CHAPTER 5:MONSTERSMONSTERS BY CHALLENGE RATINGCR Monster ECL CR Monster ECL5 Mercane 7 26 Shadow of the void 359 Hoary steed n/a 26 Shape of fire 359 Legendary bear n/a 26 Worm that walks 2710 Legendary tiger n/a 27 Colossus, flesh n/a18 Behemoth eagle n/a 27 Gibbering orb 3119 Behemoth gorilla n/a 27 Uvuudaum 3021 Chichimec 27 28 LeShay 5021 Mithral golem n/a 28 Prismasaurus 6021 Mu spore 35 28 Sirrush, three-headed 4521 Pseudonatural troll 24 29 Demilich 3321 Slaad, white 24 29 Hagunemnon 3622 Anaxim 38 30 Atropal 4422 Ha-naga 26 30 Genius loci n/a22 Thorciasid 29 30 Titan, elder 7023 Brachyurus 38 31 Force dragon, adult 4523 Lavawight 32 31 Dream larva 4023 Paragon, mind flayer 26 32 Umbral blot n/a23 Ruin swarm 25 33 Colossus, iron n/a23 Winterwight 32 33 Living vault n/a24 Colossus, stone n/a 34 Phaethon n/a24 Sirrush 40 35 Primal elemental, air n/a24 Tayellah 34 35 Primal elemental, earth n/a24 Vermiurge 42 35 Primal elemental, fire n/a25 Gloom 30 35 Primal elemental, water n/a25 Adamantine golem n/a 36 Xixecal n/a25 Hoary hunter 46 39 Devastation centipede n/a25 Hunefer 27 39 Dragon, advanced great wyrm 6125 Phane 36 41 Devastation spider n/a25 Slaad, black 29 42 Devastation scorpion n/a25 Treant, elder 50 48 Prismatic dragon, old 5826 Infernal 40 50 Devastation beetle n/a26 Neh-thalggu 32 57 Hecatoncheires n/aXP to advance. For instance, a winterwight 1st-level sorcerer/3rd-levelrogue has an ECL of 29 (level adjustmentof 25 for being a winterwight, +4 for character level). Togo up a level, the winterwight uses its ECL on the Character<strong>Level</strong> column on Table 1–2. In its case, it needs atotal of 435,000 XP to advance to the next level (as it goesfrom 29th to 30th).Essentially, the experience point requirement for anonstandard character to reach the next level is different.Instead of needing character level × 1,000 XP toreach the next level, a character needs its ECL × 1,000to reach the next level.MONSTERS BY TYPE (AND SUBTYPE)Aberration: gibbering orb, ha-naga, neh-thalggu, paragonmind flayer, thorciasid, vermiurge, worm that walks.Animal: legendary bear, legendary tiger.Construct: adamantine golem, flesh colossus, ironcolossus, living vault, mithral golem, stone colossus,umbral blot.Construct, Outsider (Lawful): anaxim.Dragon: advanced dragon, force dragon, prismatic dragon.Elemental (Air): primal air elemental.Elemental (Earth): primal earth elemental.Elemental (Fire): primal fire elemental.Elemental (Water): primal water elemental.Fey: hoary hunter, leShay.Magical Beast: brachyurus, hoary steed, prismasaurus,sirrush, tayellah, three-headed sirrush.Monstrous Humanoid: gloom.Ooze: genius loci, ruin swarm.Outsider: behemoth eagle, behemoth gorilla, elder titan,pseudonatural troll.Outsider (Air): chichimec.Outsider (Chaotic): dream larva, hecatoncheires, phane,black slaad, white slaad, xixecal.Outsider (Cold): xixecal.Outsider (Evil): atropal, chichimec, dream larva, hecatoncheires,infernal, phaethon, phane, uvuudaum, xixecal.Outsider (Evil, Lawful): infernal.Outsider (Evil, Chaotic): infernal.Outsider (Fire): phaethon.Outsider (Lawful): atropal, infernal, mercane.Plant: elder treant, mu spore.Shapeshifter: hagunemnon.Undead: demilich, hunefer.Undead (Cold): shadow of the void, winterwight.Undead (Fire): lavawight, shape of fire.Undead, Outsider (Evil): atropal.Undead, Outsider (Lawful): atropal.Vermin: devastation centipede, devastation spider,devastation scorpion, devastation beetle.156
ABOMINATIONAbominations are mistakes—the unwanted, unforeseenoffspring of misguided deific concourse. Abortions ofspirit, abominations live on, nurtured by their quasideificpowers and pure, undiluted hate of their forebearsand all naturally formed creatures.Abominations are misshapen, grotesque, and horriblymarked from their godly birth-throes. Abominationscome in an overwhelming variety of forms, all terrible.Accursed of heaven and hell, abominations are sealedaway for eons at a time. But over the course of time,abominations are sometimes accidentally freed ormanage to escape on their own. An abomination’s appearincecan panic nations, worlds, or entire planes of existence.Thankfully, most abominations remain securelylocked away by higher deific decree.Abominations posses the spark of godhood. As such,they are virtually immortal unless slain. (They are notactually immortal, but they age so slowly and they needto eat, sleep, and even breathe so rarely that death for anabomination normally only comes through conflict.)Though they are unable to grant spells to followers, someabominations are worshiped regardless.Abominations speak Abyssal, Celestial, Infernal, andoften a language associated with their imprisonment(Aquan, Auran, Terran, or Ignan).CombatAbominations take unholy delight in cataclysm. Projectingtheir own self-loathing on the multiverse at large,they seek to tear it all down. The eradication of life, death,and existence itself is the goal of most abominations.Though they hardly require food, abominations gaintheir single satisfaction by feeding, especially on stilllivingvictims.ABOMINATION TRAITSAll abominations share these characteristics.Immunities (Ex): Abominations are immune to polymorphing,petrification, or any form-altering attack.They are not subject to energy drain, ability drain, orCHAPTER 5:MONSTERSBUILDING ABOMINATIONSPrison planes seal away more abominations than can be cataloged.However, the DM can create new abominations usingthe following information.Abominations are a grouping, not a type. In fact, abominationsare a grouping of the outsider type in the same way thatdemons are a grouping of the outsider type. The accompanyingtable indicates the average values an abomination of agiven size might have for its basic physical scores.Abominations also share several other characteristics.Abomination Traits: All abominations are born directly (orinderetly, as in the case of anaxims) from a god and somelesser creature (or idea), but none are favored, wanted, or loved.Still,they all share a tiny spark of deific energy, which grantsthem the qualities described in Abomination Traits, earlier inthis chapter. (Note: If you are using the rules presented inDeties and Demigods, abominations are rank 0 deities.)Fast Healing and Regeneration: Most abominations havesome measure of fast healing and regeneration, ranging from5 to 55 for both abilities. Usually, higher HD abominationshave higher values for fast healing and regeneration, thoughthis not always the case. If an abomination has regeneration, itis usually subject to normal damage from at least two sources,one of which is the antithesis for their subtype (for instance,evil abominations are subject to normal damage from goodweapons), and the other of which is somehow tied to someunique feature of the abomination (for instance, an abominationsired by a sun god might take normal damage fromweapons forged in darkness or at night).Natural Armor: All abominations have some degree of naturalarmor bonus ranging from +10 to +100. Usually, higher HDabominations have higher natural armor bonuses, but this isnot always the case.Spell-Like Abilities: All abominations have access to a varietyof spells in the form of spell-like abilities, which they can useas 20th- or higher-level casters, depending on the abomination.No rule governs how many or how few spell-like abilitiesan abomination may claim, though the infernal serves as agood guide for the upper limit.Unique Abilities: All abominations have at least one or moreunique abilities tied to their godly parent’s portfolio, or to themanner of their incarceration. For instance, an abominationborn of a sun god might give off blinding, searing light whereverit went—or it could have the power to plunge an area intodarkness forever.Spell Resistance: As a general rule of thumb, abominationshave spell resistance equal to their CR +12.Size Str Dex Con # of HD Slam Bite Claw GoreFine 12–13 26–27 12–13 4d8–9d8 — 1d6 1d4 1d4Diminutive 14–15 24–25 14–15 7d8–13d8 1d4 1d8 1d6 1d6Tiny 18–19 22–23 16–17 10d8–21d8 1d6 2d6 1d8 1d8Small 26–27 20–21 20–21 19d8–33d8 1d8 2d8 2d6 2d6Medium-size 34–35 18–19 24–25 27d8–38d8 2d6 4d6 2d8 2d8Large 42–43 16–17 28–29 36d8–50d8+ 2d8 4d8 4d6 4d6Huge 50–51 14–15 32–33 47d8–58d8+ 4d6 8d6 4d8 4d8Cargantuan 58–59 12–13 36–37 56d8–70d8+ 4d8 8d8 8d6 8d6Colossal 66–67 10–11 40–41 71d8+ 8d6 16d6 8d8 8d8157
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INTRODUCTION4IntroductionThe rules
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318Indexability increases 6abominat