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
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          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.
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          INTRODUCTION
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