Gillian's Almanac Of Creepy Things

Monster Entries

The format of the monster descriptions founds here follows the one introduced in the Monster Manul IV and a few other new books containing monsters by Wizards of the Coast. Not everyone may be familiar with this relatively new format, so it is described here. Compared to the previous (D&D 3.5ed) format it compresses the technical information into a relatively large stat block, leaving more text space to actually describe the creature.

Every entry of a monster begins with a physical description in italics. It can be read aloud or paraphrased directly to the players, if they run into this creature.

Identification and Encounter

The first block contains vital information for encountering the monster, its size and type (see below), challenge rating, alignment, senses, the languages it speaks (if any), its initiative, the environment, where the creature can typically be encountered and any aura (such as dragon's frightful presence).

Size and Type: is the creatures size category followed by its type and possibly subtype, as described in the MM. The types are Aberration (bizarre natural creatures), Animal (natural creatures existing on earth), beast (natural creatures not existing on earth), Construct (manufactured creatures), Dragons (big reptilian monsters), Elemental (from the elemental planes), Fey (mythic humanoid creatures), Giant (really big humanoids), Humanoid (human-like beings), Magical Beast (Beasts with magical abilities and more intelligence), Monstrous Humanoid (Humanoids with monstrous features), Ooze (literally living slime), Outsider (Things from other planes), Plants (which are little more alive than usual), Shapechanger (can change between several forms), Undead (once living beings) and Vermin (insects and other invertebrates).

Alignment: The creature's alignemnt, as described in Chapter 6: Description in the PHB. A creature that always has an alignment does not really have a choice. Dragons, elementals and outsiders typically have strong alignments like that. Creatures usually having an alignemnt have a strong disposition to be of that alignment, but have a choice. Beings that have an alignemnt often are as likely to have the given alignment as not, depending how and where they grow up.

Defence

This area describes the creature's defensive abilities.

Armour Class: The creature's armour class and what contributes to it, followed by flat-footed and touch ACs.

Hit Points: The creature's hit dice and average hit points. HD also double as the creature's level.

Immunities: Any immunities the creature may possesses.

Resistance: All resistances to various forms of attack the creature has.

Saves: The creature's saving throw modifiers for fortitude, reflex and will saves.

Weakness: Any special weakness or vulnerability which may make it easier to defeat.

Offense

This section contains the statistics describing the creature's ability to attack. If several attacks are listed in one category, those joined by "and" can be used together in one round, attacks separated by an "or" not. Creatures can attack with natural or manufactured weapons.

Speed: The creature's speed, on ground first, followed by any other type of movement the creature is capable of. Climbing and swimming creatures can always take 10 on the according skill check, even if rushed or under pressure. Flying and swimming creatures can take the run action while moving that way. Flying creatures can charge from the air and have a maneuverability class, as described in the DMG and MM.

Base Attack / Grapple: The creature's base attack and grapple modifiers.

Melee: The monster's attack modifiers for close combat and the damage the weapons used deal.

Ranged: The monster's attack modifiers for ranged combat and the damage these weapons deal.

Attack Options: All special abilities and feats, which can be used to modify attacks, or make the creature more dangerous in the offense are listed here.

Space/Reach: The space a creature occupies and its reach. If its reach is larger than typical, the reason is given. See the introduction in the MM or Chapter 8: Combat in the PHB for more information.

Combat Gear: The equipment of a creature using manufactured arms and armour (not natural ones). This equipment is not part of the treasure.

Spells: The ability of the creature to cast spells like a member of a spell-casting class (or using psionics like a psionic class). This section also lists the spells known and typically memorised by the creature.

Spell-like Abilites: Any natural magical ability, which the creature is capable of using. Unlike casting an actual spell, using a spell-like ability requires only a bit of concentration to activate. Again spell-like abilities can also be psi-like abilities.

Other Statisics

This section of the stat block contains all the other game statistics of the creature. Feats and skills already listed above are repeated here for sake of completeness.

Abilities: The creature's average ability scores. Some creatures, like undead or constructs lack some abilities.

Special Qualities: Any special qualities, which do not fit into any of the categories above.

Feats: Creatures have the same feats as characters and some more, which are described in sidebars in the MM and MM 2. Some creatured may have feats marked as bonus feats with a (B). A creature does not need to fulfil the prerequisite conditions to use these feats.

Skills: The creature's skills. If you increase a creature's HD, the skills given in the entry are considered class skills, everything else cross-class.

Advancement: The way the creature advances by hit dice (and becomes larger), or by character class.

Treasure: A very sort summery of the creature's typical treasure. Take a look at the ecology section below to learn more.

The desciptive text appears without headline and is a short introduction to the creature's role, background and what they usually do (when not fighting the player characters).

Strategy and Tactics

Obviously this section details, how a creature behaves in combat. For instance: does it like to ambush, or rather challenge its opponents, does it prefer throwing arrows or spells, or does it prefer to charge into melee as quickly as possible.

Typical Encounters

The section describe the most common ways of encountering the creature, either alone, or in groups of several, or accompanies by other monsters, as its nature allows.

Ecology

The general interaction of a monster with its environment. The actual home environment of the creature, the life cycle and other similar information.

Environment: Basically this says, were the monster usually lives on a world, or which plane it calls home, if it is an outsider.

Typical Physical Characteristics: The basic look (and feel), size and weight of the creature. If there are significant differences between males and females they are also described here.

Alignment: Why does a creature usually (or often or always) have this alignment? Outsiders and dragons have their alignment predetermined, but other creatures are usually influenced by their culture and / or philosophy (if intelligent enough to have one)

Typical Treasure: The typical items of treasure a creature carries around. Usually this includes and combat gear and additional magic itmes and wealth worn. Some creatures do not carry anything of value, while others will be limited to items of utility.

For Player Characters: If the creature is usueful for a player character as mount, familiar, animal companion, planar ally or the like, this is listed here.

Society

Intelligent creatures usually form societies of their own and are in turn part of a society. This section describes their mindset, religion and general society.

Monster Characters or Advancement

Any way this creature can become more dangerous by gaining levels in character classes (more full statistics if applicable as player races), or by gaining hit dice. If the creature grows naturally, the effect may be described here.

Monster Lore

This section shows what player characters may know about a creature when using the appropriate knowledge check. While a monster's type and subtype(s) are relatively easy to figure out (DC 15), actually identifying a specific creature and its abilities is far more difficult (unless the same character encountered the monster before.