell gets through the Spell Resistance.
  • I Feel Drained:  Neverwinter Nights Lead Programer Scott Greig had this to say about level draining abilities of monsters in 3E:  "There is a complete set of rules governing level draining attacks in third edition, but as usual we can't discuss them in detail (sigh). The good news is that most of them are only temporary effects."  Neverwinter Nights is a Forgotten Realms CRPG that will use the 3E rules.
  • Constitution Drain: So you've heard Tiamat's poison causes temporary Constitution damage, eh? And you don't know quite what that means, right? Well, you've come to the right place -- playtester John Troy explains (on the 3E Message Board, thanks to Anders Berland and others for the scoop):

If you go to Zero CON, you die, regardless of whether its a temporary or permanent drain. So the truely deadly poisons or ability drain are those which drain CON. Other poisons attack STR, DEX, CHA, etc...

The rules say that if your CON is reduced, you lose any bonuses and get any penalties that would apply to HP. So, if you have 7 HD, and have a +2 bonus to HP due to high CON, and lose so much CON that your modifier would be at -3, you would lose (5 * 7 = ) 35 hp immediately. This can't kill you since you can't go below having 1 hp per HD.

  • Damage Reduction: The monster revealed by WotC's Anthony Valterra, the Tyrantfog Zombie, had an unexplained special defense called "damage reduction." Anonymous sources have confirmed that this is the way 3E handles monsters that can only be hit by magical weapons. The entry "Damage Reduction 15/+1" means that each physical attack against this type of zombie is reduced by 15 hp per attack unless the attacker is using a +1 or better weapon. So it's conceivable that if this zombie was attacked by a very skilled and strong warrior, these attacks could be successful, but each hit would do 15 hp less damage than normal unless he had a magic weapon.
  • Undead Immunities: "Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and necromantic effects; not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain; immune to anything requiring a Fortitude save."
  • Monsters are People, Too:  Playtester Seanchai mentioned yet another way monster stats will be treated like Player Character stats (on DND-L):  "Monsters can now have Feats and skills, meaning they'll have access to some of the same stuff the fighters will be using on them."  Prior to this, we knew that monsters would have other Player Character attributes, such as Ability Scores, Constitution bonuses to hit points, and the ability to take character classes.
  • Monster Stats:  Designer Skip Williams addressed the issue of whether monsters would be more complicated to run given that they now have ability scores that the DM would need to keep track of: "Monsters will come 'prepackaged' with ability scores and feats (also attack values, damage and saving throws)."  So it looks like there will be standard stats for each creature type, with options to make it deviate from the norm if the DM desires.
  • Monster Types: According to Der Verdammte, "Different types of monsters get different attack, saving throw, and skill progressions. They're broken into monster 'types' (analogous to character classes). Examples of monster types include 'beast' and 'outsider,' and each comes with its own package, just like character classes do."
  • Playing Monsters:  TSR VP Ryan Dancey addressed the issue of playing monstrous races in 3E:
    The concept of "playing the monsters" is not covered in the PHB.  The concept and execution is covered in the DMG.  The monsters themselves are covered in the MM.

    Essentially, you assume that the hit dice of a monster equals the character level of that monster if the monster is played as a character (either player character or fully fleshed out non player character).  For purposes of party balance, the DMG recommends against having a wide variety of levels within the party.  So, in the case of the Minotaur, the DM shouldn't put a Minotaur character in with a bunch of 1st level characters because the Minotaur will make them all feel less than useful.

    When a "monster character" gains a level, it either gains a "monster level" - i.e., gets a new hit dice, or it gains a "class level", i.e. takes one of the character classes at 1st level or advances an existing class by one level.  Multiclassing penalties to XP apply.  The character level of a monster is essentially monster level + total class levels.  Monsters advance on the same XP chart as everything else in 3e; so a Minotaur with 5HD of Minotaur and 5 levels of Barbarian would be a 10th level character, and should really only be adventuring with 10th level party members.

    Needless to say, there are some monsters that just won't make good characters.  My wife was joking the other day about playing a green slime (which is, by the way, treated as a "Hazard" in 3e, not a monster, but I digress).  Her actions would consist of either "still clinging to the wall"
    or "falling on a PC".  What fun!

    There are also some monsters that could make for great characters, but the DM and the other players better be ready to really rumble.  Playing a 15th level Cleric of Hextor who happens to be a Balor might be an unforgettable game experience, but it will wreak havoc with most DM's campaigns!

    In any event, Rule 0 (Check with your DM) will probably keep the number of such characters to a minimum in any game - at least until the length of the campaign exceeds several years of play... :)

  • Monstrous PCs Will Require DM Input: Playtester John Troy talks about monsters as player characters: The DMG has some guidelines for allowing PCs to play other races. They have some suggestions, but this doesn't mean it's been designed to handle any type of monster you want. The DMG has a handful of "level equivalents"...Kobold = 1, Sprite = 3, Troll = 8, Wrymling Gold Dragon = 11. But you're still going to need to do some creative thinking to allow what you want.
  • Size Categories: You're probably aware that both weapons and creatures are categorized into size categories such as Small, Medium and Large. Here's a more complete list of the size categories, from smallest to largest:

Combat Modifiers by Size

Size Example Modifier Dimension* Weight**
Colossal (Great Red Wyrm) -8 50´+ 150,000 lbs.
Gargantuan (Storm giant) -4 24´+ to 50´ 25,000 lbs. to 150,000 lbs.
Huge (Hill Giant) -2 12´+ to 24´ 3,000 lbs. + to 25,000 lbs.
Large (Ogre) -1 7´+ to 12´ 400 lbs. + to 3,000 lbs.
Medium (Human) 0 4´+ to 7´ 50 lbs. to 400 lbs.
Small (Gnome) +1 2´+ to 4´ 7 lbs. to 50 lbs.
Tiny (Cat) +2 1´+ to 2´ 1 lb.+ to 7 lbs.
Diminutive (Toad) +4 1"+ to 1´ 1/8 lb.+ to 1 lb.
Fine (Fly) +8 1" or less 1/8 lb. or less
The modifier applies to the creature's AC and attack rolls. For instance, a gnome has a +1 to hit and a +1 to AC, while a storm giant has a -4 to hit and a -4 AC. Notice that when two creatures of the same size fight each other, the modifiers cancel out (+4 to hit vs. +4 to AC results in a net modifier of +0).

* Biped's height, quadruped's body length (nose to base of tail).
** Assuming that the creature is roughly as dense as a regular animal. A creature made of solid stone will weigh considerably more. A gaseous creature will weigh much less.


Monster Gallery:

Beholder

Medium Aberration
Hit Dice: 11d8+11 (60 hp)
Initiative: +4 (Improved Initiative)
Movement: 5 ft., Fl 20 ft. (good maneuverability)
AC: 20 (+10 natural)
Attacks: bite, +8 melee
Damage: bite 2d4
Special Attacks: eye rays, +8 ranged touch
Special Defenses: all-around vision, antimagic cone, flight, feather fall
Saves: Fort +4, Ref +3, Will +11
Abilities: Str 10, Dex 10, Con 12, Int 17, Wis 15, Cha 15
Skills: Hide +11, Listen +15, Knowledge (arcana) 12, Spot +20, Search +18
Feats: Alertness, Attack on the Run, Flyby Attack, Improved Initiative, Iron Will

The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, and has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries. Beholders speak their own language and the Common tongue.

Notes:

  • This is clearly not the full description. We are not given a description of the magical powers of the beholder's eyes.
  • This would be more like the Monster Manual layout than a "stat block" found in an adventure. I'm surprised that Face and Reach are not part of the stat list, since they appear in the adventure stat blocks.
  • First entry is size ("Medium") and type ("Aberration").
  • We're given hit dice information as well as typical hit points for this type of creature.
  • Movement: Looks like no more maneuverability classes lettered A-E -- instead, the categories appear to be things like "Good," "Average," "Poor," etc.
  • AC: All of the beholder's AC comes from its natural armor, none from Dexterity.
  • Special Attacks: We know that ray spells will require a successful attack roll, and here we're given the attack bonus for such an attack. "Ranged" is obvious; presumably the ray only needs to "touch" a victim, not penetrate armor, to be effective.
  • Skills: With all those eyes, no wonder it's so good at skills like Search and Spot.
  • Feats: Attack on the Run and Flyby Attack will probably make the Beholder able to attack effectively while moving.

Umber Hulk (3rd Edition art by Sam WoodUmber Hulk

Large Aberration
HD: 8d8+32 (68 hp)
I
nitiative: +1 (Dex)
Speed: 20 ft., burrow 20 ft.
AC: 17 (-1 size, +1 Dex, +7 natural)
Attacks: 2 claws +11 melee; bite +9 melee
Damage: Claw 2d4+6; bite 2d8+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Confusing gaze
Special Defenses: Tremorsense
Saves: Fort +6, Ref +3, Will +6
Abilities: Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 13
Skills: Climb +17, Jump +14, Listen +11
Feats: Multiattack

Umber hulks are massive creatures dwelling deep beneath the earth. Ripping through rock and stone as though light underbrush, they rampage continuously-leaving a wake of destruction.

An umber hulk is powerfully built, looking something like a cross between a great ape and a beetle. The wedge-shaped creature stands roughly 8 feet tall and measures nearly 5 feet across, weighing about 800 pounds. Armor plates cover virtually all of its chitinous body, whose scattered feelers resemble sparse hair. A massive pair of mandibles and rows of triangular teeth dominate the low, rounded head.

Despite its great bulk, the umber hulk is an intelligent creature. When brute force won't overcome an enemy, it is more than capable of outthinking those who assume it to be a stupid beast. Umber hulks often use their tunneling ability to create deadfalls and pits for the unwary.

Notes:

  • Like last month's critter, the Beholder, the Umber Hulk is an "aberration" type creature.
  • It has a pretty slow combat movement rate considering it's a Large creature.
  • Being Large makes you easier to hit.
  • Unlike the Beholder, there's an entry here for Face/Reach. Face is a measurement of how much area the critter takes up on the battlefield (in this case one 5'x5' square, the basic unit of measure on the battlefield). Reach is how far the critter can reach (in this case, it can reach into the next 5' square, and into the 5' square beyond that -- so it has a 2-square reach, as is appropriate for a Large-sized creature).
  • Its strength contributes to its damage and attack bonuses, while its great constitution gives it a bunch of bonus hit points.
  • As with the Beholder, this is only a partial description. We don't have any information about how the "tremorsense" or "confusion" abilities work.
  • Multiattack looks like it may reduce the penalty for multiple attacks. Normally, when a high-level character gains multiple attacks per round, he gains his normal bonuses on the first attack and -5 on each subsequent attack. Looks like the Umber Hulk's first "attack" is really two claws (neither of which is "off-hand"), and his second attack is a bite at only -2 compared to his claws.

Digester -- a monster from the 3E Sneak Preview on the Majesty CD

Digester -- Click for larger viewMedium Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +6 (Dex, Improved Initiative)
Movement: 60´
AC: 17 (+2 Dex, +5 natural)
Attacks: Rake +11 melee
Damage: Rake 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attack: Squirt acid
Special Defenses: Scent, acid Immunity
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +11, Listen +6, Jump +10, Spot +6
Feats: Alertness, Dodge, Improved Initiative

These swift predators produce an acidic spray that can reduce a human to a pool of glop in seconds.

Digesters lurk almost anywhere there is prey to be found from barren deserts to steaming jungles. A digester resembles a carnivorous dinosaur with powerful hind legs and a long tail. It has a narrow head with a sucking mouth. The digester projects acid from an orifice in its forehead.

A digester stands about 5 feet tall, but is 8 feet long from snout to tail.

Combat
A digester is a hunting and eating machine. When it is not hungry (which is rarely) it lies low and avoids most other creatures. When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with it’s hind feet until it can squirt acid again.

Squirt Acid: A digester can produce a spray of acid in a cone 20 feet long. This delivers 4d8 points of acid damage to everything in the area. The creature also can produce a concentrated stream of acid that can affect a single target within 5 feet; this inflicts 8d8 points of acid damage. In either case, a successful Reflex save vs. DC 17 reduces the damage by half.

Skills: The digester’s coloration gives it a +4 to hide checks. It also has a +4 to jump checks.

Climate/Terrain: Any temperate or warm land and underground
Organization: solitary (1)
Challenge Level: 5
Alignment: Usually neutral
Advancement Range: up to +10 HD

Chuul -- a monster from the 3E Sneak Preview on the Majesty CD
(click here for another image of this monster by Air Garcia)

Chuul -- Click for larger viewLarge Aberration
Hit Dice: 11d8+44 (53 hp) [typo -- should be 93?]
Initiative: +3 (Dex)
Speed: 30´ Swim 20´
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: claws +12 melee
Damage: 2 claws 2d6+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Grab, crush, paralysis
Special Defenses: Immune to paralysis and poison
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
Skills: Hide +16, Listen +9

A horrible mix of crustacean, insect, and serpent, the chuul is a horrible abomination with huge pincer-like claws, four webbed legs, a wide tail, and a mandibled mouth surrounded by squirming tentacles. Its entire body is encased in an orange and black carapace.

Amphibious, chuul are clumsy swimmers and actually prefer to be on land or in very shallow water. Chuul love to prey upon lizard-folk, for they enjoy killing and eating intelligent prey more than animals or beasts.

Chuul are known to collect trophies from their kills. Although unable to use weapons, armor or most other belongings of their intelligent victims, chuul keep them in their submerged or partially submerged lairs. If the victim has no interesting possessions, the chuul will keep its skull.

Although most live in swamps and jungles, some chuul have adapted to subterranean life, hunting in and near underground streams and lakes. These underground chuul have darkvision and are sometimes in the thrall of beholders or mind flayers and prey upon troglodytes and unwary drow.

Combat
The chuul prefers to wait by the shore, submerged in murky water, until it hears prey (in or out of the water) come by that it can attack with surprise.

When it attacks, if it faces multiple opponents, the chuul grabs with its pincer-claws, crushes its foes, and then passes one into its tentacles for biting and eating. It tries to always have one claw free, so if it faces a great many opponents, it drops paralyzed or dead victims without eating them so that it may continue grabbing, crushing and paralyzing.

Grab: When the chuul makes a successful claw attack, make a grappling check. If it gets a hold the opponent is caught in the pincer-like claw and damage is automatic each round, with an additional +1d6 bludgeoning damage from the crushing force, until the opponent escapes or is forced into the creature’s tentacles.

Paralyzation: The chuul can transfer grabbed victims from its claw to its tentacles. The tentacles grapple the victim with the same strength as the claw, but deliver no damage themselves. However, the touch of the tentacles carries with it a paralytic secretion. A Fort saving throw (DC 19) is required to avoid the paralysis, which lasts for 2d6 rounds. While held in the tentacles, paralyzed or not, the victim is automatically bitten each round by the creature’s mandibles for 1d8+2 damage.

Climate/Terrain: Temperate or warm marsh or forest or underground
Organization: Solitary (1), pack (1d4+1)
Challenge Level: 10 (solitary) 12 (pack)
Alignment: Usually chaotic evil
Advancement Range: Up to +5 HD

Analysis of Monsters from Majesty CD

  • We see a new "monster type" -- Magical Beast.
  • The digester's acid "cone" isn't given a diameter at the far end. Presumably all attacks that are "cone" shaped will be defined -- perhaps all cones are half as wide as they are long, or somesuch.
  • These monsters give us definite examples of specific, set DCs for saving throws.
  • I wonder what is the difference between a "rake" attack and "claw" attacks?
  • Very interesting that there is another little stat block at the end of each description. The stats at the top seem to be the more combat-oriented stats, while those at the bottom outline things like organization, alignment, etc.
  • Challenge Level refers how difficult it would be for characters to defeat this creature. CL 5 means about four 5th level characters could defeat it. Challenge Level not only gives the DM an idea of how tough the monster is overall, but will be used to determine XP awards.
  • Advancement Range gives an indication of how much this monster might be beefed up. This allows for tougher variants to be encountered, thus making them useful for higher level parties. It's possible that if a monster can take a character class, this would be listed here as well.

Zombie, Tyrantfog (by WotC's James Wyatt)

Medium-Size Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +0
Speed: 30'
AC: 15 (+5 deflection)
Attacks: 2 claws +2
Damage: Claws 1d6+1 plus disease
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Sickening cloud, infective touch
Special Defenses: Damage reduction (15/+1)
Saves: Fort +0, Ref +0, Will +4
Abilities: Str 13, Dex 10, Con , Int 6, Wis 12, Cha 13
Skills: Climb +4, Listen +6, Search +3, Spot +6
Feats: Toughness

These wretched undead are the remains of the priests and worshipers of evil gods who have been struck down by the raw power of another evil god.
[In particular, Cloak and Dagger seems to indicate that these zombies are former priests of Cyrc destroyed by Iyactu Xvim.]

Tyrantfog zombies appear as rotting corpses surrounded by lingering wisps of dark fog. The fog fills their lungs and trickles from their noses and mouths. Their eyes and sharp fingernails, as well as any exposed bone, glow with a dim, emerald green light.

Combat

Tyrantfog zombies attack with their claws, spreading the foul disease that ended their mortal lives. They are smarter than normal zombies, and show cunning and at least a primitive sense of tactics in their attacks. Still, they fight relentlessly, with no motive of self-preservation.

Sickening Cloud: A character who comes within 5' of these creatures must make a DC13 Fortitude save or suffer 1 point of temporary Constitution damage. A single character only needs to make one saving throw per encounter with these creatures.

Infective touch: A character wounded by a these creatures must make a DC 13 Fortitude save at the end of the battle. Success indicates that the character fights off the infection. If the character fails the save, she sickens over the next 1d4 days, suffering 1 point of temporary Strength damage at the end of that time. Each day thereafter, the character must make another DC 13 Fortitude save or lose 1d2 points of Constitution and 1d4 points of Strength. The character must then make another saving throw to avoid permanently losing 1 point each of Strength and Constitution.

Climate/Terrain: Any land and underground
Organization: Solitary or Pack (2-5)
Challenge Rating: 3
Treasure: Standard
Alignment: Always evil
Advancement Range: 5 HD to 8 HD (Medium-Size)
Damage Reduction: The Tyrantfog Zombie has a special defense called "damage reduction." Anonymous sources have confirmed that this is the way 3E handles monsters that can only be hit by magical weapons. The entry "Damage Reduction 15/+1" means that each physical attack against this type of zombie is reduced by 15 hp per attack unless the attacker is using a +1 or better weapon. So it's conceivable that if this zombie was attacked by a very skilled and strong warrior, these attacks could be successful, but each hit would do 15 hp less damage than normal unless he had a magic weapon.

VampireVampire

Medium-Size Undead
Hit Dice: 5d12 (32 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 25 (+3 Dex, +6 natural, +4 masterwork chain shirt, +2 shield)
Attacks: Slam +11 melee (or masterwork bastard sword +13 melee); or masterwork shortbow +9 ranged
Damage: Slam 1d6+6 and energy drain; bastard sword 1d10+8; shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charm, energy drain, blood drain, children of the night, create spawn
Special Qualities: Undead, damage reduction 15/+1, cold and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing 3, vampire weaknesses
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 22, Dex 17, Con —, Int 12, Wis 16, Cha 12
Skills: Climb +10, Listen +15, Ride +7, Spot +15
Feats: Alertness, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Lightning Reflexes, Mobility, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

The Will save against this vampire’s charm and the Fortitude save to regain levels lost to its energy drain have a DC of 13.

Magic Items Carried: Potion of haste.
Challenge Rating: 7

Notes:

  • Ed Stark puts it quite well: "The vampire isn't a monster; it's a template. Using the vampire template that appears in the Monster Manual, you can "add" the vampire to virtually any other creature or character easily."
  • However, what is presented is one particular vampire. Looks like this vampire was a skilled fighter in life. We can see several things that another vampire might not have -- specific equipment (chain shirt, potion, bastard sword, short bow), specific feats (Weapon Specialization, for example), and specific skills (Ride, for instance) that another vampire of a different race or class might not have. Each vampire will be unique.
  • We see a number of special abilities or resistances that apply to undead in general. It makes a great deal of sense, for example, that undead are not subject to critical hits. The undead, with no functioning organs, have no vital spots.
  • I have heard rumors that masterwork armor reduces either the Max DEX cap or the Check Penalty.
  • Cold and Electricity Resistance is likely just like Spell Resistance but applies only to these two sources of potential damage.
  • Riding is a skill that hasn't been officially mentioned before.
  • All of the feats have been mentioned before. Mobility is the only one we don't have a pretty good guess about.
    • Update: Scooper Daniel Vitti says, "I played a monk in a 3e demo that had Mobilitiy. It allowed him to move in and out of an enemy's threat range without incurring an attack of opportunity."
  • With the Exotic Weapon Proficiency feat, this vampire will be able to wield that bastard sword in one hand and still use its shield.
  • Fast Healing seems to be the new term for regeneration.
  • We've known for a while that energy drain would be a little less lethal and more temporary. We see a hint of that here ("the Fortitude save to regain levels lost to its energy drain have a DC of 13").

Bahamut
Colossal Dragon
Hit Dice: 53d12+742 (1086 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft., Fly 300 ft. (poor), Sw 60 ft.
AC: 54 (-8 size, +52 natural)
Attacks: Bite, +66 melee; 2 claws, +61 melee; 2 wings, +61 melee; tail slap, +61 melee
Damage: Bite, 4d8+21; claws, 4d6+10; wings, 2d8+10; tail slap, 4d6+10
Face/Reach: 10'x50' / 20'
Special Attacks: Breath weapons, frightful presence, spells, spell-like abilities
Special Defenses: Scent, spell resistance 30, damage reduction (25/+4), immunities, see invisibility, keen senses, water breathing
Saves: Fort +43, Ref +29, Will +42
Abilities: Str 53, Dex 10, Con 39, Int 35, Wis 36, Cha 35
Skills: Alchemy +40, Animal Empathy +40, Bluff +65, Concentration +72, Diplomacy +65, Disguise +34, Escape Artist +56, Gather Information +65, Heal +41, Intimidate +65, Intuit Direction +41, Knowledge (Arcana) +34, Knowledge (Dragonkind) +37, Knowledge (History) +34, Knowledge (Nature) +34, Knowledge (the Planes) +34, Knowledge (Religion) +34, Listen +71, Scry +68, Search +65, Sense Motive +69, Spellcraft +68, Spot +71, Wilderness Lore +41.
Feats: Alertness, Blind-Fight, Combat Casting, Hover, Improved Critical (Bite), Improved Disarm, Improved Initiative, Expertise, Fly-By Attack, Power Attack, Quicken Spell-like Ability (sunburst), Snatch, Wingover
Climate/Terrain: Any land and underground
Organization: Solitary (1), Troupe (Bahamut and seven great gold wyrms)
Challenge Level: 25 (solitary)
Treasure: When traveling, Bahamut carries his magic items and 1d8+4 gems of various sizes. Bahamut's palace contains 2d4 level 20 treasures.
Alignment: Always lawful good
Advancement Range: N/A

Combat:

Breath Weapons (Su): Must wait d4 rounds between using breath weapons.

  • Cold: 36d10 damage (DC 50 Reflex save for half)
  • Gaseous Form: stunned and turned gaseous for 32 rounds (DC 50 Fortitude save negates)
  • Disintegration: (DC 50 Fortitude save negates)

Frightful Presence (Ex): Can cause "panicked" or "shaken" state in creatures under 53 HD within a 480' range (DC 48 Will save negates for one day).

Spells: Bahamut is a 20th-level sorcerer and a 20th-level Cleric with access to the domains of Good and Air.

Spell-like Abilities: In addition to his spells, Bahamut can cast each of the following three times per day as a 20th-level caster: control water, control winds, control weather, create food and water, detect thoughts, feather fall, fog cloud, foresight, quest, speak with animals, and sunburst. Can shapechange at will. DCs against these spells are 14 plus the spell level.

Immunities (Ex): Immune to acid, cold, electricity, fire, poison, sleep, and paralysis. Immune to spells and spell-like powers of 5th level or less.

See Invisible (Ex): Range 1600', always active.

Keen Senses (Ex): Excellent vision; has darkvision to range of 1600'.

Water Breathing (Ex): At will, always active.

Magic Items: Bahamut typically carries these items (not included in stats): amulet of proof against detection and location, bracers of armor +8, cloak of displacement, cubic gate, cube of force, gem of brightness, glove of storing, portable hole, +5 ring of deflection, +5 ring of resistance, rod of alertness, rod of cancellation, rod of enemy detection, staff of power.


Tiamat
Colossal Dragon
Hit Dice: 49d12+588 (906 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., Fly 150 ft. (clumsy), Sw 40 ft.
AC: 50 (-8 size, +48 natural)
Attacks: 5 Bites, +60 melee; 2 wings, +55 melee; sting, +55 melee
Damage: Bite, 4d6+19; wings, 2d8+9; sting, 4d6+9 plus poison
Face/Reach: 15'x40' / 15'
Special Attacks: Breath weapons, frightful presence, sound imitation, spells, spell-like abilities
Special Defenses: Scent, spell resistance 30, damage reduction (25/+4), immunities, see invisibility, keen senses, water breathing
Saves: Fort +39, Ref +27, Will +34
Abilities: Str 49, Dex 10, Con 35, Int 28, Wis 25, Cha 28
Skills: Alchemy +35, Bluff +61, Concentration +63, Diplomacy +61, Gather Information +59, Intimidate +61, Knowledge (Arcana) +31, Knowledge (Dragonkind) +34, Knowledge (History) +31, Knowledge (the Planes) +31, Knowledge (Religion) +31, Listen +61, Scry +61, Search +61, Sense Motive +59, Spellcraft +61, Spot +61, Wilderness Lore +33.
Feats: Alertness, Blind-Fight, Combat Casting, Hover, Improved Critical (Bite), Improved Initiative, Expertise, Fly-By Attack, Power Attack, Quicken Spell-like Ability (domination), Snatch, Wingover
Climate/Terrain: Any land and underground
Organization: Solitary (1), Troupe (Tiamat and 1d6 chromatic dragons of age categories d8+4)
Challenge Level: 25 (solitary)
Treasure: When traveling, Tiamat carries her magic items and 2d12+2 gems of various sizes. Her lair contains 2d4 level 20 treasures.
Alignment: Always lawful evil
Advancement Range: N/A

Combat:

Multiple Heads: As shown above, Tiamat gains five bite attacks per round. A head can be severed with a slashing weapon if the weilder inflicts a single blow causing 185 hp damage.

Breath Weapons (Su): Must wait d4 rounds between using breath weapons. As she has five heads, each head can deliver a different breath weapon. DC 46 Reflex save for half damage for each type of breath weapon:

  • Cold: 12d6 damage
  • Acid: 24d4 damage
  • Gas: 24d6 damage
  • Lightning: 24d8 damage
  • Fire: 24d10 damage

Frightful Presence (Ex): Can cause "panicked" or "shaken" state in creatures under 49 HD within a 480' range (DC 43 Will save negates for one day).

Sound Imitation (Ex): Tiamat can mimic any sound or voice. DC 43 Will save to detect.

Spells: Tiamat is a 20th-level sorcerer and a 20th-level Cleric with access to the domains of Evil and Law.

Spell-like Abilities: In addition to her spells, Tiamat can cast each of the following three times per day as a 20th-level caster: command plants, control weather, darkness, domination, fog cloud, gust of wind, mirage arcana, plant growth, suggestion, summon swarm, veil, ventriloquism. DCs against these spells are 19 plus the spell level. She can corrupt water once per day. She can charm reptiles three times per day (as mass charm spell, DC 27 Will save negates).

Poison (Ex): Stung creatures suffer 3d6 temporary Constitution damage (DC 46 Fort save to negate). After 1 minute, make a second save or suffer an additional 3d6 temporary Constitution damage.

Water Breathing (Ex): At will, always active.

Magic Items: Tiamat typically carries these items (not included in stats): amulet of the planes, +8 bracers of armor, carpet of flying, cloak of displacement, crystal ball with detect thoughts, darkskull, iron bands of Bilarro, iron flask, orb of storms, portable hole, +5 ring of deflection, +5 ring of resistance, rod of rulership, rod of splendor.


Ethereal MarauderEthereal Marauder

Medium-Size Magical Beast
Hit Dice: 3d10 (16 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: Bite +5
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ethereal Jaunt
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10
Skills: Listen +5, Move Silently +7, Spot +7
Feats: Blind-Fight, Improved Initiative

Ethereal marauders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.

The creatures live and hunt on the Ethereal. Their ecology and habits are obscure at best -- few have observed them in their natural habitat for any length of time, and their appearances on the Material are limited to those occasions when they are attacking prey. They are assumed, however, to have no society or culture in the traditional sense, being motivated solely by the need for sustenance and survival.

The marauder’s appearance is odd, to say the least. It resembles a bipedal lizard or dinosaur with a sinuous tail. The thick skin has a mottled, rough, and uneven texture, with coloration ranging from bright blue to deep violet. Its most disturbing feature is the lack of a head. Instead it has a gaping maw surrounded by three powerful mandibles; gleaming, jet-black teeth line the inner mouth. Three small eyes ring the maw, interspersed with the mandibles.

Shocker Lizard: CR 2; Small Magical Beast; HD 2D10+2; hp 13; Init +2 (Dex); Spd 40 ft; AC 16; Atk +2 melee (1d4 bite); SQ stunning shock; AL N; SV Fort +3, Ref +5, Will +1; Str 10, Dex 15, Con 13, Int 5, Wis 10, Cha 6.
Skills: Climb +12, Hide +10, Jump +4, Listen +4, Spot +4.
Feats: Alertness.
Special Qualities: Once each round, it can deliver an electrical shock to a single opponent within 5 feet. The shock deals 2d8 points of subdual damage, but a successful Reflex save (DC 12) halves the damage.

Owlbear: CR 4; Large Beast (8 ft. tall); HD 5d10+20; hp 47; Init +1 (Dex); Spd 30 ft.; AC 15 (-1 size, +1 Dex, +5 natural); Atks +7 melee (1d6+5 [x2], claws), +2 melee (1d8+2, bite); Face 5 ft. x 10 ft.; SA improved grab; SQ scent; AL CE; SV Fort +8, Ref +5, Will +2; Str 21, Dex 12, Con 19, Int 5, Wis 12, Cha 10.
Skills: Listen +8, Spot +7.
SA - Improved Grab (Ex): If an owlbear hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No touch attack is required to use this ability, and Tiny- and Small-size creatures suffer no size penalty. This ability works only against creatures at least one size category smaller than the owlbear.
SQ - Scent: Owlbears can detect opponents within 30 feet by smell. If it is downwind, the range increases to 60 feet; if upwind, the range decreases to 15 feet. Scent does not allow the owlbear to pinpoint the location of an opponent, just the general area. Once it gets within 5 feet, however, it can determine a specific location. Strong scents (smoke) carry twice as far, and overpowering scents (skunk musk) carry three times as far. Owlbears can also follow a trail with a successful Wisdom check. Fresh trails are DC 10 for this purpose and increases by 2 for every hour the trail ages.

Skeletons: CR 2; Medium-size undead (6 ft. tall); HD 1d12; hp 6; Init +5 (Dex, Improved Initiative); Spd 30 ft.; AC 13; Atk +0 melee (1d4) [x2], claws; SQ undead immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 10
Feats: Improved Initiative
Special Qualities: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and necromantic effects; not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain; immune to anything requiring a Fortitude save. Skeletons are not damaged by piercing weapons (like arrows) and take only half damage from slashing weapons (like swords). They take full damage from bashing weapons (like maces).

Zombies: CR 1; Medium-size undead (6 ft. tall); HD 2d12+3; hp 16; Init -1 (Dex); Spd 30 ft.; AC 11; Atk +2 melee (1d6+1, slam); SQ undead immunities, partial actions only; AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con -, Int -, Wis 10, Cha 3.
Feats: Toughness
Special Qualities: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and necromantic effects; not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain; immune to anything requiring a Fortitude save. Zombies have very poor reflexes. Unlike most creatures, they can move or attack during their action, but cannot do both.

Orcs!Orc

Medium-Size Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (scale mail), base 30 ft.
AC: 14 (+4 scale mail)
Attacks: Greataxe +2 melee; javelin +0 ranged
Damage: Greataxe 1d12+3; javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Defenses: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +0, Will –1
Abilities: Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8
Skills: Listen +4, Spot +3
Feats: Alertness

Orcs are aggressive humanoids that raid, pillage, and battle other creatures. They have a hatred of elves and dwarves that began generations ago and they often kill them on sight.

Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

When they’re not actually fighting other creatures, orcs usually spend their time planning raids or practicing their fighting skills. Their language varies slightly from tribe to tribe but anyone who speaks Orc can understand them. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information above is for an orc of 1st level (see "NPC Classes" in Chapter 2: Characters of the Dungeon Master’s Guide for more about the warrior class).

Orc Characters

An orc’s favored multiclass is Barbarian, and orc leaders especially tend to be barbarians. Orc clerics can choose two of the following domains: Chaos, Evil, Strength, and War (favored weapon: spear). Most orc spellcasters, however, are adepts (see "NPC Classes" in Chapter 2: Characters of the Dungeon Master’s Guide). Orc adepts favor spells that deal damage.

DelverDelver

Huge Aberration
Hit Dice: 15d8+75 (142 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., burrow 10 ft.
AC: 14 (–2 size, +1 Dex, +5 natural)
Attacks: 2 slams +17 melee
Damage: Slam 1d6+8 and 2d6 acid
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Acid
Special Qualities: Acid immunity, corrosive slime, tremorsense, stone shape
Saves: Fort +10, Ref +6, Will +11
Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Skills: Intuit Direction +9, Knowledge (geology) +9, Listen +13, Move Silently +19, Spot +13
Feats: Alertness, Blind-Fight, Improved Initiative, Power Attack, Sunder
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)

These bizarre creatures live in the depths of the earth, burrowing through solid stone with a corrosive slime they secrete from their skins.

Delvers are shy and mostly inoffensive creatures, but rogue specimens with murderous streaks are not unknown. They feed on stone and may even devour creatures such as xorns and earth elementals.

A delver resembles a cross between a giant slug and a sea turtle. It has a teardrop-shaped body that glistens with slime, mottled gray, brown, and ochre all over. Two great flippers tipped with blunt claws sprout from the forebody. The creature feeds by dissolving rock with its slime and shoving the resulting goo under its body, the underside of which is almost all mouth.

Delvers eat rock but enjoy various nonmetallic minerals as seasonings in the same way that humans enjoy spices. Adventurers might secure information and assistance from delvers by offering them tasty minerals (usually gems) or pick-me-ups (such as coins). Metal is an intoxicant to delvers. Some, however, become addicted and are a menace to miners and anyone who carries metal equipment.

Delvers speak Terran and Undercommon.

Combat

Delvers prefer to fight from their tunnels, which they use to protect their flanks while lashing out with their flippers.

A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick. The delver can quickly dissolve the stone cover and pop up to attack unexpectedly.

Corrosive Slime (Ex): Delvers produce a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone.

A delver’s mere touch deals 2d6 points of damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime.

An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds at a Reflex save (DC 22). Weapons that strike a delver also dissolve immediately unless the wielder succeeds at a Reflex save (DC 22).

Creatures attacking the delver with natural weapons take damage from the slime each time their attacks hit unless they succeed at Reflex saves (DC 22).

Tremorsense (Ex): A delver can automatically sense the location of anything within 60 feet that is in contact with the ground.

Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as stone shape cast by a 15th-level druid.


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