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Monstrous Manual
Project Coordinator:
Editor:
Doug Stewart
Editorial Assistant:
Cover Illustration:
Interior Illustrations:
crustaceans, faerie-folk, and miscellaneous creepy things), Jeff Butler
dragonets, and miscellaneous part-human creatures), Dave Simons
-
Art Coordination:
Typesetting:
Keylining:
Paul Hanchette
Proofreading:
Guidance:
Monster Selection Committee:
Jeff Grubb, David Wise, John Rateliff,
Development:
Jeff Grubb, Wolfgang Baur, Jon Pickens, John Rateliff
Design Concept for MONSTROUS COMPENDIUM™ Appendices:
We would like to offer special thanks to the artists and the people who helped with development, as well as Rich Baker, Carolyn Chambers, Bill
Connors, Peggy Cooper,
Slade
Henson, Dawn Kegley, Dana Knutson, Georgia S. Stewart, and Sue Weinlein. Many people have contributed to
but we would like to thank the following people for their contributions to the monsters described in this book: the designers and editors, Rich
®
game.
© 1989, 1995, 2013 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707 USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delemont, CH.
Represented by: Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ UK. Please retain for future reference. ADVANCED DUNGEONS &
DRAGONS, AD&D, Wizards of the Coast, their respective logos, Player’s Handbook, Dungeon Master Guide, Monstrous Manual, and all other Wizards titles are trademarks
of Wizards of the Coast LLC in the USA and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the
Coast LLC.
ISBN: 978-0-7869-6446-8
620A3575000001 EN
© 1989, 1995, 2013 Wizards of the Coast LLC. All rights reserved.
First Printing May 2013. Original Printing April 1995.
PRINTED IN THE USA
How to Use This Book
Monstrous Manual
was created in response to the many
requests to gather monsters into a single, durable volume which would
be convenient to carry. With the
DUNGEON MASTER
Guide (DMG)
and the
Player’s Handbook
®
(PHB),
the
Monstrous Manual
forms the core
Volumes
Monstrous Manual
have been revised, ed-
ited, and updated. Statistics for many of the creatures have been cor-
rected, new information has been added to many of the entries, and
Monstrous Manual
super-
sedes all previously published data.
-
-
DIET
shows what the creature usually eats. Carnivores eat meat, her-
bivores eat plants, and omnivores eat either. Scavengers primarily eat
it does eat are described in the entry or in the text.
INTELLIGENCE
-
0
1
2-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20
21 +
ORGANIZATION
is the general social structure the monster adopts.
ACTIVITY CYCLE
is the time of day when the monster is most active.
Semi-intelligent
Very intelligent
High intelligence
Genius
Supra-genius
Godlike intelligence
the creatures for a short encounter, and it allows a page to be devoted to
another adversary.
-
ster in the book, referenced to the correct page.
should note that unusual variations are encouraged, but they are most
-
scribe typical lairs for creatures, from the dungeon complexes they in-
a monster encounter unique.
Contents
TREASURE
refers to the treasure tables in the
DUNGEON MASTER
Guide.
it
in
DM.
carry
assigned
of any
few monsters
×10,
for ex-
type
X
not use the tables to place dungeon treasure, since the numbers encoun-
tered underground will be much smaller.
ALIGNMENT
shows the general behavior of the average monster of that
make random encounter charts for a campaign, the DM should refer to
Chapter 11 of the
DMG.
Other Worlds
Several of the monsters in this book have been imported from special-
campaign setting, the
®
®
-
NO. APPEARING
may not be
they are found in very small family units, or that several may happen to
be found together, but do not cooperate with one another.
The Monsters
ARMOR CLASS
is the general protection worn by humans and hu-
manoids, protection due to physical structure or magical nature, or dif-
CLIMATE/TERRAIN
-
rain includes plain/scrub, forest, rough/hill, mountain, swamp, and
-
tic, sub-arctic, and colder temperate regions.
FREQUENCY
is the likelihood of encountering a creature in an area.
the description.
MOVEMENT
shows the relative speed rating of the creature. Higher
speeds may be possible for short periods. Human, demihuman, and hu-
rates are given in parentheses). Movements in different mediums are
abbreviated as follows:
Very rare
Rare
Common
How to Use This Book
180 degrees in a round, and attack in each round. Class C creatures are
-
ment rate without falling, they can turn up to 90 degrees in a round, and
attack aerially once every two rounds. Class D creatures are somewhat
-
ing, can turn only 60 degrees in a round, and can make a pass once
move less than half their movement rate without falling, can turn only
30 degrees in a round, and they can make one pass every six rounds.
See Chapter 9 of the
DMG
for more information.
HIT DICE
controls the number of hit points damage a creature can with-
-
spread instead of Hit Dice, and some have additional points added to
category in either direction.
MORALE
is a general rating of how likely the monster is to persevere
-
following range:
2-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20
Steady
Champion
XP VALUE
is the number of experience points awarded for defeating,
-
ation, and for overall campaign balance.
Combat
is the part of the description that discusses special combat abil-
ities, arms and armor, and tactics.
Habitat/Society
places they live in), breeding habits, and reproduction rates.
Ecology
gives any useful products or byproducts, and any other miscellaneous
information.
Variations
of a monster are given in a special section after the main
-
stance, the xorn entry also describes the xaren, a very similar creature.
Psionics
are mental powers possessed by many creatures in the
Mon-
strous Manual.
Level:
How tough the monster is in terms of psionic experience level.
Dis/Sci/Dev:
How many
disciplines
the creature can access, followed by
the total number of sciences and devotions the creature knows. Monsters
can know
sciences
and
devotions
only from the disciplines they can access.
Attack/Defense:
-
-
PB
Psionic Blast
M–
MB
PsC
Psychic Crush
Mind Blank
Mental Barrier
the next higher Hit Die for purposes of attack rolls and saving throws.
THAC0
is always a function of Hit Dice, except in the case of very large, nonag-
-
noted in the descriptions.
NUMBER OF ATTACKS
shows the basic attacks the monster can
haste
and
slow,
and so forth. Multiple attacks indicate several members, raking paws,
multiple heads, etc.
DAMAGE/ATTACK
shows the amount of damage a given attack
-
Damage bonuses due to Strength are listed as a bonus following the
damage range.
SPECIAL ATTACKS
detail attack modes such as dragon breath, magic
SPECIAL DEFENSES
are precisely that, and are detailed in the mon-
ster description.
MAGIC RESISTANCE
is the percentage chance that any magic cast
upon the creature will fail to affect it, even if other creatures nearby
entitled to any normal saving throw allowed. Creatures may have resis-
is effective against all spells.
SIZE
is abbreviated as
Power Score:
automatically successful.
PSPs:
available to it).
creature has, sometimes listing the most common powers, sometimes
otherwise noted, the creature always knows powers marked by an
asterisk.
The Complete
Psionics Handbook.
cam-
paign, the powers can be changed to magical equivalents or simply ig-
nored, though the latter severely impedes certain monsters.
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