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    The Tequila Sunrise

    Manual of Monster Constructionfor Dungeons & Dragons

    3rd Edition

    Dungeons & Dragons logo Wizards of the Coast, Inc

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    ContentsUsing This Manual 3

    Monster Basics 3Aberrations 4Animals 6Constructs 8

    Dragons 9Elementals 13Fey 15Giants 17Humanoids 19Magical Beasts 20Monstrous Humanoids 21Oozes 23Outsiders 25

    Plants 27Undead 29Vermin 31

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    Using This ManualThis guidelines presented in this document are meant to aid dungeon masters in creatingtheir own unique monsters. These guidelines should not be taken as a one size ts allrule book; every game is different and so requires different monsters.

    Monster BasicsMonster Ability Score ProgressionsCR 0 1/8 1/4 3/8 1/2 5/8 3/4 7/8 11 +0 +0 +0 +0 +0 +0 +0 +0 +22 +0 +0 +0 +0 +2 +2 +2 +2 +43 +0 +0 +0 +2 +2 +2 +4 +4 +64 +0 +0 +2 +2 +4 +4 +6 +6 +85 +0 +0 +2 +2 +4 +6 +6 +8 +106 +0 +0 +2 +4 +6 +6 +8 +10 +127 +0 +0 +2 +4 +6 +8 +10 +12 +148 +0 +2 +4 +6 +8 +10 +12 +14 +16

    9 +0 +2 +4 +6 +8 +10 +12 +14 +1810 +0 +2 +4 +6 +10 +12 +14 +16 +2011 +0 +2 +4 +8 +10 +12 +16 +18 +2212 +0 +2 +6 +8 +12 +14 +18 +20 +2413 +0 +2 +6 +8 +12 +16 +18 +22 +26

    14 +0 +2 +6 +10 +14 +16 +20 +24 +2815 +0 +2 +6 +10 +14 +18 +22 +26 +3016 +0 +4 +8 +12 +16 +20 +24 +28 +3217 +0 +4 +8 +12 +16 +20 +24 +28 +3418 +0 +4 +8 +12 +18 +22 +26 +30 +3619 +0 +4 +8 +14 +18 +22 +28 +32 +3820 +0 +4 +10 +14 +20 +24 +30 +34 +4021 +0 +4 +10 +14 +20 +26 +30 +36 +4222 +0 +4 +10 +16 +22 +26 +32 +38 +4423 +0 +4 +10 +16 +22 +28 +34 +40 +4624 +0 +6 +12 +18 +24 +30 +36 +42 +4825 +0 +6 +12 +18 +24 +30 +36 +42 +5026 +0 +6 +12 +18 +26 +32 +38 +44 +5227 +0 +6 +12 +20 +26 +32 +40 +46 +5428 +0 +6 +14 +20 +28 +34 +42 +48 +5629 +0 +6 +14 +20 +28 +36 +42 +50 +5830 +0 +6 +14 +22 +30 +36 +44 +52 +60

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    31 +0 +6 +14 +22 +30 +38 +46 +54 +6232 +0 +8 +16 +24 +32 +40 +48 +56 +6433 +0 +8 +16 +24 +32 +40 +48 +56 +6634 +0 +8 +16 +24 +34 +42 +50 +58 +6835 +0 +8 +16 +26 +34 +42 +52 +60 +7036 +0 +8 +18 +26 +36 +44 +54 +62 +7237 +0 +8 +18 +26 +36 +46 +54 +64 +7438 +0 +8 +18 +28 +38 +46 +56 +66 +7639 +0 +8 +18 +28 +38 +48 +58 +68 +7840 +0 +10 +20 +30 +40 +50 +60 +70 +80Monster Combat Modiers

    AC/Attack Grapple HideSize Modier Modier ModierFine +8 -16 +16

    Dimunitive +4 -12 +12Tiny +2 -8 +8Small +1 -4 +4Medium +0 +0 +0Large -1 +4 -4Huge -2 +8 -8Gargantuan -4 +12 -12Colossal -8 +16 -16

    etc... -4/category +4/category -4/categoryMonster Space and ReachReach Reach

    Size Space (Long) (Tall)Fine 1/2 ft. 0 ft. 0 ft.Dimunitive 1 ft. 0 ft. 0 ft.Tiny 2-1/2 ft. 0 ft. 0 ft.Small 5 ft. 5 ft. 5 ft.Medium 5 ft. 5 ft. 5 ft.Large 10 ft. 5 ft. 10 ft.Huge 15 ft. 10 ft. 15 ft.Gargantuan 20 ft. 15 ft. 20 ft.Colossal 30 ft. 20 ft. 30 ft.etc... +10 ft./category +10 ft./category +10 ft./category

    Aberrations

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    Mind FlayerMind Flayer Basic StatisticsHD per CR 1Hit Die d8

    Armor Bonus per CR 1/2 (round up)

    Base Attack Bonus AverageGood Base Saves WillSkill Points per HD 2 + Int modier (quadrupled at 1st HD)Strength 10 + (1/4)Dexterity 10 + (1/4)Constitution 10 + (1/4)Intelligence 13 + (1/4)Wisdom 13 + (1/4)Charisma 13 + (1/4)

    Attack Tentacle (primary, full Strength)Treasure NoneMind Flayer Size

    Size Size Size SizeCR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Medium 11 Medium 21 Medium 31 Medium2 Medium 12 Medium 22 Medium 32 Medium3 Medium 13 Medium 23 Medium 33 Medium

    4 Medium 14 Medium 24 Medium 34 Medium5 Medium 15 Medium 25 Medium 35 Medium6 Medium 16 Medium 26 Medium 36 Medium

    7 Medium 17 Medium 27 Medium 37 Medium8 Medium 18 Medium 28 Medium 38 Medium

    9 Medium 19 Medium 29 Medium 39 Medium10 Medium 20 Medium 30 Medium 40 MediumMind Flayer Speed and Damage

    TentacleSize Speed DamageMedium 30 ft. 1 (4)Mind Flayer Special AttacksExtract (Ex; CR 1): A mind ayer that begins its turn with all four tentacles attached

    and that makes a successful grapple check automatically extracts the opponents brain,instantly killing that creature. This power is useless against constructs, elementals, oozes,plants and undead. Foes with multiple heads must have each head affected in order to be

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    killed or controlled.Improved Grab (Ex; CR 1): A mind ayer that hits an opponent with a tentacle attack can

    attempt to start a grapple as a free action without provoking an attack of opportunity.If the mind ayer wins a grapple check, one of its tentacles attaches to the opponentshead. If a mind ayer begins its turn with at least one tentacle attached, it can try toattach its remaining tentacles with a single grapple check. The opponent can escape witha single successful grapple check or an Escape Artist check, but the mind ayer getsa +2 circumstance bonus for every tentacle that was attached at the beginning of theopponents turn.Mind Blast (Sp; CR 1): This attack is a cone 10 feet long per CR. Anyone caught in this

    cone must succeed on a Will save or be stunned for 5 rounds. The save DC is Charisma-based. The mind ayers caster level equals its CR. This ability has an equivalent spellevel equal to half the mind ayers CR (rounded up).Mind Flayer Special Qualities

    Spell-like Abilities (Sp; CR 1): Caster Level = CR. A mind ayer gains one spell-like abilityat each odd CR. These spell-like abilities can be drawn from any spell list. Highest Leve-- 1/day; Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels --at will. The save DCs are Charisma-based.Spell Resistance (Ex; CR 5): CR + 15.Telepathy (Su; CR 1): 100 feet.

    Mind Flayer LoreKnoledge (Dungeoneering)

    15 Aberration Traits, Mind Blast, Improved Grab, Extract, Spell-Like Abilities,Telepathy.20 Spell Resistance

    AnimalsCanineCanine Basic Statistics

    HD per CR 1-1/2 (round up)Hit Die d8Armor Bonus per CR 1/2 (round up)Base Attack Bonus AverageGood Base Saves Fort, RefSkill Points per HD 2 + Int modier (quadrupled at 1st HD)Strength 13 + (5/8)Dexterity 13 + (5/8)Constitution 13 + (3/8)

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    Intelligence 2 + (0)Wisdom 10 + (0)Charisma 6 + (0)

    Attack Bite (primary, one and a half Strength)Treasure None

    Canine SizeSize Size Size SizeCR (Long) CR (Long) CR (Long) CR (Long)1 Medium 11 Gargan. 21 Col. + 31 Col. ++2 Medium 12 Gargan. 22 Col. + 32 Col. ++3 Large 13 Colossal 23 Col. + 33 Col. ++4 Large 14 Colossal 24 Col. + 34 Col. ++5 Huge 15 Colossal 25 Col. + 35 Col. ++6 Huge 16 Colossal 26 Col. + 36 Col. ++

    7 Huge 17 Colossal 27 Col. + 37 Col. ++8 Huge 18 Colossal 28 Col. + 38 Col. ++9 Gargan. 19 Colossal 29 Col. ++ 39 Col. ++10 Gargan. 20 Colossal 30 Col. ++ 40 Col. ++Canine Speed and Damage

    BiteSize Speed DamageMedium 50 ft. 1d6 (1)

    Large 50 ft. 2d4 (1)Huge 60 ft. 2d6 (1)Gargan. 60 ft. 2d8 (1)Colossal 70 ft. 3d8 (2)Col. + 70 ft. 4d8 (2)Col. ++ 80 ft. 5d8 (2)Canine Special AttacksTrip (Ex; CR 1): A canine that hits with a bite attack can attempt to trip the opponent as

    a free action without making a touch attack or provoking an attack of opportunity. If theattempt fails, the opponent cannot react to trip the wolf.Canine Special QualitiesScent (Ex; CR 1/4)Skills: Canines have a +4 racial bonus on Survival checks when tracking by scent.

    Canine LoreKnowledge (Nature)15 Animal Traits, Scent, Skills, Trip.

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    Summoning CaninesSpell CR Summoned CR SummonedType (Monster) (Natures Ally)I 1/2 1II 1 2III 2 3IV 3 5V 5 7VI 7 9VII 9 11VIII 11 13IX 13 15

    ConstructsGolemGolem Basic StatisticsHD per CR 1-1/2 (round up)Hit Die d10

    Armor Bonus per CR 1Base Attack Bonus AverageGood Base Saves None

    Skill Points per HD None (no feats either)Strength 14 + (3/4)Dexterity 10 + (0)Constitution --Intelligence --Wisdom 10 + (0)Charisma 1 + (0)

    Attacks Slam (primary, full Strength)Treasure None

    Golem SizeSize Size Size Size

    CR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Small 11 Huge 21 Colossal 31 Col. +2 Small 12 Huge 22 Colossal 32 Col. +3 Medium 13 Gargan. 23 Colossal 33 Col. +4 Medium 14 Gargan. 24 Colossal 34 Col. +5 Large 15 Gargan. 25 Colossal 35 Col. +

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    6 Large 16 Gargan. 26 Colossal 36 Col. +7 Large 17 Gargan. 27 Colossal 37 Col. +8 Large 18 Gargan. 28 Colossal 38 Col. +

    9 Huge 19 Gargan. 29 Col. + 39 Col. +10 Huge 20 Gargan. 30 Col. + 40 Col. +

    Golem Speed and DamageSlamSize Speed DamageSmall 10 ft. 2d4 (1)Medium 10 ft. 2d6 (1)Large 20 ft. 2d8 (2)Huge 20 ft. 3d8 (2)Gargan. 30 ft. 4d8 (3)Colossal 30 ft. 5d8 (3)

    Col. + 40 ft. 6d8 (3)Golem Special QualitiesBonus Hit Points: A golem receives bonus hit points as if it had a Constitution score of

    14 + (3/8).Damage Reduction (Ex; CR 1):CR Damage Reduction1-8 5/adamantine

    9-16 10/adamantine

    17-24 15/adamantine25-32 20/adamantine33-40 25/adamantineImmunity to Magic (Ex; CR 1): A golem is immune to any spell or spell-like ability that

    allows spell resistance.Construction: CL equals CR + 2; Craft Construct, caster level must be at least equal to

    CR + 2; Price equals CR x CR x 1,000 gp.Golem Lore

    Knowledge (Arcana)15 Construct Traits, Damage Reduction, Immunity to Magic.

    DragonsTrue DragonTrue Dragon Basic StatisticsHD per CR 1-1/2 (round up)

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    Hit Die d12Armor Bonus per CR 1-1/4 (round up)Base Attack Bonus GoodGood Base Saves Fort, Ref, WillSkill Points per HD 6 + Int modier (quadrupled at 1st HD)Strength 11 + (5/8)Dexterity 10 + (0)Constitution 11 + (3/8)Intelligence 10 + (1/4)Wisdom 10 + (1/4)Charisma 11 + (1/4)

    Attacks Bite (reach as a Tall creature, primary, full Strength)Claw (secondary, half Strength)

    Treasure Triple Standard

    True Dragon SizeSize Size Size SizeCR (Long) CR (Long) CR (Long) CR (Long)1 Tiny 11 Large 21 Gargan. 31 Colossal2 Tiny 12 Large 22 Gargan. 32 Colossal3 Small 13 Huge 23 Gargan. 33 Colossal4 Small 14 Huge 24 Gargan. 34 Colossal5 Medium 15 Huge 25 Gargan. 35 Colossal

    6 Medium 16 Huge 26 Gargan. 36 Colossal7 Medium 17 Huge 27 Gargan. 37 Colossal8 Medium 18 Huge 28 Gargan. 38 Colossal

    9 Large 19 Huge 29 Colossal 39 Colossal10 Large 20 Huge 30 Colossal 40 ColossalTrue Dragon Speed and Damage

    Bite ClawSize Speed Fly Damage DamageTiny 40 ft. 120 ft. (average) 1d6 (1) 1d4 (2)Small 40 ft. 140 ft. (average) 2d4 (1) 1d6 (2)Medium 50 ft. 160 ft. (poor) 2d6 (1) 2d4 (3)Large 50 ft. 180 ft. (poor) 2d8 (1) 2d6 (4)Huge 60 ft. 200 ft. (clumsy) 3d8 (2) 2d8 (4)Gargan. 60 ft. 220 ft. (clumsy) 4d8 (2) 3d8 (4)Colossal 70 ft. 240 ft. (clumsy) 5d8 (2) 4d8 (4)True Dragon Breath Weapons

    Cone Line

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    Size Length LengthTiny 15 ft. 30 ft.Small 20 ft. 40 ft.Medium 30 ft. 60 ft.Large 40 ft. 80 ft.Huge 50 ft. 100 ft.Gargan. 60 ft. 120 ft.Colossal 70 ft. 140 ft.True Dragon Special AttacksBreath Weapon (Su; CR 1): Each dragons breath weapon takes the form of either a

    cone or a line and deals damage of a certain type: either acid, cold, electricity or re.Using a breath weapon is a standard action and deals 1d6 damage per CR. Once adragon breaths, it cant breathe again until 3 rounds later. A blast brom a breath weaponalways starts at any intersection adjacent to the dragon and extends in a direction of

    the dragons choice. Creatures caught in the area can attempt Reex saves to take halfdamage. The save is Constitution-based.Crush (Ex; Huge size): This special attack allows a ying or jumping dragon to land on

    opponents as a standard action, using its whole body to crush them. Crush attacks areeffective only against opponents three or more size categories smaller than the dragonthough it can attempt normal overrun or grapple attacks agianst larger opponents). Acrush attack affects as many creatures as can t under the dragons body. Creaturesin the affected area must succeed on a Reex save or be pinned, automatically taking

    bludgeoning damage during the next round unless the dragon moves off them. If thedragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponentstake damage from the crush each round if they dont escape. A crush attack deals bitedamage plus 1-1/2 times the dragons Strength bonus. The save DC is Constitution-based.Frightful Presence (Ex; CR 9): This special attack allows a dragon to unsettle foes with

    its mere presence. The ability takes effect automatically whenever the dragon attacks,charges or ies overhead. Creatures within a radius of 15 feet per CR are subject tothe effect if they have fewer HD than the dragon. A potentially affected creature that

    succeeds on a Will save remains immune to that dragons frightful presence for 24 hours.On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence ofother dragons. The save DC is Charisma-based.Spell-like Abilities (Sp; CR 9): Caster Level = CR - 8. A dragon gains two spell-like

    abilities at each CR after 8. These spell-like abilities can be drawn from any spell list, butshould generally reect the dragons alignment and natural habitat. Highest Level -- 1/day; Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels -- at

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    will. The save DCs are Charisma-based.Tail Sweep (Ex; Gargantuan size): This special attack allows a dragon to sweep with its

    tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (for aGargantuan dragon) or 40 feet (for a Colossal dragon), extending from an intersectionon the edge of the dragons space in any direction. Creatures within the swept area areaffected if they are four or more size categories smaller than the dragon. A tail sweepautomatically deals claw damage plus 1-1/2 times the dragons Strength bonus. Affectedcreatures can attempt Reex saves to take half damage. The save DC is Constitution-based.True Dragon Special QualitiesAlternate Form (Su; CR 9): This special ability allows a dragon to assume any animalhumanoid or vermin form as a standard action three times per day. This form may nothave a CR more than 8 less than the dragons CR. This ability functions as the polymorphspell cast on itself at its caster level, except that the dragon does not regain hit points

    for changing form and can only assume the form of an animal or humanoid. The dragoncan remain in its animal or humanoid form until it chooses to assume a new one or returnto its natural form.Blindsense (Ex; CR 1): Dragons can pinpoint creatures within a distance of 60 feet.

    Opponents which the dragon cant actually see still have total concealment against thedragon.Damage Reduction (Su; CR 9):CR Damage Reduction

    1-8 None9-16 5/magic17-24 10/magic25-28 15/magic29-32 15/epic33-40 20/epicImmunity (Ex; CR 1): A dragon is immune to the same type of energy which its breath

    weapon is.Keen Senses (Ex; CR 1): A dragon sees four times as well as a human in shadowy

    illumination and twice as well in normal light. It also has darkvision out to 120 feet.Spell Resistance (Ex; CR 9): CR + 7.True Dragon LoreKnowledge (Arcana)15 Dragon Traits, Breath Weapon, Immunity, Keen Senses.20 Blindsense.25 Alternate Form, Damage Reduction, Frightful Presence, Spell-Like Abilities,

    Spell Resistance.

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    30 Crush.40 Tail Sweep.

    ElementalsAir ElementalAir Elemental Basic StatisticsHD per CR 2Hit Die d8

    Armor Bonus per CR 1/4 (round up)Base Attack Bonus AverageGood Base Saves RefSkill Points per HD 2 + Int modier (quadrupled at 1st HD)Strength 13 + (1/2)

    Dexterity 15 + (3/4)Constitution 13 + (1/2)Intelligence 10 + (0)Wisdom 10 + (0)Charisma 10 + (0)

    Attacks Slam (primary, full Strength)Treasure None

    Air Elemental Size

    Size Size Size SizeCR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Small 11 Huge 21 Colossal 31 Col. +2 Small 12 Huge 22 Colossal 32 Col. +3 Medium 13 Gargan. 23 Colossal 33 Col. +4 Medium 14 Gargan. 24 Colossal 34 Col. +5 Large 15 Gargan. 25 Colossal 35 Col. +6 Large 16 Gargan. 26 Colossal 36 Col. +

    7 Large 17 Gargan. 27 Colossal 37 Col. +8 Large 18 Gargan. 28 Colossal 38 Col. +

    9 Huge 19 Gargan. 29 Col. + 39 Col. +10 Huge 20 Gargan. 30 Col. + 40 Col. +

    Air Elemental Speed and DamageSlam Whirlwind Whirlwind

    Size Fly Damage Damage HeightSmall 120 ft. (perfect) 1d4 (1) 1d4 10 ft.-20 ft.Medium 140 ft. (perfect) 1d6 (1) 1d6 10 ft.-30 ft.

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    Large 160 ft. (perfect) 2d4 (2) 2d4 10 ft.-40 ft.Huge 180 ft. (perfect) 2d6 (2) 2d6 10 ft.-50 ft.Gargan. 200 ft. (perfect) 2d8 (3) 2d8 10 ft.-60 ft.Colossal 220 ft. (perfect) 3d8 (3) 3d8 10 ft.-70 ft.Col. + 240 ft. (perfect) 4d8 (3) 4d8 10 ft.-80 ft.

    Air Elemental Special AttacksAir Mastery (Ex; CR 1): Airborne creatures take a -1 penalty on attack and damage rollsagainst an air elemental.Whirlwind (Su; CR 1): The elemental can transform itself into a whirlwind once every 10

    minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, theelemental can move through the air or along a surface at its y speed.The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 70 feet

    tall, depending on the elementals size. The elemental controls the exact height, but itmust be at least 10 feet.

    The elementals movement while in whirlwind form does not provoke attacks ofopportunity, even if the elemental enters the space another creature occupies. Anothercreature might be caught in the whirlwind if it touches or enters the whirlwind, or if theelemental moves into or through the creatures space.Creatures one or more size categories smaller than the elemental might take damage

    when caught in the whirlwind (see Damage and Speed, below) and may be lifted into theair. An affected creature must succeed on a Reex save when it comes into contact withthe whirlwind or take the indicated damage. It must also succeed on a second Reex save

    or be picked up bodily and held suspended in the powerful winds, automatically takingthe indicated damage each round. A creature that can y is allowed a Reex save eachround to escape the whirlwind. The creature still takes damage but can leave if the saveis successful. The save DC is Strength-based.Creatures trapped in the whirlwind cannot move except to go where the elemental

    carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwiseact normally, but must succeed on a Concentration check (DC 15 + Spell Level) to cast aspell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty onattack rolls. The elemental can have only as many creatures trapped inside the whirlwind

    at one time as will t inside the whirlwinds volume.The elemental can eject any carried creatures whenever it wishes, depositing themwherever the whirlwind happens to be. A summoned elemental always ejects rappedcreatures before returning to its home plane.If the whirlwinds base touches the ground, it creates a swirling cloud of debris. This

    cloud is centered on the elemental and has a diameter equal to half the whirlwinds heightThe cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet awayhave concealment, while those farther away have total concealment. Those caught in the

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    cloud must succeed on a Concentration check as if casting defensively in order to casta spell.An elemental in whirlwind form cannot make slam attacks and does not threaten the areaaround it.

    Air Elemental Special Qualities

    Damage Reduction (Ex; CR 9):CR Damage Reduction1-8 None

    9-16 5/--17-24 10/--25-32 15/--33-40 20/--

    Air Elemental LoreKnowledge (the Planes)15 Elemental Traits, Air Mastery, Whirlwind.25 Damage Reduction.Summoning Air ElementalsSpell CR Summoned CR SummonedType (Monster) (Natures Ally)I -- --II -- 1III 1 2IV 2 3V 3 5VI 5 7VII 7 9VIII 9 11IX 11 13

    FeyNymphNymph Basic StatisticsHD per CR 1Hit Die d6

    Armor Bonus per CR 1/2 (round up)Base Attack Bonus PoorGood Base Saves Ref, Will

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    Skill Points per HD 6 + Int modier (quadrupled at 1st HD)Strength 10 + (0)Dexterity 12 + (1/2)Constitution 12 + (1/4)Intelligence 13 + (1/4)Wisdom 13 + (1/4)Charisma 13 + (1/4)Attack Staff (manufactured, one and a half Strength)Treasure StandardNymph Size

    Size Size Size SizeCR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Medium 11 Medium 21 Medium 31 Medium2 Medium 12 Medium 22 Medium 32 Medium

    3 Medium 13 Medium 23 Medium 33 Medium4 Medium 14 Medium 24 Medium 34 Medium5 Medium 15 Medium 25 Medium 35 Medium6 Medium 16 Medium 26 Medium 36 Medium

    7 Medium 17 Medium 27 Medium 37 Medium8 Medium 18 Medium 28 Medium 38 Medium

    9 Medium 19 Medium 29 Medium 39 Medium10 Medium 20 Medium 30 Medium 40 Medium

    Nymph Speed and DamageSwim BiteSize Speed Speed DamageMedium 30 ft. 30 ft. 1d6Nymph Special AttacksSpell-like Abilities (Sp; CR 1): Caster Level = CR. A nymph gains two spell-like abilities at

    each CR. These spell-like abilities can be drawn from any spell list, but should generallybe restricted to protection-, trickery- and nature-based spells. Highest Level -- 1/day;Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels -- at will.Nymph Special QualitiesDamage Reduction (Su; CR 1):CR Damage Reduction1-8 5/cold iron

    9-16 10/cold iron17-24 15/cold iron25-32 20/cold iron33-40 25/cold iron

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    See Invisibility (Su; CR 3)True Seeing (Su; CR 9)Water Breathing (Ex; CR 1): A nymph can survive indenitely underwater.Wild Empathy (Ex; CR 1): A nymph can use this ability as the druids class feature. A

    nymph does not get a level-based bonus on this check, but does get a +6 racial bonus.

    Nymph LoreKnowledge (Nature)15 Fey Traits, Damage Reduction, Spell-Like Abilities, Water Breathing

    Wild Empathy.20 See Invisibility.25 True Seeing.Summoning NymphsSpell CR SummonedType (Natures Ally)I --II --III --IV --V 1VI 2VII 3VIII 5

    IX 7

    GiantsHill GiantHill Giant Basic StatisticsHD per CR 1-1/2 (round up)Hit Die d8

    Armor Bonus per CR 1 (hill giants often wear hide armor too)Base Attack Bonus AverageGood Base Saves FortSkill Points per HD 2 + Int modier (quadrupled at 1st HD)Strength 15 + (7/8)Dexterity 10 + (0)Constitution 13 + (1/2)Intelligence 6 + (0)Wisdom 11 + (0)

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    Charisma 6 + (0)Attack Great Club (manufactured, one and a half Strength)

    Rock (100 ft. range increment, manufactured, full Strength)Treasure StandardHill Giant Size

    Size Size Size SizeCR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Medium 11 Gargan. 21 Col. + 31 Col. ++2 Medium 12 Gargan. 22 Col. + 32 Col. ++3 Large 13 Colossal 23 Col. + 33 Col. ++4 Large 14 Colossal 24 Col. + 34 Col. ++5 Huge 15 Colossal 25 Col. + 35 Col. ++6 Huge 16 Colossal 26 Col. + 36 Col. ++

    7 Huge 17 Colossal 27 Col. + 37 Col. ++

    8 Huge 18 Colossal 28 Col. + 38 Col. ++9 Gargan. 19 Colossal 29 Col. ++ 39 Col. ++10 Gargan. 20 Colossal 30 Col. ++ 40 Col. ++Hill Giant Speed and Damage

    GreatClub Rock Catch

    Size Speed Damage Damage DCMedium 40 ft. 1d10 1d8 10

    Large 40 ft. 2d8 2d6 15Huge 50 ft. 3d8 3d6 20Gargan. 50 ft. 4d8 4d6 25Colossal 60 ft. 6d8 6d6 30Col. + 60 ft. 8d8 8d6 35Col. ++ 70 ft. 12d8 12d6 40Hill Giant Special AttacksRock Throwing (Ex; CR 1): This special ability allows a giant to hurl rocks up to ve range

    increments. At most, a giant can hurl a rock two size categories smaller than itself.Hill Giant Special QualitiesRock Catching (Ex; CR 1): This special quality allows a giant to catch rocks (or projectiles

    of similar shape) of equal or smaller size category. Once per round, a giant that wouldnormally be hit by a rock can make a Reex save to catch it as a free action. The DCdepends on the rocks size (see table below). (If the projectile provides a magical bonuson attack rolls, the DC increases by that amount.) The giant must be ready and aware ofthe attack in order to make a rock catching attempt. Hill Giant Lore

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    Hill Giant LoreKnowledge (Nature)15 Giant Traits, Rock Catching, Rock Throwing.

    HumanoidsGoblinGoblin Basic StatisticsHD per CR 1-1/2 (round up)Hit Die d8

    Armor Bonus per CR 1/2 (round up) (goblins often wear leather armor and heavywooden shields too)

    Base Attack Bonus AverageGood Base Saves Ref

    Skill Points per HD 2 + Int modier (quadrupled at 1st HD)Strength 13 + (1/2)Dexterity 15 + (3/4)Constitution 13 + (1/4)Intelligence 10 + (0)Wisdom 6 + (0)Charisma 6 + (0)

    Attack Short Sword (manufactured, full Strength)

    Javelin (manufactured, full Strength)Treasure StandardGoblin Size

    Size Size Size SizeCR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Small 11 Small 21 Small 31 Small2 Small 12 Small 22 Small 32 Small3 Small 13 Small 23 Small 33 Small4 Small 14 Small 24 Small 34 Small5 Small 15 Small 25 Small 35 Small6 Small 16 Small 26 Small 36 Small

    7 Small 17 Small 27 Small 37 Small8 Small 18 Small 28 Small 38 Small

    9 Small 19 Small 29 Small 39 Small10 Small 20 Small 30 Small 40 SmallGoblin Speed and Damage

    Short

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    Sword JavelinSize Speed Speed DamageMedium 30 ft. 1d4 1d4Goblin Special QualitiesBonus Feat: Weapon Finesse

    Darkvision 60 feet (Ex; CR 1/2)Skills: Hobgoblins get a +2 racial bonus on Hide and Move Silently checks.Goblin LoreKnowledge (Local)15 Humanoid Traits, Darkvision, Skills.

    Magical Beasts

    GriffonGriffon Basic StatisticsHD per CR 1-1/2 (round up)Hit Die d10

    Armor Bonus per CR 1/2 (round up)Base Attack Bonus GoodGood Base Saves Fort, RefSkill Points per HD 2 + Int modier (quadrupled at 1st HD)Strength 13 + (1/2)Dexterity 13 + (1/2)Constitution 13 + (1/4)Intelligence 6 + (0)Wisdom 10 + (0)Charisma 10 + (0)

    Attack Bite (primary, full Strength)Claw (secondary, half Strength)

    Treasure None

    Griffon SizeSize Size Size SizeCR (Long) CR (Long) CR (Long) CR (Long)1 Medium 11 Gargan. 21 Col. + 31 Col. ++2 Medium 12 Gargan. 22 Col. + 32 Col. ++3 Large 13 Colossal 23 Col. + 33 Col. ++4 Large 14 Colossal 24 Col. + 34 Col. ++5 Huge 15 Colossal 25 Col. + 35 Col. ++

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    6 Huge 16 Colossal 26 Col. + 36 Col. ++7 Huge 17 Colossal 27 Col. + 37 Col. ++8 Huge 18 Colossal 28 Col. + 38 Col. ++

    9 Gargan. 19 Colossal 29 Col. ++ 39 Col. ++10 Gargan. 20 Colossal 30 Col. ++ 40 Col. ++

    Griffon Speed and Damage Bite ClawSize Speed Fly Damage DamageMedium 50 ft. 80 ft. (average) 2d4 (1) 1d4 (2)Large 50 ft. 80 ft. (average) 2d6 (1) 1d6 (2)Huge 60 ft. 100 ft. (poor) 2d8 (1) 2d4 (3)Gargan. 60 ft. 100 ft. (poor) 3d8 (1) 2d6 (4)Colossal 70 ft. 120 ft. (poor) 4d8 (2) 2d8 (4)Col. + 70 ft. 120 ft. (poor) 5d8 (2) 3d8 (4)

    Col. ++ 80 ft. 140 ft. (poor) 6d8 (2) 4d8 (4)Griffon Special AttacksPounce (Ex; CR 1): If a griffon dives upon or charges a foe, it can make a full attack.Rake (Ex; Medium size): Secondary, half Strength.

    Griffon Special QualitiesScent (Ex; CR 1)

    Griffon LoreKnowledge (Arcana)

    15 Magical Beast Traits, Scent, Pounce.Summoning GriffonsSpell CR Summoned CR SummonedType (Monster) (Natures Ally)I -- --II 1 1III 2 2IV 3 3

    V 5 5VI 7 7VII 9 9VIII 11 11IX 13 13

    Monstrous HumanoidsHag

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    Hag Basic StatisticsHD per CR 1Hit Die d8

    Armor Bonus per CR 1-1/4 (round up)Base Attack Bonus GoodGood Base Saves Ref, WillSkill Points per HD 2 + Int modier (quadrupled at 1st HD)Strength 13 + (1/2)Dexterity 10 + (0)Constitution 13 + (1/2)Intelligence 12 + (1/4)Wisdom 12 + (1/4)Charisma 13 + (1/4)

    Attacks Bite (primary, full Strength)

    Claw (secondary, half Strength)Treasure StandardHag Size

    Size Size Size SizeCR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Small 11 Huge 21 Colossal 31 Col. +2 Small 12 Huge 22 Colossal 32 Col. +3 Medium 13 Gargan. 23 Colossal 33 Col. +

    4 Medium 14 Gargan. 24 Colossal 34 Col. +5 Large 15 Gargan. 25 Colossal 35 Col. +6 Large 16 Gargan. 26 Colossal 36 Col. +

    7 Large 17 Gargan. 27 Colossal 37 Col. +8 Large 18 Gargan. 28 Colossal 38 Col. +

    9 Huge 19 Gargan. 29 Col. + 39 Col. +10 Huge 20 Gargan. 30 Col. + 40 Col. +Hag Speed and Damage

    Bite ClawSize Speed Swim Damage DamageSmall 30 ft. 30 ft. 1d4 (1) 1d4 (2)Medium 30 ft. 30 ft. 1d6 (1) 1d6 (2)Large 40 ft. 40 ft. 2d4 (1) 2d4 (3)Huge 40 ft. 40 ft. 2d6 (1) 2d6 (4)Gargan. 50 ft. 50 ft. 2d8 (2) 2d8 (4)Colossal 50 ft. 50 ft. 3d8 (2) 3d8 (4)Col. + 60 ft. 60 ft. 4d8 (2) 4d8 (4)

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    Hag Special AttacksImproved Grab (Ex; CR 1): A hag can attack a grappled foe with all her natural attacks

    at no penalty.Rend (Ex; CR 1): A hag that hits with more than one of her natural weapons latches onto

    the opponents body and tears the esh. This attack automatically deals extra damageequal to base claw damage plus one and a half Strength.Veil (Sp; CR 1): A hag can create an effect similar to that of the veil spell at will. Thisability functions as the spell except that the hag can only veil herself. The hags caster

    level equals her CR. This ability has an equivalent spell level equal to half the hags CR(rounded up).Hag Special QualitiesSpell Resistance (Ex; CR 5): 15 + CR.Tongues (Su; CR 1)Water Breathing (Ex; CR 1): A hag can survive indenitely underwater.

    Hag LoreKnowledge (Nature)15 Monstrous Humanoid Traits, Improved Grab, Rend, Tongues, Veil,

    Water Breathing.20 Spell Resistance.

    Oozes

    Cave OozeCave Ooze Basic StatisticsHD per CR 1-1/2 (round up)Hit Die d10

    Armor Bonus per CR 0Base Attack Bonus AverageGood Base Saves NoneSkill Points per HD None (no feats either)

    Strength 13 + (1/2)Dexterity 1 + (0)Constitution 15 + (3/4)Intelligence --Wisdom 1 + (0)Charisma 1 + (0)

    Attacks Slam (primary, one and a half Strength)Treasure None

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    Cave Ooze SizeSize Size Size Size

    CR (Long) CR (Long) CR (Long) CR (Long)1 Small 11 Huge 21 Colossal 31 Col. +2 Small 12 Huge 22 Colossal 32 Col. +3 Medium 13 Gargan. 23 Colossal 33 Col. +4 Medium 14 Gargan. 24 Colossal 34 Col. +5 Large 15 Gargan. 25 Colossal 35 Col. +6 Large 16 Gargan. 26 Colossal 36 Col. +

    7 Large 17 Gargan. 27 Colossal 37 Col. +8 Large 18 Gargan. 28 Colossal 38 Col. +

    9 Huge 19 Gargan. 29 Col. + 39 Col. +10 Huge 20 Gargan. 30 Col. + 40 Col. +Cave Ooze Speed and Damage

    Slam AcidSize Speed Climb Damage DamageSmall 10 ft. 10 ft. 1d4 (1) 1d4Medium 10 ft. 10 ft. 1d6 (1) 1d6Large 20 ft. 20 ft. 2d4 (2) 2d4Huge 20 ft. 20 ft. 2d6 (2) 2d6Gargan. 30 ft. 30 ft. 2d8 (3) 2d8Colossal 30 ft. 30 ft. 3d8 (3) 3d8

    Col. + 40 ft. 40 ft. 4d8 (3) 4d8Cave Ooze Special AttacksAcid (Ex; CR 1): An ooze secrets an acid that dissolves organics and metal, but not stone

    An oozes acid immediately dissolves clothes and armor worn by creatures which the oozestrikes unless they make a successful Reex save. Metal or wooden weapons which strikean ooze must make a similar save or be dissolved. The save DC is Constitution-based. Anooze deals 10 + 1/2 HD + Con of acid damage to objects per full round of contact.Constrict (Ex; CR 1): An ooze deals automatic slam and acid damage with a successful

    grapple check. The opponents clothing and armor take a -4 penalty on Reex savesagainst the acid.Improved Grab (Ex; CR 1): To use this ability, an ooze must hit with a slam attack. It

    can then attempt to start a grapple as a free action without provoking an attack ofopportunity. If it wins the grapple check, it establishes a hold and can constrict.Skills: Oozes get a +8 racial bonus on all climb checks.

    Cave Ooze Special QualitiesBlindsight 60 ft. (Ex; CR 1)

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    Cave Ooze LoreKnowledge (Dungeoneering)15 Ooze Traits, Acid, Constrict, Improved Grab, Skills.

    OutsidersFiend (Chaotic (?), Evil, Lawful (?))Fiend Basic StatisticsHD per CR 1Hit Die d8

    Armor Bonus per CR 3/4 (round up)Base Attack Bonus GoodGood Base Saves Fort, Ref, WillSkill Points per HD 8 + Int modier (quadrupled at 1st HD)

    Strength 13 + (5/8)Dexterity 13 + (1/2)Constitution 13 + (3/8)Intelligence 12 + (1/4)Wisdom 12 + (1/4)Charisma 12 + (1/4)

    Attacks Bite (primary, full Strength)Claw (secondary, half Strength)

    Treasure StandardFiend SizeSize Size Size Size

    CR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Small 11 Huge 21 Colossal 31 Col. +2 Small 12 Huge 22 Colossal 32 Col. +3 Medium 13 Gargan. 23 Colossal 33 Col. +4 Medium 14 Gargan. 24 Colossal 34 Col. +5 Large 15 Gargan. 25 Colossal 35 Col. +6 Large 16 Gargan. 26 Colossal 36 Col. +

    7 Large 17 Gargan. 27 Colossal 37 Col. +8 Large 18 Gargan. 28 Colossal 38 Col. +

    9 Huge 19 Gargan. 29 Col. + 39 Col. +10 Huge 20 Gargan. 30 Col. + 40 Col. +Fiend Speed and Damage

    Bite ClawSize Speed Fly Damage Damage

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    Small 30 ft. 40 ft. (perfect) 1d6 (1) 1d4 (2)Medium 30 ft. 40 ft. (perfect) 2d4 (1) 1d6 (2)Large 40 ft. 40 ft. (good) 2d6 (1) 2d4 (3)Huge 40 ft. 40 ft. (good) 2d8 (1) 2d6 (4)Gargan. 50 ft. 50 ft. (average) 3d8 (2) 2d8 (4)Colossal 50 ft. 50 ft. (average) 4d8 (2) 3d8 (4)Col. + 60 ft. 60 ft. (poor) 5d8 (2) 4d8 (4)Fiend Special AttacksDisease (Su; CR 3): A creature struck by a ends bite attack must succeed on a Fortitude

    save or be infected with end fever (incubation period 1d4 days, damage 1d4 Con). Thesave DC is Constitution-based.Fear Aura (Su; CR 9): A end can radiate a 20-foot-radius fear aura as a free action. A

    creature in the area must succeed on a Will save or be affected as though by a fear spell(caster level equal to CR). A creature that successfully saves cannot be affected again

    by the same ends aura for 24 hours. The save DC is Charisma-based.Poison (Ex; CR 5): A creature struck by a ends bite attack must succeed on a Fortitudesave or be poisoned (Injury, initial damage 1d3 Con, secondary damage 2d3 Con). At CR

    9 the die type goes up to d4, at CR 13 it rises to d6 and at CR 17 it rises to d8. The saveDC is Constitution-based.Spell-like Abilities (Sp; CR 1): Caster Level = CR. A end gains two spell-like abilities at

    each CR. These spell-like abilities can be drawn from any spell list, but should generallybe restricted to spells that trick, destroy, or correspond to the ends alignment and

    home plane. Spells that incapacitate or kill should not be chosen as spell-like abilities.Highest Level -- 1/day; Second Highest Level -- 2/day; Third Highest Level -- 3/day;Lower Levels -- at will. The save DCs are Charisma-based.Fiend Special QualitiesAlternate Form (Su; CR 9): This special ability allows a end to assume any animalhumanoid or vermin form as a standard action three times per day. This form may nothave a CR more than 8 less than the ends CR. This ability functions as the polymorphspell cast on itself at its caster level, except that the end does not regain hit points forchanging form and can only assume the form of an animal or humanoid. The end canremain in its animal or humanoid form until it chooses to assume a new one or return to itsnatural form.Damage Reduction (Su; CR 1): If a end has the chaotic or lawful subtype, add or

    chaotic or or lawful to its damage reduction, as appropriate.CR Damage Reduction1-8 5/good

    9-16 10/good17-24 15/good

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    25-32 20/good33-40 25/goodImmunity (Ex; CR 1): A end has immunity to poison plus acid, cold, electricity or re.Resistance to Acid, Cold, Electricity and Fire (Ex; CR 1):CR Energy Resistnace1-8 5

    9-16 1017-24 1525-32 2033-40 25See in Darkness (Su; CR 1): A end can see perfectly in darkness of any kind, including

    magical darkness.See Invisibility (Su; CR 3)Spell Resistance (Ex; CR 5): CR + 11.

    Telepathy 100 ft. (Su; CR 1)True Seeing (Su; CR 9)Fiend LoreKnowledge (the Planes)15 Outsider Traits, Aligned Subtype(s), Damage Reduction, Disease, Immunity,

    Poison, Resistance, See in Darkness, Spell-Like Abilities, Telepathy.20 See Invisibility, Spell Resistance.25 Alternate Form, Fear Aura, True Seeing.

    Summoning FiendsSpell CR SummonedType (Monster)I --II 1III 2IV 3V 5VI 7VII 9VIII 11IX 13

    PlantsShambling MoundShambling Mound Basic Statistics

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    HD per CR 1-1/2 (round up)Hit Die d8

    Armor Bonus per CR 1Base Attack Bonus AverageGood Base Saves FortSkill Points per HD 2 + Int modier (quadrupled at 1st HD)Strength 15 + (1/2)Dexterity 10 + (0)Constitution 13 + (3/8)Intelligence 6 + (0)Wisdom 11 + (0)Charisma 6 + (0)

    Attacks Slam (primary, full Strength)Treasure Half Standard

    Shambling Mound SizeSize Size Size SizeCR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Small 11 Huge 21 Colossal 31 Col. +2 Small 12 Huge 22 Colossal 32 Col. +3 Medium 13 Gargan. 23 Colossal 33 Col. +4 Medium 14 Gargan. 24 Colossal 34 Col. +5 Large 15 Gargan. 25 Colossal 35 Col. +

    6 Large 16 Gargan. 26 Colossal 36 Col. +7 Large 17 Gargan. 27 Colossal 37 Col. +8 Large 18 Gargan. 28 Colossal 38 Col. +

    9 Huge 19 Gargan. 29 Col. + 39 Col. +10 Huge 20 Gargan. 30 Col. + 40 Col. +Shambling Mound Speed and Damage

    SlamSize Speed Swim DamageSmall 10 ft. 10 ft. 1d6 (1)Medium 10 ft. 10 ft. 2d4 (1)Large 20 ft. 20 ft. 2d6 (1)Huge 20 ft. 20 ft. 2d8 (1)Gargan. 30 ft. 30 ft. 3d8 (2)Colossal 30 ft. 30 ft. 4d8 (2)Col. + 40 ft. 40 ft. 5d8 (2)Special AttacksConstriction (Ex; CR 1): A shambling mound deals damage equal to its base slam damage

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    plus 1 1/2 it Strength bonus with a successful grapple check.Improved Grab (Ex; CR 1): A shambling mound that hits with a slam attack can attempt

    to start a grapple as a free action without provoking an attack of opportunity. If it winsthe grapple check, it establishes a hold and can constrict.Special Qualities

    Camouage (Ex; CR 1): When a shambling mound is at rest, it takes a spot check (DC15 + CR) to notice it. Anyone with ranks in knowledge (nature) or survival can use one ofthose skills instead of spot.Immunity to Electricity (Ex; CR 1)Resistance to Cold and Fire (Ex; CR 1):CR Energy Resistnace1-8 5

    9-16 1017-24 15

    25-32 2033-40 25Shambling Mound LoreKnowledge (Nature)15 Plant Traits, Camouage, Constriction, Immunity, Improved Grab, Resistance.

    Undead

    SkeletonSkeleton Basic StatisticsHD per CR 2Hit Die d12

    Armor Bonus per CR 3/4 (round up)Base Attack Bonus PoorGood Base Saves WillSkill Points per HD None (no feats either)

    Strength 13 + (3/4)Dexterity 13 + (1/2)Constitution --Intelligence --Wisdom 10 + (0)Charisma 1 + (0)

    Attack Club (manufactured, full Strength)Treasure None

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    Skeleton SizeSize Size Size Size

    CR (Tall) CR (Tall) CR (Tall) CR (Tall)1 Medium 11 Medium 21 Medium 31 Medium2 Medium 12 Medium 22 Medium 32 Medium3 Medium 13 Medium 23 Medium 33 Medium4 Medium 14 Medium 24 Medium 34 Medium5 Medium 15 Medium 25 Medium 35 Medium6 Medium 16 Medium 26 Medium 36 Medium

    7 Medium 17 Medium 27 Medium 37 Medium8 Medium 18 Medium 28 Medium 38 Medium

    9 Medium 19 Medium 29 Medium 39 Medium10 Medium 20 Medium 30 Medium 40 MediumSkeleton Speed and Damage

    ClubSize Speed DamageMedium 30 ft. 1d6Skeleton Special QualitiesBonus Feat: Improved Initiative.Bonus Hit Points: A skeleton receives bonus hit points as if it had a Constitution score

    of 14 + (1/8).Damage Reduction (Ex; CR 1)

    CR Damage Reduction1-8 5/bludgeoning9-16 10/bludgeoning17-24 15/bludgeoning25-32 20/bludgeoning33-40 25/bludgeoningResistance to Cold and Fire (Ex; CR 1):CR Energy Resistnace1-8 5

    9-16 1017-24 1525-32 2033-40 25

    Skeleton LoreKnowledge (Nature)15 Undead Traits, Damage Reduction, Resistance.

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    VerminCentipedeCentipede Basic StatisticsHD per CR 2

    Hit Die d8Armor Bonus per CR 1-1/4Base Attack Bonus AverageGood Base Saves FortSkill Points per HD None (no feats either)Strength 15 + (3/4)Dexterity 10 + (0)Constitution 13 + (1/4)Intelligence --Wisdom 10 + (0)Charisma 1 + (0)

    Attacks Bite (primary, one and a half Strength)Treasure NoneCentipede Size

    Size Size Size SizeCR (Long) CR (Long) CR (Long) CR (Long)1 Large 11 Colossal 21 Col + + 31 Col. +++

    2 Large 12 Colossal 22 Col + + 32 Col. +++3 Huge 13 Col + 23 Col + + 33 Col. +++4 Huge 14 Col + 24 Col + + 34 Col. +++5 Gargan. 15 Col + 25 Col + + 35 Col. +++6 Gargan. 16 Col + 26 Col + + 36 Col. +++

    7 Gargan. 17 Col + 27 Col + + 37 Col. +++8 Gargan. 18 Col + 28 Col + + 38 Col. +++

    9 Colossal 19 Col + 29 Col. +++ 39 Col. +++

    10 Colossal 20 Col + 30 Col. +++ 40 Col. +++Centipede Speed and DamageBite Poison

    Size Speed Climb Damage DamageLarge 30 ft. 30 ft. 2d4 (1) 1 DexHuge 30 ft. 30 ft. 2d6 (1) 1d2 DexGargan. 40 ft. 40 ft. 2d8 (1) 1d3 DexColossal 40 ft. 40 ft. 3d8 (1) 1d4 DexCol. + 50 ft. 50 ft. 4d8 (2) 1d6 Dex

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    Col. ++ 50 ft. 50 ft. 5d8 (2) 2d4 DexCol. +++ 60 ft. 60 ft. 6d8 (2) 2d6 DexCentipede Special AttacksPoison (Ex; CR 1/8): A centipede that hits with a bite attack injects a poison into its

    victim. The save DC is Constitution-based.

    Centipede Special QualitiesSkills: Centipedes have a +8 racial bonus on Climb checks. They can use either theirStrength or Dexterity modier for Climb checks, whichever is higher. They can take 10 onClimb checks, even if threatened or distracted.Centipede LoreKnowledge (Nature)15 Vermin Traits, Poison, Skills.