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Monster Manual

Monster Chart

Monster Subtypes

Natural Weapons

The following monsters are different than in the monster manual.

Templates

Astral Constructs

True Elementals

True Dragons

Types

Aberration

BA: 3/4          BC/M: 1

Base Saves: Average Fortitude / Poor Reflex / Good Will

Hit Die: D8

Natural Armor: 1/3 HD + Con, Fortification: ½ Constitution/ 1/4 Constitution

Skills 4 (Administration, Arcana, Athletics, Biology, Bluff, Diplomacy, Dweomer, Hypnosis, Listen, Sense Motive, Spot, Stealth),

Proficiencies: Basic Weapons, Natural Weapons, Grapple, Trip, Disarm

Weapon Groups: Any 3

Initiative: Int

Darkvision (squares = HD)

Beast

BA: 1          BC/M: ½         

Base Saves: Good Fortitude / Good Reflex / Poor Will

Hit Die: D10

Natural Armor: ½HD + Con

Skills 6 (Acrobatics, Athletics, Combat Awareness, Escape, Listen, Sense Motive, Spot, Stealth, Survival)

Proficiencies: Natural Weapons, Maneuvers

Weapon Groups: Any 1

Initiative: Dex

Lowlight Vision x2

Construct

BA: 3/4             BC/M: ½

Base Saves: Poor Fortitude (+Str) / Poor Reflex / Good Will

Hit Die: D10

Natural Armor: ½HD + Str, Fortification: Strength/Str

Skills 2 (Administration, Arcana, Biology, Combat Awareness, Dweomer, Engineering, Geology, Sociology)

Proficiencies: Natural Weapons, Simple Weapons, Push, Strikes

Weapon Groups: All

Initiative: Int

Darkvision 12sq

Non-living

Immunities (afflictions, intoxication, paralysis, sleep, stun, torpor, non-lethal damage, attribute burn, damage, & drain, energy drain, massive damage, any effect requiring a Fortitude save that does not affect objects)

Constructs replace the standard size modifier to HP with this chart:

Size D/T S M L H G C(+)
Extra HP 5 10 20 30 50 75 100

Dragon

BA: 1            BC/M: ½ 

Base Saves: Good Fortitude / Good Reflex / Good Will

Hit Die: D12

Natural Armor: ½HD + Con

Skills 6 (Arcana, Athletics, Biology, Diplomacy, Dweomer, Escape, Geology, Listen, Sense Motive, Sociology, Spot, Use Device)

Proficiencies: Bite, Claw, Slam, Tail, Wing, Maneuvers, Feint

Weapon Groups: Any 1

Initiative: Dex + Int

Lowlight vision x4, Scent

Fey

BA: ½          BC: 1          BM: ½

Base Saves: Poor Fortitude / Good Reflex / Good Will

Hit Die: D6

Natural Armor: 1/3 HD

Skills 6 (Acrobatics, Arcana, Athletics, Biology, Bluff, Diplomacy, Dweomer, Escape, Geology, Listen, Sense Motive, Sociology, Spot, Stealth, Survival, Use Device)

Proficiencies: Natural, Simple Weapons, Strikes

Weapon Groups: Any 2

Initiative: Dex or Wis

Lowlight vision x2

Fey do not need to sleep but instead "trance" for 4 hours

Humanoid

BA: 3/4          BC/M: 3/4

Base Saves: Average Fortitude / Average Reflex / Average Will

Hit Die: D8

Natural Armor: ½HD

Skills 2 (Administration, Athletics, Biology, Bluff, Diplomacy, Listen, Sense Motive, Sociology, Spot, Stealth)

Proficiencies: Basic Weapons

Weapon Groups: Any 1

Initiative: Dex

Outsider

BA: 1          BC: 1          BM: 3/4

Base Saves: Good Fortitude / Good Reflex / Good Will

Hit Die: D8

Natural Armor: 1/4 HD + Cha

Skills 6 (all)

Proficiencies: Natural, Simple, & Martial Weapons, Maneuvers, Strikes

Weapon Groups: Any 4

Initiative: Cha or Dex

Darkvision 12sq, Aligned Strike, Spell Resistance

Undead

BA: ½         BC/M: 3/4

Base Saves: Poor Fortitude (+Cha) / Poor Reflex / Good Will

Hit Die: D12 (+Cha)

Natural Armor: ½HD + Cha, Fortification: Charisma/Cha

Skills 4(Acrobatics, Arcana, Bluff, Combat Awareness, Escape, Listen, Sense Motive, Spot, Stealth)

Proficiencies: Natural Weapons, Simple Weapons, Grapple

Weapon Groups: Any 2

Initiative: Cha + Dex

Darkvision 12sq

Non-living

Immunities (disease, intoxication, paralysis, poison, sleep, stun, torpor, non-lethal damage, attribute drain, energy drain, massive damage, any effect requiring a Fortitude save that does not affect objects)


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