DEMON46This creature is a grotesque blending of an ape and a corpulent boar. Itstands on its hind legs, rising to more than three times the height of ahuman. It has a pair of feathered wings that seem ridiculously smallcompared to the rest of its body.These enormous demons await the arrival of doomed soulsinto the Abyss, where the nalfeshnees can judge them. Ofcourse, nalfeshnees relish the chance to begin the punishmentof the damned.A nalfeshnee can fly despite its small wings.A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.CombatWhen fulfilling their duties in the underworld, nalfeshnees usuallydisdain combat as being beneath them. Given the opportunity,they succumb to blood lust and do battle. They disable opponentswith their smite ability and slaughter them while they can’tfight back.A nalfeshnee’s natural weapons, as well as any weapons itwields, are treated as chaotic-aligned and evil-aligned for the purposeof overcoming damage reduction.Smite (Su): Three times per day a nalfeshnee can create animbus of unholy light. When the demon triggers the ability, rainbow-coloredbeams play around its body. One round later theyburst in a 60-foot radius. Any creature within this area must succeedon a DC 22 Will save or be dazed for 1d10 rounds as visions ofits worst fears hound it. The creature receives its full Dexterity andshield bonuses to AC if attacked but can take no actions. Otherdemons are immune to this effect. The save DC is Charisma-based.Spell-Like Abilities: At will—call lightning (DC 18), feeblemind(DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus50 pounds of objects only), unholy aura (DC 23). Caster level 12th.The save DCs are Charisma-based.Summon Tanar’ri (Sp): Twice per day a nalfeshnee can attempt tosummon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50%chance of success, or another nalfeshnee with a 20% chance of success.This ability is the equivalent of a 5th-level spell.True Seeing (Su): Nalfeshnees continuously use true seeing, asthe spell (caster level 14th).Skills: Nalfeshnees have a +8 racial bonus on Listen and Spotchecks.QUASITTiny Outsider (Chaotic, Extraplanar, Evil)Hit Dice: 3d8 (13 hp)Initiative: +7Speed: 20 ft. (4 squares), fly 50 ft. (perfect)Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15,flat-footed 15Base Attack/Grapple: +3/–6Attack: Claw +8 melee (1d3–1 plus poison)Full Attack: 2 claws +8 melee (1d3–1 plus poison) and bite +3melee (1d4–1)Space/Reach: 2-1/2 ft./0 ft.Special Attacks: Poison, spell-like abilitiesSpecial Qualities: Alternate form, damage reduction 5/coldiron or good, darkvision 60 ft., fast healing 2, immunity topoison, resistance to fire 10Saves: Fort +3, Ref +6, Will +4Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10Skills: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17,Intimidate +2, Knowledge (any one) +6, Listen +7, MoveSilently +9, Search +6, Spellcraft +6, Spot +6Feats: Improved Initiative, Weapon FinesseEnvironment: Infinite Layers of the AbyssOrganization: SolitaryChallenge Rating: 2Treasure: NoneAlignment: Always chaotic evilAdvancement: 4–6 HD (Tiny)Level Adjustment: — (Improved Familiar)A tiny humanoid-shaped creature with spiky horns and bat wings hoversnearby. Its hands and feet are long and slender, with long, claw-tippeddigits. Warts or pustules cover its greenish skin.Quasits are insidious demons from the Abyss. They are oftenfound serving chaotic evil spellcasters as counselors and spies.In its natural form, a quasit stands about 1-1/2 feet tall andweighs about 8 pounds.Quasits speak Common and Abyssal.CombatAlthough quasits thirst for victory and power as other demons do,they are cowards at heart. They typically attack from ambush,using their alternate form ability and invisibility to get withinreach, then try to scuttle away. When retreating, they use theircause fear ability to deter pursuit.A quasit’s natural weapons, as well as any weapons it wields, aretreated as chaotic-aligned and evil-aligned for the purpose of overcomingdamage reduction.Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex,secondary damage 2d4 Dex. The save DC is Constitution-basedand includes a +2 racial bonus.Spell-Like Abilities: At will—detect good, detect magic, and invisibility(self only); 1/day—cause fear (as the spell, except that its areais a 30-foot radius from the quasit, save DC 11). Caster level 6th.The save DCs are Charisma-based.Once per week a quasit can use commune to ask six questions.The ability otherwise works as the spell (caster level 12th).Alternate Form (Su): A quasit can assume other forms at willas a standard action. This ability functions as a polymorph spell caston itself (caster level 12th), except that a quasit does not regain hitpoints for changing form, and any individual quasit can assumeonly one or two forms no larger than Medium. Common formsinclude bat, monstrous centipede, toad, and wolf. A quasit in alternateform loses its poison attack.RETRIEVERHuge Construct (Extraplanar)Hit Dice: 10d10+80 (135 hp)Initiative: +3Speed: 50 ft. (10 squares)Armor Class: 21 (–2 size, +3 Dex, +10 natural), touch 11,flat-footed 18Base Attack/Grapple: +7/+25Attack: Claw +15 melee (2d6+10) and eye ray +8 ranged touchFull Attack: 4 claws +15 melee (2d6+10) and bite +10 melee(1d8+5) and eye ray +8 ranged touchSpace/Reach: 15 ft./10 ft.Special Attacks: Eye rays, find target, improved grabSpecial Qualities: Construct traits, darkvision 60 ft., fast healing5, low-light visionSaves: Fort +3, Ref +6, Will +3Abilities: Str 31, Dex 17, Con —, Int —, Wis 11, Cha 1Skills: —Feats: —Environment: Infinite Layers of the AbyssOrganization: SolitaryChallenge Rating: 11Treasure: NoneAlignment: Always chaotic evilAdvancement: 11–15 HD (Huge); 16–30 HD (Gargantuan)Level Adjustment: —
This creature looks like an enormous spider, standing twice as tall as ahuman. Its forelegs end in massive cleavers. Four bulbous eyes, a malevolentgleam in each one, rise out of its carapace.A retriever specializes in recovering lost or desired objects, runawayslaves, and enemies and bringing them back to its master.Retrievers were created through foul sorcery to be warriors andservants to powerful demon nobles. Most scholars believe retrieversare built to resemble bebiliths. More powerful demons oftenuse these mindless constructs to perform ugly tasks, or tasks theycould not trust to their own scheming kind.A retriever has a body the size of an ox, with legs spanning morethan 14 feet. It weighs about 6,500 pounds.CombatRetrievers attack with four claws, but their eye rays are far moredeadly.Eye Rays (Su): A retriever’s eyes can produce four differentmagical rays with a range of 100 feet. Each round, it can fire oneray as a free action. A particular ray is usable only once every 4rounds. A retriever can fire an eye ray in the same round that itmakes physical attacks. The save DC for all rays is 18. The save DCis Dexterity-based.The four eye effects are:Fire: Deals 12d6 points of fire damage to the target (Reflex half ).Cold: Deals 12d6 points of cold damage to the target (Reflex half ).Electricity: Deals 12d6 points of electricity damage to the target(Reflex half ).Petrification: The target must succeed on a Fortitude save or turnto stone permanently.Find Target (Sp): When ordered to find an item or a creature, aretriever does so unerringly, as though guided by discern location.The being giving the order must have seen (or must have anitem belonging to) the creature to be found, or must have touchedthe object to be located. This ability is the equivalent of an 8thlevelspell.Improved Grab (Ex): To use this ability, a retriever must hitwith its bite attack. It can then attempt to start a grapple as afree action without provoking an attack of opportunity. If itwins the grapple check, it establishes a hold and grips the opponentfast in its mouth. This is the method by which it usually“retrieves” things.SUCCUBUSMedium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)Hit Dice: 6d8+6 (33 hp)Initiative: +1Speed: 30 ft. (6 squares), fly 50 ft. (average)Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19Base Attack/Grapple: +6/+7Attack: Claw +7 melee (1d6+1)Full Attack: 2 claws +7 melee (1d6+1)Space/Reach: 5 ft./5 ft.Special Attacks: Energy drain, spell-like abilities, summontanar’riSpecial Qualities: Damage reduction 10/cold iron or good,darkvision 60 ft., immunity to electricity and poison, resistanceto acid 10, cold 10, and fire 10, spell resistance 18, telepathy100 ft., tonguesSaves: Fort +6, Ref +6, Will +7Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26Skills: Bluff +19, Concentration +10, Diplomacy +12, Disguise+17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19,Knowledge (any one) +12, Listen +19, Move Silently +10,Search +12, Spot +19, Survival +2 (+4 following tracks), UseRope +1 (+3 with bindings)Feats: Dodge, Mobility, PersuasiveEnvironment: Infinite Layers of the AbyssOrganization: SolitaryChallenge Rating: 7Treasure: StandardAlignment: Always chaotic evilAdvancement: 7–12 HD (Medium)Level Adjustment: +6This creature is stunning, statuesque, and extraordinarily beautiful, withflawless skin and raven hair. Her form, so tempting, also has an otherworldlyside. Large bat wings unfurl from her back, and her eyes glow withsinister desire.Succubi are the most comely of the tanar’ri (perhaps of all demons),and they live to tempt mortals.A succubus is 6 feet tall in its natural form and weighs about125 pounds.CombatSuccubi are not warriors. They flee combat whenever they can. Ifforced to fight, they can attack with their claws, but they prefer toturn foes against one another. Succubi use their polymorph abilityto assume humanoid guise, and can maintain this deception indefinitely.Their preferred tactic when dealing with heroes is to feignfriendship and create an opportunity to be alone with one ofthem, whereupon the succubus applies her life-draining kiss. Succubiare not above taking on the role of a damsel in distress whenencountered within a dungeon.A succubus’s natural weapons, as well as any weapons it wields,are treated as chaotic-aligned and evil-aligned for the purpose ofovercoming damage reduction.Energy Drain (Su): A succubus drains energy from a mortal itlures into some act of passion, or by simply planting a kiss on thevictim. If the target is not willing to be kissed, the succubus muststart a grapple, which provokes an attack of opportunity. The succubus’skiss or embrace bestows one negative level. The kiss alsoDEMON47
- 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 20 and 21: ASSASSINVINEArrowhawk illus. by T.
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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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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