SLAADCombatBlue slaadi are quick to anger, and inclined to attack most othercreatures on sight to prove their strength. The bone hooks on thebacks of its hands give a blue slaad four claw attacks each roundwhen it makes a full attack.Spell-Like Abilities: At will—hold person (DC 13), passwall, telekinesis(DC 15); 1/day—chaos hammer (DC 14). Caster level 8th.The save DCs are Charisma-based.Slaad Fever (Su): Supernatural disease—bite, Fortitude DC 18,incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The saveDC is Constitution-based.An afflicted humanoid reduced to Charisma 0 by slaad feverimmediately transforms into a red slaad. It retains none of the features,traits, memories, or abilities of itsformer self, and is a normal redslaad in all respects.Green slaadIf the infected being is anarcane spellcaster, the diseaseinstead produces a green slaad.Alignment: Usually chaotic neutralAdvancement: 10–15 HD (Large); 16–27 HD (Huge)Level Adjustment: +7This tall, gangly creature looks like a cross between an ogre and a frog. Itsskin is a mottled green, and it has long, sharp claws and a wide mouth.If a red slaad’s egg pellet or a blue slaad’s disease infects an arcanespellcaster, that host produces a green slaad.A green slaad is about 10 feet tall and very broad. It weighsabout 1,000 pounds. As its name suggests, a green slaad is mostlygreen, darker along the back and paler around the belly.Green slaadi are self-centered, arrogant louts that think only ofthemselves. They lust after magical power, eventually transforminginto grays (see below) if they find it.Green slaadi work in groups ifdoing so suits their immediateneeds.Illus. by J. Jarvis230S ummonSlaad (Sp): Onceper day a blue slaad canattempt to summon anotherblue slaad with a 40% chance ofsuccess. This ability is the equivalentof a 4th-level spell.GREEN SLAADLarge Outsider (Chaotic,Extraplanar)Hit Dice: 9d8+36 (76 hp)Initiative: +5Speed: 30 ft. (6 squares)Armor Class: 23 (–1 size, +1 Dex, +13natural), touch 10, flat-footed 22Base Attack/Grapple: +9/+19Attack: Claw +14 melee (1d6+6)Full Attack: 2 claws +14 melee(1d6+6) and bite +12 melee (2d8+3)Space/Reach: 10 ft./10 ft.Special Attacks: Spell-like abilities, summon slaadRed slaadSpecial Qualities: Change shape, darkvision 60 ft., fast healing5, immunity to sonic, resistance to acid 5, cold 5, electricity 5,and fire 5Saves: Fort +10, Ref +7, Will +6Abilities: Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12Skills: Climb +18, Concentration +10, Hide +9, Jump +18,Listen +12, Move Silently +13, Search +12, Spot +12,Survival +6 (+8 following tracks)Feats: Cleave, Improved Initiative, Multiattack, Power AttackEnvironment: Ever-Changing Chaos of LimboOrganization: Solitary or gang (2–5)Challenge Rating: 9Treasure: StandardCombatGreen slaadi prefer to usespell-like abilities over physicalcombat but aren’t afraid to attackwith tooth and claw if they must.They never fight to the death,though, if they can avoid it.Spell-Like Abilities: At will—chaos hammer (DC 15), detect magic,detect thoughts (DC 13), fear (DC 15),protection from law, see invisibility,shatter (DC 13); 3/day—dispel law (DC 16), deeperdarkness, fireball (DC 14). Casterlevel 9th. The save DCs are Charisma-based.Change Shape (Su): A green can assume any Medium orLarge humanoid form as a standard action. In humanoid form, agreen slaad cannot use its natural weapons (although a slaad canequip itself with weapons and armor appropriate to its appearance).A green slaad remains in one form until it chooses toassume a new one. A change in form cannot be dispelled, but theslaad reverts to its natural form when killed. A true seeing spellreveals its natural form.Summon Slaad (Sp): Twice per day a green slaad can attempt tosummon another green slaad with a 40% chance of success. Thisability is the equivalent of a 5th-level spell.
GRAY SLAADMedium Outsider (Chaotic, Extraplanar)Hit Dice: 10d8+50 (95 hp)Initiative: +7Speed: 30 ft. (6 squares)Armor Class: 24 (+3 Dex, +11 natural), touch 13, flat-footed 21Base Attack/Grapple: +10/+14Attack: Claw +15 melee (2d4+4)Full Attack: 2 claws +15 melee (2d4+4) and bite +12 melee(2d8+2)Space/Reach: 5 ft./5 ft.Special Attacks: Spell-like abilities, summon slaadSpecial Qualities: Change shape, damage reduction 10/lawful,darkvision 60 ft., fast healing 5, immunity to sonic, resistanceto acid 5, cold 5, electricity 5, and fire 5Saves: Fort +12, Ref +10, Will +9Abilities: Str 19, Dex 17, Con 21, Int 14, Wis 14, Cha 14Skills: Climb +17, Concentration +15, Hide +16, Jump +17,Knowledge (arcana) +15, Listen +15, Move Silently +16, Search+15, Spellcraft +17, Spot +15, Survival +5 (+7 following tracks)Feats: Multiattack, Improved Initiative, Weapon Focus (claw),item creation feat (any one)Environment: Ever-Changing Chaos of LimboOrganization: Solitary or pairChallenge Rating: 10Treasure: Double standardAlignment: Usually chaotic neutralAdvancement: 11–15 HD (Medium); 16–30 HD (Large)Level Adjustment: +6Lean and quick-looking, this humanoid resembles a two-legged frog. Itsskin is a dappled gray color, and its fingers are long and clawed. It standsas tall as a human.A green slaad that survives for more than a century retreats intoisolation for at least a year. It returns as a smaller, leaner gray slaadand devotes most of its time and attention to magical study. Grayslaadi enjoy crafting magic items to further their own power.CombatGray slaadi prefer to fight from a distance, using their spell-likeabilities, although they don’t shy away from melee.Spell-Like Abilities: At will—chaos hammer (DC 16), deeperdarkness, detect magic, identify, invisibility, lightning bolt (DC 15), magiccircle against law, see invisibility, shatter (DC 14); 3/day—animateobjects, dispel law (DC 17), fly; 1/day—power word stun. Caster level10th. The save DCs are Charisma-based.Change Shape (Su): A gray slaad can assume any humanoidform as a standard action. In humanoid form, a gray slaad cannotuse its natural weapons (although a slaad can equip itself withweapons and armor appropriate to its appearance). A gray slaad remainsin one form until it chooses to assume a new one. A changein form cannot be dispelled, but the slaad reverts to its naturalform when killed. A true seeing spell reveals its natural form.Summon Slaad (Sp): Twice per day a gray slaad can attempt tosummon 1–2 red slaadi or 1 blue slaad with a 60% chance of success,or 1 green slaad with a 40% chance of success. This ability isthe equivalent of a 5th-level spell.DEATH SLAADMedium Outsider (Chaotic, Extraplanar)Hit Dice: 15d8+75 (142 hp)Initiative: +10Speed: 30 ft. (6 squares)Armor Class: 28 (+6 Dex, +12 natural), touch 16, flat-footed 22Base Attack/Grapple: +15/+20Attack: Claw +20 melee (3d6+5 plus stun)Full Attack: 2 claws +20 melee (3d6+5 plus stun) and bite +18melee (2d10+2)Space/Reach: 5 ft./5 ft.Special Attacks: Stun, spell-like abilities, summon slaadSpecial Qualities: Change shape, damage reduction 10/lawful,darkvision 60 ft., fast healing 5, immunity to sonic, resistanceto acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.Saves: Fort +14, Ref +15, Will +13Abilities: Str 21, Dex 23, Con 21, Int 18, Wis 18, Cha 18Skills: Climb +23, Concentration +15, Escape Artist +24, Hide+24, Intimidate +22, Jump +23, Knowledge (any two) +22,Listen +22, Move Silently +24, Search +22, Spot +22, Survival+12 (+14 when tracking), Use Rope +6 (+8 with bindings)Feats: Cleave, Great Cleave, Improved Initiative, ImprovedSunder, Multiattack, Power AttackEnvironment: Ever-Changing Chaos of LimboOrganization: Solitary or pairChallenge Rating: 13Treasure: Double standardAlignment: Usually chaotic evilAdvancement: 16–22 HD (Medium); 23–45 HD (Large)Level Adjustment: —Lean and quick-looking, this humanoid resembles a two-legged frog. Itsskin is a dappled gray color, and its fingers are long and clawed. It standsas tall as a human.Death slaadi are grays that undergo some mysterious ritual thattransforms them into veritable killing machines. Although theyhave spell-like abilities like gray slaadi, death slaadi focus more onkilling than on magical power. They look exactly like gray slaadi.All slaadi obey the command of a death slaad, out of fear morethan anything else. Death slaadi represent a corruption of purechaos by evil rather than true exemplars of it.CombatAlthough its prowess with its natural weapons is fearsome, a deathslaad enjoys wielding a magic weapon if available.Stun (Ex): Three times per day, a death slaad can attempt tostun its opponent on an attack with one of its natural weapons. Ifthe opponent fails a DC 21 Fortitude save, it is stunned for 1 roundin addition to taking normal damage from the attack. The save DCis Wisdom-based.Spell-Like Abilities: At will—animate objects, chaos hammer(DC 18), deeper darkness, detect magic, dispel law (DC 19), fear (DC 18),finger of death (DC 21), fireball (DC 17), fly, identify, invisibility, magiccircle against law, see invisibility, shatter (DC 16); 3/day—circle of death(DC 20), cloak of chaos (DC 22), word of chaos (DC 21); 1/day—implosion(DC 23), power word blind. Caster level 15th. The save DCs areCharisma-based.Change Shape (Su): A death slaad can assume any humanoidform as a standard action. In humanoid form, a death slaad cannotuse its natural weapons (although a slaad can equip itself withweapons and armor appropriate to its appearance). A death slaadremains in one form until it chooses to assume a new one. Achange in form cannot be dispelled, but the slaad reverts to its naturalform when killed. A true seeing spell reveals its natural form.Summon Slaad (Sp): Twice per day a death slaad can attempt tosummon 1–2 red or blue slaadi with a 60% chance of success, or1–2 green slaadi with a 40% chance of success. This ability is theequivalent of a 6th-level spell.231SLAAD
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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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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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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