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Dnd 5e monster manual pdf.Bloodblight



  This document lists the creatures in the Monster Manual by type. The lists include the challenge rating of each monster and any tags it has. The monsters are in. DnD 5e Players Handbook Pages·· MB·58, Downloads·New! This simple rule governs the resolution of most tasks in D&D play. they face are. Monster Manual 5e PDF is available here for free download in the pdf version and it is also present inside google drives. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, The Monster Manual is one of three books that form. 'd&d player's monster manual 5e' PDF Quick download link is given at the bottom of this article. You can see the PDF demo, size of the PDF, page numbers.❿    

 

Dnd 5e monster manual pdf



   

A creature can repeat its saving throw at the end of its turn, ending the effecting on a success. On a success you create two vials of basic poison PHB p.

Coral Pukei-Pukei retains most of its characteristics from Pukei-Pukei. However, Coral Pukei-Pukei sports bright orange coloring on its face, feet, and front wing claws. These turn red when it becomes enraged. The rest of its body has a pinkish-red tint to it while its underbelly and tail tip are violet. While the Pukei-Pukei utilizes poison, the Coral Pukei-Pukei uses water as its main element of attack.

Coral Pukei-Pukei is able to store high concentrations of water in its tail by drinking the sponge-like plants that lie in the Coral Highlands.

By doing this, it is then able to shoot out jets of high pressurized water beams at hunters. It is also capable of doing this from its mouth by eating various plants.

In addition to this, it can also throw out globs of water balls at hunters from its mouth. It is also shown to be able to use its tail far more effectively than Pukei-Pukei when attacking hunters. The pukei-pukei makes one Tongue attack and one Tail attack. It can replace any one of these with its Water Glob attack.

Water Glob. Hit: 10 3d6 acid damage and the target must succeed on a DC 15 Constitution saving throw, or be afflicted with waterblight for 1 minute. Water Jet - Spiral Recharge 6. The pukei-pukei flies 10 feet into the air and discharges a beam of high-pressure water from its tail that spirals out from below it out to a foot radius.

Each creature in that area must make a DC 15 Constitution saving throw, taking 27 6d8 acid damage and be afflicted with waterblight for 1 minute on a failed save, or half as much damage and is not afflicted on a successful one.

The pukei-pukei can take 3 legendary actions, choosing from the options below. The pukei-pukei regains spent legendary actions at the start of its turn. Water Jet - Arc Costs 2 Actions. The pukei-pukei discharges a beam of high-pressure water from its mouth or tail in a foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 6d6 acid damage on a failed save, or half as much damage on a successful one. Water Jet - Line Costs 2 Actions.

The pukei-pukei discharges a beam of high-pressure water from its mouth or tail in a foot line that is 10 feet wide. Each creature in a line must make a DC 15 Dexterity saving throw, taking 21 6d6 acid damage on a failed save, or half as much damage on a successful one.

Whenever you use a consumable item that has a duration, its duration is increased by an additional 12 seconds. Flood Sac While wearing this armor, you have a swimming speed equal to your walking speed and you can hold breath underwater for twice as long as normal. Coral Pukei-Pukei Fellwing You have resistance to acid damage and immunity to the waterblight condition while you wear this armor. The weapon will hold the liquid for 24 hours, or until you use an action to cause the liquid to pour out from the hilt or tip of the weapon.

You deal an extra 1d6 damage when you critically hit with this weapon. When you take the Attack action for the first time in a combat encounter while wielding this weapon, the melee weapon attacks with that action score a critical hit on a roll of 15 or higher. Coral Pukei-Pukei Fellwing While you are attuned to this weapon, you can use a bonus action to exhale a stream of water in a foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one.

The yian garuga is a highly aggressive Bird Wyvern that has a striking purple coloration, large defensive spikes and an extremely tough shell.

Its beak is sharp and jagged, and it possesses a silver mane around the edge of its face. Yian garuga is a close relative of the yian kut-ku that possesses a poisonous tail club and can produce ear-splitting roars to stop foes in their tracks. It is quite crafty, and is known to rationally observe their prey, even when angered.

They are not to be taken lightly. Yian garuga hunts almost exclusively at night, using its deadly poison or stabbing its prey with its sharp beak to finish off its victim. When hunting another predatory species such as velocidrome, yian garuga will let out a ear-deafening roar before launching an attack. Very war-like in nature, yian garuga are monsters that are best avoided. Yian garuga are very solitary creatures though, they have rarely been seen in groups possibly during a mating season, the groups consisting of more than two have been seen on islands.

After mating, a female will sometimes seek out a Yian Kut-Ku nest, destroy the eggs, and then lay its own eggs in the nest for the oblivious Kut-Ku to raise and care for. This shows that a female garuga can be a Brood Parasite like a real-world cuckoo bird. Yian garuga perform this behavior due to their poor parental behavior. The yian garuga doesn't provoke opportunity attacks when it flies out of an enemy's reach. If the yian garuga takes thunder damage or a thunder spell is used within 60 feet of it, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of its next turn.

The yian garuga makes two Peck attacks and one Tail attack. Violent Roar Recharge The yian garuga lets out a thunderous roar, sending out shockwaves in a foot radius around it. Each creature in that area must make a DC 15 Constitution saving throw, taking 31 7d8 thunder damage and be incapacitated until the end of its next turn on a failed save, or half as much damage and isn't incapacitated on a successful one. If it fails the save by 5 or more, the creature is stunned until the end of its next turn.

Garuga Shell Bow Only Whenever you apply the close range coating to your arrows, you can coat up to 5 more. Garuga Mane You can use an action to speak this armor's command word and regain one expended spell slot of up to 3rd level. Once you have used this effect, it can't be used again until the next dawn. Garuga Tail While wearing this armor, you have darkvision out to a range of 60 feet.

Rejuvenated Beak You have advantage on initiative rolls while you wear this armor. Garuga Ear Earplugs. While you are attuned to this armor, you can use a bonus action to conjure two earplugs in the shape of your choice. While using these earplugs, you are considered deafened and you have advantage on saving throws against thunder damage. You can dispel the ear plugs as a bonus action ending the deafened effect. Garuga Shell Bow Only Arrows coated with the close range coating, deal an extra 1 piercing damage and it now ignores any disadvantages when attacking creatures you can see that are within 20 feet of you.

Garuga Mane While you are attuned to this weapon, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. Whenever you inflict a condition on a creature or object that has a duration of 1 minute or longer, the maximum duration of the condition is increased by 6 seconds. Rejuvenated Beak This weapon warns you of danger. While the weapon is on your person, it magically awakens you and your companions within a foot range if any of you are sleeping naturally when combat begins.

Garuga Ear This weapon has 4 runes. When you hit a creature with this weapon, you can expend 1 of its runes to have the target make a DC 14 Constitution saving throw. On a failed save the target is deafened for 1 minute. This weapon regains 1d4 expended runes daily at dawn. In terms of appearance, scarred yian garuga is virtually identical to yian garuga. The main difference between the two is that one of this monster's ears is missing and Scarred Yian Garuga received a scar across its face.

The scarred yian garuga hunts almost exclusively at night, using its deadly poison or stabbing its prey to finish off its victim. It is just as aggressive as the yian garuga, but has adapted its attacks over its many battles, including the ability to unleash a barrage of small fire balls whilst its in the air. If hunting another predatory species such as a Velocidrome, Yian Garuga will first stun the creature with its roar before launching any attacks.

Azure rathalos, pink rathian, tigrex, nargacuga, and the rare rajang are fierce competitors of the bird wyverns and are even capable of killing them if an opportunity were to arise. However, being one of if not the most feared members of the bird wyvern class these creatures are fully capable of defending themselves against potential threats. The yian garuga makes two Peck attacks and one Tail attack, or it makes three Fire Ball attacks.

Fire Ball. Ranged Weapon Attack. Hit: 22 4d10 fire damage. Fire Barrage Recharge The yian garuga spews a barrage of fireballs in a foot cone in front of it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 12d8 fire damage on a failed save, or half as much damage on a successful one.

The yian garuga can take 3 legendary actions, choosing from the options below. The yian garuga regains spent legendary actions at the start of its turn. Poisoned Tail. Choose a creature within 10 feet of the yian garuga. That creature must make a DC 18 Constitution saving throw or be poisoned for 1 minute. Piercing Roar Costs 3 Actions.

The yian garuga lets out an ear shattering roar. Each creature that is within 20 feet of the yian garuga must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. If the saving throw fails by 5 or more, the target is instead stunned until the end of its next turn.

Garuga Cortex HG Earplugs. While using these earplugs, you can only hear creatures you choose to be able to hear and you have advantage on saving throws against thunder damage. Garuga Silverpelt You can use an action to speak this armor's command word and regain one expended spell slot of up to 4th level.

Garuga Fellwing Whenever you make a saving throw against the poisoned condition, you do so with advantage. Garuga Lash Druid Only While you wear this armor, your wild shapes last a number of hours equal to your druid level and you can use your wild shape one additional time. Fancy Beak You have advantage on initiative rolls while you wear this armor. Garuga Auricle You cannot be poisoned and you have resistance to poison damage while wearing this armor. Garuga Cortex Bows Only Your poison coating now lasts for 1 minute, but the target can repeat its saving throw at the end of its turn.

Garuga Silverpelt Critical Eye. Your weapon attacks critical hit range is increased by 1. Whenever you inflict a condition on a creature or object that has a duration of 1 minute or longer, the maximum duration of the condition is increased by 12 seconds.

Garuga Lash Resentment. Fancy Beak Critical Status poison. When you make a weapon attack with this weapon, and roll a 20 for the attack roll, the target is poisoned until the end of its next turn. The yian kut-ku is characterized by its large, fan-like ears that unfurl when excited. They have a large, yellow beak with a pink stripe running down its length.

The lower jaw of its beak is significantly bigger than the top jaw. Yian kut-ku's body is covered in orange-pink plating and beige scales.

Its wing membranes are deep blue and its eyes are bright yellow. These wyverns are small and relatively light, making them quick and agile. They have an extremely powerful sense of hearing, thanks to their large ears. A somewhat temperamental, skittish, and inquisitive wyvern. Yian kut-ku have a tendency to want to appear bigger than they really are by spreading their wings, flaring out their ears, and squawking loudly. They are generally insectivores, preying on konchu and other Neopterons as a main part of their diet.

Yian kut-ku are capable of flight, which is a major advantage when fleeing from large terrestrial predators. However, they aren't as adept in the air when compared to other wyverns. Due to this kut-ku spend more time on land. This is particularly visible when it is feeding on konchus, as it can bypass their hard shells by simply scooping the Neopterons up when they roll into balls and swallowing them whole. The most defining trait of yian kut-ku are their specialized large ears.

These ears are very sensitive to sound and sudden loud noises can disorient them leaving them vulnerable to attack, thus causing hunters to often use Sonic Bombs when hunting these creatures. Yian kut-ku are omnivorous creatures that eat a wide variety of different things. Kut-ku will eat lots of insects, such as konchu, nuts and honey. While they are fully capable of defending themselves against smaller predators such as velocidrome and their packs kut-ku are often preyed upon by larger predators like rathian and najarala.

Kut-ku are well known for getting into territorial conflicts with the extremely aggressive yian garuga. Sometimes a garuga will take over a kut-ku's territory and even kill the smaller bird wyvern. Female yian garuga will also destroy the eggs of a kut-ku and lay their own eggs in the nest, leaving the kut-ku as a victim of brood parasitism. If the yian kut-ku takes thunder damage or a thunder spell is used within 60 feet of it, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of its next turn.

The yian kut-ku makes two attacks: one with its peck and one with its tail. Body Slam. If the yian kut-ku moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 6 1d12 bludgeoning damage.

If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Kut-Ku Carapace Well Rested. Splendid Beak Recovery Speed. When held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. Kut-Ku Auricle When you make a skill check while wearing this armor, you can use your reaction to gain advantage on it.

Once you use this property, you can't use it again until you finish a long rest. The marks fade away in 24 hours. Kut-Ku Carapace This weapon cannot be detected by the detect magic spell unless the caster touches the weapon. Kut-Ku Ear While touching this weapon you can speak its command phrase: "The limits of my language are the limits of my world" to gain proficiency in any language of your choice for 24 hours. Once you use this property, you can't use it again until the next day.

Kut-Ku Auricle While attuned to this weapon, you can use a bonus action to exhale fire at a target within 15 feet of you. The target must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. Although they are usually smaller than their pink counterparts, the blue yian kut-ku are stronger and more aggressive. They are covered in an indigo carapace, and blue streaks can be found on its beak and ears.

Although the blue yian kut-ku are stronger than the normal variation, they are still pretty low in the food chain. Though still weak, blue yian. When not being preyed upon by large predators, blue yian kut-Ku feed on insects, honey, and nuts.

Blue yian kut-Ku are very cautious and wary creatures that are easily startled by sudden loud noises. When undisturbed, these monsters spend their day foraging for food, but if confronted they will flare out their ears and spread their wings while making loud shrieks. The yian kut-ku doesn't provoke an opportunity attack when it flies out of an enemy's reach. The yian kut-ku makes two Peck attacks and one Tail attack. If the yian kut-ku moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 19 3d12 bludgeoning damage.

If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Fireball recharge The yian kut-ku exhales a fireball to a point within 60 feet of it.

Each creature in a foot radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 27 6d8 fire damage on a failed save or half as much damage on a successful one. Blue Kut-Ku Carapace While you are attuned to this armor, you and your equipment suffer no ill effects from Strong Winds.

Giant Beak Recovery Speed. Blue Inferno Sac While you are attuned to this armor, you can use a bonus action to speak its command word and exhale fire at a target within 30 feet of you. You can use this property twice, regaining all expended uses after you finish a long rest. The marks will fade away in 24 hours.

Blue Kut-Ku Carapace Spellcaster Only While you are attuned to this weapon, you can use an action to cast the scorching ray spell from it. Giant Beak When you cast a spell that deals fire damage, you increase the spell save DC by 1. Blue Kut-Ku Auricle While attuned to this weapon, you can use a bonus action to exhale fire at a target within 15 feet of you. The target must make a DC 14 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.

Brute Wyverns are considered to be Wyverns that are adapted to complete life on land, even sometimes being called Theropods from greatly resembling some predatory dinosaurs.

These monsters are typically large, bipedal theropods, that are prone to living in areas abundant in food sources. Brute Wyverns exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on insects or even minerals.

These monsters often use their heavy, muscular bodies to charge blindly through an environment to damage attackers or prey, and include many defensive adaptations, including tail clubs, horns, and even hammer-like chins and fists. Brute Wyverns can be found in almost any type of environment. Keen Smell. The anjanath has advantage on Wisdom Perception checks that rely on smell. The anjanath makes one Bite attack and one Tail attack. It can't make both attacks against the same target.

If the target is a Medium or smaller creature, it is grappled escape DC Until this grapple ends, the target is restrained, and the anjanath can't bite another target.

Firebreath Recharge The anjanath exhales fire in a foot line that is 5 ft. Each creature in that line must make a DC 17 Dexterity saving throw, taking 27 5d10 fire damage on a failed save, or half as much damage on a successful one. Anjanath has a pink face, somewhat resembling a Vulture, along with pink scales covering its underbelly.

Its hind legs are powerful and muscular, while its front limbs are much smaller and mostly useless. Black proto-feathers cover Anjanath's back, front limbs, and legs, which give it an appearance similar to the most recent depictions of some theropod dinosaurs like T-rex.

Anjanath has powerful jaws that allow it to rip apart foes, along with a powerful nose used for smelling out prey. It also has the ability to breath fire from its maw. Anjanath are relentless predators that will chase down anything that dares attack them. Once they've been provoked, Anjanath won't let an enemy get away easily. They are known to leave behind a mucus-like substance in order to mark its territory. Anjanath Scale While you are wearing this armor, you can use your reaction or bonus action to gain resistance to fire damage until the end of your next turn.

Anjanath Fang When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a blinding white flame to erupt from your mouth before the attack hits or misses.

You can use this property two times. You regain all expended uses when you finish a long rest. Anjanath Nosebone While you wear this armor, you can pass a Constitution saving throw you otherwise would have failed. Once used, this property can't be used again until you finish a long rest. Anjanath Tail Spellcaster Only This armor has 2 runes, which it regains daily at dawn.

You can expend a rune to cast the hellish rebuke spell from it. Anjanath Plate You have resistance to fire damage while you wear this armor. This effect lasts one hour and cannot be used again until you have finished a long rest. You can use another action to end the effect before the duration expires. While attuned to this weapon, you can use your dragonpiercer one additional time between rests and it recharges after a Short or Long rest.

While attuned to this weapon, your coat arrow now coats up to 20 arrows and your dragonpiercer an extra 1d6 piercing damage. While attuned to this weapon, your wyvernfire can now be used twice per long rest and you can add your Strength modifier to the damage of your shell attacks.

Fulgur anjanath retains many of the characteristics the ordinary species is known for, having the general appearance of a predatory dinosaur. However, unlike its counterpart, fulgur anjanath sports a bright white fur on portions of its body, as well as a much brighter, light grey colored hide.

Its head is a vibrant orange color. Dark grey stripes cover large portions of fulgur anjanath's body, extending from the head all the way to its tail. The usually hidden 'wings' are of the same light grey color as the rest of the body on the outside, while having a purplish-blue coloration on the inside, which is adorned by blue crackles of electricity.

The nasal crest and inside of fulgur anjanath's mouth are illuminated from the inside by a bright blue light. Much like the ordinary species, fulgur anjanath uses its powerful jaws and legs to strike down and overpower foes. Its main difference, however, is a unique affinity for the Thunder Element. It generates electric energy with a special organ in its body, utilizing it in combination with its already great physical strength and its mucus is also electrified, allowing fulgur anjanath to hurl it at opponents.

If the anjanath moves at least 15 feet. If the target is prone, the anjanath can make one Bite attack against it as a bonus action. The anjanath makes one Bite attack and one Stomp attack. It can replace any of these attacks with an Electric Snot attack. If the target is a Medium or smaller creature, it is Grappled escape DC Electric Snot. Hit: 22 4d10 lightning damage. Lightning Charge Recharge The anjanath moves up to its speed.

During this move it can move through the spaces of other creatures without provoking opportunity attacks.

The anjanath can take 3 legendary actions, choosing from the options below. The anjanath regains spent legendary actions at the start of its turn. The anjanath moves up to its speed without provoking opportunity attacks. Fulgur Anjanath Shard Resuscitate.

You have advantage on Dexterity saving throws if you are suffering from a condition. Fulgur Anjanath Hardfang You have advantage on saving throws against being stunned while you wear this armor.

Heavy Fulgur Anjanath Nosebone While you wear this armor, you can pass a Dexterity saving throw you otherwise would have failed. Fulgur Anjanath Lash This armor has 2 runes, that it regains daily at dawn. You can expend a rune to cast the lightning arrow spell from it.

Lightning Sac You are immune to lightning damage while you wear this armor. Fulgur Anjanath Mantle Flinch Free. While wearing this armor you cannot be knocked prone, or unwillingly moved from your current location by any means.

You can use this property a number of times equal to your Strength or Dexterity modifier your choice , regaining all expended uses when you finish a short or long rest.

Heavy Fulgur Anjanath Nosebone While attuned to this weapon you can use an action to speak its command word, causing it to expel electric snot at a creature within 60 feet of you. That creature must make a DC 15 Dexterity saving throw, or be covered in the snot for 1 minute or until it uses an action to wipe it away. While covered, the creature takes 1d4 lightning damage whenever it is hit by a melee weapon attack. You can use this property a number of times equal to your Constitution modifier, regaining all expended uses when you finish a long rest.

Your coating now coats up to 25 arrows and your dragonpiercer deals an extra 2d6 piercing damage. The banbaro makes one Horn attack and one Hip Check attack. While holding a tree or boulder, it uses its Throw attack in place of its Hip Check.

Hip Check. Horn Requires Tree Trunk. This attack can hit up to two extra creatures within 5 feet of the original target, if it is within the attack's reach, and the attack roll against the original target would hit it. Horn Requires Boulder, Recharge While holding a boulder in its antlers, the banbaro moves up to its speed. Celestials include angels, couatls, and pegasi.

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic.

Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. Elementals are creatures native to the elemental planes.

She also gets the damage bonus with ranged weapons if the target is within 30 feet. Telepathy Su : Mascinawi can communicate telepathically with any creature within 1 mile that has a language.

Encounters Mascinawi always travels with a gang of three to six braxats including herself. She does most of the scouting for the group, using her tracking and stealth skills to stalk prey unseen until her companions can get into position for an attack. She does not deign to speak with inferior beings. If seen, she usually retreats right away, unless she thinks she can defeat the foe quickly. Tactics Mascinawi typically stalks her prey for two or three days and nights.

During the day, she shadows their footsteps, leaving behind trail signs for her companions to find and follow. Once she has learned all she can, Mascinawi directs her gang to attack, usually in the dead of night. The braxats prepare my using mind blank on themselves, then using dimension door to surround the foe and get close enough for their initial attacks. During the initial attack, one braxat uses a mind blast, one uses confusion, and one uses feeblemind on a previously identified spellcaster.

Any additional braxats use their breath weapons. Thereafter, they quickly try to eliminate anyone not incapacitated in the initial attack. Breath Weapon Su : A braxat can breathe a footlong cone of cold for 3d8 points of cold damage Reflex save, DC 20 for half. Once it has used its breath weapon, the creature must wait 1d4 rounds before it can do so again. Mind Blast Sp : This mind-numbing blast extends from the braxat in a foot-long cone.

Anyone caught in the area must succeed at a Will save DC 15 or be stunned for 3d4 rounds. Telepathy Su : A braxat can communicate telepathically with any creature within 1 mile that has a language. Phalac is a typical example of the species, if a little more experienced than most. These temporary hit points fade 1d6 rounds after the creature ceases physical contact with Phalac.

However, this benefit has an unfortunate side effect. For each round that its hit points including temporary ones exceed its normal hit point total, the target creature must make a successful Fortitude save DC 18 or explode in a foot burst of radiant energy. A Reflex save DC 18 reduces the damage by half.

Phalac rarely informs his hosts of this side effect. Heroic Bond Su : Phalac can envelop and bond to a host. In exchange for these benefits, the host shares half of any earned experience points with the glimmerskin.

Spells that protect against Positive Energy Plane effects prevent Phalac from bonding to a host. Phalac can pass through solid objects, but not force effects, at will. Plane Shift Sp : Phalac can use plane shift at will. Caster level 12th; Will save DC Telepathy Su : Phalac can communicate telepathically with any creature within feet that has a language.

Encounters Phalac is a loner. He tirelessly explores dungeons, cities, nations at war, and other places where he thinks fights or battles might develop. He makes good use of his incorporeality to scout out the local terrain and learn the location of potential foes.

Tactics Once Phalac determines that a fight might be at hand, he selects a physically powerful being to serve as a host and approaches, offering to lead the host to a potential foe. If the selected host takes the bait, Phalac insists on bonding with the host.

Though always eager to fight. Phalac never forces a bond on a host. If refused, Phalac leaves and goes directly to the enemy camp, Once in battle, Phalac prefers to challenge the toughest melee opponent on the opposing side. Frashrei is a herd wizard. He provides magical protection for his people and performs sundry magical services, such as finding lost objects.

Berserk Rage Ex : If Frashrei sees a herd member killed or incapacitated, he flies into a berserk rage. Trample Ex : As a standard action during his turn each round, Frashrei can trample opponents at least one size category smaller than himself. A trampled opponent can attempt either an attack of opportunity at a —4 penalty or a Reflex save DC 15 for half damage. Familiar Benefits: Frashrei has an empathic link with his familiar to a distance of 1 mile. He can share spells with familiar and use his familiar to deliver touch spells.

Improved Evasion Ex : When Tonam is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a 9 successful saving throw, and half damage even if the saving throw fails. Empathic Link Su : Frashrei can communicate telepathically with Tonam at a distance of up to 1 mile. Frashrei has the same connection to an item or a place that Tonam does.

Share Spells: Frashrei may have any spell he casts on himself also affect Tonam if the latter is within 5 ft. At the time. Touch: Tonam can deliver touch spells for her master. Encounters Frashrei takes long walks through the countryside, enjoying nature and gathering his own food.

He most often travels alone, by may take younger loxos along with him as students, or perhaps as guards in times of danger. He casts expeditious retreat to stay out of melee contact, and uses magic missiles from his wand and his summon swarm spell to deter pursuit.

If a foe proves persistent, he might send Tonam, his hawk familiar, to bring help. Skip is fond of old movies, old airplanes, and old books, but not necessarily in that order. He lives with his wife Penny in the Puget Sound area with their Siamese cat and several birds. More Half-Golems! Visit our website at Half-golems are the results of good-intentioned actions taken too far. While the application of a poultice infused with curative herbs or the casting of a spell can save the life of an injured or diseased person, only powerful magic can replace a missing limb.

Such magic is often beyond the reach of the ordinary person working in a quarry or a mill, or scything a field of grain, who suffers the loss of one or more limbs. Arcane artisans applied their knowledge of golem construction to come up with a way to restore such a person to wholeness.

While the initial results seemed promising, there was a limit to the effectiveness of the technique—many people who received one or more new limbs through this process proved unable to withstand the trauma of the transformation and became permanently evil as a result. Individuals of evil intent now exploit this limitation, purposely creating ravening, unholy crosses between living beings and golems. Jungle tribes have long known about apes and made use of them. Tribes ofgoblins kidnap young apes, training the beasts to defend the goblins and their homes.

Some humanoids use apes as slave laborers. They surround unwary travelers and block all escape routes. With meaty fists , the apes dent armor and shatter bones as they attack. If both attacks hit, the target falls prone. They bellow furiously as they charge around the battlefield , using their fists to pummel intruders.

With a notched brow and a crooked jaw, a silverback's face is a mask of rage. Ropes of muscle and scar tissue bunch beneath its silvery pelt, and its canines are the size of daggers. Silverbacks sometimes become legend among jungle tribes, which give them names that are whispered in warning to any travelers who wander in ape territory. A temple long forgotten to the outside world is crusted with the roots of massive trees.

The bones of dozens of interlopers lie broken around the temple's base. From high in the jungle canopy. They were once humanoids. Now, twisted by foul magic, these savage beasts covetously guard the objects of their idolatry. Fortitude Reflex Will 17 Speed 6.

If a group of apes is lOSing a battle. Ruthless and logical, with an alien intelligence and the unquestioning instincts of a colony insect, these devils live to serve the whims oftheir queen. While in the Abyss, Glasya defeated their master and took them back to the Nine Hells.

There, she transformed them into devils, making them shock troops and bodyguards. During the Blood War, Glasya defeated the demon lord, and its curious spawn flocked to her as their new queen.

Now, the hellwasp devil colony is an unwavering implement of Glasya's will. Unlike many of her other minions, hellwasps do not need to be seduced or manipulated. They see service to Glasya as an honor and a reward.

When encountered outside Malbolge, hell wasp devils are either on a mission for their queen or on loan to one of Glasya's allies. On rare occasions, Glasya loans out groups of hell wasp devils to her allies. AC Home Monster Manual 3. Monster Manual 3. Monster 4 38KB Read more.



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