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
Fast Healing (Ex): A creature that has the fast healingspecial quality regains hit points at an exceptionally fastrate, usually 1 or more hit points per round. Except as notedhere, fast healing is like natural healing (PH 146). Fast healingdoes not restore hit points lost from starvation, thirst, orsuffocation, and it does not allow a creature to regrow lostbody parts. Unless otherwise stated, it does not allow lostbody parts to be reattached.Favored Class: A monster that takes levels in a class(or more than one class) has a favored class, just as playercharacters do. In addition, a monster’s racial Hit Dice alsocount as a favored class. If the monster becomes a multiclasscharacter, neither its favored class nor its racial Hit Dicecount when determining whether the creature takes anexperience point penalty.Fear (Su or Sp): Fear attacks can have various effects. Ifa fear effect allows a saving throw, it is a Will save (DC 10 +1/2 fearsome creature’s racial HD + creature’s Cha modifier).All fear attacks are mind-affecting fear effects.Fear Aura (Su): The use of this ability is a free action. Theaura can freeze an opponent or function like the fear spell,among other effects. A fear aura is an area effect.Fear Cones (Sp) and Rays (Su): These effects usually worklike the fear spell.Fey Type: A fey is a creature that has supernatural abilitiesand connections to nature or to some other force or place.Fey are usually human-shaped.Features: A fey has the following features.—6-sided Hit Dice; good Reflex and Will saves.—Base attack bonus equal to 1/2 total Hit Dice (as wizard).—Skill points equal to (6 + Int modifier, minimum 1) perHit Die, with quadruple skill points for the first Hit Die.Traits: A fey possesses the following traits.—Low-light vision.—Proficient with all simple weapons and any weaponsmentioned in its entry.—Proficient with whatever type of armor (light, medium,or heavy) that it is described as wearing, as well as all lightertypes. Fey not indicated as wearing armor are not proficientwith armor. Fey are proficient with shields if they are proficientwith any form of armor.—Fey eat, sleep, and breathe.Fire Subtype: A creature that has the fire subtype hasimmunity to fire. It has vulnerability to cold, which meansit takes half again as much (+50%) damage as normal fromcold, regardless of whether a saving throw is allowed, or ifthe save is a success or failure.Flight (Ex or Su): A creature that has this ability cancease or resume flight as a free action. If the ability issupernatural, it becomes ineffective in an antimagic field,and the creature loses its ability to fly for as long as theantimagic effect persists.Frightful Presence (Ex): This special attack makes acreature’s presence unsettling to foes. It takes effect whenthe creature performs some sort of dramatic action, suchas charging, attacking, or snarling. Opponents withinrange who witness the action might become frightenedor shaken. The range is usually 30 feet, and the durationis usually 5d6 rounds.This ability affects only those opponents with fewer HitDice or levels than the creature has. An affected opponentcan resist the effect with a successful Will save (DC 10 +1/2 frightful creature’s racial HD + frightful creature’sCha modifier). An opponent that succeeds on the savingthrow is immune to that same creature’s frightful presencefor 24 hours. Frightful presence is a mind-affectingfear effect.Gaze (Su): A gaze special attack takes effect when opponentslook at the creature’s eyes. The attack can have almostany sort of effect—petrification, death, charm, and so on.The typical range is 30 feet.The type of saving throw for a gaze attack varies, but it isusually a Will or Fortitude save (DC 10 + 1/2 gazing creature’sracial HD + gazing creature’s Cha modifier). A successfulsaving throw negates the effect. A monster’s gaze attack isdescribed in abbreviated form in its description.Gaze attacks can affect ethereal opponents. A creatureis immune to gaze attacks of others of its kind. Allies of acreature that has a gaze attack might be affected. All thecreature’s allies are considered to be averting their eyes fromthe creature that has the gaze attack (see below). The creaturealso can veil its eyes, thus negating its gaze attack.Passive Gaze Attack: Each opponent within range of agaze attack must attempt a saving throw each round at thebeginning of his or her turn in the initiative order. Onlylooking directly at a creature that has a gaze attack leaves anopponent vulnerable. Opponents can avoid the need to makethe saving throw by not looking at the creature, using one oftwo methods.Averting Eyes: The opponent avoids looking at thecreature’s face, instead looking at its body, watching itsshadow, tracking it in a reflective surface, and so on. Eachround, the opponent has a 50% chance to not need to makea saving throw against the gaze attack. The creature thathas the gaze attack, however, gains concealment againstthat opponent.Closing Eyes: The opponent acts in a way so it cannot seethe creature that has the gaze attack at all—closing its eyes,turning its back, or even wearing a blindfold. The creaturethat has the gaze attack gains total concealment against suchan opponent.GLOSSARY211
- Page 4 and 5:
MONSTERS BY CRMonsterCRTirbana eyew
- Page 6:
INTRODUCTIONMelee masterwork longsw
- Page 9 and 10:
peaceful harmony of Arcadia. Certai
- Page 11 and 12:
to rob, harass, and murderinnocent
- Page 13 and 14:
investigate, approaching from diffe
- Page 15 and 16:
oots close in on their targets, she
- Page 17 and 18:
and ogres view Dalmosh as the ultim
- Page 19 and 20:
in the nearby mountainsand collecte
- Page 21 and 22:
it. It fearlessly combines Dodge, M
- Page 23 and 24:
Sample EncountersCarnage demons are
- Page 25 and 26:
Acid Spray (Ex) Whenever a draudnu
- Page 27 and 28:
in a puff of smoke and brimstone an
- Page 29 and 30:
as long as possible. A solamith tha
- Page 31 and 32:
Taking the plant as a sign of the r
- Page 33 and 34:
Strategies and TacticsA gulthir has
- Page 35 and 36:
erinyes and other devils that have
- Page 37 and 38:
of devil flesh. The night hag stitc
- Page 39 and 40:
DRAGONS OF THEGREAT GAMESurvivors o
- Page 41 and 42:
Strategies and TacticsChorranathau
- Page 43 and 44:
or other athletic feat. If the char
- Page 45 and 46:
wounds don’t deal damage multiple
- Page 47 and 48:
ole. Chorranathau the Inscrutable c
- Page 49 and 50:
ELEMENTALMAGEKen-kuni, ken-li, ken-
- Page 51 and 52:
overran the inhabitants and firmly
- Page 53 and 54:
ECOLOGYIt is said that when a minio
- Page 55 and 56:
Portal Predator (EL 16): An etherea
- Page 57 and 58:
Swamp Surprise (EL 3): The PCs need
- Page 59 and 60:
ECOLOGYFrostwind viragos are imbued
- Page 61 and 62:
STRATEGIES AND TACTICSWhen a garngr
- Page 63 and 64:
gem scarabs, because the beetles ea
- Page 65 and 66:
Challenge Rating: Same as the base
- Page 67 and 68:
-4 penalty on saves against spells
- Page 69 and 70:
Sample EncounterThough force golems
- Page 71 and 72:
A magmacore golem is a humanoid-sha
- Page 73 and 74:
enemies to flee. Once it has sent i
- Page 75 and 76:
War Party (EL 7): A greenspawn zeal
- Page 77 and 78:
Like worgs, guulvorgs are baleful w
- Page 79 and 80:
attacks, hoping to push foes off th
- Page 81 and 82:
Sample EncountersA forest haunt wai
- Page 83 and 84:
Taunting haunts are roleplaying cha
- Page 85 and 86:
HOBGOBLINHobgoblin duskblade and sp
- Page 87 and 88:
granted by their torturous upbringi
- Page 89 and 90:
to place each hobgoblin within his
- Page 91 and 92:
elying on her cloud of foresight to
- Page 93 and 94:
When it comes to love, jaebrins are
- Page 95 and 96:
KUO-TOA EXALTED WHIPA red flush suf
- Page 97 and 98:
Keen Sight (Ex) As the crazed kuo-t
- Page 99 and 100:
Madness on an individual scale pose
- Page 101 and 102:
to what follows when four young, re
- Page 103 and 104:
SAMPLE ENCOUNTERMerchurions are rar
- Page 105 and 106:
Mind flayers of Thoon have a vastly
- Page 107 and 108:
SHADOW FLAYERIn the shadows, you se
- Page 109 and 110:
Shadow flayers have a natural rival
- Page 111 and 112:
of heritage. Unlike the other follo
- Page 113 and 114:
Special Qualities: A Thoon thrall r
- Page 115 and 116:
Abilities Str 30, Dex 10, Con 26, I
- Page 117 and 118:
Feats —Skills Listen +1, Spot +1A
- Page 119 and 120:
Strategies and TacticsA stormcloud
- Page 121 and 122:
they’re getting in the way of a m
- Page 123 and 124:
utterly confident in its abilities.
- Page 125 and 126:
Eberron (the Inspired, the dragons,
- Page 127 and 128:
about sentient humanoids, consuming
- Page 129 and 130:
their kind or to remain among their
- Page 131 and 132:
Type: Animal and vermin base creatu
- Page 133 and 134:
SAMPLE ENCOUNTERRuin chanters are s
- Page 135 and 136:
chanter masters create them to guar
- Page 137 and 138:
A harridan has little interest in t
- Page 139 and 140:
SAMPLE ENCOUNTERSRylkar colonies ar
- Page 141 and 142:
RYLKARTYPICAL TREASUREThough rylkar
- Page 143 and 144:
that foe. The sanguineous drinkers
- Page 145 and 146:
Slinger scorpions cannot attack in
- Page 147 and 148:
ut these constructs are passive unt
- Page 149 and 150:
Like drow, shaedlings are a true ra
- Page 151 and 152:
abilities on foes whose will is wea
- Page 153 and 154:
ECOLOGYSiege beetles require ample
- Page 155 and 156:
Bone Shard (Su) A skull lord’s sp
- Page 157 and 158:
Though a bonespur is of limited int
- Page 159 and 160: difficult for foes to follow, such
- Page 161 and 162: Typical Physical Characteristics:Wh
- Page 163 and 164: attacks of opportunity and does not
- Page 165 and 166: tied to Juiblex or are of potential
- Page 167 and 168: any enemies not affected by its ind
- Page 169 and 170: of the plane. They are sometimes ca
- Page 171 and 172: If a Thrym hound eats voraciously f
- Page 173 and 174: arcane spellcaster level of 5th, an
- Page 175 and 176: driving the colony to conquer popul
- Page 177 and 178: SOCIETYTirbanas are disciplined and
- Page 179 and 180: 1. River (EL 1-2): The river moves
- Page 181 and 182: Environment: Bladerager trolls are
- Page 183 and 184: Tusk terrors mate seasonally. A pai
- Page 185 and 186: turlemoi are happy to acquiesce to
- Page 187 and 188: Lashemoi are the drudge workers, lo
- Page 189 and 190: Environment: Ushemoi preferforests
- Page 191 and 192: vampire or spawn is under the Black
- Page 193 and 194: THE RED WIDOWFrom out of nowhere, a
- Page 195 and 196: Widow, the vampire cornered her in
- Page 197 and 198: and they are forced to scramble for
- Page 199 and 200: Skills Vinespawns have a +8 racial
- Page 201 and 202: ECOLOGYVivisectors do notconsume th
- Page 203 and 204: The Wild Hunt sends the bravest her
- Page 205 and 206: IMPROVED TOUGHNESSA creature that h
- Page 207 and 208: overcoming damage reduction. When i
- Page 209: The DR entry starts by denoting amo
- Page 213 and 214: Incorporeal Subtype: Some creatures
- Page 215 and 216: —8-sided Hit Dice; good Reflex an
- Page 217 and 218: —Not subject to flanking.—Some
- Page 219 and 220: Creature SizesSize AC/Attack Grappl
- Page 221 and 222: Swarms do not threaten creatures, a