Page 9 - Monster Manual [11th Print]
P. 9
SPEED P R OFI CI ENCY BONUS BY CHA L L E NGE RATING
A monster's speed tells you how far it can move on Proficiency Proficiency
its turn. For more information on speed, see the Challenge Bonus Challenge Bonus
Player's Handbook. 0 +2 14 +5
All creatures have a walking speed, simply called the 1/8 +2 1 5 +5
monster's speed. Creatures that have no form of ground 1/4 +2 1 6 +5
based locomotion have a walking speed of 0 feet. 1/2 +2 1 7 +6
Some creatures have one or more of the following +2 1 8 +6
additional movement modes. 2 +2 1 9 +6
3 +2 20 +6
BURROW
A monster that has a burrowing speed can use that 4 +2 21 +7
speed to move through sand, earth, mud, or ice. A 5 +3 22 +7
monster can't burrow through solid rock unless it has a 6 +3 23 +7
special trait that allows it to do so. 7 +3 24 +7
8 +3 25 +8
CLIMB 9 +4 26 +8
A monster that has a climbing speed can use all or 10 +4 27 +8
part of its movement to move on vertical surfaces. The 1 1 +4 28 +8
monster doesn't need to spend extra movement to climb.
1 2 +4 29 +9
FLY 1 3 + 5 30 +9
A monster that has a flying speed can use all or part
of its movement to fly. Some monsters have the ability SKILLS
to hover, which makes them hard to knock out of the The Skills entry is reserved for monsters that are
air (as explained in the rules on flying in the Player's proficient in one or more skills. For example, a monster
Handbook). Such a monster stops hovering when it dies. that is very perceptive and stealthy might have bonuses
to Wisdom (Perception) and Dexterity (Stealth) checks.
SWIM
A skill bonus is the sum of a monster's relevant ability
A monster that has a swimming speed doesn't need to modifier and its proficiency bonus, which is determined
spend extra movement to swim.
by the monster's challenge rating (as shown in the Pro
ABILITY C O R E S ficiency Bonus by Challenge Rating table). Other mod
S
ifiers might apply. For instance, a monster might have
Every monster has six ability scores (Strength, a larger-than-expected bonus (usually double its profi
Dexterity, Constitution, Intelligence, Wisdom, and ciency bonus) to account for its heightened expertise.
Charisma) and corresponding modifiers. For more
E
E
E
information on ability scores and how they're used in VULN R ABILITI S , R E SISTANC S ,
play, see the Player's Handbook. A N D I M M U N I T I E S
SAVING THROWS Some creatures have vulnerability, resistance, or immu
nity to certain types of damage. Particular creatures are
The Saving Throws entry is reserved for creatures
that are adept at resisting certain kinds of effects. even resistant or immune to damage from nonmagical
For example, a creature that isn't easily charmed or attacks (a magical attack is an attack delivered by a
frightened might gain a bonus on its Wisdom saving spell, a magic item, or another magical source). In addi
throws. Most creatures don't have special saving throw tion, some creatures are immune to certain conditions.
bonuses, in which case this section is absent. S E N S E S
A saving throw bonus is the sum of a monster's relevant
ability modifier and its proficiency bonus, which is The Senses entry notes a monster's passive
determined by the monster's challenge rating (as shown Wisdom (Perception) score, as well as any special
in the Proficiency Bonus by Challenge Rating table). senses the monster might have. Special senses are
described below.
BLIND SIGHT
A monster with blindsight can perceive its surroundings
without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray
oozes, typically have this special sense, as do creatures
with echolocation or heightened senses, such as bats
and true dragons.
If a monster is naturally blind, it has a parenthetical
note to this effect, indicating that the radius of its blind
sight de n es the maximum range of its perception.
fi
INTRODUCTION
8

