DEMON44Improved Grab (Ex): To use this ability, a glabrezu must hit aMedium or smaller opponent with a pincer attack. It can thenattempt to start a grapple as a free action without provoking anattack of opportunity.Spell-Like Abilities: At will—chaos hammer (DC 19), confusion(DC 19), dispel magic, mirror image, reverse gravity (DC 22), greaterteleport (self plus 50 pounds of objects only), unholy blight (DC 19);1/day—power word stun. Caster level 14th. The save DCs areCharisma-based.Once per month, a glabrezu can fulfill a wish for a mortal humanoid.The demon can use this ability to offer a mortal whateverhe or she desires—but unless the wish is used to create pain andsuffering in the world, the glabrezu demands either terrible evilacts or great sacrifice as compensation.Summon Tanar’ri (Sp): Once per day a glabrezu can attempt tosummon 4d10 dretches or 1d2 vrocks with a 50% chance of success,or another glabrezu with a 20% chance of success. This abilityis the equivalent of a 4th-level spell.True Seeing (Su): Glabrezu continuously use true seeing as thespell (caster level 14th).Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.HEZROULarge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)Hit Dice: 10d8+93 (138 hp)Initiative: +0Speed: 30 ft. (6 squares)Armor Class: 23 (–1 size, +14 natural) touch 9, flat-footed 23Base Attack/Grapple: +10/+19Attack: Bite +14 melee (4d4+5)Full Attack: Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)Space/Reach: 10 ft./10 ft.Special Attacks: Spell-like abilities, stench, improved grab,summon tanar’riSpecial Qualities: Damage reduction 10/good, darkvision 60 ft.,immunity to electricity and poison, resistance to acid 10, cold10, and fire 10, spell resistance 19, telepathy 100 ft.Saves: Fort +16, Ref +7, Will +9Abilities: Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18Skills: Climb +18, Concentration +22, Hide +13, Escape Artist+13, Intimidate +17, Listen +23, Move Silently +13, Search +15,Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), UseRope +0 (+2 with bindings)Feats: Blind-Fight, Cleave, Power Attack, ToughnessEnvironment: Infinite Layers of the AbyssOrganization: Solitary or gang (2–4)Challenge Rating: 11Treasure: StandardAlignment: Always chaotic evilAdvancement: 11–15 HD (Large); 16–30 HD (Huge)Level Adjustment: +9This creature looks like a massive, roughly humanoid toad with arms inplace of forelegs. Its wide mouth has rows of blunt, powerful teeth, andlong spines run down the length of its back.Hezrous are demonic sergeants, overseeing the formation of armiesand commanding units in battle. They don’t have the scheminginstincts of the more powerful demons, but hezrous are cunningin battle.A hezrou can walk both upright and on all fours, but it alwaysfights standing upA hezrou is about 8 feet tall and weighs about 750 pounds.CombatHezrous enjoy melee combat even more than vrocks do. Theyeagerly press an attack deep into the heart of enemy forces, so theirstench can take effect as quickly as possible. They enter most battlesby using blasphemy, and follow it with an occasional chaos hammer orunholy blight, depending on the alignment of their opponents.A hezrou’s natural weapons, as well as any weapons it wields, aretreated as chaotic-aligned and evil-aligned for the purpose of overcomingdamage reduction.Improved Grab (Ex): To use this ability, a hezrou must hit withboth claw attacks. It can then attempt to start a grapple as a freeaction without provoking an attack of opportunity.Spell-Like Abilities: At will—chaos hammer (DC 18), greaterteleport (self plus 50 pounds of objects only), unholy blight (DC 18);3/day—blasphemy (DC 21), gaseous form. Caster level 13th. The saveDCs are Charisma-based.Stench (Ex): A hezrou’s skin produces a foul-smelling, toxicliquid whenever it fights. Any living creature (except other demons)within 10 feet must succeed on a DC 24 Fortitude save or be nauseatedfor as long as it remains within the affected area and for 1d4rounds afterward. Creatures that successfully save are sickened for aslong as they remain in the area. A creature that successfully savescannot be affected again by the same hezrou’s stench for 24 hours. Adelay poison or neutralize poison spell removes either condition fromone creature. Creatures that have immunity to poison are unaffected,and creatures resistant to poison receive their normal bonus on theirsaving throws.. The save DC is Constitution-based.Summon Tanar’ri (Sp): Once per day a hezrou can attempt tosummon 4d10 dretches or another hezrou with a 35% chance ofsuccess. This ability is the equivalent of a 4th-level spell.Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.MARILITHLarge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)Hit Dice: 16d8+144 (216 hp)Initiative: +4Speed: 40 ft. (8 squares)Armor Class: 29 (–1 size, +4 Dex, +16 natural), touch 13,flat-footed 25Base Attack/Grapple: +16/+29Attack: Longsword +25 melee (2d6+9/19–20) or slam +24 melee(1d8+9) or tail slap +24 melee (4d6+9)Full Attack: Primary longsword +25/+20/+15/+10 melee(2d6+9/19–20) and 5 longswords +25 melee (2d6+4/19–20)and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9)and tail slap +22 melee (4d6+4)Space/Reach: 10 ft./10 ft.Special Attacks: Constrict 4d6+13, improved grab, spell-likeabilities, summon tanar’riSpecial Qualities: Damage reduction 10/good and cold iron,darkvision 60 ft., immunity to electricity and poison, resistanceto acid 10, cold 10, and fire 10, spell resistance 25, telepathy100 ft.Saves: Fort +19, Ref +14, Will +14Abilities: Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +7(+9 acting), Hide +19, Intimidate +28, Listen +31, MoveSilently +23, Search 23, Sense Motive +23, Spellcraft +23 (+25scrolls), Spot +31, Survival +4 (+6 following tracks), Use MagicDevice +26 (+28 scrolls)Feats: Combat Expertise, Combat Reflexes, Multiattack, MultiweaponFighting, Power Attack, Weapon Focus (longsword)Environment: Infinite Layers of the AbyssOrganization: Solitary or pairChallenge Rating: 17Treasure: Standard coins; double goods; standard items, plus 1d4magic weaponsAlignment: Always chaotic evilAdvancement: 17–20 HD (Large); 21–48 HD (Huge)Level Adjustment: —
This large, otherworldly entity appears to be an attractive female humanwith six arms—at least from her head to her waist. From the waist down,the creature has the body of a massive snake with green, scaly coils.Mariliths are generals and tacticians, often rivaling balors in sheerbrilliance and cunning. Some also serve as chief lieutenants formajor demon royalty.A marilith usually holds a longsword in each of its six hands andwears many bangles and jewels.A marilith stands about 9 feet tall and measures about 20 feetfrom head to tip of tail. It weighs about 4,000 pounds.CombatThough mariliths thrive on grand strategy and army-level tactics,they love physical combat and never pass up an opportunity tofight. Each of a marilith’s six arms can wield a weapon, and thecreature gets an additional three weapon attacks with its primaryarm. Mariliths seldom rush headlong into battle, however, preferringto hang back and size up the situation first. They always seekto gain the best possible advantage from the local terrain, obstacles,and any vulnerability or weakness in their opponents.A marilith’s natural weapons, as well as any weapons it wields,are treated as chaotic-aligned and evil-aligned for the purpose ofovercoming damage reduction.Constrict (Ex): A marilith deals 4d6+13 points of damage witha successful grapple check. The constrictedcreature must succeed on a DC27 Fortitude save or lose consciousnessfor asNalfeshneelong as it remains in the coils and for 2d4 rounds thereafter. Thesave DC is Strength-based.Improved Grab (Ex): To use this ability, a marilith must hitwith its tail slap attack. It can then attempt to start a grapple as afree action without provoking an attack of opportunity. If it succeedson the grapple check, it can constrict.Spell-Like Abilities: At will—align weapon, blade barrier (DC23), magic weapon, project image (DC 23), polymorph, see invisibility,telekinesis (DC 22), greater teleport (self plus 50 pounds of objectsonly), unholy aura (DC 25). Caster level 16th. The save DCs areCharisma-based.Summon Tanar’ri (Sp): Once per day a marilith can attempt tosummon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a50% chance of success, or one glabrezu or another marilith witha 20% chance of success. This ability is the equivalent of a 5thlevelspell.True Seeing (Su): Mariliths continuously use this ability, as thespell (caster level 16th).Skills: Mariliths have a +8 racial bonus on Listen and Spotchecks.Feats: In combination with its natural abilities, a marilith’s MultiweaponFighting feat allows it to attack with all its arms at nopenalty.NALFESHNEEHuge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)Hit Dice: 14d8+112 (175 hp)Initiative: +1Speed: 30 ft. (6 squares), fly 40 ft. (poor)Armor Class: 27 (–2 size, +1 Dex, +18 natural) touch 9,flat-footed 26Base Attack/Grapple: +14/+29Attack: Bite +20 melee (2d8+7)Full Attack: Bite +20 melee (2d8+7) and 2 claws +17melee (1d8+3)Space/Reach: 15 ft./15 ft.Special Attacks: Smite, spell-like abilities, summontanar’riSpecial Qualities: Damage reduction 10/good,darkvision 60 ft., immunity to electricity andpoison, resistance to acid 10, cold 10, and fire10, spell resistance 22, telepathy 100 ft., trueseeingQuasitSaves: Fort +17, Ref +10, Will +15Abilities: Str 25, Dex 13, Con 27, Int 22,Wis 22, Cha 20Skills: Bluff +22, Concentration +25, Diplomacy +26, Disguise+5 (+7 acting), Hide +10, Intimidate +22, Knowledge(arcana) +23, Listen +31, Move Silently +18, Search+23, Sense Motive +23, Spellcraft +25 (+27 scrolls),Spot +31, Survival +6 (+8 following tracks), UseMagic Device +22 (+24 scrolls)Feats: Cleave, Improved Bull Rush, Multiattack,Power Attack, Weapon Focus (bite)Environment: Infinite Layers of the AbyssOrganization: Solitary or troupe (1 nalfeshnee,1 hezrou, and 2–5 vrocks)Challenge Rating: 14Treasure: Standard coins; double goods; standarditemsAlignment: Always chaotic evilAdvancement: 15–20 HD (Huge); 21–42 HD(Gargantuan)Level Adjustment: —Succubus45DEMON
- 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.
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- Page 30 and 31: BULETTEIllus. by T. Lockwood30BULET
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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