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ALPHABETICAL LISTING OF MONSTERS
Abrian. . . . . . . . . . . . . . . . . . . . 12 Fensir. . . . . . . . . . . . . . . . . . . . . 68 Maulgoth. . . . . . . . . . . . . . . . 123 Swarm. . . . . . . . . . . . . . . . . . . 166
Abyssal Ghoul. . . . . . . . . . . . . 12 Feytouched. . . . . . . . . . . . . . . . 71 Megatherium. . . . . . . . . . . . . 124 Swordwraith Template. . . . . 173
Ahuizotl . . . . . . . . . . . . . . . . . . 14 Fhorge. . . . . . . . . . . . . . . . . . . . 72 Mongrelfolk. . . . . . . . . . . . . . 125 Terlen. . . . . . . . . . . . . . . . . . . . 174
Aoa. . . . . . . . . . . . . . . . . . . . . . . 14 Flame Snake. . . . . . . . . . . . . . . 73 Necrophidius. . . . . . . . . . . . . 126 Terror Bird. . . . . . . . . . . . . . . 175
Aquatic Ooze. . . . . . . . . . . . . . 16 Formian. . . . . . . . . . . . . . . . . . . 76 Nerra. . . . . . . . . . . . . . . . . . . . 127 Thunder Worm. . . . . . . . . . . 176
Bacchae. . . . . . . . . . . . . . . . . . . 18 Fossergrim. . . . . . . . . . . . . . . . 79 Octopus Tree. . . . . . . . . . . . . 130 Ti-Khana Template. . . . . . . . 177
Bhut. . . . . . . . . . . . . . . . . . . . . . 20 Gathra. . . . . . . . . . . . . . . . . . . . 80 Ocularon. . . . . . . . . . . . . . . . . 132 Tunnel Terror. . . . . . . . . . . . . 179
Blackstone Gigant. . . . . . . . . . 21 Giant . . . . . . . . . . . . . . . . . . . . . 81 Ophidian. . . . . . . . . . . . . . . . . 133 Ulgurstasta. . . . . . . . . . . . . . . 180
Blood Hawk. . . . . . . . . . . . . . . 22 Golem. . . . . . . . . . . . . . . . . . . . 83 Oread. . . . . . . . . . . . . . . . . . . . 134 Varrangoin. . . . . . . . . . . . . . . 181
Bloodthorn. . . . . . . . . . . . . . . . 23 Half-Fey Template. . . . . . . . . . 89 Phiuhl. . . . . . . . . . . . . . . . . . . 135 Vine Horror. . . . . . . . . . . . . . 185
BCoannoesmpoearprh. . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 2245 HHaallff--TIlrloitlhl Tide mTepmlaptela.t .e . .. .. .. .. .. .. 9902 PQluanthe-tMouacrhened. .. .. .. .. .. .. .. .. .. .. .. .. .. 113369 VWoernrd. i.g .o . T. .e .m . p. .l a. t.e . .. .. .. .. .. .. .. .. 118866 CONTAB
Caryatid Column . . . . . . . . . . 30 Huecuva Template . . . . . . . . . 94 Rilmani. . . . . . . . . . . . . . . . . . 140 Wicker Man. . . . . . . . . . . . . . 188 TL
EE
Century Worm. . . . . . . . . . . . . 31 Hullathoin. . . . . . . . . . . . . . . . 96 Rukanyr . . . . . . . . . . . . . . . . . 144 Yellow Musk Creeper . . . . . 190 N O
Chronotyryn. . . . . . . . . . . . . . 33 Imp. . . . . . . . . . . . . . . . . . . . . . . 97 Sarkrith. . . . . . . . . . . . . . . . . . 145 Yellow Musk TF
S
Chwidencha. . . . . . . . . . . . . . . 34 Indricothere. . . . . . . . . . . . . . 100 Sea Drake. . . . . . . . . . . . . . . . 147 Zombie Template. . . . . . . 191
Crawling Head . . . . . . . . . . . . 35 Inevitable. . . . . . . . . . . . . . . . 101 Selkie. . . . . . . . . . . . . . . . . . . . 148 Yuan-Ti Anathema . . . . . . . . 193
Crypt Thing. . . . . . . . . . . . . . . 36 Iron Cobra. . . . . . . . . . . . . . . 103 Senmurv. . . . . . . . . . . . . . . . . 149 Yugoloth. . . . . . . . . . . . . . . . . 196
Dark Ones. . . . . . . . . . . . . . . . . 37 Ironmaw. . . . . . . . . . . . . . . . . 104 Shadar-Kai . . . . . . . . . . . . . . . 150 Yurian . . . . . . . . . . . . . . . . . . . 198
Dark Creeper. . . . . . . . . . . . . . 38 Jackal Lord. . . . . . . . . . . . . . . 105 Shadow Asp. . . . . . . . . . . . . . 152 Zodar. . . . . . . . . . . . . . . . . . . . 199
Dark Stalker. . . . . . . . . . . . . . . 38 Jackalwere . . . . . . . . . . . . . . . 107 Shedu. . . . . . . . . . . . . . . . . . . . 153 Appendix 1: Prestige
Darkweaver . . . . . . . . . . . . . . . 39 Kaorti. . . . . . . . . . . . . . . . . . . . 108 Skulk. . . . . . . . . . . . . . . . . . . . 154 Classes. . . . . . . . . . . . . . . 200
Death Dog. . . . . . . . . . . . . . . . . 41 Keeper. . . . . . . . . . . . . . . . . . . 111 Skybleeder. . . . . . . . . . . . . . . 155 Fiend of Blasphemy. . . . . 200
Demodand. . . . . . . . . . . . . . . . 42 Kelp Angler. . . . . . . . . . . . . . 112 Slaad, Mud. . . . . . . . . . . . . . . 157 Fiend of Corruption. . . . 202
Demon. . . . . . . . . . . . . . . . . . . . 46 Kelpie . . . . . . . . . . . . . . . . . . . 114 Slasrath. . . . . . . . . . . . . . . . . . 158 Fiend of Possession. . . . . 204
Deva. . . . . . . . . . . . . . . . . . . . . . 55 Khaasta. . . . . . . . . . . . . . . . . . 115 Spectral Lurker. . . . . . . . . . . 158 Appendix 2: Grafts
Devil. . . . . . . . . . . . . . . . . . . . . . 57 Kuldurath. . . . . . . . . . . . . . . . 116 Spirit of the Air. . . . . . . . . . . 160 and Symbionts . . . . . . . 207
Dire Rhinoceros. . . . . . . . . . . 61 Living Holocaust . . . . . . . . . 117 Sporebat. . . . . . . . . . . . . . . . . 161 Appendix 3: Monsters Ranked
Disenchanter. . . . . . . . . . . . . . 62 Lucent Worm. . . . . . . . . . . . . 118 Spriggan. . . . . . . . . . . . . . . . . 162 by Challenge Rating. . 223
Ethereal Ooze . . . . . . . . . . . . . 63 Maelephant . . . . . . . . . . . . . . 120 Steel Predator . . . . . . . . . . . . 163
Ethergaunt. . . . . . . . . . . . . . . . 64 Maug. . . . . . . . . . . . . . . . . . . . 121 Sunwyrm . . . . . . . . . . . . . . . . 164
MONSTERS BY TYPE (AND SUBTYPE)
Magical Beast: abrian, blood hawk, chronotyryn, cranium rat, death
Aberration: ahuizotl, chwidencha, darkweaver, ethergaunts, half- dog, disenchanter, flame snakes, gathra, jackalwere, kuldurath, lucent
illithid template, maulgoth, ocularon, phiuhl, rukanyr, skybleeder, worm, senmurv, shadow asp, shedu, spirit of the air, terlen, thunder
slasrath, spectral lurker, symbionts (cerebral), tunnel terror, yuan-ti worm, ti-khana template, varrangoins
anathema, yurian Monstrous Humanoid: jackal lord, khaasta, ophidian, sarkriths,
(Air):spirit of the air skulk, yurian
Animal:dire rhinoceros, fhorge, indricothere, megatherium, terror bird Ooze:aquatic oozes
(Aquatic):ahuizotl, aquatic oozes, bog giant, demons (myrmyxicus, Outsider: aoa, bacchae, formians, keeper, nerras, planetouched,
skulvyn, wastriltih) fossergrim, kelp angler, kelpie, sea drake, selkie, rilmani
vine horror Outsider (Chaotic):canomorph (vultivor), demons (alkilith, klurichir,
Construct: blackstone gigant, caryatid column, golems, inevitables, maurezhi, myrmyxicus, skulvyn, wastriltih), slaad (mud), steel predator,
iron cobra, maug, necrophidius, wicker man, zodar symbiont (gutworm), vorr
Dragon:sea drake, sunwyrm Outsider (Evil):canomorphs, demodands, demons (alkilith, klurichir,
(Earth):maulgoth, oread maurezhi, myrmyxicus, skulvyn, wastriltih), devils, imps, kaorti, maele-
Elemental (Air): living holocaust phant, symbionts (fiendish), vorr, yugoloths
Elemental (Fire): living holocaust Outsider (Fire):haraknin canomorph
(Extraplanar):abrian, abyssal ghoul, aoa, bacchae, bloodthorn, bone- Outsider (Good):devas
spear, canomorphs, chronotyryn, darkweaver, demodands, demonflesh Outsider (Lawful): canomorph (haraknin), formians, inevitables,
golem, demons, devas, devils, ethereal ooze, ethergaunts, fensirs, fhorge, maelephant, symbiont (soul tick)
formians, gathra, hellfire golem, imps, inevitables, ironmaw, kaorti, Plant:bloodthorn, ironmaw, kelp angler, octopus tree, sporebat, vine
keeper, khaasta, kuldurath, living holocaust, maelephant, maug, nerras, horror, yellow musk creeper, yellow musk zombie template
shardar-kai, slaad (mud), slasrath, symbionts (fiendish), terlen, varran- (Reptilian):khaasta, ophidian
goins, vorr, yugoloths (Shapechanger):canomorphs, jackalwere, selkie
Fey:feytouched, fossergrim, half-fey template, kelpie, oread, phiuhl, (Swarm): bloodbloater ooze, ants, cranium rats, locusts, scarab
rilmani, shardar-kai, spriggan, wendigo template beetle, viper, wasp
(Fire):flame snakes (Symbiont):cerebral symbionts, fiendish symbionts, ghostly visage
Giant:fensirs, giants, half-troll template Undead: abyssal ghoul, bhut, crawling head, crypt thing, demon
Humanoid:dark ones, mongrelfolk (blood fiend), huecuva template, hullathoin, quth-maren, swordwraith
(Incorporeal):bhut, ethereal ooze, spectral lurker, symbiont (ghostly template, symbiont (ghostly visage), ulgurstasta
visage), thunder worm Vermin: bonespear, century worm 3
INTRODUCTION
NAME
Welcome to the Fiend Folio! This book contains more than The first line of a monster entry gives the name by which
250 creatures for use in DUNGEONS& DRAGONS® adven- the creature is generally known. The descriptive text may
tures. This introduction explains how to read a monster’s mention alternate names.
write-up, including summaries of the most common
attacks and abilities. SIZE AND TYPE
The monster entries are arranged alphabetically by name. This line begins with the creature’s size (Huge, for example).
Monsters of the same kind are grouped under their major The eight size categories are briefly described in the table
entry; for instance, the piscoloth and skeroloth are both below. A size modifier applies to the creature’s Armor Class
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O described in the yugoloth entry. (AC) and attack bonus, as well as to modifiers for certain
TI Appendix 1 details three prestige classes suited for skill checks. A creature’s size also determines how far it can
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U monsters—the fiend of blasphemy, fiend of corruption, reach to make a melee attack and how much space it occu-
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and fiend of possession. Appendix 2 describes grafts, which pies in a fight (see Face/Reach, below).
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R are body parts that can be applied to a creature’s usual phys- The size and type line continues with the creature’s type
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N iology, and symbionts, a class of creatures that are most (Giant, for example). Type determines how magic affects a
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commonly found living in or on another creature. Finally, a creature; for example, the hold animalspell affects only crea-
list of monsters organized by Challenge Rating may be tures of the animal type. Type determines certain features,
found in Appendix 3. such as Hit Dice size, base attack, base saving throws, and
skill points. Refer to the Monster Manualfor details on dif-
ferent types and subtypes.
READING THE ENTRIES
The Fiend Foliointroduces or revises the following sub-
Each monster entry is organized in the same general types.
format. An entry is composed of a statistics block, providing Cold Subtype (Ex): A creature with the cold subtype is
basic game information about the creature in condensed immune to cold damage. It takes half again as much (+50%)
form, and a section of descriptive text where the creature’s damage as normal from fire, regardless of whether a saving
physiology, tactics, special abilities, and society are dis- throw is allowed, or if the save is a success or a failure.
cussed. For more information about the characteristics of Extraplanar Subtype:Unlike the other subtypes that
monsters, consult the Player’s Handbook, the DUNGEON appear in this book (as well as the Monster Manual and
MASTER’s Guide,and the Monster Manual. Monster Manual II), the extraplanar subtype is relative—it
pqqqqrs
THE PLANES OF EXISTENCE
Manual of the Planesdescribes the planes of the standard D&D cosmol- Plane Names
ogy in great depth. These planes fall into five categories: the Material Short Name Full Name
Plane or Planes, Transitive Planes (Astral, Ethereal, and Shadow), Inner Ysgard Heroic Domains of Ysgard
Planes (Air, Earth, Fire, Water, Positive Energy, and Negative Energy), Limbo Ever-Changing Chaos of Limbo
Outer Planes, and Demiplanes. Most of the extraplanar creatures Pandemonium Windswept Depths of Pandemonium
described in this book come from the Outer Planes, though some Abyss Infinite Layers of the Abyss
elementals originate on the Inner Planes and there are a handful of Carceri Tarterian Depths of Carceri
Ethereal creatures here as well. The Outer Planes in the D&D cosmol- Hades Gray Waste of Hades
ogy correspond to alignments, with shading between (the plane of Gehenna Bleak Eternity of Gehenna
Acheron, for example, lies between the lawful evil plane of the Nine Baator Nine Hells of Baator
Hells and the lawful neutral plane of Mechanus). Acheron Infernal Battlefield of Acheron
The table below shows the short names for the planes that appear Mechanus Clockwork Nirvana of Mechanus
in climate/terrain entries in this book and the full names used in Arcadia Peaceable Kingdoms of Arcadia
Manual of the Planes. Celestia Seven Mounting Heavens of Celestia
Bytopia Twin Paradises of Bytopia
In addition to the planes that appear in the standard D&D cosmology, Elysium Blessed Fields of Elysium
variant planes and cosmologies appear in the appendix to Manual of Beastlands Wilderness of the Beastlands
the Planes,including the Region of Dreams, the Far Realm, and the Arborea Olympian Glades of Arborea
Plane of Mirrors. A few extraplanar monsters in this book originate Outlands Concordant Domain of Outlands
on these planes.
If your campaign’s cosmology does not include the standard The kaorti, for example, who are described as originating in the Far
planes of the D&D cosmology or the variant planes referenced in this Realm, might instead come from Limbo or a similar plane in your
book, you can assign new home planes to monsters as you see fit. campaign’s cosmology.
pqqqqrs
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applies to any creature when it appears on a plane that is not of the vermin type) that acts as a single creature. A
its home plane. Every extraplanar creature in this book has swarm has the characteristics of its type, except as noted
a home plane mentioned in its description. These home here. A swarm has a single pool of Hit Dice and hit
planes are taken from the cosmology of the D&D game, as points, a single initiative modifier, a single speed, and a
set forth in Manual of the Planes.(If your campaign uses a dif- single Armor Class. The swarm makes saving throws as a
ferent cosmology, you will need to assign different home single creature.
planes to extraplanar creatures.) A single swarm occupies a square (if it is made up of
Creatures that originate from a plane of existence other nonflying creatures) or a cube (of flying creatures) 5 feet
than the Material Plane are marked with the extraplanar on a side, but its reach is 0 feet, like its component crea-
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subtype, under the assumption that the campaign takes tures. In order to attack, it moves into an opponent’s
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place on the Material Plane. When characters travel to space, which provokes an attack of opportunity. It can R
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Acheron, however, a bonespear encountered occupy the same space as a creature of any size, since it D
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there is no longer an extraplanar creature— crawls all over its prey. A swarm
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on the contrary, the characters themselves can move through squares T
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now have the extraplanar subtype. The occupied by enemies N
Climate/Terrain entry for each extra- and vice versa without imped-
planar monster in this book iment, although the swarm
gives its home plane. provokes an attack of opportunity
An extraplanar creature if it does so. A swarm can move
can be targeted with a through cracks or holes large enough for its com-
dismissalorbanishment ponent creatures.
spell, suffers the full A swarm of Diminutive creatures con-
effects of a blasphemy, sists of 150 nonflying creatures or 625
dictum, holy word, or flying creatures. A swarm of Fine crea-
word of chaos spell tures consists of 10,000 creatures,
(based on its align- whether they are flying or not.
ment), and can be Swarms of nonflying creatures
called or summoned include many more creatures than
by various spells includinggate, the planar ally could normally fit in a 5-foot square
andplanar bindingspells, and possibly summon based on their normal face, because creatures in a
monsterspells. swarm are packed tightly together and generally
Elementals and outsiders encountered on the crawl over each other and their prey when
Material Plane always have this subtype. Mon- moving or attacking. Larger swarms are rep-
sters from the Monster Manualwith this subtype, resented by multiple swarms, or multiple
besides all elementals and outsiders (except plane- five-foot squares. A swarm of 200,000 plague
touched), include the bodak (native to the Abyss), the ants is 20 plague ant swarms, each swarm
ethereal marauder (native to the Ethereal Plane), occupying a 5-foot square. A large swarm is
the retriever (native to the Abyss), and any creature completely shapeable, though it usually
with the celestial or fiendish template (native to the remains contiguous.
Upper and Lower Outer Planes, respectively). Swarm Traits: A swarm has no
On certain planes, known as transitive planes, no crea- clear front or back and no dis-
tures have the extraplanar subtype. The transitive planes cernible anatomy, so it is not subject to
in the D&D cosmology are the Astral Plane, the Ethereal critical hits or flanking. A swarm made
Plane, and the Plane of Shadow. up of Tiny creatures takes half damage
Fire Subtype: (Ex) A creature with the fire subtype is from slashing and piercing weapons. A swarm com-
immune to fire damage. It takes half again as much (+50%) posed of Fine or Diminutive creatures are immune to all
damage as normal from cold, regardless of whether a saving weapon damage.
throw is allowed, or if the save is a success or a failure. Reducing a swarm to 0 hit points or fewer causes the
Shapechanger Subtype: A shapechanger has the swarm to break up, though damage taken until that point
supernatural ability to assume one or more alternate does not diminish its ability to attack or resist attack.
forms. Many magical effects allow some kind of shape Swarms are never staggered or reduced to a dying state by
shifting, and not every creature that can change shapes is damage. Also, they cannot be tripped, grappled, or bull
a shapechanger. rushed, and they cannot grapple another.
Swarm Type or Subtype: A swarm is a collection of A swarm is immune to any spell or effect that targets a
Fine, Diminutive, or Tiny creatures (usually creatures specific number of creatures (including single-target
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spells such as disintegrate), with the exception of mind- HIT DICE
affecting effects if the swarm has an intelligence score and This line gives the number and type of Hit Dice the crea-
a hive mind. A swarm has a –10 penalty on saving throws ture has, and any bonus hit points. A parenthetical entry
against spells or effects that affect an area, such as many gives the creature’s average hit points.
evocation spells or grenadelike weapons. If the area effect A creature’s Hit Dice total is also its level for determining
attack does not allow a saving throw, the swarm takes how spells affect the creature, its rate of natural healing, and
double damage instead. its maximum ranks in a skill.
Swarms made up of Diminutive or Fine creatures are
susceptible to high winds such as that created by a gust of INITIATIVE
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O windspell. For purposes of determining the effect of wind This line gives the creature’s modifier on initiative checks.
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T on a swarm, treat the swarm as a creature of the same size
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U as its constituent creatures. For example, a swarm of SPEED
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O abyssal ants (Diminutive creatures) can be blown away by This line gives the creature’s speed on land (the amount
R a severe wind. Wind effects deal 1d6 points of subdual of distance it can cover in one move). If the creature
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N damage to the swarm per spell level (or Hit Die of the orig- wears armor that reduces its speed, the creature’s base
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inating creature, in the case of effects such as an air ele- speed is noted.
mental’s whirlwind). A swarm rendered unconscious by If the creature has other modes of movement, these are
means of subdual damage becomes disorganized and dis- given after the land speed entry. If a creature does not have
persed, and does not re-form until its hit points exceed its a land speed, it almost always has some other mode of
subdual damage. movement. Unless noted otherwise, these other modes
Swarm Attack: Creatures with the swarm subtype don’t of movement are natural (not magical).
make standard melee attacks. Instead, they deal automatic Burrow:The creature can tunnel through dirt, but
damage to any creature whose space they occupy at the end not through rock unless the descriptive text says other-
of their move, with no attack roll needed. Swarm attacks are wise. Creatures cannot use the run action while burrow-
not subject to a miss chance for concealment or cover. A ing. Most burrowing creatures do not leave behind tun-
swarm’s statistics block has “Swarm” on the Attacks line, nels other creatures can use (either because the material
with no attack bonus. The Damage entry has “Swarm,” fol- they tunnel through fills in behind them or because
lowed by a damage range. A swarm’s damage is based on its they do not actually move or dislocate any material
Hit Dice, as shown below: when burrowing), see the individual creature descrip-
Swarm HD Swarm Base Damage tions for details.
1–5 1d6 Climb:A creature with a climb speed gains a +8 racial
6–10 2d6
bonus on all Climb checks. The creature must make a
11–15 3d6
Climb check to climb any wall or slope with a DC of more
16–20 4d6
21 or more 5d6 than 0, but it always can choose to take 10, even if rushed
A swarm’s attacks are nonmagical, unless the swarm’s or threatened while climbing. The creature climbs at the
description states otherwise. Damage reduction sufficient listed speed while climbing. If it chooses an accelerated
to reduce a swarm attack’s damage to 0, being incorporeal, climb, it moves at double the given climb speed (or its
and other special abilities usually make a creature immune normal land speed, whichever is less) and makes a single
(or at least resistant) to damage from the swarm. Some Climb check at a –5 penalty. Creatures cannot use the run
swarms also have acid, poison, blood drain, or other special action while climbing. The creature retains its Dexterity
attacks in addition to normal damage. bonus to Armor Class (if any) while climbing, and oppo-
Swarms do not threaten creatures in their square, and do nents get no special bonus to their attacks against the
not make attacks of opportunity with their swarm attack. climbing creature.
However, they distract foes whose squares they occupy, as Fly: The creature can fly at the given speed if carrying no
described below. more than a light load. All fly speeds include a parenthetical
Distraction (Ex):Any living creature vulnerable to the note indicating maneuverability.
swarm’s damage that begins its turn with a swarm in its Swim:A creature with a swim speed can move through
square is nauseated for 1 round; a Fortitude save negates the water at the given speed without making Swim checks. It
effect (DC is 10 + 1/2 the creature’s HD + Con modifier). has a +8 racial bonus on any Swim check to perform some
Spellcasting or concentrating on spells within the area of a special action or avoid a hazard. The creature always can
swarm requires a Concentration check (DC 20 + spell level). choose to take 10, even if distracted or endangered when
Using a skill that involves patience and concentration swimming. Creatures can use the run action while swim-
requires a Concentration check (DC 20). Each swarm ming, provided they swim in a straight line.
described in this book has its distraction save DC given in
its statistics block.
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ARMOR CLASS FULL ATTACK
The Armor Class line gives the creature’s AC for normal com- This line gives all the physical attacks the creature can
bat and includes a parenthetical mention of the modifiers make when it uses the full attack action. It provides the
contributing to it (usually size, Dexterity, and natural number of attacks along with the weapon, attack bonus,
armor). The creature’s touch and flat-footed ACs follow the and form of attack (melee or ranged). The first listing is
main entry. for the creature’s primary weapon, with an attack bonus
A creature’s armor proficiencies (if it has any at all) including modifications for size and Strength (for melee
depend on its type (see the Monster Manual), but in general attacks) or Dexterity (for ranged attacks). A creature with
a creature is proficient with any kind of armor it is the Weapon Finesse feat can use its Dexterity modifier on
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described as wearing, as well as all lighter types of armor. melee attacks.
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The remaining weapons are secondary and have a –5 R
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BASE ATTACK/GRAPPLE penalty to their attack bonus, no matter how many there D
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The number before the slash in this entry is the crea- are. Creatures with the Multiattack feat (see Feats, below)
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ture’s base attack bonus, which is its attack bonus before take only a –2 penalty on secondary attacks. T
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any modifiers are applied. A creature’s base attack bonus N
depends on its type, Hit Dice, and class level (if any). DAMAGE
You usually will not need this number, but it can be This line gives the damage each of the creature’s attacks
handy to have sometimes, especially if the creature has deals. Damage from an attack is always at least 1 point,
the Power Attack or Expertise feat. The number after the even if a subtraction from a die roll brings the
slash is the creature’s grapple bonus, which is used when result to 0 or lower.
the creature makes Natural Weapons:The damage a creature
a grapple attack or deals with its primary attack includes its full
when someone tries Strength modifier (1 1/2 times its
to grapple the crea- Strength bonus if the primary
ture. The grapple attack is the creature’s sole natu-
bonus includes all ral weapon). Secondary attacks
modifiers that apply add only 1/2 the creature’s
to the creature’s grapple Strength bonus.
checks (base attack bonus, If any attacks also cause some
Strength modifier, special special effect other than damage
size modifier, and any other (poison, disease, and so
applicable modifier, such forth), that informa-
as a racial bonus on tion is given here.
grapple checks). Unless noted other-
wise, creatures using natural
ATTACK weapons deal double damage on
This line provides the critical hits.
single physical attack Natural weapons havetypes just as
the creature uses with an attack other weapons do. The most common
action (in most cases, this is also the are summarized below.
attack the creature uses during an attack of opportunity Bite: The creature attacks withits
as well). The entry shows the weapon, attack bonus, and mouth, dealing piercing, slashing,
form of attack (melee or ranged). The attack bonus and bludgeoning damage.
includes modifications for size and Strength (for melee Claw or Talon:The creature rips
attacks) or Dexterity (for ranged attacks). A creature with with a sharp appendage, dealing
the Weapon Finesse feat can use its Dexterity modifier on piercing and slashing damage.
melee attacks. Gore: The creature spears the opponent with an antler,
If the creature uses natural weapons, the natural weapon horn or similar appendage, dealing piercing damage.
given here is the creature’s primary natural weapon. Slap or Slam:The creature batters opponents with an
If the creature has several different weapons at its dis- appendage,dealing bludgeoning damage.
posal, the alternatives are shown as well. Sting: The creature stabs with a stinger, dealing piercing
A creature can use one of its secondary natural weapons damage. Stings are usually envenomed.
with the attack action if it chooses, but if it does, it suffers Tentacle:The creature flails at opponents with a power-
an attack penalty, as noted in the Full Attack section ful tentacle, dealing bludgeoning (and sometimes slash-
(below). ing) damage.
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Manufactured Weapons:Creatures that use swords, and Special Qualities. The latter category includes defenses,
bows, spears, and the like follow the same rules as char- vulnerabilities, and other special abilities that are not
acters do. The bonus for attacks with two-handed modes of attack.
weapons is 1 1/2 times the creature’s Strength modifier When a special ability allows a saving throw, the kind of
(if it is a bonus), while off-hand weapons add only 1/2 the save and the DC is noted in the descriptive text. Most
Strength bonus. saving throws against special abilities have DCs calculated
as follows: 10 + 1/2 the attacker’s non-class HD + the rele-
FACE/REACH vant ability modifier). The save DC is listed in the descrip-
This line describes how much space the creature needs to tive text along with the ability used to calculate it.
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O fight effectively and how close it has to be to an opponent A special ability is either extraordinary (Ex), spell-like
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T to threaten that opponent. (Sp), or supernatural (Su).
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U The number before the slash is the creature’s face, Extraordinary:Extraordinary abilities are nonmagical,
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O which tells how wide a space the creature occupies. The don’t go away in an antimagic field,and are not subject to
R number after the slash is the creature’s natural reach. If anything that disrupts magic. Using an extraordinary abil-
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N the creature has exceptional reach due to a weapon, tenta- ity is a free action unless noted otherwise.
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cle, or the like, the extended reach and its source are Spell-Like:Spell-like abilities are magical and workjust
noted in parentheses. like spells (though they are not spells and so have no verbal,
A creature’s face entry is based on its size category, not its somatic, material, focus, or XP components). They go away
actual dimensions. In many cases, creatures have bodies in an antimagic fieldand are subject to spell resistance.
longer than their face entries. A creature’s overall length Spell-like abilities often have a limit on the number of
helps account for its reach. Also, very long creatures are times they can be used. A spell-like ability that can be used
assumed to rear up or coil their bodies during a fight to at will has no use limit. Using a spell-like ability is a stan-
facilitate maneuvering, attack, and defense. dard action unless noted otherwise, and doing so while
The following table summarizes face and reach statistics threatened provokes an attack of opportunity. It is possible
for creatures of various sizes. to make a Concentration check to use a spell-like ability
defensively an avoid provoking an attack of opportunity,
Face/Reach by Creature Size
just as when casting a spell. A spell-like ability can be dis-
Creature Example Natural
rupted just as a spell can be. Spell-like abilities cannot be
Size Creature Face Reach
used to counterspell, nor can they be counterspelled.
Fine Housefly 1/2 ft. 0 ft.
Diminutive Toad 1 ft. 0 ft. For creatures with spell-like abilities, a designated caster
Tiny Giant rat 2 1/2 ft. 0 ft. level defines how difficult it is to dispel their spell-like
Small Halfling 5 ft. 5 ft. effects and to define any level-dependent variable (such as
Medium-size Human 5 ft. 5 ft.
range and duration) the abilities might have. The creature’s
Large (tall) 1 Ogre 10 ft. 10 ft.
Large (long) 2 Horse 10 ft. 5 ft. caster level never affects which spell-like abilities the crea-
Huge (tall) 1 Cloud giant 15 ft. 15 ft. ture has; sometimes the given caster level is lower than the
Huge (long) 2 Bulette 15 ft. 10 ft. level a spellcasting character would need to cast the spell
Gargantuan 50-foot 20 ft. 20 ft. of the same name. If no caster level is specified, the caster
(tall)1 animated statue
level is equal to the creature’s Hit Dice.
Gargantuan Kraken 20 ft. 10 ft. (bite)
(long)2 Purple worm 20 ft. 15 ft. The Dc of a saving throw (if any) against a spell-like abil-
(coiled) ity is 10 + the level of the spell the ability resembles or
Colossal (tall) 1 The tarrasque 30 ft. 25 ft. duplicates + the creature’s Charisma modifier.
Colossal (long) 2 Colossal 30 ft. 15 ft. Supernatural:Supernatural abilities are magical and go
monstrous centipede
away in an antimagic field but are not subject to spell
1 Tall creatures are those that are taller than they are long or wide.
resistance. Using a supernatural ability is a standard
Long creatures are as long or longer, or as wide or wider, than they
are tall. action unless noted otherwise. Supernatural abilities
2 Big, long creatures may be in any of several shapes. A Huge spider may have a use limit or be usable at will, just like spell-
fills a 15-foot-square area, while a Huge snake fills a space 30 feet like abilities. However, supernatural abilities do not pro-
long and 5 feet wide (unless it coils itself into a circle, in which case it
voke attacks of opportunity and never require Concen-
would take up a 15-foot-square area).
tration checks. Unless otherwise noted, a supernatural
ability has an effective caster level equal to the creature’s
SPECIAL ABILITIES Hit Dice.
Many creatures have unusual abilities, which can include
special attack forms, resistance or vulnerability to certain Special Attacks
types of damage, and enhanced senses, among others. A This line gives all the creature’s special attacks. Details of
monster entry breaks these abilities into Special Attacks the most common special attacks are given in the Monster
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Manual, with additional information in the creatures’ is unaffected by any type of poison but is susceptible to a
descriptive text. disintegratespell. The creature is immune to ability damage,
ability drain, and energy drain, and always fails Constitu-
Special Qualities tion checks. A creature with no Constitution cannot use
This line gives all the creature’s special qualities. the run action.
Details of the most common special qualities are pro- Intelligence: Any creature that can think, learn, or
vided in the Monster Manual.One new special quality is remember has at least 1 point of Intelligence. A creature
described below. can speak all the languages mentioned in its descriptive
Energy Vulnerability (Ex):A creature with a vulner- text, plus one additional language per point of Intelligence
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ability to one of the five energy types (acid, cold, elec- bonus. Any creature with an Intelligence score of 3 or
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tricity, fire, sonic) takes half again as much (+50%) higher understands at least one language (Common unless R
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damage as normal from that energy type, regardless of noted otherwise). D
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whether a saving throw is allowed, or if the save is a suc- A creature with no Intelligence score is an automaton,
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cess or a failure. operating on simple instincts or programmed instructions. T
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It is immune to all mind-influencing effects (charms, com- N
SAVES pulsions, phantasms, patterns and morale effects) and auto-
This line gives the creature’s Fortitude, Reflex, and Will matically fails Intelligence checks.
save modifiers, which take into account its type, ability Wisdom:Any creature that can perceive its environment
score modifiers, and any special qualities. in any fashion has at least 1 point of Wisdom.
Anything with no Wisdom score is an object, not a crea-
ABILITIES ture. Anything without a Wisdom score also has no
This line provides the creature’s six ability scores in the Charisma score, and vice versa.
order Str, Dex, Con, Int, Wis, Cha. Except where noted Charisma:Any creature capable of telling the difference
otherwise, each creature is assumed to have the following between itself and things that are not itself has at least 1
array of ability scores before racial adjustments: 11, 11, 11, point of Charisma.
10, 10, 10. To determine any creature’s racial ability adjust- Anything with no Charisma score is an object, not a crea-
ments, subtract 10 from any even-numbered ability score ture. Anything without a Charisma score also has no
and subtract 11 from any odd-numbered score. For exam- Wisdom score, and vice versa.
ple, a selkie has the following ability scores: Str 9, Dex 13,
Con 11, Int 12, Wis 10, Cha 12. That means a selike’s racial SKILLS
ability adjustments are Str –2, Dex +2, Con +0, Int +2, Wis This line lists all the creature’s skills alphabetically along
+0, and Cha +2. with each skill’s modifier, which includes adjustments for
Nonabilities:Some creatures lack certain ability scores. ability scores and any bonuses from feats or racial traits.
These creatures do not have an ability score of 0—they lack All listed skills are class skills, unless the creature has a
the ability altogether. The modifier for a nonability is +0. character class (noted in the entry). A creature’s type and
Other effects of nonabilities discussed below. Intelligence score determine the number of skill points it
Strength: Any creature that can physically manipulate has. If it lacks an Intelligence score, it doesn’t have any
other objects has at least 1 point of Strength. skill points.
A creature with no Strength score can’t exert force, usu-
Skill Points by Creature Type
ally because it has no physical body (a living holocaust, for
Aberration (2 + Int mod) ×(HD + 3)
example). The creature automatically fails Strength checks.
Animal (2 + Int mod) ×(HD + 3)
If the creature can attack, it applies its Dexterity modifier to Construct (2 + Int mod) ×(HD + 3)
its base attack instead of a Strength modifier. Dragon (6 + Int mod) ×(HD + 3)
Dexterity: Any creature that can move has at least 1 point Elemental (2 + Int mod) ×(HD + 3)
of Dexterity. Fey (6 + Int mod) ×(HD + 3)
Giant (2 + Int mod) ×(HD + 3)
A creature with no Dexterity score can’t move. If it can act
Humanoid (2 + Int mod) ×(HD + 3)
(such as by casting spells), it applies its Intelligence modi- Magical beast (2 + Int mod) ×(HD + 3)
fier to initiative checks instead of a Dexterity modifier. The Monstrous humanoid (2 + Int mod) ×(HD + 3)
creature fails all Reflex saves and Dexterity checks. Outsider (2 + Int mod) ×(HD + 3)
Constitution:Any living creature has at least 1 point of Plant (2 + Int mod) ×(HD + 3)
Undead (2 + Int mod) ×(HD + 3)
Constitution.
A creature with no Constitution has no body (a bhut, The Skills section of the creature’s descriptive text
for example) or no metabolism (a golem or an undead). It recaps racial bonuses and other adjustments to skill
is immune to any effect that requires a Fortitude save checks for the sake of clarity; these adjustments have
unless the effect works on objects. For example, a zombie already been accounted for in the statistics block. An
9
asterisk (*) following a skill modifier in the statistics many combat-ready adults are in each type of group. Many
block indicates a conditional adjustment, which is groups also have a number of noncombatants, expressed as
explained in the Skills section. Conditional adjustments a percentage of the fighting population. Noncombatants
are not accounted for in the statistics block. can include young, the infirm, slaves, or other individuals
Skill Synergy:Certain skills provide a bonus to the use who are not inclined to fight.
of related skills when a character has 5 or more ranks in that
skill. For instance, having 5 or more ranks in Escape Artist CHALLENGE RATING
provides a +2 bonus on Use Rope checks to escape from The number on this line of the statistics block repre-
bindings. This is expressed in a creature’s statistics block sents the average level of a party of adventurers
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O by a parenthetical note following the base skill modifier, for which one creature would make an
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T such as Use Rope +2 (+4 bindings). encounter of moderate difficulty. Assume
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OD FEATS points, full spells, and equipment
R The line lists the creature’s feats appropriate to their levels).
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N alphabetically. The crea- Given reasonable luck, the
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ture’s descriptive text party should be able to
may contain additional win the encounter with
information if a feat some damage but no casual-
works differently from how it ties. For more information about
is described in this section, in Challenge Ratings, see the DUNGEON
Chapter 5 of the Player’s Handbook, MASTER’s Guide.
or in the Monster Manual.
Most creatures use the same feats TREASURE
that are available to characters, but some have This entry tells how much wealth the creature ownsand
access to one or more unique feats. See the accompanying relates to the treasure tables in the DUNGEONMASTER’s Guide.
sidebar for descriptions of these feats. Creatures with an In most cases, a creature keeps valuables in its home or lair
Intelligence score gain feats at the same rate as characters, and has no treasure with it when it travels. Intelligent crea-
regardless of type. tures that own useful, portable treasure (such as magic
Sometimes, a creature has one or more bonus feats, indi- items) tend to carry and use these, leaving bulky items at
cated by (B) following the name. It is not necessary for a home. For more details, see the DUNGEONMASTER’s Guideand
creature to meet the feat’s prerequisites in order to have and the Monster Manual.
use a bonus feat. If you wish to customize the creature with
new feats, you can replace its regular feats, but not its bonus ALIGNMENT
feats. The creature cannot have a regular feat unless it meets This entry gives the alignment that the creature is most
all the feat’s prerequisites. likely to have. Every entry includes a qualifier that indicates
how broadly that alignment applies to the species as a whole.
CLIMATE/TERRAIN Always:The creature is born with the indicated align-
This entry describes the locales where the creature is most ment. The creature may have a hereditary predisposition to
often found. the alignment or come from a plane that predetermines it. It
is possible for individuals to change alignment, but such
ORGANIZATION individuals are either unique or one-in-a-million exceptions.
This line describes the kinds of groups the creature might Usually: More than 50% of these creatures have the
form. A range of numbers in parentheses indicates how indicated alignment. This may be due to strong cultural
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SKILL AND FEAT CHANGES
In the revised D&D core rulebooks, three skills and one feat are Also, minor changes have been made to the way two feats work.
renamed. In order for the Fiend Folioto be consistent with the core Two-Weapon Fighting no longer has Ambidexterity as a prerequisite.
rulebooks in this regard, this book uses the new names given below. Weapon Finesse no longer must be applied to a particular weapon
Old Name New Name when it is taken—a single acquisition of the feat allows its posses-
Alchemy Craft (alchemy) sor to use the feat whenever that individual is wielding any of the
Pick Pocket Sleight of Hand weapons to which the feat applies.
Wilderness Lore Survival
Sunder Improved Sunder
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Description:The Fiend Folio introduces or revises the following sub- types. lar to an alchemist's laboratory and costs 500 gp to establish. When not working on