ARCHON18Hound archonLantern archonHound Archons as CharactersHound archon characters possess the following racial traits.— +4 Strength, +2 Constitution, +2 Wisdom, +2 Charisma.—Medium size.—A hound archon’s base land speed is 40 feet.—Racial Hit Dice: A hound archon begins with six levels ofoutsider, which provide 6d8 Hit Dice, a base attack bonus of +6,and base saving throw bonuses of Fort +5, Ref +5, and Will +5.—Racial Skills: A hound archon’s outsider levels give it skillpoints equal to 9 × (8 + Int modifier). Its class skills are Concentration,Hide, Jump, Listen, Move Silently, Sense Motive, Spot,and Survival.—Racial Feats: A hound archon’s outsider levels give it threefeats.— +9 natural armor bonus.—Natural Weapons: Bite (1d8) and slam (1d4).—Archon Traits (see page 16): Darkvision 60 ft., low-lightvision, aura of menace (Will DC 15 + character’s Cha modifier),immunity to electricity and petrification, +4 racial bonus on savesagainst poison, magic circle against evil, teleport, tongues.—Special Attacks: Spell-like abilities.—Special Qualities: Change shape, damage reduction10/evil, scent, spell resistance equal to 16 + class levels.—Automatic Languages: Celestial. Bonus Languages: Common,Draconic, Infernal.—Favored class: Ranger.—Level adjustment +5.TRUMPET ARCHONMedium Outsider (Archon, Extraplanar, Good, Lawful)Hit Dice: 12d8+72 (126 hp)Initiative: +7Speed: 40 ft. (8squares), fly 90 ft.(good)Armor Class: 27 (+3Dex, +14 natural), touch13, flat-footed 24Base Attack/Grapple:+12/+17Attack: +4 greatsword +21 melee(2d6+11/19–20)Full Attack: +4 greatsword+21/+16/+11 melee (2d6+11/19–20)Space/Reach: 5 ft./5 ft.Special Attacks: Spell-like abilities,spells, trumpetSpecial Qualities: Aura of menace,damage reduction 10/evil, darkvision60 ft., immunity to electricity andpetrification, magic circle against evil,spell resistance 29, teleport, tonguesSaves: Fort +14 (+18 against poison),Ref +11, Will +11Abilities: Str 20, Dex 17, Con 23, Int16, Wis 16, Cha 16Skills: Concentration +21,Diplomacy +20, Escape Artist+18, Handle Animal +18,Knowledge (any one) +18,Listen +18, Move SilentlyTrumpet archon+18, Perform (windinstruments) +18,Ride +20, SenseMotive +18, Spot +18,Use Rope +3 (+5 with bindings)Feats: Blind-Fight, Cleave, Combat Reflexes, ImprovedInitiative, Power AttackEnvironment: Seven Mounting Heavens of CelestiaOrganization: Solitary, pair, or squad (3–5)Challenge Rating: 14Treasure: No coins; double goods; standard itemsAlignment: Always lawful goodAdvancement: 13–18 HD (Medium); 19–36 HD (Large)Level Adjustment: +8Appearing as a green, winged elf of supernatural goodness and beauty, thecreature raises a massive silver trumpet and sounds a blast of piercing,soul-wrenching music.Trumpet archons serve as celestial messengers and heralds,though their martial skills are considerable. Each carries a gleamingsilver trumpet about 6 feet long.CombatA trumpet archon usually disdains physical combat, preferringto obliterate foes with spells quickly and return to its duties. Ifforced into an extended battle, it sounds its trumpet and attackswith a vengeance.A trumpet archon’s natural weapons, as well as any weapons itwields, are treated as good-aligned and lawful-aligned for the purposeof overcoming damage reduction.Spell-Like Abilities: At will—detect evil, continual flame, message.Caster level 12th.Aura of Menace (Su): Will DC 21 negates.
Spells: Trumpet archons can cast divine spells as 14th-levelclerics. A trumpet archon has access to two of the followingdomains: Air, Destruction, Good, Law, or War (plus any othersfrom its deity). The save DCs are Wisdom-based.Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; DC 13 + spelllevel): 0—detect magic, light, purify food and drink, read magic, resistance(2); 1st—bless (2), divine favor (2), protection from chaos*, sanctuary,shield of faith; 2nd—aid*, bull’s strength (2), consecrate, lesserrestoration, owl’s wisdom (2); 3rd—daylight, invisibility purge, magiccircle against chaos*, magic vestment, protection from energy (2); 4th—dismissal, divine power, holy smite*, neutralize poison, spell immunity;5th—dispel evil*, mass cure light wounds, plane shift, raise dead; 6th—blade barrier*, banishment, heal, undeath to death; 7th—dictum*, holyword, mass cure serious wounds.*Domain spell. Domains: Good and Law.Trumpet (Su): An archon’s trumpet produces music of utterclarity, piercing beauty, and, if the trumpet archon wills it, paralyzingawe. All creatures except archons within 100 feet of theblast must succeed on a DC 19 Fortitude save or be paralyzed for1d4 rounds. The save DC is Charisma-based. The archon can alsocommand its trumpet to become a +4 greatsword as a free action.If a trumpet is ever stolen, it becomes a chunk of uselessmetal until the owner can recover it. Woe betide any thief caughtwith one.ARROWHAWKThe creature has a sinuous, snakelike body with a long neck and tail. Two pairsof feathered wings extend from the body, one on the top and another on thebottom. Most of the body is covered with iridescent blue scales, with tufts ofyellow feathers at the base of the neck and the tail. The head has a black,toothed beak and four eyes, one pair above the beak and the other below.An arrowhawk is a predator and scavenger from the ElementalPlane of Air. It is a consummate flier that spends its entire life onthe wing.An arrowhawk is always in motion while it lives. It can fly fromthe moment it hatches, and it eats, sleeps, and mates without evertouching ground. By twisting its body and varying the cadence ofits wingbeats, an arrowhawk can fly at top speed in any direction.Arrowhawk eggs have an innate levitation ability. Females layclutches of 2d4 eggs in midair and leave them to float until theyhatch. The female guards the eggs and collects them if the windscatters them, but otherwise leaves them alone.A juvenile arrowhawk (1 to 10 years old) is about 5 feet longfrom beak to tail, with the body accounting for about one-thirdof that length. Its wingspan is about 7 feet, and it weighs about20 pounds.An adult (11 to 40 years old) is about 10 feet long from beakto tail, with a wingspan of about 15 feet and a weight of about100 pounds.ARROWHAWKJuvenile Arrowhawk Adult Arrowhawk Elder ArrowhawkSmall Outsider (Air, Extraplanar) Medium Outsider (Air, Extraplanar) Large Outsider (Air, Extraplanar)Hit Dice: 3d8+3 (16 hp) 7d8+7 (38 hp) 15d8+45 (112 hp)Initiative: +5 +5 +5Speed: Fly 60 ft. (perfect) (12 squares) Fly 60 ft. (perfect) (12 squares) Fly 60 ft. (perfect) (12 squares)Armor Class: 20 (+1 size, +5 Dex, +4 natural), 21 (+5 Dex, +6 natural), 22 (–1 size, +5 Dex, +8 natural),touch 16, flat-footed 15 touch 15, flat-footed 16 touch 14, flat-footed 17Base Attack/Grapple: +3/+0 +7/+9 +15/+25Attack: Electricity ray +9 ranged Electricity ray +12 ranged Electricity ray +19 ranged touchtouch (2d6) or bite +9 melee (1d6+1) touch (2d8) or bite +12 melee (1d8+3) (2d8) or bite +21 melee (2d6+9)Full Attack: Electricity ray +9 ranged Electricity ray +12 ranged Electricity ray +19 ranged touchtouch (2d6) or bite +9 melee (1d6+1) touch (2d8) or bite +12 melee (1d8+3)(2d8) or bite +20 melee (2d6+9)Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.Special Attacks: Electricity ray Electricity ray Electricity raySpecial Qualities: Darkvision 60 ft., immunity to acid, Darkvision 60 ft., immunity to acid, Darkvision 60 ft., immunity toelectricity, and poison, resistance to electricity, and poison, resistance to acid, electricity, and poison,cold 10 and fire 10 cold 10 and fire 10 resistance to cold 10 and fire 10Saves: Fort +4, Ref +8, Will +4 Fort +6, Ref +10, Will +6 Fort +12, Ref +14, Will +10Abilities: Str 12, Dex 21, Con 12, Str 14, Dex 21, Con 12, Str 22, Dex 21, Con 16,Int 10, Wis 13, Cha 13 Int 10, Wis 13, Cha 13 Int 10, Wis 13, Cha 13Skills: Diplomacy +3, Escape Artist +11, Diplomacy +3, Escape Artist +15, Diplomacy +3, Escape Artist +23,Knowledge (the planes) +6, Knowledge (the planes) +10, Knowledge (the planes) +18,Listen +7, Move Silently +11, Listen +11, Move Silently +15, Listen +21, Move Silently +23,Search +6, Sense Motive +7, Search +10, Sense Motive +11, Search +18, Sense Motive +19,Spot +7, Survival +7 (+9 following Spot +11, Survival +11 (+13 following Spot +21, Survival +19 (+21tracks, +9 Plane of Air), tracks, +13 Plane of Air), following tracks, +21 Plane ofUse Rope +5 (+7 with bindings) Use Rope +5 (+7 with bindings) Air), Use Rope +5 (+7 involvingbindings)Feats: Dodge, Weapon Finesse Dodge, Flyby Attack, Weapon Finesse Alertness, Blind-Fight, CombatReflexes, Dodge, Flyby Attack,Weapon Finesse, Weapon Focus(bite) BEnvironment Elemental Plane of Air Elemental Plane of Air Elemental Plane of AirOrganization: Solitary or clutch (2–4) Solitary or clutch (2–4) Solitary or clutch (2–4)Challenge Rating: 3 5 8Treasure: None None NoneAlignment: Always neutral Always neutral Always neutralAdvancement: 4–6 HD (Small) 8–14 HD (Medium) 16–24 HD (Large); 25–32 HDLevel Adjustment: — —(Gargantuan)— 19
- Page 5 and 6: INTRODUCTIONThis is the DUNGEONS &
- Page 7 and 8: creature is assumed to have the sta
- Page 10 and 11: ALLIPIllus. by B. Snoddy10A large c
- Page 12 and 13: ANGELIllus. by J. Jarvis12The follo
- Page 14 and 15: ANKHEGAnimated Object, Large Animat
- Page 16 and 17: ARCHON16An aranea remains in one fo
- Page 20 and 21: ASSASSINVINEArrowhawk illus. by T.
- Page 22 and 23: BARGHESTBarghest illus. by S. Wood2
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- Page 30 and 31: BULETTEIllus. by T. Lockwood30BULET
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- Page 34 and 35: CHIMERAIllus. by C. Critchlow34CHIM
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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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ETHEREALFILCHERIllus. by B. Despain
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ETTERCAP106ETTERCAPMedium Aberratio
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FORMIAN108CombatDisease (Ex): Filth
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FORMIANFormian MyrmarchFormian Quee
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FUNGUSFrost worms lay eggs that to
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GENIE114—Racial Skills: A gargoyl
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GHOST116negates the effect. The sav
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GHOUL1185 points of damage to itsel
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GIANT120make a Reflex save to catch
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GIANTFrost GiantFrost Giant Jarl, 8
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GIANT124Hill giants love to make ov
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GIBBERINGMOUTHER126GIBBERING MOUTHE
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GITHYANKI128direct their powers wit
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GNOLL130GITHZERAI AS CHARACTERSGith
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GNOMEGnome, 1st-Level WarriorSvirfn
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GOLEM134Goblin bands and tribes hav
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GOLEMpersuasively to the golem, whi
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GRAYRENDER138Dusky, metallic scales
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GRIMLOCKIllus. by A. Waters140Griff
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GUARDINAL142Fear Aura (Su): Once pe
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HALF-CELESTIAL144tude save or take
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HALF-DRAGON146Special Qualities: A
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HALF-FIEND148Special Qualities: Dam
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HARPY150Tallfellows are somewhat ra
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HIPPOGRIFFHell HoundNessian Warhoun
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HOMUNCULUS154Hobgoblin society is o
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HYDRA(a touch attack to hit) before
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INEVITABLE158KolyarutINEVITABLEHail
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INVISIBLESTALKER160CombatOnce it ha
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KRAKEN162that patrol within a 10-mi
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KUO-TOALamia illus. by B. Despain16
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LICHLammasuLarge Magical BeastGolde
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LILLEND168LICH CHARACTERSThe proces
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LYCANTHROPE170Saves: Fort +3, Ref +
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LYCANTHROPEWereboar, Human Form Wer
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LYCANTHROPETrip (Ex): A werewolf in
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LYCANTHROPEWerewolf Lord, Human For
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LYCANTHROPE178Alignment: Any. Noble
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MEDUSAIllus. by C. Arelano180This c
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MEPHIT182EARTH MEPHITSmall Outsider
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MEPHIT184CombatBreath Weapon (Su):
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MIMIC186Amphibious (Ex): Merfolk ca
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MINOTAUR188ity, stoneskin, resist e
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MUMMYCOMBATLike zombies, mohrgs att
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NAGA192Typical Sorcerer Spells Know
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NIGHTMAREMerciless and utterly evil
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NIGHTSHADE196This creature looks li
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OGRE198This being’s beauty exceed
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OGRE MAGE200—Automatic Languages:
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OOZE202Full Attack: Slam +1 melee (
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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