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Unapproachable East.pdf - The Forgotten Realms

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Notes on Monsters<br />

Creatures described in Chapter 6: Monsters of the <strong>East</strong> reflect<br />

some changes in the revised core rulebooks. <strong>The</strong>se revisions are<br />

summarized below.<br />

Types: <strong>The</strong> beast and shapechanger types no longer exist.<br />

Beasts with an Intelligence score of 3 or above are magical<br />

beasts; those with lower Intelligence are animals. Shapechanger<br />

is now a subtype (see below).<br />

Subtypes: This book introduces or revises the following<br />

subtypes.<br />

Cold Subtype: A creature with the cold subtype is immune<br />

to cold damage. It takes half again as much (+50%) damage<br />

as normal from fire, regardless of whether a saving throw is<br />

allowed, or if the save is a success or failure.<br />

Fire Subtype: A creature with the fire subtype is immune<br />

to fire damage. It takes half again as much (+50%) damage as<br />

normal from cold, regardless of whether a saving throw is allowed,<br />

or if the save is a success or failure.<br />

Native Subtype: This subtype applies only to outsiders.<br />

<strong>The</strong>se creatures have mortal ancestors or a connection to the<br />

Material Plane and can be raised, reincarnated, or resurrected<br />

just as other living creatures can.<br />

Shapechanger Subtype: A shapechanger has the supernatural<br />

ability to assume one or more alternate forms. Many magical<br />

effects allow some kind of shapeshifting, and not every<br />

creature that can change shapes is a shapechanger.<br />

Base Attack/Grapple: <strong>The</strong> number before the slash in this<br />

entry is the creature’s base attack bonus, which is its attack<br />

bonus before any modifiers are applied. A creature’s base<br />

attack bonus depends on its type, Hit Dice, and class level (if<br />

any). You usually will not need this number, but it can be<br />

handy to have sometimes, especially if the creature has the<br />

Power Attack or Expertise feat. <strong>The</strong> number after the slash<br />

is the creature’s grapple bonus, which is used when the creature<br />

makes a grapple attack or when someone tries to grapple<br />

the creature. <strong>The</strong> grapple bonus includes all modifiers that<br />

apply to the creature’s grapple checks (base attack bonus,<br />

Strength modifier, special size modifier, and any other applicable<br />

modifier, such as a racial bonus on grapple checks).<br />

Attack: This entry provides the single physical attack the<br />

creature uses with an attack action (in most cases, this is<br />

also the attack the creature uses during an attack of opportunity).<br />

<strong>The</strong> entry shows the weapon, attack bonus, and<br />

form of attack (melee or ranged). <strong>The</strong> attack bonus includes<br />

modifications for size and Strength (for melee attacks) or<br />

Dexterity (for ranged attacks). A creature with the Weapon<br />

Finesse feat can use its Dexterity modifier on melee attacks.<br />

If the creature uses natural weapons, the natural weapon<br />

given here is the creature’s primary natural weapon.<br />

If the creature has several different weapons at its disposal,<br />

the alternatives are shown as well.<br />

A creature can use one of its secondary natural weapons<br />

with the attack action if it chooses, but if it does, it takes an<br />

attack penalty, as noted in the Full Attack section (below).<br />

INTRODUCTION<br />

7<br />

Full Attack: This entry gives all the physical attacks the<br />

creature can make when it uses the full attack action. It provides<br />

the number of attacks along with the weapon, attack<br />

bonus, and form of attack (melee or ranged). <strong>The</strong> first listing<br />

is for the creature’s primary weapon, with an attack<br />

bonus including modifications for size and Strength (for<br />

melee attacks) or Dexterity (for ranged attacks). A creature<br />

with the Weapon Finesse feat can use its Dexterity modifier<br />

on melee attacks.<br />

<strong>The</strong> remaining weapons are secondary and have a –5<br />

penalty on their attack bonus, no matter how many there are.<br />

Creatures with the Multiattack feat (see Feats, below) take<br />

only a –2 penalty on secondary attacks.<br />

Skills: This part of a description lists all the creature’s skills<br />

alphabetically along with each skill’s modifier, which includes<br />

adjustments for ability scores and any bonuses from feats or<br />

racial traits. All listed skills are class skills, unless the creature<br />

has a character class (noted in the entry). A creature’s<br />

type and Intelligence score determine the number of skill<br />

points it has. If it lacks an Intelligence score, it doesn’t have<br />

any skill points.<br />

<strong>The</strong> Skills section of the creature’s descriptive text recaps<br />

racial bonuses and other adjustments to skill checks for the<br />

sake of clarity; these adjustments have already been accounted<br />

for in the statistics block. An asterisk (*) following a skill modifier<br />

in the statistics block indicates a conditional adjustment,<br />

which is explained in the Skills section. Conditional adjustments<br />

are not accounted for in the statistics block.<br />

Skill Synergy: Certain skills provide a bonus to the use of<br />

related skills when a character has 5 or more ranks in that<br />

skill. For instance, having 5 or more ranks in Escape Artist<br />

provides a +2 bonus on Use Rope checks to escape from bindings.<br />

This is expressed in a creature’s statistics block by a parenthetical<br />

note following the base skill modifier, such as Use<br />

Rope +2 (+4 bindings).<br />

Feats: This part of a description lists the creature’s feats alphabetically.<br />

<strong>The</strong> creature’s descriptive text may contain additional<br />

information if a feat works differently from how it<br />

is described in Chapter 5: Feats of the Player’s Handbook or<br />

in the Monster Manual.<br />

Sometimes, a creature has one or more bonus feats, indicated<br />

by B following the name. It is not necessary for a creature<br />

to meet the feat’s prerequisites in order to have and use<br />

a bonus feat. If you wish to customize the creature with new<br />

feats, you can replace its regular feats, but not its bonus feats.<br />

<strong>The</strong> creature cannot have a regular feat unless it meets all the<br />

feat’s prerequisites.

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