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The most Common Humanoid races are the ones most suitable as player characters: Humans, Dwarves, elves, and Halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of Goblinoids (goblins, Hobgoblins, and bugbears), orcs, Gnolls, Lizardfolk, and Kobolds. They have language and culture, few if any innate magical Abilities (though most Humanoids can learn spellcasting), and a bipedal form.

  • Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including Humans and a tremendous variety of other species.
  • Besides these, Creatures such as ogres and Trolls are Giants. The Six varieties of true giant are hill Giants, stone Giants, frost Giants, fire Giants, cloud Giants, and storm Giants. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians).
  • Giants tower over Humans and their kind.
  • Fiends include Demons, devils, hell hounds, rakshasas, and yugoloths. If an evil Celestial is a Rarity, a good fiend is almost inconceivable.

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    Evil Priests and mages sometimes summon Fiends to the material world to do their bidding. A few are the servants of deities, but many more labor under the Leadership of Archdevils and demon princes.

  • Fiendsare Creatures of wickedness that are native to the Lower Planes.
  • Some are also found in the Outer Planes, particularly The Planes of Arborea and The Beastlands. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. They dwell in twilight groves and misty forests.
  • Fey are magical Creatures closely tied to the forces of Nature.
  • Other elemental Creatures include azers, and Invisible stalkers. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Others have biological forms infused with elemental energy. Some Creatures of this type are little more than animate masses of their respective elements, including the Creatures simply called Elementals.
  • Elementals are Creatures native to the elemental planes.
  • Also in this category are Creatures distantly related to true Dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. True Dragons, including the good metallic Dragons and the evil chromatic Dragons, are highly intelligent and have innate magic.
  • Dragons are large reptilian Creatures of ancient Origin and tremendous power.
  • Many Creatures native to the outer plane of Mechanus, such as modrons, are Constructs shaped from the raw material of the plane by the will of more powerful Creatures. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Celestials include angels, Couatls, and Pegasi. Celestials are good by Nature, so the exceptional Celestial who strays from a good Alignment is a horrifying Rarity.

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    Many of them are the servants of deities, employed as messengers or agents in The Mortal Realm and throughout The Planes. Celestials are Creatures native to the Upper Planes.Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. Some of them have magical powers, but most are unintelligent and lack any Society or language. Beasts are nonhumanoid Creatures that are a natural part of the fantasy ecology.The quintessential Aberrations are aboleths, Beholders, Mind Flayers, and slaadi. Many of them have innate magical Abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The game includes the following monster types, which have no rules of their own. For example, an arrow of Dragon slaying deals extra damage not only to Dragons but also other Creatures of the Dragon type, such as Dragon turtles and wyverns. Certain Spells, magic items, Class Features, and other Effects in the game interact in Special ways with Creatures of a particular type.

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    TypeA monster’s type speaks to its fundamental Nature. Keep in mind that Modifying a Monster, including when you apply a template to it, might change its Challenge Rating.

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    Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Modifying CreaturesDespite the Versatile collection of Monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Table: Size Categories shows how much space a creature of a particular size controls in Combat. SizeA monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. A monster’s statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster.














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