Page 8 - Monster Manual [11th Print]
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summon fiends to the material world to do their bidding.   ALIGN E N T
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              If an evil celestial is a rarity, a good fiend is almost
              inconceivable. Fiends include demons, devils, hell   A monster's alignment provides a clue to its disposition
              hounds, rakshasas, and yugoloths.                 and how it behaves in a roleplaying or combat situation.
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               Giants tower over humans and their kind. They are   For example, a chaotic evil monster might be di c ult
              humanlike in shape, though some have multiple heads   to reason with and might attack characters on sight,
              (ettins) or deformities (fomorians). The six varieties of   whereas a neutral monster might be willing to negotiate.
              true giant are hill giants, stone giants, frost giants, fire   See the Player's Handbook for descriptions of the
              giants, cloud giants, and storm giants. Besides these,   different alignments.
              creatures such as ogres and trolls are giants.     The alignment specified in a monster's stat block is
               Humanoids are the main peoples of the D&D        the default. Feel free to depart from it and change a
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             world, both civilized and savage, including humans   monster s   alignment to suit the needs of your campaign.
              and a tremendous variety of other species. They have   If you want a good-aligned green dragon or an evil storm
              language and culture, few if any innate magical abilities   giant, there's nothing stopping you.
             (though most humanoids can learn spellcasting), and a   Some creatures can have any alignment. In other
              bipedal form. The most common humanoid races are   words, you choose the monster's alignment. Some
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              the ones most suitable as player characters: humans,   monster s   alignment entry indicates a tendency or
              dwarves, elves, and halflings. Almost as numerous but   aversion toward law, chaos, good, or evil. For example,
              far more savage and brutal, and almost uniformly evil,   a berserker can be any chaotic alignment (chaotic good,
              are the races of goblinoids (goblins, hobgoblins, and   chaotic neutral, or chaotic evil), as befits its wild nature.
              bugbears), ores, gnolls, lizardfolk, and kobolds.   Many creatures of low intelligence have no
               A variety of humanoids appear throughout this book,   comprehension of law or chaos, good or evil. They don't
             but the races detailed in the Player's Handbook-with   make moral or ethical choices, but rather act on instinct.
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              the exception of draw a re dealt with in appendix B.   These creatures are unaligned, which means they don't
             That appendix gives you a number of stat blocks that   have an alignment.
             you can use to make various members of those races.   ARMOR  L A S S
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               Monstrosities are monsters in the strictest sense­
             fr ightening creatures that are not ordinary, not truly   A monster that wears armor or carries a shield has
             natural, and almost never benign. Some are the    an Armor Class (AC) that takes its armor, shield, and
             results of magical experimentation gone awry (such   Dexterity into account. Otherwise, a monster's AC is
             as owlbears), and others are the product of terrible   based on its Dexterity modifier and natural armor
             curses (including minotaurs and yuan-ti). They defy   if any. If a monster has natural armor, wears arm�r,
             categorization, and in some sense serve as a catch-all   or carries a shield, this is noted in parentheses after
             category for creatures that don' t fit into any other type.   its AC value.
               Oozes are gelatinous creatures that rarely have a
             fixed shape. They are mostly subterranean, dwelling   H  I T POINTS
             in caves and dungeons and feeding on refuse, carrion,   A monster usually dies or is destroyed when it
             or creatures unlucky enough to get in their way. Black   drops to 0 hit points. For more on hit points, see the
             puddings and gelatinous cubes are among the most   Player's Handbook.
             recognizable oozes.                                 A monster's hit points are presented both as a die
               Plants in this context are vegetable creatures, not   expression and as an average number. For  example,
             ordinary flora. Most of them are ambulatory, and some   a monster with 2d8 hit points has 9 hit points on
             are carnivorous. The quintessential plants are the   average (2  x  4V2).
             shambling mound and the treant. Fungal creatures    A monster's size determines the die used to calculate
             such as the gas spore and the myconid also fall into   its hit points, as shown in the Hit Dice by Size table.
             this category.
               Undead are once-living creatures brought to a   HIT DICE  BY  SIZE
             horrifying state of undeath through the practice of
             necromantic magic or some unholy curse. Undead     Monster Size    Hit Die    Average HP per Die
             include walking corpses, such as vampires and zombies,   Tiny       d4              21/2
             as well as bodiless spirits, such as ghosts and specters.   Small   d6              31/2
                                                                Medium           d8             41/2
             TAGS                                               Large            dlO             Sl/2
             A monster might have one or more tags appended to   H u ge          dl2            61/2
             its type, in parentheses. For example, an ore has the   Gargantuan   d20           1 0 1/z
             humanoid (ore) type. The parenthetical tags provide
             additional categorization for certain creatures. The tags   A monster's Constitution modifier also affects the
             have no rules of their own, but something in the game,   number of hit points it has. Its Constitution modifier is
             such as a magic item, might refer to them. For instance,
             a spear that is especially effective at fighting demons   multiplied by the number of Hit Dice it possesses, and
                                                               the result is added to its hit points. For example, if a
             would work against any monster that has the demon tag.
                                                                                       1
                                                               monster has a Constitution of  2   (+ 1  modifier) and 2d8
                                                                                                 1
                                                               Hit Dice, it has 2d8 + 2 hit points (average  1 ).
                                                                                                INTRODUCTIO N
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