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CREDITS Design Rob Heinsoo (lead), Eytan Bernstein,
Greg Bilsland, Jesse Decker, N. Eric Heath,
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Peter Lee, Chris Sims, O w e n K.C. Stephens
Graphic Designer
Additional Design Logan Bonner, Greg Gorden Chris Lindsay, Mike Mearls, Matthew Sernett, Greg Stolze,
Cover Illustration
Development Stephen Schubert (lead), Peter Lee, Peter Schaefer Additional Development
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Managing Editing
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Director of D & D R & D and Book Publishing Bill Slavicsek
D & D Creative Manager
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D & D Design Manager James W y a t t D & D Development and Editing Manager
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620-23966720-001 EN 9 8 76 54 3 2 1 First Printing' May
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2009
I S B N : 978-0-7869-5101-7
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Bob Jordan
Jesper Ejsing (front), Ralph Horsley (back) Interior Illustrations Dave Allsop, Zoltan Boros & Gabor Szikszai, Christopher Burdett, Chippy, Brian Despain, Steve Ellis, W a y n e England, Jason Engle, A d a m Gillespie, Tomas Giorello, Lars Grant-West, Des Hanley, Ralph Horsley, Andrew Hou, Jeremy Jarvis, Todd Lockwood, W a r r e n Mahy, J i m Nelson, W i l l i a m O'Connor, Steve Prescott, Vinod Rams, Chris Seaman, Matias Tapia, Mark Tedin, Francis Tsai, Brian Valenzuela, Franz Vohwinkel, Eva W i d e r m a n n , Eric Williams, Sam W o o d , Ben W o o t t e n D & D Brand Team Liz Schuh, Scott Rouse, Kierin Chase, Sara Girard, Martin Durham
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Game rules based on the original D U N G E O N S & DRAGONS* rules created by E. Gary Gygax and Dave Arneson, and the later editions by David " Z e b " Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip W i l l i a m s , Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James W y a t t (4th Edition). 0
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D U N G E O N S & D R A G O N S , D & D , d20, d20 S y s t e m , W I Z A R D S OF T H E C O A S T , Player's Handbook,
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CONTENTS 4
MONSTERS A TO Z GLOSSARY
216
A L P H A B E T I C A L LISTING O F Abolethic skum (ooze) Abyssal eviscerator (demon)
Abyssal marauder
172 51
48
Abyssal rotfiend (demon)... 52 Adamantine dragon 75
Dire tiger
199
Hobgoblin fleshcarver
132
(elemental) Shocktroop devil
101 67
Dimensional marauder
69
Direguard assassin 70 Direguard deathbringer... 70
Aspect of Demogorgon
44
64
Dweomer eater (rust monster)
99
Barghests Behirs
20 22
Eladrin
Eldritch giants
Berserker prelate of Demogorgon
24
48
Fang of Yeenoghu
Assassin devil
Beholders
Black pudding (ooze) Bladerager troll Blood hawk
Bloodseeker drake Bloodseep demon
172
202 142 88 53
Duergars
Earth archons
Erinyes (devil) (gnoll)
Fang titan drake
92
179
14
96
120
64
126 89
Fell taints Fey lingerer
104 106 34
Firbolgs
108
Bloodthorn vine Bone golem
205 133
Flame shard
Fluxslaad Fomorians
184 112
Frost hawk
Flamespiker (elemental)... 99 Fleshtearer shark 182
Bristle spider
183
189
(goblin)
130
Frost giants
Bonecrusher skeleton Bugbear wardancer Bullywugs
Centaurs Centipede scuttler Chain golem Chaos hydra
Chillfire destroyer
28
30 33
133
151
Cenasi
Ceonid (elemental) Ghost legionnaire Giant ants Gnaw demon Gnolls
Iron dragon
Iron golems Kazrith (demon) Kazuul, exarch of Demogorgon Kenkus
Krenshars Lolthbound goblin
46 152
Myconids Needle demon Neldrazu (demon) Neogis
183 185
Slaughterstones Son of the spirit wolf
186 211
Sphinx mystery
188
Steel predator
198
Spriggans
196
Storm shard
Mud lasher (elemental)... 100 164 56 56 166
Stonefist defender (homunculus) Storm archons Stormstone fury (elemental)
Tempest wisp
126
Goliaths
136
Coure of mischief and strife
38 97
Cyclopses Dagon
40 45
Gray ooze Gray render
173 137
Death shard
34
Podspawn (demon)
Remorhaz
Will-o'-wisp
203 194
158
159
160
209
176
(elemental) 102 Windstriker (elemental).. .103 Winter wolf snowfang
Rockfist smasher (elemental) Runespiral demon
211
100 59
Witherlings W o o d woad
212 214
Rust monster
178
Xorn
Yochlol tempter (demon)
215
Retriever
177
Rime hound
138
Scion of Gibbeth
140
37
150
Rupture demon
Half-ores
Wereboar
Weretiger
Razor hydra
173
205
206 18
59
35
47
Warforged Water archons
Windfiend fury
Primordial colossus
101
200
Werewolf lord
131 80
Greenvise vine
58
34
Troglodytes
Poisonscales (lizardfolk)... 156
of Maglubiyet Gold dragon
65
174 175
143 15
199 190
of Demogorgon
Pod demon
12 54
Phoelarchs Phoera (phoelarch)
124
102
99 119
116
161
192
(elemental) Thrarak, exarch
142
Nyfellar mammoth
50
85
Skeletal steed Slaad spawn
Stone giants
66
(star spawn)
of Demogorgon
Silver dragon
155 131
Misfortune devil
Prismatic shard
Half-elves
134 55
162
128
Green slime (ooze)
83
Maruts Maw of Acamar
Gnomes
Gorechain devil
66
Shrieking cultist
Troll vinespeaker Umbral sprite swarm
Couatl star serpent
42
Infernal armor animus (devil)
144
202
170 190
Goblin acolyte
Demogorgon
Ice troll
Oni Phase spider
122
36 77
41
Humans
88
Shardstorm vortexes
Tiger Tomb spider
Cockatrice Copper dragon
Darkmantle
Horned drake
151
168 57
98 134
38
Heroslayer hydra
Nothics Nycademon (demon)
(elemental) Clay golem
Couatl cloud serpent
88
180
Dust devil (elemental)
60
Scytheclaw drake Shadar-kai
90 54
demon
MONSTERS 196
Drakkoths Dretch (demon)
8
221
Herald of Hadar (star spawn)
Ankheg 11 Arbalester (homunculus).. .143 Arctide runespiral
Angels
MONSTERS BY LEVEL
62 215
71 49
204
220
Devas Diamondhide xorn
Djinns Doom flayer
Ambush vine
RACIAL TRAITS
(star spawn)
60
197
Winter wolf
Withering devil
210
210 68
61
THE SECOND
c o m p e n d ium o f monsters for the
DUNGEONS & DRAGONS® g a m e , Monster
Manual® 2 is
filled with a n e w assortment o f creatures designed to challenge and terrify adventurers o f all levels. T h e monsters i n these pages offer threats of every level and include b r a n d new monsters, such as firbolgs and djinns, as well as new versions o f familiar monsters like giants and demons. Monster Manual 2 also introduces the metallic dragons, w h i c h j o i n their c h r o m a t i c k i n in the g a m e . T h e rest o f this introduction explains how to read a monster's statistics block and assumes you're familiar with the power and combat rules in the Player's Handbook®. T h e glossary, starting on page 2 1 6 , defines m a n y o f the terms used i n the book, and the list o f monsters b y level, starting on page 2 2 1 , is m e a n t to assist you i n tailoring encounters for your player characters (PCs).
THE STATISTICS BLOCK A monster's statistics a r e presented in a format m e a n t to b e used i n play. A typical statistics block is formatted as follows. Monster Name
Level and Role
Size, origin, and type (keywords) XP value Initiative modifier Senses Perception modifier; special senses
Aura name (keywords) aura size; effect. H P maximum; Bloodied value Regeneration AC; Fortitude, Reflex, W i l l
Immune effects; Resist effects; Vulnerable effects
Saving Throws modifier Speed Action Points
[Power icon[ Power name (action; requirement; recharge) • Keywords
Range and area; targets; attack bonus vs. defense; effect on a hit. Miss: Result (if any). Other effects.
Alignment
Languages
Skills skill modifiers Str score (modifier)
Dex score (modifier) W i s score (modifier)
Con score (modifier) Int score (modifier)
Cha score (modifier)
Equipment armor, shield, weapons, other equipment
LEVEL AND ROLE
TYPE
A monster's level and role are tools for the D M to use when building an encounter. Chapter 4 of the Dungeon Master's Guide explains how to use these tools.
A creature's type s u m m a r i z e s some basic things about its appearance and behavior. Types are animate, beast, humanoid, and magical beast. See the glossary for information about e a c h type.
L e v e l : A monster's level s u m m a r i z e s how tough it is in an encounter. Level determines most o f the monster's statistics as well as the experience point ( X P ) award the P C s e a r n for defeating it (Dungeon Master's Guide, pages 5 6 - 5 7 ) . R o l e : A monster's role describes its preferred combat tactics, much as a character class's role suggests tactics for P C s . Monster roles are artillery, brute, controller, lurker, skirmisher, and soldier (Dungeon Master's Guide, pages 5 4 - 5 5 ) . A monster might have a second role: elite, solo, or m i n i o n . Elite monsters and solo monsters are tougher t h a n standard monsters, and m i n i o n s are weaker. For t h e purpose o f encounter building, an elite m o n s t e r counts as two standard monsters o f its level, a solo monster counts as five, and four m i n i o n s count as o n e . In addition, a monster might have the leader subrole, indicating that it grants some sort o f boon to its allies, such as a beneficial aura.
A creature's size determines its space as well as its reach. Monster Size
Space
Reach
Tiny
1/2 x 1/2 1 x1
0 1
Medium Large
Some monsters have keywords that further define t h e m . T h e s e keywords represent groups o f monsters, such as angel, demon, devil, dragon, and undead. See the glossary for definitions o f a monster's keywords.
SENSES Every monster has a Perception modifier. Some monsters also have special senses, such as darkvision or tremorsense, which are noted in the " S e n s e s " entry.
AURA I f a monster has an aura, that is noted near the top of its statistics block. A n aura is a continuous effect that emanates from the monster. See the glossary for m o r e about auras.
REGENERATION
SIZE
Small
KEYWORDS
1 x 1
Huge
2x2 3x3
Gargantuan
4 x 4 or larger
WSM 1 or 2
2 or 3 3 or 4
S p a c e : This is the area (measured in squares) that a creature occupies on the battle grid. R e a c h : I f a creature's r e a c h is greater t h a n 1, the r e a c h is noted in any m e l e e power the creature has that uses that reach. Even i f a creature's reach is greater t h a n 1, the creature can't m a k e opportunity attacks against targets that aren't adjacent to it unless it has threatening reach. A creature that has reach 0 c a n n o t normally m a k e m e l e e attacks outside its own space.
ORIGIN A monster's origin s u m m a r i z e s its place in the D & D cosmology. Origins are aberrant, elemental, fey, i m m o r t a l , natural, and shadow. See the glossary for information about e a c h origin.
S o m e monsters have regeneration. At the start o f each of its turns, a monster that has regeneration regains a specific n u m b e r o f hit points, as long as the monster has at least 1 hit point. T h e regeneration o f some monsters c a n b e suppressed by certain types o f damage or by specific c i r c u m s t a n c e s , and some creatures c a n use regeneration only under specific c i r c u m s t a n c e s (for example, only while bloodied).
SPEED I f a monster has alternative movement modes, such as fly, climb, or swim, that fact is noted in its speed entry.
ACTION POINTS Elite and solo monsters have action points they c a n spend to take extra actions, just as P C s do. Unlike P C s , a monster c a n spend more t h a n 1 action point in an encounter, but only 1 per round.
POWERS A monster's powers are presented so that its basic attacks appear first, followed by its other powers.
TYPE E a c h power has an icon that represents its type: m e l e e (I), ranged (pf), close (