Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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.