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Monster Manual V

Monster Manual V

Monster Manual V

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INTRODUCTIONMelee masterwork longsword +8/+3 (1d6/19–20)Ranged +1 longbow +8 (2d6+2/×3) with Manyshot orRanged +1 longbow +10/+10/+5 (1d6+1/×3) with Rapid ShotEach set of attack routines is prefaced by a boldface wordindicating whether the attacks are melee or ranged. Nextcomes the weapon used for the attack, the modified attackbonus, the amount of damage the attack deals, and informationabout critical hits. If the weapon has the “default” criticalhit characteristics (threat on a 20 and ×2 damage), this portionof the entry is omitted.Space and Reach: These entries define how large an areathe creature takes up on the battle grid, as well as how fara creature’s natural reach extends and any reach weapons itmight use.Base Atk: The Base Atk entry gives the creature’s baseattack bonus without any modifiers.Grp: This entry gives the creature’s grapple modifier.Atk Options: Special abilities that the creature can employto modify its normal attacks appear here. Such abilities mightinclude feats such as Power Attack or special abilities suchas smite evil.Special Actions: This entry gives any special actionsthat the creature can take on its turn in place of makingattacks.Combat Gear: Possessions that the creature can usean action to employ on its turn appear here. Such itemsmight include doses of poison (applied poisons, not naturalones), scrolls, potions, oils, wands, staffs, rods, and otherwondrous items.Spells Known or Spells Prepared: This entry appearsfor spellcasters. It occurs as “spells known” for sorcerersand members of other classes who do not prepare spells,and “spells prepared” for wizards, clerics, and others whodo prepare them in advance. It begins with the creature’scaster level for spells. If a creature’s rolls to overcome spellresistance are based on a number other than its casterlevel (because of the Spell Penetration feat, for example),the creature’s total modifier is given after the expression“spell pen.” Spells known are detailed from highest levelto 0 level, and each includes an attack bonus and a savingthrow DC, if appropriate. If the character casts some spellsat a different caster level than others, that information isalso specified here.A cleric’s statistics block also includes the name of his deity(if applicable) and the domains to which he has access. Eachdomain spell he has prepared is marked with a superscript D.The granted powers of his domains might appear as combatoptions or resistances, or not at all if they only modifyinformation presented elsewhere.Spell-Like Abilities: Any spell-like abilities the creaturepossesses appear here. The entry begins with thecreature’s caster level for these abilities. As with spells,this entry includes attack bonuses and saving throw DCswhen appropriate.OTHER INFORMATIONInformation presented in this section is rarely specificallyrelevant during an encounter, but it’s useful for otherpurposes.Abilities: The creature’s ability scores appear here in thecustomary order (Str, Dex, Con, Int, Wis, Cha).SA: For the purpose of determining the effect of feats andthe application of templates, the creature’s special attacksare given here even if they appear elsewhere in the statisticsblock. Specific NPCs don’t include this information.SQ: Only those special qualities not shown elsewherein the statistics block are included here. For each creature,special qualities include any abilities that aren’t delineatedas special attacks.Feats: This entry lists all the feats the creature possesses,including those that appear elsewhere in thestatistics block.Skills: This entry shows all the skill modifiers for skillsin which the creature has ranks. Modifiers are also providedfor skills to which racial modifiers, bonuses from synergy,or other modifiers apply, even if the creature has no ranksin those skills.Possessions: This entry lists the items the creature iswearing or carrying that aren’t considered combat gear. If thecreature has combat gear, the expression “combat gear plus”appears to remind you to refer to the Combat Gear entry.Spellbook: This entry gives the spells in the creature’sspellbook, if it has one. The notation “spells prepared plus”indicates that the spells the creature has prepared are part ofthis list, but those spells are not reiterated here.SPECIAL ABILITY DESCRIPTIONSThe final portion of the statistics block consists of paragraphsexplaining special abilities noted earlier. Whenyou’re running a monster, it’s good to be familiar with thesedescriptions beforehand. However, they are written for easeof use and include important information such as save DCsand damage.STRATEGIES AND TACTICSThis section contains guidance for running the creature.Does the creature favor charging into combat or attackingat range? Does it prefer weapons or spells?SAMPLE ENCOUNTERSThis section briefly describes the groups a creature formsand the relationship it might have to other creatures. Is it asolitary monster, or does it tend to gather in hordes? Sampleencounters detail the Encounter Levels of groups or evenspecific adventure seeds.6

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