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Monster Manual V

Monster Manual V

Monster Manual V

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GLOSSARYECL is the sum of its Hit Dice (including class levels) andlevel adjustment. For instance, a kuo-toa exalted whip has10 HD and a +4 level adjustment. It is the equivalent of a14th-level character.Elemental Type: An elemental is a being composedof one of the four classical elements: air, earth, fire, orwater.Features: An elemental has the following features.—8-sided Hit Dice; good saves depend on the element:Fortitude (earth, water) or Reflex (air, fire).—Base attack bonus equal to 3/4 total Hit Dice (ascleric).—Skill points equal to (2 + Int modifier, minimum1) per Hit Die, with quadruple skill points for the firstHit Die.Traits: An elemental possesses the following traits.—Darkvision out to 60 feet.—Immunity to critical hits, paralysis, poison, sleep effects,and stunning.—Not subject to flanking.—Unlike most other living creatures, an elemental’ssoul and body form one unit. When an elemental is slain,no soul is set loose. Spells that restore souls to their bodies,such as raise dead, reincarnate, and resurrection, don’t workon an elemental. It takes a different magical effect, such aslimited wish, wish, miracle, or true resurrection to restore a slainelemental to life.—Proficient with natural weapons only, unless humanoidin form, in which case proficient with all simple weaponsand any weapons mentioned in its entry.—Proficient with whatever type of armor (light, medium,or heavy) that it is described as wearing, as well as all lightertypes. Elementals not indicated as wearing armor are notproficient with armor. Elementals are proficient with shieldsif they are proficient with any form of armor.—Elementals do not eat, sleep, or breathe.Energy Drain (Su): This attack saps a living opponent’svital energy and happens automatically when a melee orranged attack hits. Each successful energy drain bestowsone or more negative levels. If an attack that includes anenergy drain scores a critical hit, it drains twice the givenamount. A draining creature gains 5 temporary hit points(10 on a critical hit) for each negative level it bestowson an opponent. These temporary hit points last for upto 1 hour.An affected opponent takes a –1 penalty on all skill checksand ability checks, attack rolls, and saving throws, and losesone effective level or Hit Die (whenever is used in a die rollor calculation) for each negative level. A spellcaster loses onespell slot of the highest level of spells she can cast and (ifapplicable) one prepared spell of that level; this loss persistsuntil the negative level is removed.Negative levels remain until 24 hours have passed oruntil they are removed with a spell, such as restoration.If a negative level is not removed before 24 hours havepassed, the affected creature must make a Fortitude save(DC 10 + 1/2 draining creature’s racial HD + drainingcreature’s Cha modifier). On a success, the negative levelgoes away with no harm to the creature. On a failure, thenegative level goes away, but the creature’s level is alsoreduced by one. A separate saving throw is required foreach negative level.Epic Strike (Su): Natural weapon attacks made by acreature that has this ability are treated as epic for thepurpose of overcoming damage reduction. When it applies,“epic strike” appears in the Atk Options line of a creature’sstatistics block.Evil Subtype: A subtype usually applied only to outsidersnative to the evil-aligned Outer Planes. Evil outsiders are alsocalled fiends. Most creatures that have this subtype also haveevil alignments; however, if their alignments change, theystill retain the subtype. Any effect that depends on alignmentaffects a creature that has this subtype as if the creature has anevil alignment, no matter what its alignment actually is. Thecreature also suffers effects according to its actual alignment.A creature that has the evil subtype has the aligned strike(evil) ability. It overcomes damage reduction as if its naturalweapons and any weapons it wields were evil-aligned (seeDamage Reduction).Extraordinary (Ex) Abilities: Extraordinary abilitiesare nonmagical, don’t become ineffective in an antimagicfield, and are not subject to any effect that disrupts magic.Using an extraordinary ability is a free action unless otherwisenoted.Extraplanar Subtype: A subtype applied to anycreature when it is on a plane other than its native plane,including the Material Plane. A creature that travels theplanes can gain or lose this subtype as it goes from plane toplane. However, no creature has the extraplanar subtypewhile on a transitive plane (the Astral Plane, the EtherealPlane, and the Plane of Shadow). This book assumes thatencounters take place on the Material Plane, and everycreature whose native plane is not the Material Plane hasthe extraplanar subtype. Such creatures lose this subtypewhile on their home plane, just as creatures native to theMaterial Plane gain the extraplanar subtype while onother planes.Every extraplanar creature in this book has a home planementioned in its entry. These home planes are taken from theGreat Wheel cosmology (DMG 147–167). If your campaignuses a different cosmology, you must assign different homeplanes to extraplanar creatures.210

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