DEMONIllus. by D. Knutson42Round 3: Full melee attack with weapons, including entanglewith whip.Round 4: Teleport or fly away with entangled foe to reestablishrange; repeat round 1 and continue.A balor who wants to drive off or neutralize a party without slayingits foes avoids lethal attacks.Prior to combat: Unholy aura.Round 1: Dominate monster.Round 2: Power word stun.Round 3: Insanity or telekinesisto incapacitate or repela dangerous opponent.Round 4: Teleport or flyaway to reestablish range;repeat round 1 and continue.BEBILITHHuge Outsider (Chaotic,Extraplanar, Evil)Hit Dice: 12d8+96 (150 hp)Initiative: +5Speed: 40 ft. (8 squares),climb 20 ft.Armor Class: 22(–2 size, +1 Dex, +13 natural), touch 9, flat-footed 21Base Attack/Grapple: +12/+29Attack: Bite +19 melee (2d6+9 plus poison) or web +11 rangedFull Attack: Bite +19 melee (2d6+9 plus poison) and 2 claws +14melee (2d4+4); or web +11 rangedSpace/Reach: 15 ft./10 ft.Special Attacks: Poison, rend armor, webSpecial Qualities: Damage reduction 10/good, darkvision 60 ft.,plane shift, scent, telepathy 100 ft.Saves: Fort +16, Ref +9, Will +9Abilities: Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16,Move Silently +16, Search +15, Sense Motive +16, Spot +16,Survival +1 (+3 following tracks)Feats: Cleave, Improved Initiative, Improved Grapple, PowerAttack, TrackEnvironment: Infinite Layers of the AbyssOrganization: SolitaryChallenge Rating: 10Treasure: NoneAlignment: Always chaotic evilAdvancement: 13–18 HD (Huge); 19–36 HD (Gargantuan)Level Adjustment: —An enormous, misshapen spider stalks out of the darkness. Its forelegs endin wicked barbs, and globs of foul goo drip from its fanged mouth.Bebiliths are enormous, predatory, arachnid demons that huntother demons. While they favor preying upon other demons, theyaren’t picky—they will stalk and attack any type of creature.A bebilith has a body the size of a plow horse, with legs spanningmore than 14 feet. It weighs more than two tons.Bebiliths understand but do not speak Abyssal. Their telepathyallows them to communicate silently with one another.COMBATA bebilith attacks any creature it sees. It usually picks one targetand concentrates its attacks on that opponent, using its webs to isolatethe target from its comrades. Should the bebilith become overwhelmedby tougher opponents, it often attempts to bite one ormore of its victims and retreats, allowing its poison to do its work.A bebilith’s natural weapons, as well as any weapons it wields,are treated as chaotic-aligned and evil-aligned for the purpose ofovercoming damage reduction.Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con,secondary damage 2d6 Con.Bebilith venom is highly perishable, losing its potency andbecoming inert, foul-smelling gooalmost as soon as it comes into contactwith air. The save DC is Constitution-based.Rend Armor (Ex): If abebilith hits with both clawattacks, it pulls apart anyarmor worn by its foe.This attack deals 4d6+18points of damage to theopponent’s armor. Creaturesnot wearing armorare unaffected by thisspecial attack. Armor reducedto 0 hit points isdestroyed. Damagedarmor may be repairedwith a successful Craft(armorsmithing)check.Web (Ex): A bebilith can throw aweb up to four times per day. Thisis similar to an attack with a net but has a maximum range of 30feet, with a range increment of 10 feet. This attack is effectiveagainst targets of up to Gargantuan size. The web anchors thetarget in place, allowing no movement.An entangled creature can escape with a DC 24 Escape Artistcheck or burst the web with a DC 24 Strength check. The checkDCs are Constitution-based. The web has 14 hit points and hardness0. There is a 75% chance that the webbing will not burn if anysort of fire is applied to it (check each round).Plane Shift (Su): This ability affects only the bebilith. It isotherwise similar to the spell (caster level 12th).Skills: A bebilith has mottled coloration that gives it a +8 racialbonus on Hide checks.DRETCHSmall Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)Hit Dice: 2d8+4 (13 hp)Initiative: +0Speed: 20 ft. (4 squares)Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16Base Attack/Grapple: +2/–1Attack: Claw +4 melee (1d6+1)Full Attack: 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)Space/Reach: 5 ft./5 ft.Special Attacks: Spell-like abilities, summon tanar’riSpecial Qualities: Damage reduction 5/cold iron or good, darkvision60 ft., immunity to electricity and poison, resistance toacid 10, cold 10, and fire 10, telepathy 100 ft.Saves: Fort +5, Ref +3, Will +3Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11Skills: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2,Survival +0 (+2 following tracks)Feats: MultiattackEnvironment: Infinite Layers of the AbyssOrganization: Solitary, pair, gang (3–5), crowd (6–15), or mob(10–40)Challenge Rating: 2Treasure: NoneAlignment: Always chaotic evil
Advancement: 3–6 HD (Small)Level Adjustment: +2This humanoid-looking creature has a squat and blubbery, almost hairlessbody, with pale, sickly flesh and a slack mouth full of small fangs.Dretches are pathetic but wicked creatures that spend most oftheir time milling about in mobs or serving as rank-and-file troopsin tanar’ri armies.A dretch is about 4 feet tall and weighs about 60 pounds.Dretches cannot speak but can communicate telepathically.CombatDretches are slow, stupid, and not very effective combatants. Inone-on-one combat, they rely on their damage reduction to keepthem alive. In groups, they depend on sheer numbers to overcomefoes and immediately summon other dretches to improve theodds in battle. They flee at the first sign of adversity unless morepowerful demons are present to intimidate them into fighting.Dretches’ fear of their greater kin is stronger then even their fearof death.A dretch’s natural weapons, as well as any weapons it wields, aretreated as chaotic-aligned and evil-aligned for the purpose of overcomingdamage reduction.Spell-Like Abilities: 1/day—scare (DC 12), stinking cloud (DC13). Caster level 2nd. The save DCs are Charisma-based.Summon Tanar’ri (Sp): Once per day a dretch can attempt tosummon another dretch with a 35% chance of success. This abilityis the equivalent of a 1st-level spell.Telepathy (Su): Dretches can communicate telepathicallywith creatures within 100 feet that speak Abyssal.GLABREZUHuge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)Hit Dice: 12d8+120 (174 hp)Initiative: +0Speed: 40 ft. (8 squares)Armor Class: 27 (–2 size, +19 natural) touch 8,flat-footed 27Base Attack/Grapple: +12/+30Attack: Pincers +20 melee (2d8+10)Full Attack: 2 pincers +20 melee (2d8+10)and 2 claws +18 melee (1d6+5) and bite+18 melee (1d8+5)Space/Reach: 15 ft./15 ft.Special Attacks: Improved grab, spell-likeabilities, summon tanar’riSpecial Qualities: Damage reduction10/good, darkvision 60 ft., immunity toelectricity and poison, resistance to acid10, cold 10, and fire 10, spell resistance 21,telepathy 100 ft., true seeingSaves: Fort +18, Ref +8, Will +11Abilities: Str 31, Dex 10, Con 31, Int 16, Wis16, Cha 20Skills: Bluff +22, Concentration +25,Diplomacy +9, Disguise +5 (+7acting), Intimidate +24, Knowledge(any two) +18, Listen +26, MoveSilently +18, Search +18, SenseMotive +18, Spellcraft +18, Spot +26,Survival +3 (+5 following tracks)Feats: Cleave, Great Cleave, Multiattack, Persuasive,Power AttackEnvironment: Infinite Layers of the AbyssOrganization: Solitary or troupe (1 glabrezu, 1succubus, and 2–5 vrocks)Challenge Rating: 13Treasure: Standard coins; double goods; standard itemsAlignment: Always chaotic evilAdvancement: 13–18 HD (Huge); 19–36 HD (Gargantuan)Level Adjustment: —This creature is as tall as a giant, with a broad, muscular body. Its fourarms end in weapons—two with clawed hands, two with powerful pincersIts doglike head is topped with horns, and its muzzle drips with sharpfangs. Its eyes have a cold, dark, penetrating quality that suggests cunningand intelligence.Like succubi, glabrezu tempt victims into ruin, but they lure theirprey with power or wealth rather than passion.Glabrezu have penetrating violet eyes, and their skin colorranges from deep russet to pitch black. A glabrezu stands about 15feet tall and weighs about 5,500 pounds.CombatGlabrezu prefer subterfuge to combat. However, if their attemptsto entice or deceive fail, these enormous demons attack with a vengeance.They follow a confusion attack with melee attacks, hoping tofinish off wounded foes with chaos hammer or unholy blight.A glabrezu’s natural weapons, as well as any weapons it wields,are treated as chaotic-aligned and evil-aligned for the purpose ofovercoming damage reduction.BabauDretchHezrou43DEMON
- Page 5 and 6: INTRODUCTIONThis is the DUNGEONS &
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- Page 10 and 11: ALLIPIllus. by B. Snoddy10A large c
- Page 12 and 13: ANGELIllus. by J. Jarvis12The follo
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- Page 16 and 17: ARCHON16An aranea remains in one fo
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- 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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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