Monster Manual 2 (Dungeons & Dragons: Core Rulebook, 4th Edition)
Rob Heinsoo, Stephen Schubert
Format: PDF / Kindle (mobi) / ePub
Hundreds of old and new monsters for your 4th edition D&D game.
This core rulebook presents hundreds of monsters for your D&D campaign. Classic monsters such as centaurs and frost giants make their first 4th edition appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic levels.
Personal Review: At first I wasn't sure if I was going to get this book, I picked it up on a whim, and after looking through it more in depth I found many monsters I wanted to add into my game to spice things up for the players. Nice to see some of the classic monsters returning, such as the Krenshar, Rust Beast and the Frost Giant. A must have for random encounters and for creating your own dungeons
humanoid (reptile) POISONSCALE SLITHERER Initiative +8 AMONG T H E W E A K E S T OF LIZARDFOLK, t h e cowardly AC 18; Fortitude 14, Reflex 16, Will 15 poisonscale slitherers prefer to fight alongside t h e i r XP 150 Senses Perception +8 HP 36; Bloodied 18 Speed 6 (swamp walk) © Dagger (standard; at-will) • Poison, Weapon stronger k i n . +8 vs. AC; 1d6 + 2 damage, and ongoing 5 poison damage (save Poisonscale Slitherer Level 2 Soldier Medium natural humanoid (reptile) Initiative +6
•<* Feathers of Flame (standard; recharge [>:] (: i]) • Fire Close blast 4; +15 vs. Reflex; 3d6 + 5 fire damage. •}•/•<* Flyby Attack (standard; encounter) • Fire The phoera flies its speed without provoking opportunity attacks, and it makes a claw attack or a feathers of flame attack at any point during the move. 4? Death Burst (when the phoera drops to 0 hit points) • Fire, Zone Close burst 2; +13 vs. Reflex; 3d8 + 5 fire damage. EJfect: The burst creates a zone of fire that lasts until the
a g e d . R e m o r h a z e s are infamous for swallowing t h e i r prey whole, t h o u g h they dislike trying to digest m e a l s that are also causing I Trample (standard; at-will) The remorhaz moves its speed and can enter enemies' spaces. The remorhaz makes an attack against each enemy whose space it enters: +22 vs. Reflex; 2d10 + 5 damage, and the target is knocked prone. them damage. A r c a n a D C 2 7 : R e m o r h a z e s are wild c r e a t u r e s , but they a r e s o m e t i m e s
the target takes a -5 penalty to all defenses, and at the start of the target's turn the beholder pulls it 2 squares (save ends both). Aftereffect: The target takes a -2 penalty to all defenses (save ends). 10-Ray of Repulsion: Area burst 1 within 10; +32 vs. Reflex; the target takes a -2 penalty to Reflex, and at the start of the target's turn the ultimate tyrant pushes it 6 squares (save ends both). Aftereffect: The target is pushed 3 squares at the start of its turn (save ends). Antimagic
t h e p r i m o r d i a l s m a d e t h e world. Although fashioned from fire, stone, and storm, t h e p r i m o r d i a l s ' wondrous c r e a t i o n was heavily invested with magic, a n d t h e eldritch giants aided t h e i r prim o r d i a l lords i n t h e world's formation. Although t h e i r powers have e b b e d since those days, eldritch giants r e m e m b e r t h e i r a n c i e n t m a s t e r y o f m a g i c and forever seek to regain it. Eldritch Giant Large fey humanoid (giant)