HOMUNCULUS154Hobgoblin society is organized into tribal bands, each intenselyjealous of its reputation and status. Meetings between rival bandsare likely to erupt in violence if the troops are not restrained. Onlyan exceptionally powerful leader can force them to cooperate forany length of time. Each band has a distinctive battle standard thatit carries into combat to inspire, rally, and signal the troops. Hobgoblingangs and warbands are almost exclusively male. Bands andtribes include females who help with defense. Noncombatant hobgoblinsare children too young to fight effectively.These creatures usually make lairs in places that either boastnatural defenses or can be fortified. Cavern complexes, dungeons,ruins, and forests are among their favorites. Typical lair defensesinclude ditches, fences, gates, guard towers, pit traps, and crudecatapults or ballistas.Most hobgoblins revere Maglubiyet, who is also the patrondeity of goblins.HOBGOBLIN CHARACTERSHobgoblin leaders tend to be fighters or fighter/rogues. Hobgoblinclerics worship Maglubiyet. A hobgoblin cleric has access totwo of the following domains: Evil, Destruction, or Trickery. Mosthobgoblin spellcasters, however, are adepts. Hobgoblin adeptsfavor spells that deal damage.Hobgoblin characters possess the following racial traits.— +2 Dexterity, +2 Constitution.—A hobgoblin’s base land speed is 30 feet.—Darkvision out to 60 feet.— +4 racial bonus on Move Silently checks.—Automatic Languages: Common, Goblin. Bonus Languages:Draconic, Dwarven, Infernal, Giant, Orc.—Favored Class: Fighter.—Level adjustment +1.HOMUNCULUSTiny ConstructHit Dice: 2d10 (11 hp)Initiative: +2Speed: 20 ft. (4 squares), fly 50 ft. (good)Armor Class: 14 (+2 Dex, +2 size), touch 14, flat-footed 12Base Attack/Grapple: +1/–8Attack: Bite +2 melee (1d4–1 plus poison)Full Attack: Bite +2 melee(1d4–1 plus poison)HomunculusSpace/Reach: 2-1/2 ft./0 ft.Special Attacks: PoisonSpecial Qualities:Construct traits, darkvision60 ft., low-lightvisionSaves: Fort +0, Ref +4,Will +1Abilities: Str 8, Dex15, Con —, Int 10,Wis 12, Cha 7Skills: Hide +14, Listen+4, Spot +4Feats: Lightning ReflexesEnvironment: AnyOrganization: SolitaryChallenge Rating: 1Treasure: NoneAlignment: Any (same ascreator)Advancement: 3–6 HD(Tiny)Level Adjustment: —This creature has a vaguely humanoid form. It stands about 18 inches talland has wings spanning about 2 feet. Its skin looks rough and warty, andit has a mouth full of needlelike teeth.A homunculus is a miniature servant created by a wizard. Thesecreatures are weak combatants but make effective spies, messengers,and scouts.A homunculus’s creator determines its precise features.Homunculi are little more than tools designed to carry outassigned tasks. They are extensions of their creators, sharing thesame alignment and basic nature. A homunculus cannot speak,but the process of creating one links it telepathically with its creator.It knows what its master knows and can convey to him or hereverything it sees and hears, out to a distance of 1,500 feet. Ahomunculus never travels beyond this range willingly, though itcan be removed forcibly. If this occurs, the creature does everythingin its power to regain contact with its master. An attack thatdestroys a homunculus deals 2d10 points of damage to its master.If the creature’s master is slain, the homunculus also dies, and itsbody swiftly melts away into a pool of ichor.COMBATHomunculi land on their victims and bite with their venomousfangs.Poison (Ex): Injury, Fortitude DC 13, initial damage sleep for 1minute, secondary damage sleep for another 5d6 minutes. Thesave DC is Constitution-based and includes a +2 racial bonus.CONSTRUCTIONA homunculus is shaped from a mixture of clay, ashes, mandrakeroot, spring water, and one pint of the creator’s own blood. Thematerials cost 50 gp. The creature’s master may assemble the bodyor hire someone else to do the job. Creating the body requires aDC 12 Craft (sculpting) check or a DC 12 Craft (pottery) check.After the body is sculpted, it is animated through an extendedmagical ritual that requires a specially prepared laboratory orworkroom, similar to an alchemist’s laboratory and costing 500 gpto establish. If the creator is personally constructing the creature’sbody, the building and ritual can be performed together.A homunculus with more than 2 Hit Dice can be created, buteach additional Hit Die adds +2,000 gp to the cost to create.Craft Construct (see page 303), arcane eye, mirror image, mending,caster must be at least 4th level; Price — (never sold); Cost 1,050gp + 78 XP.HOWLERLarge Outsider (Chaotic, Evil, Extraplanar)Hit Dice: 6d8+12 (39 hp)Initiative: +7Speed: 60 ft. (12 squares)Armor Class: 17 (–1 size, +3 Dex, +5 natural),touch 12, flat-footed 14Base Attack/Grapple: +6/+15Attack: Bite +10 melee (2d8+5)Full Attack: Bite +10 melee (2d8+5)and 1d4 quills +5 melee (1d6+2)Space/Reach: 10 ft./5 ft.Special Attacks: Quills, howlSpecial Qualities: Darkvision 60 ft.Saves: Fort +7, Ref +8, Will +7Abilities: Str 21, Dex 17, Con 15, Int 6, Wis14, Cha 8Skills: Climb +14, Hide +8, Listen +13, MoveSilently +12, Search +7, Spot +13, Survival +2 (+4following tracks)Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: Windswept Depths of PandemoniumOrganization: Solitary, gang (2–4), or pack (6–10)Challenge Rating: 3Treasure: NoneAlignment: Always chaotic evilAdvancement: 7–9 HD (Large); 11–18 HD (Huge)Level Adjustment: +3 (cohort)This creature looks like some gaunt, bestial hound or feline, with a maneof bristling quills.Howlers live on planes where chaos and evil hold sway; they originateon the plane of Pandemonium. These beasts hunt in packs,racing through caverns to wear down their prey and rend it to bits.A howler is about 8 feet long and weighs about 2,000 pounds.Although they are surprisingly intelligent, howlers do notspeak—they only howl. If there is a language within the howls, assome have suggested, even spells cannot decipher it. Howlersunderstand Abyssal.COMBATHowlers attack in groups, for they are cowardly and cruel. Theyprefer to charge into combat, race out, and then charge in again.A howler’s natural weapons, as well as any weapons it wields, aretreated as chaotic-aligned and evil-aligned for the purpose of overcomingdamage reduction.Quills (Ex): A howler’s neck bristles with long quills. Whilebiting, the creature thrashes about, striking with 1d4 ofthem. An opponent hit by a howler’s quill attack must succeedon a DC 16 Reflex save or have the quill break offin his or her flesh. Lodged quills impose a –1 penaltyon attacks, saves, and checks per quill. The save DC isDexterity-based.A quill can be removed safely with a DC 20Heal check; otherwise, removing a quilldeals an extra 1d6 points of damage.Howl (Ex): All beings other thanoutsiders that hear the creature’showling for an hour or longer aresubject to its effect, though it doesnot help the howler in combat.Anyone within hearing range of ahowler for a full hour must succeed on aDC 12 Will save or take 1 point ofWisdom damage. The save DC isCharisma-based. The save mustbe repeated for each hour ofexposure. This is a sonic mindaffectingeffect.TRAINING AHowlerHOWLERSmall and Medium infernal creatures such as quasits, abyssal orcs,and even succubi sometimes use howlers as mounts or pack animals.Larger and more powerful demons use them like huntingdogs.Although intelligent, a howler requires training before it canbear a rider in combat. To be trained, a howler must have a friendlyattitude toward the trainer (this can be achieved through a successfulDiplomacy check). Training a friendly howler requires sixweeks of work and a DC 25 Handle Animal check. Riding ahowler requires an exotic saddle. A howler can fight while carryinga rider, but the rider cannot also attack unless he or she succeedson a Ride check.Carrying Capacity: A light load for a howler is up to 460pounds; a medium load, 461–920 pounds; and a heavy load,921–1,380 pounds. A howler can drag 6,900 pounds.HYDRAThis beast resembles some great reptile with a veritable forest of heads onlong, slender necks.Hydras are reptilelike monsters with multiple heads; they canquickly tear apart all but the most well-armored foes.A hydra is gray-brown to dark brown, with a light yellow or tanunderbelly. The eyes are amber and the teeth are yellow-white. It isabout 20 feet long and weighs about 4,000 pounds.Hydras do not speak.COMBATHydras can attack with all their heads at no penalty, even if theymove or charge during the round.A hydra can be killed either by severing all its heads or by slayingits body. To sever a head, an opponent must make a successfulsunder attempt with a slashing weapon. (The player shoulddeclare where the attack is aimed before making the attack roll.)Making a sunder attempt provokes an attack of opportunityunless the foe has the Improved Sunder feat. An opponent canstrike at a hydra’s heads from any position in which he could strikeat the hydra itself, because the hydra’s head writhe and whip aboutin combat. An opponent can ready an action to attempt to sundera hydra’s head when the creature bites at him.Each of a hydra’s heads has hitpoints equal to the creature’s fullnormal hit pointtotal, divided byits original number ofheads. For example, if afive-headed hydrahas 52 hit points, 10 ormore points ofdamage severs ahead (52 ÷ 5 =10.4, rounded down to 10).Losing a head dealsdamage to the bodyequal to half thehead’s full normal hitpoints. A naturalreflex seals theneck shut to preventfurther bloodloss. A hydra can nolonger attack with asevered head but takesno other penalties.Each time a head is severed,two new heads spring from thestump in 1d4 rounds. A hydra can never have more thantwice its original number of heads at any one time, and any extraheads it gains beyond its original number wither and die within aday. To prevent a severed head from growing back into two heads,at least 5 points of fire or acid damage must be dealt to the stumppqqrsBEHIND THE CURTAIN: HYDRASHydras are intended to be monsters that are difficult to defeat byconventional means. Characters without the Improved Sunder feat willfind it difficult and dangerous to attack by lopping off the monster’sheads, and the hydra’s fast healing ability means that damage directedat its body is quickly restored. The hydra rewards characters who havethe Improved Sunder feat and parties who learn to coordinate theirattacks effectively.pqqrs155HYDRA
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INTRODUCTIONThis is the DUNGEONS &
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creature is assumed to have the sta
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ALLIPIllus. by B. Snoddy10A large c
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ANGELIllus. by J. Jarvis12The follo
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ANKHEGAnimated Object, Large Animat
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ARCHON16An aranea remains in one fo
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ARCHON18Hound archonLantern archonH
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ASSASSINVINEArrowhawk illus. by T.
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BARGHESTBarghest illus. by S. Wood2
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BASILISKBasiliskAbyssal Greater Bas
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BEHOLDER26GAUTHMedium AberrationHit
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BLINK DOG28BLINK DOGMedium Magical
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BULETTEIllus. by T. Lockwood30BULET
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CENTAUR32CENTAURLarge Monstrous Hum
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CHIMERAIllus. by C. Critchlow34CHIM
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CLOAKERIllus. by T. Lockwood36tacle
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DARKMANTLEDarkmantle illus. by B. D
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DEMON40DEMONDemons are a race of cr
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DEMONIllus. by D. Knutson42Round 3:
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DEMON44Improved Grab (Ex): To use t
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DEMON46This creature is a grotesque
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DEMON48has the effect of a suggesti
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DEVIL50monics, producing sonic ener
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DEVIL52Horned devilBearded devilBEA
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DEVIL54A chain devil can climb chai
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DEVIL56ICE DEVIL (GELUGON)Large Out
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DEVOURERIllus. by C. Arellano58Comb
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DINOSAUR60DINOSAURDinosaurs, or ter
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This terrifying bat has a body as b
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Keen Scent (Ex): A dire shark can n
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COMBATDisplacer beasts tear at oppo
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Dragon Space/Reach, Attacks, and Da
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Black Dragon Abilities by AgeAge Sp
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that of the dragon’s frightful pr
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CombatGreen dragons initiate fights
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using one of many strategies worked
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METALLIC DRAGONSMetallic dragons ma
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Advancement: Wyrmling 7-8 HD; very
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the lair, they construct twisting m
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Gold Dragon Abilities by AgeAge Spe
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Silver Dragons by AgeBreath Frightf
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DRAGONNELarge Magical BeastHit Dice
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Dwarf, 1st-Level WarriorMedium Huma
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Mountain DwarfMountain dwarves live
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vision 60 ft., immunity to electric
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only as many creatures trapped insi
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ELFElf, 1st-Level WarriorDrow, 1st-
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- Page 166 and 167: LICHLammasuLarge Magical BeastGolde
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OTYUGHIllus. by T. Lockwood204ORC S
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OWLBEAR206OWLBEARLarge Magical Beas
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PHASMSpider illus. by B. Despain208
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PSEUDOGRAGON210Skills: Bluff +4, Hi
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RAKSHASA212Skills: Bluff +17*, Conc
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REMORHAZ214Positive Energy Lash (Su
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RUST MONSTER216A roper stands some
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SALAMANDER218*A sahuagin has a +4 r
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SEA CAT220Treasure: StandardAlignme
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SHADOWMASTIFFIllus. by S. Wood222Cr
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SHOCKERLIZARD224This massive conglo
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SKELETONHuman Warrior SkeletonMediu
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SKUM228SKUMMedium Aberration (Aquat
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SLAADCombatBlue slaadi are quick to
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SPECTRE232SPECTREMedium Undead (Inc
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SPIDEREATERIllus. by C. Critchlow23
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STIRGE236tures are used to perform
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SWARM238Treasure: NoneAlignment: Al
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TARRASQUEIllus. by C. Critchlow240A
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THOQQUATitan illus. by J. Jarvis242
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TREANTJuvenile Tojanida Adult Tojan
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TROGLODYTE246COMBATThe reclusive tr
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UMBER HULKTrollbonus on grapple che
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VAMPIREUnicornLarge Magical BeastCe
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VAMPIRE252Purity of Body (Ex): Immu
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VARGOUILLEIllus. by C. Arellano254C
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WINTER WOLF256about 3 pounds, and i
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WRAITH258A wraith is about as tall
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XORN260Environment: Ethereal PlaneO
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YRTHAK262Bay (Su): When a yeth houn
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YUAN-TI264—Racial Skills: A yuan-
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ZOMBIEArmor Class: Natural armor bo
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CHAPTER 2:ANIMALS268CHAPTER 2: ANIM
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CHAPTER 2:ANIMALS270Armor Class: 13
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CHAPTER 2:ANIMALS272CombatDogs gene
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CHAPTER 2:ANIMALS274These animals a
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CHAPTER 2:ANIMALS276MONKEYTiny Anim
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CHAPTER 2:ANIMALS278Warponies are b
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CHAPTER 2:ANIMALSSnake, Tiny ViperS
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CHAPTER 2:ANIMALS282Attack: Claw +9
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CHAPTER 3:VERMIN284CHAPTER 3: VERMI
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CHAPTER 3:VERMINMonstrous Centipede
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CHAPTER 3:VERMINMonstrous Scorpion,
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CHAPTER 4:ADVANCINGMONSTERS290CHAPT
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CHAPTER 4:ADVANCINGMONSTERSBase Att
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CHAPTER 4:ADVANCINGMONSTERS294When
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CHAPTER 5:MAKINGMONSTERS296type and
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CHAPTER 5:MAKINGMONSTERS298expected
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CHAPTER 5:MAKINGMONSTERS300—Pounc
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CHAPTER 5:MAKINGMONSTERS302ADVANCEM
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CHAPTER 6:SKILLS ANDFEATS304HOVER [
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CHAPTER 7:GLOSSARY306—d8 Hit Dice
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CHAPTER 7:GLOSSARY308many celestial
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CHAPTER 7:GLOSSARY310Gaze attacks c
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CHAPTER 7:GLOSSARY312wall or slope
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CHAPTER 7:GLOSSARYthat it can use o
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CHAPTER 7:GLOSSARY316so. A swarm ca
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MONSTERS RANKED BY CHALLENGE RATING
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Monster Manual v.3.5 ErrataErrata R
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Alternate Form (Su): A quasit can a
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Organization: SolitaryChallenge Rat
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Design:Editing:Typesetting:Design M
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Jump or Tumble check (DC 10). Norma
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get out of bed, and a move action t
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Possessions: Quarterstaff, light cr