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Monster's Handbook
TM
Requires the use of the
Dungeons & Dragons® Player's Handbook,
Third Edition, published by Wizards of the Coast ®
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Monster’ s Handbook
Credits
LEAD DEVELOPER
Wil Upchurch
MANAGING DEVELOPER
Greg Benage
WRITING
Mike Mearls
INTERIOR ILLUSTRATIONS
Andy Brase, Mitch Cotie, David Griffith, Eric Lofgren, Hian Rodriguez, Tyler Walpole
GRAPHIC & COVER DESIGN
Brian Schomburg
EDITING
Greg Benage & Wil Upchurch
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
ART DIRECTION
Wil Upchurch
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
LAYOUT
Wil Upchurch
PUBLISHER
Christian T. Petersen
PRINTING
Bang Printing
FANTASY FLIGHT GAMES
1975 W. County Rd. B2
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
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Monster’ s Handbook
Contents
CHAPTER ONE
Modifying Monsters
5
CHAPTER TWO
Monster Tactics
21
CHAPTER THREE
Aberrations
25
CHAPTER FOUR
Dragons
41
CHAPTER FIVE
Elementals
59
CHAPTER SIX
Fey
76
CHAPTER SEVEN
Giants
91
CHAPTER EIGHT
Humanoids & Monstrous Humanoids
107
CHAPTER NINE
Outsiders
123
CHAPTER TEN
Shapechangers
139
CHAPTER ELEVEN
Undead
154
BONUS CHAPTER
Magical Beasts
found at www.fantasyflightgames.com
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Introduction
I’m excited about the Monsters Handbook for
several reasons. First, I think it’s about time
monsters got what was coming to them....and I
don’t mean more ways for PCs to kill them. It
was interesting to work on this book in the mid-
dle of doing the Path series of character
resource books because that is essentially what
this tome is, a resource book for monsters.
Chapter 2 discusses monster tactics. It presents
combinations of skills and feats that may go
overlooked by players but are great resources for
monsters. It presents many common feats and
explains why some make good choices for mon-
sters and others are less than optimal. Included
in Chapter 2 is an extensive discussion of chal-
lenge ratings and encounter levels, with guide-
lines for how to create CRs based on the charac-
ters’ abilities and why not all CRs are created
equal. A section on ELs covers the best way to
produce challenging encounters and why some-
times two encounters with the same EL can have
wildly different effects on an adventure.
Sometimes even the most interesting and chal-
lenging monsters become a bit mundane after
years of adventuring, and one can only stock a
world with so many before the menagerie starts
to become absurd. This book is also a handy
guide to creating mutations or new types of an
old monster, which can have many campaign
implications or be used to launch exploratory
adventures. Part of the reason we develop prod-
ucts for the d20 System is to give players and
DMs a fresh new experience, and this source-
book is the perfect way to enhance any d20
System game.
Chapters 3 through 11 are the meat of this
book. Each covers a specific monster subtype,
from aberration to undead. Each creature type
is given tactics, new feats, new special abilities,
prestige classes, templates, and a sample crea-
ture created using the rules from this book.
After creating a creature in Chapter 1, flip to
the appropriate chapter for its monster type and
customize its feats and skills while granting it a
few more special abilities.
The Open Game License
Wil Upchurch
Fantasy Flight, Inc.
Monster’s Handbook is published under the
terms of the Open Game License and the d20
System Trademark License. The OGL allows
us to use the d20 System core rules and to pub-
lish gaming material derived from those rules.
Welcome
Fantasy Flight Games is pleased to present
Monster’s Handbook , the eighth volume in our
Legends & Lairs line of sourcebooks for the
d20 System. Monster’s Handbook contains a
plethora of new classes, feats, templates, and
options for d20 System monsters.
Material that is strictly rules related is Open
Content.
Not everything in this book is Open Content,
however. The names of races, feats, skills,
equipment, spells, magic items, and rules
derived from the d20 SRD are designated as
Open Content. Descriptive text, unless other-
wise noted, is closed content and cannot be
republished, copied, or distributed without the
consent of Fantasy Flight Games.
Chapter 1 lays down the basics of this book. It
provides rules for modifying existing d20
System creatures, and taken to its extreme could
be used as a guide for creating entirely new and
appropriate challenges for a party of any level.
In addition, Chapter 1 includes an extensive list
of special abilities that you can add to new or old
monsters. Complete rules cover the effects of
adding new abilities to a monster on CR and
other game statistics. Rules and guidelines also
describe how to create special abilities based on
spells, common monster features such as poison
and psionics, class abilities, and other sources.
All illustrations, pictures, and diagrams in this
book are Product Identity and the property of
Fantasy Flight Games, © 2002.
The Open Game License is printed in its entire-
ty at the end of this book. For further informa-
tion, please visit the Open Gaming Foundation
website at www.opengamingfoundation.org.
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