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Monster Manual V

Monster Manual V

Monster Manual V

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—Not subject to flanking.—Some oozes have the ability to deal acid damage toobjects. In such a case, the amount of damage is equal to10 + 1/2 ooze’s HD + ooze’s Con modifier per full roundof contact.—Proficient with its natural weapons only.—Proficient with no armor.—Mindless: Oozes have no Intelligence score, along withthe traits associated with that nonability.—Oozes eat and breathe, but do not sleep.Outsider Type: An outsider is a creature at least partiallycomposed of the essence of some plane other than the MaterialPlane. Some creatures start out as with another type andbecome outsiders when they attain a higher (or lower) stateof spiritual existence.Features: An outsider has the following features.—8-sided Hit Dice; good Fortitude, Reflex, and Willsaves.—Base attack bonus equal to total Hit Dice (as fighter).—Skill points equal to (8 + Int modifier, minimum 1) perHit Die, with quadruple skill points for the first Hit Die.Traits: An outsider possesses the following traits.—Darkvision out to 60 feet.—Unlike most other living creatures, an outsider’s souland body form one unit. When an outsider is slain, no soulis set loose. Spells that restore souls to their bodies, suchas raise dead, reincarnate, and resurrection, don’t work on anoutsider. It takes a different magical effect, such as limitedwish, wish, miracle, or true resurrection to restore a slainoutsider to life. Outsiders that have the native subtype areexceptions to this rule.—Proficient with all simple and martial weapons and anyweapons mentioned in its entry.—Proficient with whatever type of armor (light, medium,or heavy) it is described as wearing, as well as all lighter types.Outsiders not indicated as wearing armor are not proficientwith armor. Outsiders are proficient with shields if they areproficient with any form of armor.—Outsiders breathe, but only native outsiders need to eatand sleep.Paralysis (Ex or Su): This special attack renders thevictim unable to take physical action. Paralyzed creaturescannot move, speak, or take any physical actions. Thecreature is rooted to the spot, frozen and helpless. Paralysisworks on the body, and a character can usually resist it witha Fortitude saving throw (the DC is given in the creature’sdescription). Unlike hold person and similar effects, a paralysiseffect does not allow a new save each round. A wingedcreature flying in the air at the time that it is paralyzedcannot flap its wings and falls. A swimmer can’t swim andmight drown.Plant Type: This type comprises creatures composed ofvegetable matter that have Wisdom and Charisma scores.Plants that lack Wisdom and Charisma scores are objectseven though they are alive.Features: A plant creature has the following features.—8-sided Hit Dice; good Fortitude saves.—Base attack bonus equal to 3/4 total Hit Dice (ascleric).—Skill points equal to (2 + Int modifier, minimum 1) perHit Die, with quadruple skill points for the first Hit Die,if the plant creature has an Intelligence score. However,some plant creatures are mindless and gain no skill pointsor feats.Traits: A plant creature possesses the following traits.—Low-light vision.—Immunity to critical hits, mind-affecting spells andabilities, paralysis, poison, polymorph, sleep effects, andstunning.—Proficient with its natural weapons only.—Proficient with no armor.—Plants breathe and eat, but do not sleep.Poison (Ex): Poison attacks deal initial damage, such asability damage or some other effect, to the opponent on afailed Fortitude save. Unless otherwise noted, another savingthrow is required 1 minute later, regardless of the first save’sresult, to avoid secondary damage. A creature’s descriptivetext provides the details.A creature that has a poison attack is immune to its ownpoison and the poison of others of its kind.The Fortitude save DC against a poison attack is equal to10 + 1/2 poisoning creature’s racial HD + poisoning creature’sCon modifier. A successful save negates the damage.Pounce (Ex): When a creature that has this special attackcharges, it can still make a full attack, including rake attacksfor creatures that have the rake ability.Powerful Charge (Ex): When a creature that hasthis special attack makes a charge, its attack deals extradamage in addition to the normal benefits and hazards ofa charge.Psionics (Sp): These are spell-like abilities that a creaturegenerates with the power of its mind. Psionic abilities areusually usable at will.Racial Hit Dice: These are Hit Dice a monster has byvirtue of what type of creature it is. Hit Dice gained fromtaking class levels are not racial Hit Dice. For example, thekuo-toa monitor described in this book is a 6 HD creaturebecause of its four levels of monk, but it has 2 racial HitDice (the same number as a typical kuo-toa without anyclass levels).GLOSSARY217

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