Monster's Handbook: A Sourcebook for Creating and Customizing d20 System Monsters (Legends & Lairs, d20 System)
Format: PDF / Kindle (mobi) / ePub
The definitive d20 System resource for enhancing and modifying the monsters in your game.
• More than 60 new feats for monsters of all types.
• More than a dozen new prestige classes, including the thunder hammer giant and draconic tyrant.
• Dozens of new special attacks, special qualities, and traits conveniently broken down by creature type.
• New templates such as the chaos dragon and relentless undead that can be applied to a variety of creatures to create devastating and interesting new breeds of enemy.
• Detailed guidelines on adding abilities to monsters and adjusting their CRs to reflect the new challenge for PCs.
• A comprehensive discussion on using monsters effectively in your game, and suggestions on how to modify existing monsters to present exciting and mysterious new challenges to your players every session.
• In-depth suggestions for combining core feats, skills, classes, and magic items with different types of monsters.
• Sample creatures in each section showcase the new rules and make suggestions on how to effectively integrate them into your campaign.
opportunity to exploit the bard’s singing ability, rogue is almost always a better choice. If the characters are high enough level that you can afford to grant an aberration five or more levels in a class, druid could be an off-beat, unexpected selection that catches the players by surprise. The druid’s wild shape ability allows an aberration to disguise its true nature with ease. The low-level disguising illusions are not versatile enough to conceal an aberration, while polymorph self is not
breath weapon in addition to normal damage. The damage dealt is equal to one point per age category to one physical ability (Str, Dex, or Con), which is chosen at the time the feat is selected. A successful save halves this damage. Divine Dragon [General] Some dragons are charged or selected by the gods to work on their behalf. These wyrms defend temples, crusade against their deity’s enemies, or ride into battle alongside paladins or blackguards. Prerequisite: Dragon. Benefit: A dragon with
through otherwise impassable dungeon corridors, lurk with- in the shadows of a great cavern, and stalk prey in the underworld’s endless night. Deep dragons have duller hides and longer, more serpentine bodies in comparison to their surface kin. “Deep” is a template that may be added to any dragon. The dragon’s creature type remains the same, though it gains the earth subtype. It gains improved stealth abilities, the capacity to squeeze within passages and caves otherwise too small for its
undead 1/day, turn resistance +8 Create greater undead 1/day, turn resistance +10 Abilities: Undead dragons do not have Constitution scores. They gain a +2 bonus to Charisma and Wisdom. Feats: Undead dragons gain the Toughness feat for free. Climate/Terrain: Any. Organization: Solitary. Challenge Rating: As base creature +1. Treasure: Double standard. Alignment: Equal chance of lawful, neutral, or chaotic evil. 54 Initial/Secondary Damage 1d2 Str/1d2 Str 1d3 Str/1d3 Str 1d4 Str/1d4 Str 1d6
equal to the damage you dealt. If it fails, it immediately drops you and you take damage for falling half the giant’s height. Slam Attacks This optional rule allows you to model the great, brutal strength and size giants use to smash their foes to pulp. When attacking with a club, fist, or other blunt weapon, a giant may hammer his opponent and send him flying through the air. On a confirmed critical hit, the giant may opt to deal regular rather than critical damage. Instead, the giant hits his