Bestiary | Rules

Rules

Introduction

While each monster is a unique creature, many possess similar special attacks, defenses, and qualities. Unique abilities are described below the monster's stat block. Many abilities common to several monsters appear in the universal monster rules. If a monster's listed special ability does not appear in its description, you'll find it there.

Each monster description on the following pages is presented in the same format, split into three specific areas: Introduction, Stat Block, and Description.

Introduction

Each monster is presented alphabetically. In the case of a group of monsters sharing similar traits (such as outsider races and some animals or vermin), the monster's basic name is listed first.

Stat Block

This is where you'll find all of the information you need to run the monster in an encounter. A stat block is organized as follows. Note that in cases where a line in a stat block has no value, that line is omitted.

Name and CR

The monster's name is presented first, along with its challenge rating (CR) and three icons you can use to quickly identify the creature's role in the game. Challenge rating is a numerical indication of how dangerous a monster is—the higher the number, the deadlier the creature.

XP

Listed here are the total experience points that PCs earn for defeating the monster.

Race, Class, and Level

Some monsters do not possess racial Hit Dice and are instead defined by their class levels. For these monsters, their race, class, and level appear here. Unless otherwise noted, the first class listed is the class chosen by the monster as its favored class.

Alignment, Size, and Type

While a monster's size and type remain constant (unless changed by the application of templates or other unusual modifiers), alignment is far more fluid. The alignments listed for each monster in this book represent the norm for those monsters—they can vary as you require them to in order to serve the needs of your campaign. Only in the case of relatively unintelligent monsters (creatures with an Intelligence of 2 or lower are almost never anything other than neutral) and planar monsters (outsiders with alignments other than those listed are unusual and typically outcasts from their kind) is the listed alignment relatively unchangeable.

Init and Senses

The creature's initiative modifier followed by any special senses and its Perception check modifier.

Aura

If the creature has a particular magical or exceptional aura, it is listed here along with its radius from the creature and, as applicable, a save DC to resist the aura's effects.

AC

The creature's Armor Class, touch Armor Class, and flat-footed Armor Class. The modifiers that generate its AC are listed parenthetically at the end of this entry.

hp

The creature's hit points, followed by its Hit Dice (including modifiers from Constitution, favored class levels, creature type modifiers, and the Toughness feat). Creatures with PC class levels receive maximum hit points for their first HD, but all other HD rolls are assumed to be average. Fast healing and regeneration values, if any, follow the creature's HD.

Saving Throws

The creature's Fortitude, Reflex, and Will saves, followed by situational modifiers to those rolls.

Defensive Abilities/DR/Immune/Resist/SR

All of the creature's unusual defensive abilities. Damage reduction, immunities, resistances, and spell resistance are called out separately as necessary.

Weaknesses

All of the creature's unusual weaknesses are listed here.

Speed

The creature's land speed, and additional speeds as necessary for the creature.

Melee

The creature's melee attacks are listed here, with its attack roll modifier listed after the attack's name followed by the damage in parentheses.

Ranged

As Melee above, but for ranged attacks.

Space/Reach

The creature's space and reach—if the creature's space and reach are standard (one 5-foot square and a reach of 5 feet), this line is omitted.

Special Attacks

The creature's special attacks. Full details for these attacks are given at the end of the stat block or in the universal monster rules section.

Spell-Like Abilities

After listing the caster level of the creature's spell-like abilities, this section lists all of the creature's spell-like abilities, organized by how many times per day it can use the abilities. Constant spell-like abilities function at all times but can be dispelled. A creature can reactivate a constant spell-like ability as a swift action.

Spells Known/Prepared

If the creature can actually cast spells, its caster level is indicated here followed by the spells it knows or typically has prepared. Unless otherwise indicated, a spellcasting creature does not receive any of a spellcasting class's other abilities, such as a cleric's ability to spontaneously convert prepared spells to cure or inflict spells.

Ability Scores

The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 13, 12, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.

Base Atk/CMB/CMD

These values give the creature's base attack, its Combat Maneuver Bonus, and its Combat Maneuver Defense score.

Feats

The creature's feats are listed here. A bonus feat is indicated with a superscript “B.”

Skills

The creature's skills are listed here. Racial modifiers to skills are indicated at the end of this entry.

Languages

The languages most commonly spoken by the creature are listed here. For unusual creatures, you can swap out the languages known for other choices as needed. A creature with a higher-than-normal Intelligence score receives the appropriate number of bonus languages.

SQ

Any special qualities possessed by the creature.

Environment

The regions and climates in which the creature is typically encountered are listed here; these often present wider ranges than the icons at the top of the stat block indicate. In this case, the icon listed at the top of the stat block indicates the creature's preferred terrain.

Organization

This lists how the creature is organized, including number ranges as appropriate.

Treasure

The exact value of the creature's treasure depends on if you're running a slow, medium, or fast game, as summarized on Table: Treasure Values per Encounter. In cases where a creature has specific magical gear assigned to it, the assumption is a medium game—if you play a fast or slow game, you'll want to adjust the monster's gear as appropriate. “Standard” treasure indicates the total value of the creature's treasure is that of a CR equal to the average party level, as listed on Table: Treasure Values per Encounter. “Double” or “triple” treasure indicates the creature has double or triple this standard value. “Incidental” indicates the creature has half this standard value, and then only within the confines of its lair. “None” indicates that the creature normally has no treasure (as is typical for an unintelligent creature that has no real lair, although such creatures are often used to guard treasures of varying amounts). “NPC gear” indicates the monster has treasure as normal for an NPC of a level equal to the monster's CR.

Special Abilities

Finally, any of the creature's more unique special abilities are detailed in full here.

Description

Here you'll find information on how the monster fits into the world, notes on its ecology and society, and other bits of useful lore and flavor that will help you breathe life into the creature when your PCs encounter it. Some monsters have additional sections that cover variant creatures, notes on using the monsters as PCs, methods of constructing the creature, and so on.

Monster Creation

Monster Creation

Creating a monster is part science and part art. While most monsters follow a general pattern of their overall power and abilities as related to their Challenge Rating (CR), there are many exceptions. Some monsters, for example, have significantly more hit points or a higher AC than the average for their CR, but make up for this advantage by being weak in other areas. Other monsters have significantly higher average damage, but have a lower attack bonus.

Building the Monster

The following guidelines are provided to assist in monster creation and to help balance a creation for its CR.

Step 1: Concept

The first step in creating a new monster is to define its concept and role in the game. Generally, this involves picking the monster's CR, type, physical appearance, and manner of fighting. Once you have these basic pieces of information, you should find a number of similar monsters of the same type and roughly the same CR for comparison purposes.

Table: Monster Statistics by CR

Table: Monster Statistics by CR
CRHit PointsArmor ClassHigh AttackLow AttackAverage DamagePrimary Ability DCSecondary Ability DCGood SavePoor Save
HighLow
1/21011104311830
11512217512941
220144310713951
3301564139141062
44017861612151073
555181072015151184
670191282518161195
78520131030221712106
810021151135261812117
911523171240301813128
1013024181345331913139
11145251914503720141410
12160272115554121151511
13180282216604521151612
14200292317654822161712
15220302418705223161813
16240312619806024171914
17270322720906724182015
183003328211007525182016
193303429221108226192116
203703630231209027202217

Step 2: Target Statistics

Once you have a creature's type and CR determined, use Table: Monster Statistics by CR to determine its approximate statistics by CR. These values are a rough guideline only. You will notice that many of the existing monsters in this book do not follow these guidelines exactly. Most monsters excel in one of these areas, usually in the amount of damage dealt, but lag in one or two other areas to help balance them out. When referring to Table: Monster Statistics by CR, keep the following points in mind.

CR

This is the approximate CR of the monster. This number might change as design progresses.

Hit Points

This is the approximate hit point total for the monster. Note that creatures with particularly high Armor Classes or saving throws, or a number of resistances, might have a lower number. Outsiders and constructs typically have lower hit point totals.

Armor Class

This is the average Armor Class for a creature of this CR. When it comes time to design the creature's protections, keep this number in mind. Creatures with hit points above the average often have lower Armor Class values to compensate.

High Attack

This is the average total attack bonus for a creature of this CR. This value is for creatures that are primarily melee or ranged combatants. Creatures with a higher than normal average damage typically have a lower attack value to compensate.

Low Attack

This is the average total attack bonus for a creature of this CR that does not rely upon melee or ranged attacks to deal damage. This includes most creatures that rely on spells and spell-like abilities in combat.

Average Damage

This is the average amount of damage dealt by a creature of this CR if all of its attacks are successful. To determine a creature's average damage, add the average value for all of the damage dice rolled (as determined by Table: Average Die Results) to the damage modifier for each attack.

A creature that relies on melee or ranged weapons in combat should have average damage within the range of high and low damage.

A creature with higher than normal attack bonuses will often deal lower damage, while a creature with lower than normal attack bonuses will often deal higher damage.

Primary Ability DC

This is the average difficulty class (DC) for any spells, spell-like abilities, and special abilities (such as breath weapons) possessed by a creature of this CR that relies on such attacks in combat. If an ability is particularly powerful, it might have a lower DC to compensate.

Secondary Ability DC

This is the average DC for spells and special abilities for a creature that does not rely on such attacks in combat. Generally, a DC should not be lower than this number.

Good Save

This is the average saving throw bonus for a creature of this CR if the saving throw is one of the creature's good saving throws.

Poor Save

This is the average saving throw bonus for a creature of this CR if the saving throw is one of the creature's poor saving throws.

Table: Average Die Results

Table: Average Die Results
Die TypeAverage Result*
d42.5
d63.5
d84.5
d105.5
d126.5
d2010.5
*Always round down after multiplying. For example, treat the average of 1d4 as 2, and the average of 2d4 as 5.

Step 3: Hit Dice

The next step in creating a monster is to determine the approximate number of Hit Dice it has. Hit Dice determine a wide variety of other statistics, including the creature's feats, skills, hit points, attack bonuses, and special ability DCs.

A creature's total number of Hit Dice depends on a number of factors, but the two most important are its CR and its type. Table: Creature Hit Dice lists the average number of Hit Dice for each creature type, depending on its CR. While many of the monsters in this book are close to these values, some are not. This is because they have higher or lower average hit points to balance out their Armor Class or resistances.

Monster Advancement

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