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Ability Scores                                     magic item, or another magical source). In addition, some
                                                               creatures are immune to certain conditions.
            Every monster has six ability scores (Strength, Dexterity,
            Constitution, Intelligence, Wisdom, and Charisma) and   Senses
            corresponding modifiers. For more information on abil-
                                                               The Senses entry notes a monster’s passive Wisdom
            ity scores and how they’re used in play, see chapter 7 of
                                                               (Perception) score, as well as any special senses the mon-
            this document.
                                                               ster might have. Special senses are described below.
            Saving Throws                                      Blindsight
            The Saving Throws entry is reserved for creatures that   A monster with blindsight can perceive its surroundings
            are adept at resisting certain kinds of effects. For exam-  without relying on sight, within a specific radius.
            ple, a creature that isn’t easily charmed or frightened     Creatures without eyes, such as grimlocks and gray
            might gain a bonus on its Wisdom saving throws. Most   oozes, typically have this special sense, as do creatures
            creatures don’t have special saving throw bonuses, in   with echolocation or heightened senses, such as bats and
            which case this section is absent.                 true dragons.
              A saving throw bonus is the sum of a monster’s relevant     If a monster is naturally blind, it has a parenthetical
            ability modifier and its proficiency bonus, which is deter-  note to this effect, indicating that the radius of its blind-
            mined by the monster’s challenge rating (as shown in the   sight defines the maximum range of its perception.
            Proficiency Bonus by Challenge Rating table).
                                                               Darkvision
            Proficiency Bonus by Challenge Rating              A monster with darkvision can see in the dark within a
                       Proficiency             Proficiency     specific radius. The monster can see in dim light within
             Challenge   Bonus      Challenge    Bonus         the radius as if it were bright light, and in darkness as
                0         +2           14         +5           if it were dim light. The monster can’t discern color in
                                                               darkness, only shades of gray. Many creatures that live
               1/8        +2           15         +5
                                                               underground have this special sense.
               1/4        +2           16         +5
               1/2        +2           17         +6           Tremorsense
                1         +2           18         +6           A monster with tremorsense can detect and pinpoint the
                2         +2           19         +6           origin of vibrations within a specific radius, provided
                3         +2           20         +6           that the monster and the source of the vibrations are in
                4         +2           21         +7           contact with the same ground or substance. Tremorsense
                5         +3           22         +7           can’t be used to detect flying or incorporeal creatures.
                6         +3           23         +7           Many burrowing creatures, such as ankhegs and umber
                7         +3           24         +7           hulks, have this special sense.
                8         +3           25         +8           Truesight
                9         +4           26         +8
                                                               A monster with truesight can, out to a specific range, see
               10         +4           27         +8           in normal and magical darkness, see invisible creatures
                11        +4           28         +8           and objects, automatically detect visual illusions and
                12        +4           29         +9           succeed on saving throws against them, and perceive
                13        +5           30         +9           the original form of a shapechanger or a creature that is
                                                               transformed by magic. Furthermore, the monster can see
            Skills                                             into the Ethereal Plane within the same range.
                                                               Languages
            The Skills entry is reserved for monsters that are profi-
            cient in one or more skills. For example, a monster that is
                                                               The languages that a monster can speak are listed in al-
            very perceptive and stealthy might have bonuses to Wis-
                                                               phabetical order. Sometimes a monster can understand a
            dom (Perception) and Dexterity (Stealth) checks.
                                                               language but can’t speak it, and this is noted in its entry.
              A skill bonus is the sum of a monster’s relevant ability
                                                               A “—” indicates that a creature neither speaks nor under-
            modifier and its proficiency bonus, which is determined
                                                               stands any language.
            by the monster’s challenge rating (as shown in the Profi-
            ciency Bonus by Challenge Rating table). Other modifiers   Telepathy
            might apply. For instance, a monster might have a larg-
                                                               Telepathy is a magical ability that allows a monster to
            er-than-expected bonus (usually double its proficiency
                                                               communicate mentally with another creature within a
            bonus) to account for its heightened expertise.
                                                               specified range. The contacted creature doesn’t need to
            Vulnerabilities, Resistances,                      share a language with the monster to communicate in
            and Immunities                                     this way with it, but it must be able to understand at least
                                                               one language. A creature without telepathy can receive
            Some creatures have vulnerability, resistance, or immu-  and respond to telepathic messages but can’t initiate or
            nity to certain types of damage. Particular creatures are   terminate a telepathic conversation.
            even resistant or immune to damage from nonmagical at-    A telepathic monster doesn’t need to see a contacted
            tacks (a magical attack is an attack delivered by a spell, a   creature and can end the telepathic contact at any time.
                                                                                           Chapter 12: Monsters
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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