VAMPIREUnicornLarge Magical BeastCelestial Charger, 7th-Level ClericLarge Magical BeastHit Dice: 4d10+20 (42 hp) 8d10+7d8+75 (155 hp)Initiative: +3 +4Speed: 60 ft. (12 squares) 60 ft. (12 squares)Armor Class: 18 (–1 size, +3 Dex, +6 natural), 24 (–1 size, +4 Dex, +6 natural, +5 bracers of armor +5),touch 12, flat-footed 15 touch 13, flat-footed 20Base Attack/Grapple: +4/+13 +13/+24Attack: Horn +11 melee (1d8+8) Horn +22 melee (1d8+10)Full Attack: Horn +11 melee (1d8+8) and Horn +22 melee (1d8+10) and2 hooves +3 melee (1d4+2) 2 hooves +14 melee (1d4+3)Space/Reach: 10 ft./5 ft. 10 ft./5 ft.Special Attacks: — Turn undead 13/day, smite evil, spellsSpecial Qualities: Darkvision 60 ft., magic circle against Damage reduction 10/magic, darkvision 60 ft., immunity toevil, spell-like abilities, immunity topoison, charm, and compulsion, low-light vision, magic circlepoison, charm, and compulsion, against evil, resistance to acid 10, cold 10, and electricity 10,low-light vision, scent, wild empathyscent, spell-like abilities, spell resistance 20, wild empathySaves: Fort +9, Ref +7, Will +6 Fort +16, Ref +12, Will +15Abilities: Str 20, Dex 17, Con 21, Str 24, Dex 18, Con 20,Int 10, Wis 21, Cha 24 Int 13, Wis 27, Cha 22Skills: Jump +21, Listen +11, Move Silently +9, Concentration +11, Knowledge (nature) +9,Spot +11, Survival +8* Knowledge (religion) +8, Listen +15, Move Silently +12,Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*Feats: Alertness, Skill Focus (Survival) Alertness, Combat Casting, Extra Turning,Improved Turning, Run, Skill Focus (Survival)Environment: Temperate forests Seven Mounting Heavens of CelestiaOrganization: Solitary, pair, or grace (3–6) SolitaryChallenge Rating: 3 13Treasure: None NoneAlignment: Always chaotic good Always chaotic goodAdvancement: 5–8 HD (Large) By character classLevel Adjustment: +4 (cohort) +8 (cohort)250day it can use neutralize poison (DC 21, caster level 8th) with atouch of its horn. The save DC is Charisma-based.Wild Empathy (Ex): This power works like the druid’s wildempathy class feature, except that a unicorn has a +6 racial bonuson the check.Skills: Unicorns have a +4 racial bonus on Move Silentlychecks.*Unicorns have a +3 competence bonus on Survival checkswithin the boundaries of their forest.CELESTIAL CHARGERA celestial unicorn is a champion for good, the fierce enemy ofevil beings that would destroy woodlands and their inhabitants. Itis a dedicated follower of Ehlonna.The celestial charger described here is an 8 HD celestialunicorn with seven levels of cleric.CombatThe save DC for this celestial charger’s neutralize poison ability (DC20) is adjusted for its greater Hit Dice and altered Charisma score.A celestial charger’s natural weapons are treated as magic weaponsfor the purpose of overcoming damage reduction.Smite Evil (Su): Once per day a celestial charger can make anormal melee attack to deal 15 points of extra damage against anevil foe.Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level): 0—detect magic, detect poison (2), light, virtue (2); 1st—bless (2), calm animals*,obscuring mist, remove fear, sanctuary, shield of faith; 2nd—aid*(2), animal messenger, lesser restoration, remove paralysis, shield other;3rd—prayer, protection from energy, remove curse, searing light (2);4th—air walk, divine power, holy smite*, restoration.*Domain spell. Domains: Animal and Good.VAMPIREForever anchored to their coffins and the unholy earth of theirgraves, these nocturnal predators scheme constantly to strengthenthemselves and fill the world with their foul progeny.Vampires appear just as they did in life, although their featuresare often hardened and feral, with the predatory look of wolves.Like liches, they often embrace finery and decadence and mayassume the guise of nobility. Despite their human appearance,vampires can be easily recognized, for they cast no shadows andthrow no reflections in mirrors.Vampires speak any languages they knew in life.SAMPLE VAMPIREThis sinister-looking warrior has pale skin, haunting red eyes, and a feralcast to his features. He wears chain armor and holds a spiked chain in hisclawed hands.This example uses a 5th-level human fighter as the base creature.Vampire, 5th-Level Human FighterMedium Undead (Augmented Humanoid)Hit Dice: 5d12 (32 hp)Initiative: +7Speed: 30 ft. (6 squares)Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chainshirt), touch 13, flat-footed 20Base Attack/Grapple: +5/+11Attack: Slam +11 melee (1d6+9 plus energy drain) or +1 spikedchain +13 melee (2d4+12) or masterwork shortbow +9 ranged(1d6/×3)Full Attack: Slam +11 melee (1d6+9 plus energy drain) or +1spiked chain +13 melee (2d4+12) or masterwork shortbow +9ranged (1d6/×3)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)Special Attacks: Blood drain, children of the night, createspawn, dominate, energy drainSpecial Qualities: Alternate form, damage reduction 10/silverand magic, darkvision 60 ft., fast healing 5, gaseous form,resistance to cold 10 and electricity 10, spider climb, undeadtraits, vampire weaknessesSaves: Fort +4, Ref +6, Will +4Abilities: Str 22, Dex 17, Con —, Int 12, Wis 16, Cha 12Skills: Bluff +9, Climb +10, Hide +10, Listen +17, Move Silently+10, Ride +11, Search +9, Sense Motive +11, Spot +17Feats: Alertness B , Blind-Fight, Combat Reflexes B , Dodge B , ExoticWeapon Proficiency (spiked chain), Improved Initiative B ,Lightning Reflexes B , Mobility, Power Attack, Weapon Focus(spiked chain), Weapon Specialization (spiked chain)Environment: Temperate plainsOrganization: SolitaryChallenge Rating: 7Treasure: Double standardAlignment: Always evil (any)Advancement: By character classLevel Adjustment: +5CombatThis vampire’s slam attack is treated as a magic weapon for the purposeof overcoming damage reduction.The DC is 13 for the Will save against this vampire’s dominationability, and for the Fortitude save to remove a negative level causedby its energy drain.Possessions: +1 spiked chain, masterwork chain shirt, potion of haste.SAMPLE ELITE VAMPIREThis example uses a half-elf 9th-levelmonk/4th-level shadowdancer as thebase creature.Elite Vampire, 13th-Level Half-ElfMonk/ShadowdancerMedium Undead (Augmented Humanoid)Hit Dice: 13d12 (90 hp)Initiative: +8Speed: 60 ft. (12 squares)Armor Class: 32 (+4 Dex, +6 natural,+6 Wis, +1 intrinsic, bracers ofarmor +3, ring of protection +2),touch 23, flat-footed 32Base Attack/Grapple: +9/+14Attack: Unarmed strike +14 melee(1d10+5 plus energy drain) or +2keen kama +16 melee (1d6+7) or +1frost sling +14 ranged (1d4+1 plus 1d6cold)Full Attack: Unarmed strike +14/+14/+9melee (1d10+5 plus energy drain) or +2keen kama +16/+16/+11 melee(1d6+7) or +1 frost sling +14ranged (1d4+1 plus 1d6 cold)Space/Reach: 5 ft./5 ft.Special Attacks: Blood drain, childrenof the night, create spawn, dominate,energy drain, flurry of blows,ki strike (magic), shadow illusion,summon shadowSpecial Qualities: Alternateform, damage reduction 10/silver andmagic, darkvision 60 ft., fast healing 5,gaseous form, half-elf traits, hide inVampiresplain sight, improved evasion, purity of body, resistance tocold 10 and electricity 10, shadow jump 20 ft., slow fall 40 ft.,spider climb, still mind, uncanny dodge (Dex bonus to AC),undead traits, vampire weaknesses, wholeness of bodySaves: Fort +7, Ref +16, Will +13Abilities: Str 20, Dex 19, Con —, Int 12, Wis 22, Cha 12Skills: Balance +22, Bluff +9, Climb +9, Hide +28, Jump +23,Listen +16, Move Silently +28, Perform (wind instruments) +7,Search +9, Sense Motive +14, Spot +16, Tumble +22Feats: Alertness, Blind-Fight, Combat Reflexes, Deflect Arrows B ,Dodge, Improved Initiative, Improved Disarm B , LightningReflexes, Mobility, Spring Attack, Stunning Fist BEnvironment: Temperate forestsOrganization: SolitaryChallenge Rating: 15Treasure: Double standardAlignment: Always evil (any)Advancement: By character classLevel Adjustment: +8CombatThis vampire’s unarmed strikes are treated as magic weapons forthe purpose of overcoming damage reduction.The DC is 17 for the Will save against this vampire’s dominationability, and for the Fortitude save to remove a negative level causedby its energy drain.Flurry of Blows (Ex): Use the full attack action to make oneextra attack per round with an unarmed strike or a special monkweapon at her highest base attack, making the extra attack eitherwith her +2 keen kama or unarmed.Ki Strike (Su): Deal damage tocreatures with damage reductionusing unarmed strike asthough with a magic weapon.Shadow Illusion (Sp): Createvisual illusions from shadowsas silent image once per day.Summon Shadow (Sp): Summonone shadow companion, whichcannot be turned, rebuked, or commandedby others. If the shadowis destroyed or dismissed, theshadowdancer must succeedon a DC 15 Fortitude save orlose 800 XP (400 XP on a successfulsave). A new shadowcannot be summoned for ayear and a day.Half-Elf Traits (Ex): Immunityto sleep spells and effects; +2racial bonus on saves againstenchantment spells or effects; lowlightvision (can see twice as far as ahuman in low-light conditions); +1racial bonus on Listen, Spot, andSearch checks (already figuredinto the statistics givenhere); +2 racial bonus on Diplomacyand Gather Information checks.Hide in Plain Sight (Su): Can use theHide skill even while being observed as longas within 10 feet of a shadow.Improved Evasion (Ex): If the vampire makesa successful Reflex saving throw against an attackthat normally deals half damage on a successful save,she instead takes no damage. In addition, she takesonly half damage on a failed save.VAMPIRE251
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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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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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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