D&D 4th Edition Monster Manual 2 .pdf
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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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VISIT O U R W E B S I T E AT
MONSTERS A TO Z
A L P H A B E T I C A L LISTING O F
Abolethic skum (ooze)
Abyssal rotfiend (demon)... 52
Direguard deathbringer... 70
Aspect of Demogorgon
Berserker prelate of
Fang of Yeenoghu
Black pudding (ooze)
Fang titan drake
Flamespiker (elemental)... 99
Son of the spirit wolf
Mud lasher (elemental)... 100
Coure of mischief
Windstriker (elemental).. .103
Winter wolf snowfang
W o o d woad
Scion of Gibbeth
Poisonscales (lizardfolk)... 156
Green slime (ooze)
Maw of Acamar
Umbral sprite swarm
Couatl star serpent
Couatl cloud serpent
Dust devil (elemental)
Herald of Hadar
Arbalester (homunculus).. .143
MONSTERS BY LEVEL
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.
Level and Role
Size, origin, and type (keywords)
Senses Perception modifier; special senses
Aura name (keywords) aura size; effect.
H P maximum; Bloodied value
AC; Fortitude, Reflex, W i l l
Immune effects; Resist effects; Vulnerable effects
Saving Throws modifier
[Power icon[ Power name (action; requirement; recharge) •
Range and area; targets; attack bonus vs. defense; effect on a
hit. Miss: Result (if any). Other effects.
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
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
1/2 x 1/2
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.
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.
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
1 x 1
4 x 4 or larger
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.
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).
I f a monster has alternative movement modes, such
as fly, climb, or swim, that fact is noted in its speed
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.
A monster's powers are presented so that its basic
attacks appear first, followed by its other powers.
E a c h power has an icon that represents its type:
m e l e e (I), ranged (pf), close (<•), or area (•#). I f a power
doesn't have an icon, it's a personal power.
A basic attack has a circle around its icon: m e l e e
basic attack © or ranged basic attack © .
I f a power requires an action to use, that fact is noted
in the power's description. A n i m m e d i a t e action's
trigger is noted right after the action type. Some
powers don't require an action to use; they simply
occur in response to a trigger.
Monster powers include m a n y o f the s a m e effects
that appear in P C powers, such as aftereffects, condi
tions, damage o f various types, ongoing damage, and
A power's effects are instantaneous, unless otherwise noted. T h e effects o f some powers c a n be
sustained (indicated by Sustain and then whatever
action is required to sustain the effect).
Some powers are usable only i f a precondition is met.
For example, a power might be usable only while a
monster is bloodied or only i f it is wielding a specific
weapon. A requirement is noted after a power's action
type, i f any.
A monster power is at-will, encounter, or daily, or it
recharges in certain c i r c u m s t a n c e s .
R e c h a r g e 0 0 LC] [x] 10]: T h e power has a
r a n d o m c h a n c e o f r e c h a r g i n g during e a c h round o f
c o m b a t . At the start o f e a c h o f the monster's t u r n s ,
roll a d 6 . I f the roll is one o f the die results shown
in the power description, t h e m o n s t e r regains the
use o f that power. T h e power also r e c h a r g e s after a
R e c h a r g e s w h e n . . . : T h e power recharges in a
specific c i r c u m s t a n c e , such as when the monster is
first bloodied during an encounter. T h e power also
recharges after a short rest.
RANGE AND A R E A
A melee power has a range o f 1, unless otherwise
noted. R a n g e d powers specify a range, and area
powers and close powers specify a range and an area
Some monster powers specify targets. An area attack
or a close attack targets each creature within its area
o f effect, unless otherwise noted.
Unless an attack power hits automatically, its description includes an attack notation, which specifies the
monster's attack bonus for that power and which
defense it targets.
H i t : T h e effect o f a power hitting is specified after
the attack notation.
M i s s : S o m e attack powers have an effect on a miss
(indicated by Miss).
E f f e c t : S o m e attack powers have an effect whether
or not the attack hits (indicated by Effect).
A monster's most typical alignment is noted in its
statistics block. Chapter 2 o f the Player's
contains information on the various alignments.
A statistics block gives the languages that a monster
typically c a n speak and understand. An individual
monster might know additional languages, like
C o m m o n or the languages of its companions. See the
Dungeon Master's Guide, page 1 7 1 , for more information about the languages o f the D & D world.
T h e skills section o f a monster's statistics block
includes only trained skills or skills for which the
monster has an unusual modifier. A monster's Perception modifier isn't repeated here.
A monster's six ability scores are included toward the
bottom o f its statistics block. Following each score
in parentheses is the adjusted ability score modifier,
including one-half the monster's level, which is useful
whenever the monster needs to m a k e an untrained
skill c h e c k or an ability c h e c k .
A monster's " E q u i p m e n t " entry notes the weapons
and implements the creature uses. I f a character
gains a monster's equipment, he or she c a n use it as
n o r m a l equipment. A character does not gain the
powers that a monster uses through its equipment.
Monsters have healing surges. However, few monsters
have powers that let t h e m spend healing surges. T h e
n u m b e r o f healing surges a monster has is based on
its level: 1 - 1 0 , one healing surge; 1 1 - 2 0 , two healing
surges; 21 or higher, three healing surges.
B e c a u s e they rarely c o m e into play, healing surges
are not included in a monster's statistics block.
A n angel o f authority leads angels o f protection,
v e n g e a n c e , supremacy, battle, a n d valor. It also
A N G E L S A R E DIVINE SERVANTS OF T H E GODS. Although
a d m i n i s t e r s or d i r e c t s o t h e r servants o f a deity w h o
c o m m o n in t h e A s t r a l S e a , t h e y c a n b e found any-
are not angels.
w h e r e acting on b e h a l f o f a deity or o t h e r force w h o s e
goals align with t h e i r calling.
Level 2 2 Encounter ( X P
ANGEL OE AUTHORITY
A N ANGEL OF AUTHORITY IS T H E MOUTHPIECE o f a deity.
T h i s angel governs other angels a n d servants o f a
deity in a n d out o f c o m b a t .
1 angel o f authority (level 2 2 controller)
2 angels o f v e n g e a n c e (level 1 9 elite b r u t e , MM 1 7 )
6 angels o f light (level 2 3 m i n i o n )
ANGEL OE RETRIEVAL
W H E N DEITIES R E Q U I R E T H E RECOVERY o f a stolen
Angel of Authority
Level 22 Controller (Leader)
Large immortal humanoid (angel)
Senses Perception +18
object or a k i d n a p p e d c r e a t u r e , they send a squad
o f divine beings that includes a n e x p e r t t r a c k e r : t h e
angel o f retrieval.
HP 203; Bloodied 101
AC 36; Fortitude 32, Reflex 34, W i l l 35
Angel of Retrieval
Immune fear; Resist 15 radiant
Speed 8, fly 12 (hover)
© Quarterstaff (standard; at-will) • Radiant, Weapon
Reach 2; +27 vs. AC; 1d10 + 8 damage plus 1d10 radiant
Ranged 10; +26 vs. Fortitude; 2d10 + 8 lightning damage, and
the target is dazed until the end of the angel of authority's next
: : ) • Radiant, Thunder
Close burst 5; targets enemies; +26 vs. Will; 1d10 + 8 radiant
damage plus 1d10 thunder damage, and the target is weakened
(save ends). Miss: Half damage. Effect: Any angel within the burst
gains a +2 bonus to attack rolls until the end of the angel of
authority's next turn.
Any attack against the angel of authority takes a -2 penalty to
the attack roll.
Equipment plate armor, quarterstaff
© Short Sword (standard; at-will) • Radiant, Weapon
Reach 2; +27 vs. AC; 2d6 + 6 radiant damage.
© Angelic Bow (standard; at-will) • Radiant, Weapon
Ranged 20/40; +27 vs. AC; 2d8 + 9 radiant damage, and each
enemy adjacent to the target takes 10 radiant damage.
4 Isolating Displacement (standard; at-will) • Radiant,
Reach 2; +27 vs. Reflex; 2d8 + 10 radiant damage, and the
to deal no damage with this attack. Miss: The angel teleports
Area burst 3 within 10; +27 vs. Fortitude; 3d8 + 9 radiant
W i s 25 (+18)
damage, and the angel of retrieval slides the target 3 squares.
Miss: Half damage, and the angel slides the target 1 square.
Hunt the Guilty (minor; encounter)
The angel of retrieval chooses one enemy within 10 squares of
it. Until the end of the encounter, the angel's attacks deal 1d10
A n angel o f authority stays b e h i n d t h e lines, raining
bolts a n d bolstering allies w i t h
teleports to a space adjacent to the target. The angel can choose
-?2- Clear the W a y (standard; recharge [Xj [!]]) • Radiant
ANGEL OE AUTHORITY TACTICS
Speed 8, fly 12 (hover), teleport 5
Skills Insight +23, Religion +23
HP 162; Bloodied 81
AC 34; Fortitude 33, Reflex 35, W i l l 33
angel of retrieval teleports the target 5 squares. The angel then
Angelic Presence (while not bloodied)
Senses Perception +22; blindsight
Immune fear; Resist 15 radiant
-*T Lightning Bolt (standard; at-will) • Lightning
V Majestic Rally (standard; recharge
Level 2 2 Artillery
Large immortal humanoid (angel)
rally w h e n e v e r possible.
ANGEL OE AUTHORITY LORE
extra damage against that creature.
Skills Arcana +28, Intimidate +29
W i s 23 (+17)
Con 24 (+18)
Equipment plate armor, longbow, short sword
R e l i g i o n D C 2 4 : A n angel o f authority is t h e
herald o f a p a r t i c u l a r deity. T h e angel h a n d l e s t h e
m o s t i m p o r t a n t tasks c o n c e r n i n g t h e p r o t e c t i o n a n d
well-being o f t h e deity's d o m i n i o n .
ANGEL OE RETRIEVAL TACTICS
A n angel o f retrieval is often d i s p a t c h e d to c a p t u r e a
person or a thing. T h e angel uses hunt the guilty on t h e
individual to b e c a p t u r e d or t h e one holding a n item
to b e r e c o v e r e d . T h e angel uses clear the way to give its
allies m o r e space to m a n e u v e r . O t h e r w i s e , t h e angel
prefers to fight f r o m a d i s t a n c e w i t h its angelic
(Left to right) angei of authority, angel of light, and angel of supremacy
ANGEL OE RETRIEVAL LORE
R e l i g i o n D C 2 4 : An angel o f retrieval is best
described as a bounty hunter from the Astral Sea.
These angels are trained in rituals that allow t h e m
to hunt down creatures, such as Observe Creature (Players Handbook, page 3 0 9 ) and Planar
Portal (Player's Handbook, page 3 1 1 ) .
ANGEL OE LIGHT
M A D E PURELY OF DIVINE ENERGY, a n angel o f light exists
as a brilliant embodiment o f a deity's subconscious.
Level 2 3 Minion Skirmisher
Angel of Light
Medium immortal humanoid angel)
Senses Perception +19
H P 1; a missed attack never damages a minion; see also death
An angel o f retrieval is assisted by other angels in
interplanar hunting parties.
AC 37; Fortitude 34, Reflex 34, W i l l 36
Immune fear; Resist 15 radiant
Speed 8, fly 12 (hover)
© Angelic Glaive (standard; at-will) • Weapon
Level 2 3 E n c o u n t e r ( X P 2 1 , 4 0 0 )
• 1 angel o f retrieval (level 2 2 artillery)
• 2 angels o f supremacy (level 2 4 soldier)
• 1 2 angel o f valor legionnaires (level 2 1 minion,
M M 16)
Reach 2; +28 vs. AC; 15 damage.
<* Death Burst (when the angel of light drops to 0 hit points) •
The angel of light explodes in a burst of radiant light: close burst
10; targets enemies; +26 vs. Fortitude. Effect: Angels in the
burst gain 10 temporary hit points.
Str 18 (+15)
Dex 23 (+17)
W i s 27 (+19)
Con 2 3 (+17)
Int 15 (+13)
Cha 2 3 (+17)
ANGEL OE LIGHT TACTICS
A squad o f angels o f light spreads out and tries to
attack as m a n y targets as possible. They never retreat