By Wizards RPG Team
The second one of 3 middle rulebooks for the 4th version Dungeons & Dragons® Roleplaying Game.
The Dungeons & Dragons Roleplaying Game has outlined the medieval delusion style and the tabletop RPG for greater than 30 years. within the D&D online game, gamers create characters that band jointly to discover dungeons, slay monsters, and locate treasure. The 4th version D&D ideas provide the very best play adventure via featuring interesting personality concepts, a sublime and strong ideas procedure, and convenient storytelling instruments for the Dungeon Master.
The Monster Manual provides greater than three hundred reliable Dungeons & Dragons Roleplaying Game monsters for all degrees of play, from aboleth to zombie. every one monster is illustrated and is derived with entire video game facts and counsel for the Dungeon grasp on how most sensible to take advantage of the monster in D&D encounters.
Read or Download Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition PDF
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Additional info for Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition
AC; 1d8 + 6 damage. Summon Duplicate (minor, not while bloodied; at-will) ✦ Conjuration, Psychic The berbalang manifests an exact duplicate of itself in an unoccupied adjacent square. It can have no more than four duplicates at once, and duplicates cannot summon other duplicates. When a duplicate appears, it makes an initiative check and joins the battle on that initiative count. All damage a duplicate deals is treated as psychic damage. A duplicate has the same statistics as the berbalang except for its hit points.
Cambion Hellfire Magus Level 18 Artillery A N N E S TO K E S Medium immortal humanoid (devil) XP 2,000 Initiative +14 Senses Perception +13; darkvision HP 130; Bloodied 65 AC 30 (34 against ranged attacks); Fortitude 27, Reﬂex 30 (34 against ranged attacks), Will 32 Resist 15 ﬁre Speed 6, ﬂy 8 (clumsy) m Quarterstaff (standard; at-will) ✦ Weapon +20 vs. AC; 1d8 + 2 damage. R Hellfire Ray (standard; at-will) ✦ Fire Ranged 20; +22 vs. Reﬂex; 2d8 + 8 ﬁre damage, and the target is knocked prone. A Soulscorch (standard; recharge ⚄ ⚅ ) ✦ Fire Area burst 1 within 10; +22 vs.
AC; 1d12 + 7 damage. R Evil Eye (minor; at-will) Ranged 20; the cyclops hewer can designate only one target with its evil eye at a time and gains the following effects: ✦ If the designated target misses one of the cyclops hewer’s allies with a melee attack, the cyclops hewer can make a melee basic attack against that enemy as an immediate reaction. ✦ If the designated target moves out of the cyclops hewer’s reach, the cyclops hewer can shift 1 square toward the target as an immediate reaction. Alignment Unaligned Languages Elven Str 25 (+15) Dex 16 (+11) Wis 20 (+13) Con 22 (+14) Int 10 (+8) Cha 13 (+9) Equipment chainmail, light shield, battleaxe C YC LO P S Cyclops Rambler Cyclops Hewer Tactics A cyclops hewer uses its evil eye and then charges headlong into battle, cutting down enemies in its way.