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PLAYER'S GUIDE/MONSTER UPDATE
A Web Enhancement for the F ORGOTTEN R EALMS ® Player’s Guide to Faerûn Accessory
Monster
Update
Conversion of the monsters presented in the F ORGOTTEN R EALMS
Campaign Setting and Monstrous Companion: Monsters of Faerûn is
fairly straightforward. This appendix summarizes the changes to mon-
ster skills and feats, damage reduction, type and subtype, and other
information required to bring all of the monsters presented in those
two books up to date with the latest version of the core rulebooks.
The statistics given here indicate the changes to existing statistics
required to update the creatures to v.3.5. They are not full statistics
blocks. Each entry provides the following revised information about
each monster.
Skills:A complete, revised skill entry takes into consideration new
skill point calculations, new synergy bonuses, and changed or deleted
skills.
Feats: A complete, revised feats entry takes into consideration
new feat calculations and new feats.
Level Adjustment:A level adjustment is specified here for every
monster that could be appropriate as a player character or cohort in
a D&D campaign below 20th level. As in the revised Monster
Manual,level adjustments are not included for monsters whose level
adjustments would make them epic-level characters, or for creatures
with Intelligence scores of 2 or below, or for creatures otherwise
deemed inappropriate for use as PCs or cohorts.
Notes: Any other change to the monster is indicated here. Such
adjustments might include a change in type (since the Beast and
Shapechanger types have been eliminated), modified statistics
because of changes in feats, adjustments to energy resistance,
reminders about changed rules that the monster utilizes (such as
cold and fire subtypes), and, in a few cases, errata to the monster’s
original entry.
Special Attacks/Qualities: Additions, deletions, or major changes
in these categories are indicated here.
Typical Spells:Any monster that uses spells has a typical spell list
given here.
In addition to the information below, remember the following
general rule: If a monster has a common special attack, special qual-
Monster: Type (Subtype); Base Attack/Grapple; Space/Reach;
Damage Reduction; Skills; Feats; Level Adjustment; Notes. Entries
omitted from this list have not changed.
Special Attacks/Qualities
Typical Spells
These elements are as follows.
Space/Reach: Each monster’s space/reach is indicated in its entry.
Base Attack/Grapple: Each monster’s base attack and grapple are
indicated in its entry.
Damage Reduction:Each monster that has damage reduction has
a new entry that conforms to the new damage reduction rules. A few
monsters that did not have damage reduction in their original
entries have gained it under the revised D&D rules.
Additional Credits
Design: Richard Baker and James Wyatt
Editing: Penny Williams
Typesetting: Nancy Walker
Design Manager: Ed Stark
Web Production: Julia Martin
Web Development: Mark A. Jindra
Graphic Design: Cynthia Fliege, Dee Barnett
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Visit our website at www.wizards.com/forgottenrealms
Based on the original D UNGEONS & D RAGONS ® game by E. Gary Gygax and
Dave Arneson and on the new edition of the D UNGEONS & D RAGONS game
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
and Peter Adkison.
D&D, DUNGEONS & DRAGONS, F ORGOTTEN R EALMS , and D UNGEON
M ASTER are registered trademarks owned by Wizards of the Coast, Inc. The
1
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Player’s Guide to Faerûn Web Enhancement
ity, or subtype, refer to the glossary in the revised Monster Manual
instead of the monster’s entry in its original sourcebook. Likewise,
use the type definitions and properties, such as undead or construct
traits, in the Monster Manual in preference to the ones in the orig-
inal sourcebooks.
Compendium:
Monsters of Faerûn
The following monsters are from the Monstrous Compendium:
Monsters of Faerûn.
Aarakocra: Monstrous Humanoid; +1/+0; 5 ft./5 ft.; Craft or
Knowledge (any one) +2, Listen +2, Spot +2, Survival +2; Flyby
Attack; LA +2.
Aballin: Ooze; +2/+11; 10 ft./10 ft.; 10/magic and bludgeoning;
Skills —; Feats —; LA —.
Abishai, Black: Outsider (evil, extraplanar, lawful); +5/+7; 5 ft./5
ft.; 5/good; Bluff +9, Concentration +10, Diplomacy +3, Disguise +9,
Escape Artist +10, Intimidate +11, Listen +9, Search +8, Spot +9;
Improved Initiative, Multiattack; LA +6. Takes normal damage
from good-aligned weapons and from spells or effects with the good
descriptor.
Resistance to acid 10 and cold 10.
Abishai, Blue: Outsider (evil, extraplanar, lawful); +7/+10; 5 ft./5
ft.; 10/good; Bluff +14, Concentration +13, Diplomacy +4, Disguise
+12, Escape Artist +13, Intimidate +16, Listen +11, Search +10, Spot
+11; Improved Initiative, Multiattack, Persuasive; LA +8. Takes
normal damage from good-aligned weapons and from spells or
effects with the good descriptor.
Resistance to acid 10 and cold 10.
Abishai, Green: Outsider (evil, extraplanar, lawful); +6/+8; 5 ft./5
ft.; 10/good; Bluff +13, Concentration +12, Diplomacy +4, Disguise
+11, Escape Artist +12, Intimidate +15, Listen +10, Search +9, Spot
+10; Improved Initiative, Multiattack, Persuasive; LA +7. Takes
normal damage from good-aligned weapons and from spells or
effects with the good descriptor.
Resistance to acid 10 and cold 10.
Abishai, Red: Outsider (evil, extraplanar, lawful); +8/+11; 5 ft./5
ft.; 10/good; Bluff +14, Concentration +14, Diplomacy +16, Disguise
+14, Escape Artist +14, Intimidate +16, Listen +13, Search +12, Spot
+13; Improved Initiative, Multiattack, Weapon Focus (tail); LA +9.
Takes normal damage from good-aligned weapons and from spells
or effects with the good descriptor.
Resistance to acid 10 and cold 10.
Abishai, White: Outsider; +4/+5; 5 ft./5 ft.; 5/good; Bluff +10,
Concentration +9, Diplomacy +3, Disguise +8, Escape Artist +9,
Intimidate +12, Listen +8, Search +7, Spot +8; Multiattack, Persua-
sive; LA +8. Takes normal damage from good-aligned weapons and
from spells or effects with the good descriptor.
Resistance to acid 10 and cold 10.
Alaghi: Monstrous humanoid; +9/+13; 5 ft./5 ft.; Hide +6, Listen
+5, Move Silently +6, Spot +5; Alertness, Great Fortitude, Power
Attack, Stealthy; LA +2. Without Ambidexterity, attacks change to
handaxe +13/+8 melee (1d6+4) and slam +8 melee (1d4+2) or javelin
+10 ranged (1d6+4).
Asabi: Monstrous humanoid; +3/+3; 5 ft./5 ft.; Hide +7, Jump +17,
Move Silently +7; Combat Reflexes, Skill Focus (Jump); LA +3.
Type changes to monstrous humanoid; attacks change to scimitar +3
melee (1d6/18–20) and bite –2 melee (1d4) or light crossbow +4
ranged (1d8/19–20); saves change to Fort +1, Ref +4, Will +4. Add
darkvision 60 ft. to special qualities.
Asabi, Stingtail: Monstrous humanoid; +7/+13; 10 ft./10 ft.; Hide
+1, Jump +11, Move Silently +3; Improved Initiative, Multiattack,
Skill Focus (Jump); LA +5. Type changes to monstrous humanoid;
attacks change to 2 claws +8 melee (1d6+2) and bite +6 melee
(1d6+1) and tail +6 melee (1d4+1 plus poison); saves change to Fort
+4, Ref +5, Will +4. Add darkvision 60 ft. to special qualities.
Campaign Setting
The following monsters are from the F ORGOTTEN R EALMS Cam-
paign Setting.
Lizard, Pack: Animal; +6/+17; 10 ft./5 ft.; Climb +18, Hide +3*,
Listen +6, Move Silently +5, Spot +6; Alertness, Power Attack,
Weapon Focus (bite); LA —; Weapon Focus changes bite attack to
+13 melee.
Lizard, Riding: Animal; +3/+11; 10 ft./5 ft.; Climb +14, Hide +0,
Jump +11, Listen +3, Spot +3; Alertness, Endurance; LA —.
Lizard, Spitting Crawler: Animal; +0/–12; 2-1/2 ft./0 ft.; Balance
+6, Climb +10, Escape Artist +4, Hide +12; Agile, Weapon Finesse B ;
LA —; uses Dexterity for Climb checks.
Snake, Two-Headed Adder: Animal; +0/–6; 5 ft./5 ft.; Balance
+14, Climb +11, Escape Artist +5, Hide +12, Listen +6, Spot +6,
Swim +6; Agile, Weapon Finesse B ; LA —.
Skills: A two-headed adder has a +4 racial bonus on Hide, Listen,
and Spot checks and a +8 racial bonus on Balance and Climb checks.
It can always choose to take 10 on a Climb check, even if rushed or
threatened. A two-headed adder uses either its Strength modifier or
its Dexterity modifier for Climb checks, whichever is higher.
A two-headed adder has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always choose
to take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a straight
line.
Snake, Winged Viper: Animal; +2/+6; 10 ft.; Balance +12, Climb
+6, Hide +5, Listen +7, Spot +7; Alertness, Weapon Finesse; LA —.
Skills: A winged viper has a +4 racial bonus on Hide, Listen, and
Spot checks and a +8 racial bonus on Balance checks. A winged viper
uses either its Strength modifier or its Dexterity modifier for Climb
checks, whichever is higher.
Beholder, Death Tyrant: Undead; +5/+9; 10 ft./5 ft.; Search +4,
Spot +6; Feats —; LA —. No Iron Will reduces Will save to +9.
Replace the spell-like ability feather fall with the extraordinary
ability flight, as described in the Beholder entry in the Monster
Manual. Replace the special quality partial actions only with single
actions only, as described in the Zombie entry in the Monster
Manual.
Dracolich: See Draconomicon.
Gargoyle, Kir-Lanan: Monstrous humanoid; +4/+6; 5 ft./5 ft.;
Escape Artist +3, Hide +7, Listen +2, Move Silently +4, Spot +2, Use
Magic Device +2; Flyby Attack, Stealthy; LA +4.
Rothé, Deep: Magical beast; +2/+2; 5 ft./5 ft.; Listen +5, Spot +4;
Alertness; LA —.
Rothé, Ghost: Magical beast; +4/+16; 10 ft./5 ft.; Listen +6, Spot
+5; Alertness, Power Attack; LA —.
Rothé, Surface: Magical beast; +3/+11; 10 ft./5 ft.; Listen +6, Spot
+4; Alertness, Power Attack; LA —.
Shade: Outsider; +9/+12; 5 ft./5 ft.; LA +5.
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F ORGOTTEN R EALMS
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Player’s Guide to Faerûn Web Enhancement
Banedead: Undead; +3/+4; 5 ft./5 ft.; 5/silver; Hide +9, Knowledge
(religion) +3, Listen +8, Move Silently +9, Search +5, Spot +8;
Improved Initiative, Multiattack, Stealthy. Attacks change to 2
claws +4 melee (1d4+1 plus 1 point Dexterity) and bite +2 melee
(1d6). Add darkvision 60 ft. to special qualities.
Baneguard: Undead; +2/+3; 5 ft./5 ft.; 5/bludgeoning; Hide +4,
Listen +5, Move Silently +4, Search +4, Spot +5; Blind-Fight,
Combat Casting; LA +3. Add darkvision 60 ft. to special qualities.
Banelar: Magical beast; +7/+23; 15 ft./15 ft.; Concentration +15,
Diplomacy +13, Intimidate +13, Spot +13, Swim +16; Use Magic
Device +13; Improved Initiative, Iron Will, Spell Focus (enchant-
ment); CR 7; LA —. Add darkvision 60 ft. and low-light vision to
special qualities.
Typical Cleric Spells (5/4/4/3): 0—cure minor wounds, detect
magic, guidance, resistance, virtue; 1st—command, cure light
wounds, divine favor, entropic shield;2nd—augury, fog cloud, resist
energy, silence; 3rd—dispel magic, invisibility purge, searing light.
Typical Wizard Spells():
Bat, Deep, Bonebat: Undead; +2/+3; 5 ft./5 ft.; 5/bludgeoning;
Hide +5, Listen +5, Move Silently +5, Spot +5; Alertness, Flyby
Attack. Attacks change to bite +3 melee (1d6+1 plus paralysis);
weapon immunities change to damage reduction; duration of paral-
ysis changes to 1d4+1 rounds; add darkvision 60 ft. to special
qualities.
Bat, Deep, Night Hunter: Magical beast; +2/+2; 5 ft./5 ft.; Hide
+6, Listen +2, Move Silently +6, Spot +2; Multiattack. Attacks
change to tail stab +2 melee (1d6) and bite +0 melee (1d6) and 2
claws +0 melee (1d4). Add darkvision 60 ft. and low-light vision to
special qualities.
Bat, Deep, Sinister: Magical beast; +4/+12; 10 ft./5 ft.; Hide +2,
Listen +9, Move Silently +7, Spot +9; Alertness, Flyby Attack. Add
darkvision 60 ft. and low-light vision to special qualities.
Beast of Malar: Magical beast (shapechanger); 5 ft./5 ft.;
10/magic and silver. Type changes to magical beast (shapechanger);
Hit Dice change to 9d10+45 (94 hp); Will save changes to +5 (all
forms); add darkvision 60 ft. and low-light vision to special qualities.
Shapeshifting allows the beast of Malar to heal at its normal
daily resting rate (9 points per day).
Hunting Panther Form: +9/+11; Balance +18, Climb +5, Hide
+17*, Jump +25, Listen +11, Move Silently +17, Spot +11, Survival
+5, Swim +5; Track B , Weapon Finesse B . Attacks change to 2 claws
+15 melee (1d4+2) and bite +13 melee (1d6+1).
Claw Slayer Form: +9/+19; Climb +21, Hide +5, Jump +7, Listen
+11, Move Silently +5, Spot +11, Survival +5, Swim +13; Improved
Critical (claws) B , Power Attack B . Attacks change to bite +19 melee
(2d6+10/19–20) and 4 claws +17 melee (1d6+5/19–20).
Bat Form: +9/+12; Climb +6, Hide +5, Jump –6, Listen +6, Move
Silently +5, Spot +6, Survival +0, Swim +6; Alertness, Combat
Reflexes, Flyby Attack B , Improved Critical (bite) B , Improved Initia-
tive, Multiattack, Weapon Focus (bite) B . Attacks change to bite +13
melee (1d6+4/19–20).
Beholderkin, Death Kiss: Aberration; +9/+16; 10 ft./10 ft.; Hide
+4, Listen +9, Search +9, Spot +9, Survival +7; Alertness, Great For-
titude, Iron Will, Power Attack, Skill Focus (Search). Add darkvision
60 ft. to special qualities.
Beholderkin, Eyeball: Aberration; +0/–14; 1 ft./0 ft.; Hide +19,
Listen +2, Search +4, Spot +6; Alertness. Size changes to Diminutive;
add darkvision 60 ft. to special qualities.
Beholderkin, Gouger: Aberration; +10/+19; 5 ft./5 ft. (15 ft. with
tongue); Hide +3, Listen +4, Move Silently +4, Search +6, Spot +10,
Survival +2; Alertness, Great Fortitude, Improved Critical (tongue),
Improved Initiative, Stealthy. Add darkvision 60 ft. to special
qualities.
Bullywug: Humanoid (aquatic); +0/+1; 5 ft./5 ft.; Hide +4*, Swim
+9; Endurance; LA +1; Ability scores change to: Str 13, Dex 11,
Con 18, Int 6, Wis 5, Cha 4. Hit Dice change to 1d8+4 (8 hp);
attacks change to halfspear +1 melee (1d6+1); saves change to Fort
+6, Ref +0, Will –3.
The bullywug presented here had the following ability scores
before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9,
Cha 8.
Chitine: Revised in Underdark.
Choldrith: Aberration; +3/+11; 10 ft./5 ft.; Balance +8, Climb +16,
Concentration +8, Jump +9, Knowledge (religion) +7, Spellcraft +6;
Combat Casting, Lightning Reflexes; LA +5. Add darkvision 60 ft.
to special qualities.
Typical Spells (5/4/3): 0—cure minor wounds (2), detect magic
(2), resistance; 1st—cure light wounds (2), magic weapon, shield of
faith;2nd—bear’s endurance, cure moderate wounds, sound burst.
Chosen One: Monstrous humanoid; +3/+3; 5 ft./5 ft.; Climb +2,
Listen +5, Spot +5; Alertness, Multiattack; LA +4. Add darkvision
60 ft. to special qualities.
Cloaker Lord: Aberration; +6/+22; 15 ft./10 ft. (5 ft. with bite);
Hide +5, Knowledge (arcana) +16, Listen +15, Move Silently +13,
Spellcraft +18, Spot +15; Blind-Fight B , Combat Expertise, Combat
Reflexes, Improved Initiative, Lightning Reflexes. Add darkvision
60 ft. to special qualities.
Crawling Claw: Construct (swarm), +0/—; 10 ft./0 ft.;
Add distraction to special attacks; add blindsight 60 ft. and swarm
traits to special qualities.
Darkenbeast: Magical beast; +5/+8; 5 ft./5 ft.; Hide +4, Listen +2,
Move Silently +4, Spot +2; Great Fortitude, Improved Initiative;
LA +5. Add darkvision 60 ft. and low-light vision to special qualities.
Dark Tree: Plant; +7/+24; 15 ft./10 ft. (0 ft. with bite); Disguise
+11; Cleave, Improved Sunder, Iron Will, Power Attack. Iron Will
changes Will save to +5; add low-light vision to special qualities.
Change Vulnerable to Cold to Cold Vulnerability (takes half
again as much [+50%] damage as normal from cold).
Deepspawn: Aberration; +10/+18; 15 ft./20 ft.; Craft (trapmak-
ing) +20, Diplomacy +2, Hide +10, Knowledge (dungeoneering) +10,
Listen +18, Sense Motive +13, Spot +18, Survival +3 (underground
+5), Swim +17; Cleave, Improved Bull Rush, Multiattack, Multi-
weapon Fighting, Power Attack. Add darkvision 60 ft. to special
qualities.
Demon, Ghour: Outsider (chaotic, evil, extraplanar); +12/+29; 15
ft./15 ft.; 15/good; Bluff +15, Climb +24, Concentration +20, Diplo-
macy +17, Disguise +4 (acting), Hide +6, Intimidate +2, Jump +28,
Listen +16, Move Silently +14, Spot +16, Survival +16; Awesome
Blow, Cleave, Improved Bull Rush, Power Attack, Track. Add dark-
vision 60 ft to special qualities, change energy resistance to resist-
ance to acid 10, cold 10, and fire 10; change telepathy to telepathy
100 ft.
Demon, Yochlol: Outsider (chaotic, evil, extraplanar); +6/+10; 5
ft./5 ft.; Bluff +12, Climb (in spider form) +12, Concentration +10,
Diplomacy +16, Intimidate +14, Knowledge (the planes) +11, Knowl-
edge (religion) +11, Listen +11, Sense Motive +11, Spellcraft +11,
Spot +11; Blind-Fight, Combat Casting, Dodge; LA +6. Add darkvi-
sion 60 ft. to special qualities.
Doppelganger, Greater: Monstrous humanoid (shapechanger);
+9/+10; 5 ft./5 ft.; Bluff +15*, Diplomacy +5, Disguise +15*, Intimi-
date +3, Listen +15, Search +13, Sense Motive +13, Spot +15; Alert-
nessB, Blind-Fight, Combat Expertise, Dodge, Iron Will. Type
changes to monstrous humanoid (shapechanger); attacks change to
2 slams +10 melee or rapier +10/+5 melee; Fortitude save changes to
+4; add darkvision 60 ft. to special qualities.
Dragon, Brown: Dragon (earth); young adult 5/magic; mature
adult 10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling
+2, very young +3, young +4, juvenile +5. Refer to Monster Manual
entry on true dragons for introductory material; increase Challenge
Rating at each age category by +1.
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Player’s Guide to Faerûn Web Enhancement
Skills: Climb, Hide, and Survival are considered class skills for
brown dragons. These are in addition to the skills noted in the Mon-
ster Manualas class skills for all dragons.
Dragon, Deep: Dragon (earth); young adult 5/magic; mature
adult 10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling
+4, very young +4, young +5. Refer to Monster Manual entry on
true dragons for introductory material; increase Challenge Rating at
each age category by +1.
Skills: Hide, Move Silently, and Swim are considered class skills
for deep dragons. These are in addition to the skills noted in the
Monster Manualas class skills for all dragons.
Dragon, Fang: Dragon (air); young adult 5/magic; mature adult
10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling +3,
very young +4, young +5, juvenile +5. Refer to Monster Manual
entry on true dragons for introductory material; increase Challenge
Rating at each age category by +1.
Skills: Bluff, Jump, and Survival are considered class skills for
fang dragons. These are in addition to the skills noted in the
Monster Manualas class skills for all dragons.
Dragon, Shadow: Dragon (earth); young adult 5/magic; mature
adult 10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling
+3, very young +3, young +3, juvenile +4. Refer to Monster Manual
entry on true dragons for introductory material; increase Challenge
Rating at each age category by +1.
Skills: Hide, Jump, and Move Silently are considered class skills
for shadow dragons. These are in addition to the skills noted in the
Monster Manualas class skills for all dragons.
Dragon, Song: Dragon (air); young adult 5/magic; mature adult
10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling +5,
very young +5, young +5, juvenile +6. Refer to Monster Manual
entry on true dragons for introductory material; increase Challenge
Rating at each age category by +1.
Skills: Bluff, Disguise, and Jump are considered class skills for
song dragons. These are in addition to the skills noted in the Mon-
ster Manual as class skills for all dragons. See the Monster Manual
glossary for Alternate Form ability.
Dragonkin: Monstrous humanoid; +7/+15; 10 ft./10 ft.; Intimi-
date +7, Listen +11, Spot +11; Alertness, Flyby Attack, Great Forti-
tude; LA +3. Add darkvision 60 ft. to special qualities.
Dread Warrior: Undead (augmented humanoid); +2/+5; 5 ft./ 5 ft.;
Climb +6*, Jump +5*, Spot +8; Power Attack, Toughness, Weapon
Focus (battleaxe). Add darkvision 60 ft. to special qualities.
Skills: A dread warrior gains a +4 racial bonus on Climb, Jump,
and Spot checks. *The above skill modifiers include a –8 armor
check penalty for banded mail and heavy steel shield, where
applicable.
Firenewt: Monstrous humanoid (fire); +2/+2; 5 ft./5 ft.; Intimi-
date +2, Ride +3; Mounted Combat; LA +3. Update for changes to
fire subtype.
Ghaunadan: Aberration (shapechanger); +3/+4; 5 ft./5 ft.; Bluff
+9, Diplomacy +11, Disguise +9*, Hide +8, Intimidate +5; Improved
Initiative, Toughness; LA +6. Type changes to aberration
(shapechanger); saves change to Fort +2, Ref +3, Will +5; replace
resistance to blunt weapons with damage reduction 5/piercing or
slashing.
Duration of paralysis changes to 1d4+1 rounds; add the following.
Change Shape (Su):Once per day, for up to 15 hours at a time, a
ghaunadan can assume an attractive humanoid form that is unique
to the individual creature. Most appear as human males, but some
have been known to take the forms of drow females instead. In this
form, they wear clothing and armor (favoring the garish colors of
Ghaunadar’s clerics, namely copper, amber, orange, russet, and a
range of purples) and use weapons. See the Monster Manualglossary
for more information.
Giant, Fog: Giant (air); +10/+27; 15 ft./15 ft.; Climb +26, Hide
–8*, Jump +26, Listen +4, Spot +21; Alertness, Awesome Blow,
Cleave, Improved Bull Rush, Power Attack; LA —.
Giant, Phaerlin: Giant (earth); +6/+19; 15 ft./15 ft.; Listen +4,
Spot +5; Cleave, Improved Bull Rush, Power Attack; LA +5.
Giant Strider: Magical beast (fire); +2/+10; 10 ft./5 ft.; Listen +4;
Run; LA +2. Add darkvision 60 ft. to special qualities.
Update for changes to fire subtype.
Gibberling: Monstrous humanoid; +0/–4; 5 ft./5 ft.; Spot +2;
Weapon Focus (bite); LA +1. Type changes to monstrous humanoid;
Will save changes to +0; add darkvision 60 ft. to special qualities.
Goblin, Dekanter: Humanoid (goblinoid); +2/+5; 5 ft./5 ft.; Climb
+6, Intimidate +2, Jump +0, Listen +4, Spot +4; Power Attack; LA
+3. Type changes to humanoid; attacks change to gore +4 melee
(1d6+3) or 2 claws +4 melee (1d4+1); Will save changes to +1; add
darkvision 60 ft. to special qualities.
Golem, Gemstone, Ruby: Construct; +7/+17; 10 ft./10 ft.;
10/adamantine; Climb +19, Jump +19; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack; LA —. Gains 30 bonus hit points
(as construct); Hit Dice change to 10d10+30 (85 hp); add darkvision
60 ft. to special qualities.
Magic Immunity (Ex): A ruby golem is immune to any spell or
spell-like ability that allows spell resistance. In addition, certain
spells and effects function differently against the creature, as noted
in its entry.
Caster Level: 16th; Prerequisites: Craft Construct, limited wish,
move earth, polymorph any object,and stone shape,creator must be
16th level; Market Price: 120,000 gp; Cost to Create: 65,000 gp +
4,700 XP.
Golem, Gemstone, Emerald: Construct; +9/+21; 10 ft./10 ft.;
10/adamantine; Climb +23, Jump +23; Awesome Blow, Cleave,
Improved Bull Rush, Improved Sunder, Power Attack; LA —; Gains
30 bonus hit points (as construct); Hit Dice change to 12d10+30
(96 hp); add darkvision 60 ft. to special qualities.
Magic Immunity (Ex):An emerald golem is immune to any spell
or spell-like ability that allows spell resistance. In addition, certain
spells and effects function differently against the creature, as noted
in its entry.
Caster Level: 17th; Prerequisites: Craft Construct, dimensional
anchor, polymorph any object, stone shape, and teleportation circle,
creator must be 17th level; Market Price: 130,000 gp; Cost to
Create:70,000 gp + 4,800 XP.
Golem, Gemstone, Diamond: Construct; +10/+24; 10 ft./10 ft.;
15/adamantine; Climb +27, Jump +27; Awesome Blow, Cleave,
Improved Bull Rush, Improved Sunder, Power Attack; LA —. Gains
30 bonus hit points (as construct); Hit Dice change to 14d10+30
(107 hp); add darkvision 60 ft. to special qualities.
Magic Immunity (Ex):A diamond golem is immune to any spell
or spell-like ability that allows spell resistance. In addition, certain
spells and effects function differently against the creature, as noted
in its entry.
Caster Level: 16th; Prerequisites: Craft Construct, dispel magic,
limited wish, polymorph any object, stone shape, sunbeam; Market
Price: 140,000 gp; Cost to Create: 75,000 gp + 5,500 XP.
Golem, Thayan: Construct; +5/+8; 5 ft./5 ft.; 10/adamantine;
Skills —; Point Blank Shot B , Precise Shot B , Rapid Shot B ; LA —.
Gains 20 bonus hit points (as construct); Hit Dice change to
7d10+20 (58 hp); add darkvision 60 ft. to special qualities.
Caster Level: 11th; Prerequisites: Craft Construct, shield,
geas/quest, shadow conjuration, creator must be 11th level; Market
Price:25,000 gp; Cost to Create:13,500 gp + 920 XP.
Green Warder: Plant; +3/+5; 5 ft./5 ft.; Hide +4*, Move Silently
+5, Survival +5; Stealthy, Toughness; LA +4. Add low-light vision to
special qualities.
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Player’s Guide to Faerûn Web Enhancement
Gains skills and feats as plant, not fey.
Groundling: Monstrous humanoid; +3/+4; 5 ft./5 ft.; Escape Artist
+3, Listen +3, Survival +6; Skill Focus (Survival), Track; LA +3.
Grab special attack changes to improved grab.
Improved Grab (Ex): If the groundling hits both claws it deals
normal damage and attempts to start a grapple as a free action with-
out provoking an attack of opportunity. No initial touch attack is
required. When the groundling gets a hold after an improved grab
attack, it pulls the opponent into its space. This act does not provoke
attacks of opportunity. The groundling can move (possibly carrying
away the opponent), provided it can drag the opponent’s weight. A
groundling typically tries to drag a grabbed opponent into its
burrow.
Gulguthydra: Aberration; +4/+18; 15 ft./15 ft.; Listen +8, Spot +8;
Cleave, Great Cleave, Improved Bull Rush, Iron Will, Multiattack,
Power Attack; LA —. Add darkvision 60 ft. to special qualities.
Half-Fiend, Draegloth: Outsider (native); +6/+16; 10 ft./10 ft.;
Concentration +11, Hide +7, Jump +15, Knowledge (religion) +10,
Listen +9, Move Silently +11, Search +10, Spellcraft +10, Spot +9;
Blind-Fight, Cleave, Power Attack; LA —. Add darkvision 60 ft. and
resistance to acid 10, cold 10, electricity 10, and fire 10 to special
qualities.
Helmed Horror: Construct; +9/+14; 5 ft./5 ft.; Diplomacy +5,
Listen +15, Search +13, Sense Motive +15, Spot +15, Survival +3 (+5
following tracks); Great Fortitude, Improved Critical (greatsword),
Improved Initiative, Toughness, Weapon Focus (greatsword). Add
darkvision 60 ft. to special qualities.
Hybsil: Fey; +0/–5; 5 ft./5 ft.; Bluff +3, Craft (any one) +4, Dis-
able Device +3*, Hide +10, Jump +12, Listen +3, Search +3, Spot +3,
Survival +7, Use Rope +4; Dodge B , Mobility B , Weapon Finesse; LA
+3. Attacks change to dagger +3 melee or shortbow +3 ranged.
Ibrandlin: Dragon (fire); +10/+34; 20 ft./15 ft.; Climb +20, Jump
+22, Listen +12, Search +7, Spot +11; Alertness, Blind-Fight,
Improved Bull Rush, Power Attack; LA +8.
Ice Serpent: Elemental (air, cold); +4/+13; 10 ft./5 ft.; 5/magic;
Move Silently +11, Spot +6; Dodge, Mobility, Power Attack; LA +4.
Update for changes to cold subtype.
Leucrotta: Magical beast; +6/+14; 10 ft./5 ft.; Climb +12, Hide +1,
Jump +15, Move Silently +3, Search +3, Spot +8, Survival +8; Dodge,
Improved Bull Rush, Power Attack; LA +4. Add darkvision 60 ft.
and low-light vision to special qualities.
Bone Bite (Ex): On a critical hit, the leucrotta’s bite deals [TS]3
damage to both the target and the target’s armor. Armor reduced to
0 hp is destroyed. Damaged armor may be repaired with a successful
Craft (armorsmithing) check.
Malaugrym: Outsider (evil, extraplanar, shapechanger); +5/+6; 5
ft./5 ft.; 10/silver; Bluff +10, Diplomacy +14, Disguise +10*, Intimi-
date +12, Knowledge (any two) +10, Listen +9, Search +10, Sense
Motive +9, Spot +9; Blind-Fight, Combat Expertise, Great Forti-
tude B , Iron Will B ; LA +6. Type changes to Outsider (extraplanar,
shapechanger); attacks change to tentacle +6 melee; add darkvision
60 ft. to special qualities; replace alternate form with change shape
in special qualities (see Monster Manualglossary).
Meazel: Monstrous humanoid; +4/+4; 5 ft./5 ft.; Hide +6, Move
Silently +6, Sleight of Hand +5, Swim +4; Improved Initiative,
Stealthy; LA +3. Add darkvision 60 ft. to special qualities.
Myrlochar: Outsider (chaotic, evil, extraplanar); +6/+7; 5 ft./5 ft.;
Balance +11, Climb +18, Hide +13, Jump +12, Knowledge (religion)
+10, Listen +12, Spot +24, Survival +10, Tumble +11; Alertness,
Improved Initiative, Track; LA +5. Change blindsight to blindsight
60 ft. in special qualities.
Nishruu: Outsider (chaotic); +9/—; 10 ft./5 ft.; 10/magic; Con-
centration +15, Knowledge (arcana) +13, Knowledge (history) +13,
Knowledge (the planes) +13, Listen +16, Move Silently +12, Search
+13, Spellcraft +15, Spot +16; Alertness, Improved Initiative, Iron
Will, Toughness; LA —. Add darkvision 60 ft. to special qualities;
change energy resistance to cold resistance 10.
Nyth: Aberration; +5/–1; 5 ft./5 ft.; Diplomacy +9, Knowledge
(arcana) +7, Listen +11, Sense Motive +9, Spot +11; Alertness,
Lightning Reflexes, Weapon Finesse; LA +10. Add darkvision 60 ft.
to special qualities.
Peryton: Magical beast; +5/+8; 5 ft./5 ft.; 10/magic; Intimidate +2,
Listen +3, Move Silently +5, Spot +5, Survival +7; Flyby Attack,
Multiattack; LA +3. Add darkvision 60 ft. and low-light vision to
special qualities.
Phaerimm: See the Phaerimm entry at the end of this article.
Planetouched, Genasi, Air: Outsider (native); +1/+1; 5 ft./5 ft.;
Hide +3, Move Silently +3, Spot +0, Tumble +3; Dodge; LA +1. Abil-
ities change to Str 13, Dex 13, Con 12, Int 12, Wis 7, Cha 6; Hit
Dice change to 1d8+1 (5 hp); damage changes to rapier 1d6+1; saves
change to Fort +3, Ref +1, Will –2.
The genasi presented here is a 1st-level warrior. It had the fol-
lowing ability scores before racial adjustments: Str 13, Dex 11, Con
12, Int 10, Wis 9, Cha 8.
Planetouched, Genasi, Earth: Outsider (native); +1/+2; 5 ft./5 ft.;
Climb +4, Craft (blacksmithing) +4; Toughness; LA +1. Abilities
change to Str 15, Dex 11, Con 14, Int 10, Wis 7, Cha 6; Hit Dice
change to 1d8+5 (9 hp); attacks change to greatclub +3 melee
(1d10+2); saves change to Fort +4, Ref +0, Will –2.
The genasi presented here is a 1st-level warrior. It had the fol-
lowing ability scores before racial adjustments: Str 13, Dex 11, Con
12, Int 10, Wis 9, Cha 8.
Planetouched, Genasi, Fire: Outsider (native); +1/+1; 5 ft./5 ft.;
Bluff +0, Hide +1, Intimidate +0; Improved Initiative; LA +1. Abil-
ities change to Str 13, Dex 11, Con 12, Int 12, Wis 9, Cha 6; Hit
Dice change to 1d8+1 (5 hp); attacks change to scimitar +2 melee
(1d6+1); saves change to Fort +3, Ref +0, Will –1.
The genasi presented here is a 1st-level warrior. It had the fol-
lowing ability scores before racial adjustments: Str 13, Dex 11, Con
12, Int 10, Wis 9, Cha 8.
Planetouched, Genasi, Water: Outsider (native); +1/+1; 5 ft./5 ft.;
Diplomacy +0, Profession (sailor) +1; Weapon Focus (trident); LA
+1. Abilities change to Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6;
Hit Dice change to 1d8+2 (6 hp); attacks change to trident +3 melee
(1d8+1); saves change to Fort +4, Ref +0, Will –1.
The genasi presented here is a 1st-level warrior. It had the fol-
lowing ability scores before racial adjustments: Str 13, Dex 11, Con
12, Int 10, Wis 9, Cha 8.
Planetouched, Tiefling, Fey’ri: Outsider (native); +1/+1; 5 ft./5 ft.;
10/magic; Bluff +3, Hide +4, Listen +2, Move Silently +2, Search +3,
Spot +2; Stealthy; LA +2 or +3. Abilities change to Str 13, Dex 13,
Con 10, Int 12, Wis 9, Cha 8. Hit Dice change to 1d8 (4 hp); initia-
tive changes to +1; attacks change to longsword +2 melee (1d8+1);
saves change to Fort +2, Ref +1, Will –1; elf blood (as half-elves);
replace alternate form with change shape (any humanoid form) in
special qualities (see Monster Manualglossary).
The fey’ri presented here is a 1st-level warrior. It had the follow-
ing ability scores before racial adjustments: Str 13, Dex 11, Con 12,
Int 10, Wis 9, Cha 8.
A fey’ri can only have one of the following three abilities: damage
reduction, dimension door, or enervation. A fey’ri with any of those
abilities has a level adjustment of +3.
Planetouched, Tiefling, Tanarukk: Outsider (native); +5/+7; 5 ft./5
ft.; Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +9, Move
Silently +9, Search +8, Spot +9; Alertness, Weapon Focus (battleaxe);
LA +3. Attacks change to battleaxe +8 melee (1d8+3) and bite +2
melee (1d6+1); add fire resistance 10 to special qualities; spell resist-
ance equals 14 + class levels; orc blood (as half-orcs).
Pterafolk: Monstrous humanoid; +4/+13; 10 ft./10 ft.; Climb +13,
Jump +11, Listen +8, Spot +8; Alertness, Power Attack; Flyby
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