Monsters
READING THE ENTRIES
Each monster description is organized in the
same general format, as outlined below.
STATISTICS BLOCK
This portion of a monster description contains
basic game information on the creature.
Name
This is the name by which the creature is
generally known. The descriptive text may provide other
names.
Size and Type
This line describes the creature’s size.
A size modifier applies to the creature’s Armor Class (AC)
and attack bonus, as well as to certain skills. A
creature’s size also determines how far it can reach to
make a melee attack and how much space it occupies in a fight
(see Space/Reach, below).
The size and type line continues with the creature’s
type. Type determines how magic affects a creature. Type
determines certain features, such as Hit Dice size, base attack
bonus, base saving throw bonuses, and skill points.
Hit Dice
This line gives the creature’s number
and type of Hit Dice, and lists any bonus hit points. A
parenthetical note gives the average hit points for a creature of
the indicated number of Hit Dice. A creature’s Hit Dice
total is also treated as its level for determining how spells
affect the creature, its rate of natural healing, and its maximum
ranks in a skill.
Initiative
This line gives the creature’s modifier
on initiative checks.
Speed
This line gives the creature’s tactical
speed on land (the amount of distance it can cover in one move
action). If the creature wears armor that reduces its speed, the
creature’s base land speed follows.
If the creature has other modes of movement, these are given
after (or in place of) the land speed. Unless noted otherwise,
modes of movement are natural (not magical).
Armor Class
The Armor Class line gives the
creature’s AC for normal combat and includes a
parenthetical mention of the modifiers contributing to it
(usually size, Dexterity, and natural armor). The
creature’s touch and flat-footed ACs follow the
combat-ready AC.
A creature’s armor proficiencies (if it has any) depend
on its type, but in general a creature is automatically
proficient with any kind of armor it is described as wearing
(light, medium, or heavy), and with all lighter kinds of
armor.
Base Attack/Grapple
The number before the slash on this line is
the creature’s base attack bonus (before any modifiers are
applied). This number won’t often be used, but it can be
handy sometimes, especially if the creature has the Power Attack
or Combat Expertise feats.
The number after the slash is the creature’s grapple
bonus, which is used when the creature makes a grapple attack or
when someone tries to grapple the creature. The grapple bonus
includes all modifiers that apply to the creature’s grapple
checks (base attack bonus, Strength modifier, special size
modifier, and any other applicable modifier, such as a racial
bonus on grapple checks).
Attack
This line shows the single attack the creature
makes with an attack action. In most cases, this is also the
attack the creature uses when making an attack of opportunity as
well. The attack line provides the weapon used (natural or
manufactured), attack bonus, and form of attack (melee or
ranged). The attack bonus given includes modifications for size
and Strength (for melee attacks) or Dexterity (for ranged
attacks). A creature with the Weapon Finesse feat can use its
Dexterity modifier on melee attacks.
If the creature uses natural attacks, the natural weapon given
here is the creature’s primary natural weapon. If the
creature has several different weapons at its disposal, the
alternatives are shown, with each different attack separated by
the word “or.”
A creature can use one of its secondary natural weapons when
making an attack action, but if it does it takes an attack
penalty, as noted in the Full Attack section below.
The damage that each attack deals is noted parenthetically.
Damage from an attack is always at least 1 point, even if a
subtraction from a die roll reduces the result to 0 or lower.
Full Attack
This line shows all the physical attacks the
creature makes when it uses a full-round action to make a full
attack. It gives the number of attacks along with the weapon,
attack bonus, and form of attack (melee or ranged). The first
entry is for the creature’s primary weapon, with an attack
bonus including modifications for size and Strength (for melee
attacks) or Dexterity (for ranged attacks). A creature with the
Weapon Finesse feat can use its Dexterity modifier on melee
attacks. The remaining weapons are secondary, and attacks with
them are made with a –5 penalty to the attack roll, no
matter how many there are. Creatures with the Multiattack feat
take only a –2 penalty on secondary attacks. The damage
that each attack deals is noted parenthetically. Damage from an
attack is always at least 1 point, even if a subtraction from a
die roll reduces the result to 0 or lower.
A creature’s primary attack damage includes its full
Strength modifier (1-1/2 times its Strength bonus if the attack
is with the creature’s sole natural weapon) and is given
first. Secondary attacks add only 1/2 the creature’s
Strength bonus and are given second in the parentheses.
If any attacks also have some special effect other than
damage, that information is given here.
Unless noted otherwise, creatures using natural weapons deal
double damage on critical hits.
Manufactured Weapons: Creatures that use swords, bows,
spears, and the like follow the same rules as characters do. The
bonus for attacks with two-handed weapons is 1-1/2 times the
creature’s Strength modifier (if it is a bonus), and is
given first. Offhand weapons add only 1/2 the Strength bonus and
are given second in the parentheses.
Space/Reach
This line describes how much space the
creature takes up on the battle grid and thereby needs to fight
effectively, as well as how close it has to be to threaten an
opponent. The number before the slash is the creature’s
space, or how many feet one side of the creature occupies. The
number after the slash is the creature’s natural reach. If
the creature has exceptional reach due to a weapon, tentacle, or
the like, the extended reach and its source are noted in
parentheses at the end of the line.
Special Attacks and Special Qualities
Many creatures have unusual abilities. A
monster entry breaks these abilities into special attacks and
special qualities. The latter category includes defenses,
vulnerabilities, and other special abilities that are not modes
of attack. A special ability is either extraordinary (Ex),
spell-like (Sp), or supernatural (Su). Additional information
(when needed) is provided in the creature’s descriptive
text.
When a special ability allows a saving throw, the kind of save
and the save DC is noted in the descriptive text. Most saving
throws against special abilities have DCs calculated as follows:
10 + 1/2 the attacker’s racial Hit Dice + the relevant
ability modifier. The save DC is given in the creature’s
description along with the ability on which the DC is based.
Saves
This line gives the creature’s
Fortitude, Reflex, and Will save modifiers.
Abilities
This line lists the creature’s ability
scores, in the customary order: Str, Dex, Con, Int, Wis, Cha.
Except where noted otherwise, each creature is assumed to have
the standard array of ability scores before racial adjustments
(all 11s and 10s). To determine any creature’s racial
ability adjustments, subtract 10 from any even-numbered ability
score and subtract 11 from any odd-numbered score. (Exceptions
are noted in the Combat section of a creature’s descriptive
text.)
Strength: Quadrupeds can carry heavier loads than
bipeds can. Any creature with four or more motive limbs can carry
a load as a quadruped, even if it does not necessarily use all
the limbs at once.
Intelligence: A creature can speak all the languages
mentioned in its description, plus one additional language per
point of Intelligence bonus. Any creature with an Intelligence
score of 3 or higher understands at least one language (Common,
unless noted otherwise).
Nonabilities: Some creatures lack certain ability
scores. These creatures do not have an ability score of
0—they lack the ability altogether. The modifier for a
nonability is +0.
Skills
This line gives the creature’s skills,
along with each skill’s modifier (including adjustments for
ability scores, armor check penalties, and any bonuses from feats
or racial traits). All listed skills are class skills, unless the
creature has a character class (noted in the entry). A
creature’s type and Intelligence score determine the number
of skill points it has.
The Skills section of the creature’s description recaps
racial bonuses and other adjustments to skill modifiers for the
sake of clarity; these bonuses should not be added to the listed
skill modifiers.
An asterisk (*) beside the relevant score and in the Skills
section of the descriptive text indicates a conditional
adjustment, one that applies only in certain situations.
Natural Tendencies: Some creatures simply aren’t
made for certain types of physical activity. If it seems clear
that a particular creature simply is not made for a particular
physical activity, that creature takes a –8 penalty on
skill checks that defy its natural tendencies. In extreme
circumstances the creature fails the check automatically.
Feats
The line gives the creature’s feats. A
monster gains feats just as a character does. Sometimes a
creature has one or more bonus feats, marked with a superscript B
(B). Creatures often do not have the prerequisites for a bonus
feat. If this is so, the creature can still use the feat. If you
wish to customize the creature with new feats, you can reassign
its other feats, but not its bonus feats. A creature cannot have
a feat that is not a bonus feat unless it has the feat’s
prerequisites.
Environment
This line gives a type of climate and terrain
where the creature is typically found. This describes a tendency,
but is not exclusionary.
Organization
This line describes the kinds of groups the
creature might form. A range of numbers in parentheses indicates
how many combat-ready adults are in each type of group. Many
groups also have a number of noncombatants, expressed as a
percentage of the fighting population. Noncombatants can include
young, the infirm, slaves, or other individuals who are not
inclined to fight. If the organization line contains the term
“domesticated,” the creature is generally found only
in the company of other creatures, whom it serves in some
capacity.
Challenge Rating
This shows the average level of a party of
adventurers for which one creature would make an encounter of
moderate difficulty.
Treasure
This line reflects how much wealth the
creature owns. In most cases, a creature keeps valuables in its
home or lair and has no treasure with it when it travels.
Intelligent creatures that own useful, portable treasure (such as
magic items) tend to carry and use these, leaving bulky items at
home.
Alignment
This line gives the alignment that the
creature is most likely to have. Every entry includes a qualifier
that indicates how broadly that alignment applies to the species
as a whole.
Advancement
The monster entry usually describes only the
most commonly encountered version of a creature. The advancement
line shows how tough a creature can get, in terms of extra Hit
Dice. (This is not an absolute limit, but exceptions are
extremely rare.) Often, intelligent creatures advance by gaining
a level in a character class instead of just gaining a new Hit
Die.
Level Adjustment
This line is included in the entries of
creatures suitable for use as player characters or as cohorts
(usually creatures with Intelligence scores of at least 3 and
possessing opposable thumbs). Add this number to the
creature’s total Hit Dice, including class levels, to get
the creature’s effective character level (ECL). A
character’s ECL affects the experience the character earns,
the amount of experience the character must have before gaining a
new level, and the character’s starting equipment.
READING PSIONIC CREATURE ENTRIES
Creatures with Psi-Like Abilities
Each of a creature’s psi-like abilities has a manifester level. Each ability that allows a saving throw also gives a save DC in parentheses following the power name.
Powers that have increased effects due to augmentation include information about the effect. An asterisk indicates that the power has already been augmented by the creature’s innate ability.
Powers that can’t be augmented, or that are manifested at their normal minimum level, do not contain any special notations. Resolve the effect of manifesting the power without augmentation at the creature’s given manifester level.
Some creatures may have particular powers that are manifested at a higher or lower level than their normal manifester level. In such cases, the manifester level is given in the parenthetical information following the power name.
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