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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.

