Vestige III - Waveshape - 69:30 - Live 96/97
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Eric Heath, Mari Kolkowsky Peter All W i z a r d s characters, character names, and the distinctive likenesses thereof are property of W Vestige III - Waveshape - 69:30 - Live 96/97 z a r d s of the Coast LLC. This material is protected under the copyright laws of the United States of America. A n y reproduction or unauthorized use of the material or artwork contained herein is prohibited w i t h o u t the express w r i t t e n permission of W i z a r d s of the Coast LLC.
A n y similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U. T h e monsters i n these pages offer threats of every level and include b r a n d new monsters, such as firbolgs and djinns, as well as Dont You Ever Wash That Thing - Grandsheiks* - Dungeon Of Despair versions o f familiar monsters like giants and demons.
Monster Manual 2 also introduces the metallic dragons, w h i c h j o i n their c h r o m a t i c k i n in the g a Vestige III - Waveshape - 69:30 - Live 96/97 e.
T h e glossary, starting on page 2 1 6 Cult With No Name - Adrenalin, defines m a n y o f the terms used i n the book, and the list o f monsters b y level, starting on page 2 2 1is m e a n t to assist you i n tailoring encounters for your player characters PCs.
A typical statistics block is formatted as follows. Miss: Result if any. Other effects. Chapter 4 of the Dungeon Master's Guide explains how to use these tools. A creature's type s u m m a r i z e s some basic things about its appearance and behavior.
Types are animate, beast, humanoid, and magical beast. See the glossary for information about e a c h type. Level determines most o f the monster's statistics as well as the experience point X P award the P C s e a r n for defeating it Dungeon Master's Guide, pages 5 6 - 5 7.
R o l e : A monster's role describes its preferred combat tactics, much as a character class's role suggests tactics for P C s. Monster roles are artillery, brute, controller, lurker, skirmisher, and soldier Dungeon Master's Guide, pages 5 4 - 5 5. A monster might have a second role: elite, solo, or m i n i o n. Elite monsters and solo monsters are tougher t h a n standard monsters, and m i n i o n s are weaker. For t h e purpose o f encounter building, an elite m o n s t e r counts as two standard monsters o f its level, a solo monster counts as five, and four m i n i o n s count as o n e.
In addition, a monster might have the leader subrole, indicating that it grants some sort o f boon to its allies, such as a beneficial aura. A creature's size determines its space as well as its reach. T h e s e keywords represent groups o f monsters, such as angel, demon, devil, dragon, and undead. See the glossary for definitions o f a monster's keywords.
Some monsters also have special senses, such as darkvision or tremorsense, which are noted in the " S e n s e s " entry. AURA I f a monster has an aura, that is noted near the top of its statistics block. A n aura is a continuous effect that emanates from the monster. See the glossary for m o r e about auras. Even i f a creature's reach is greater t h a n 1, the creature can't m a k e opportunity attacks against targets that aren't adjacent to it unless it has threatening reach.
A creature that has reach 0 c a n n o t normally m a k e m e l e e attacks outside its own space. Origins are aberrant, elemental, fey, i m m o r t a lnatural, and shadow. See the glossary for information about e a c h origin. S o m e monsters have regeneration. At the start o f each of its Vestige III - Waveshape - 69:30 - Live 96/97 , a monster that has regeneration regains a specific n u m b e r o f hit points, as long as the monster has at least 1 hit point.
T h e regeneration o f some monsters c a n b e suppressed by certain types o f damage or by specific c i r c u m s t a n c e sand some creatures c a n use regeneration only under specific c i r c u m s t a n c e s for example, only while bloodied. SPEED I f a monster has alternative movement modes, such as fly, climb, or swim, that fact is noted in its speed entry.
Unlike P C sa monster c a n spend more t h a n 1 action point in an encounter, but only 1 per round. A n i m m e d i a t e action's trigger is noted right after the action type.
Some powers don't require an action to use; they simply occur in response to a trigger. Monster powers include m a n y o f the s a m e effects that appear in P C powers, such as aftereffects, condi tions, damage o f various types, ongoing damage, and secondary attacks. A power's effects are instantaneous, unless otherwise noted. T h e effects o f some powers c a n be sustained indicated by Sustain and then whatever action is required to sustain the effect.
For example, a power might be usable only while a monster is bloodied or only i f it is wielding a specific weapon. A requirement is Vestige III - Waveshape - 69:30 - Live 96/97 after a power's action type, i f any.
I f the roll is one o f the die results shown in the power description, t h e m o n s t e r regains the use o f that power. T h e power also recharges after a short rest. R a n g e d powers specify a range, and area powers and close powers specify a range and an area of effect.
An area attack or a close attack targets each creature within its area o f effect, unless otherwise noted. ATTACK Unless an attack power hits automatically, its description includes an attack notation, which specifies the monster's attack bonus for that power and which defense it targets.
H i t : T h e effect o f a power hitting is specified after the attack notation. M i s s : S o m e attack powers have an effect on a miss indicated by Miss. E f f e c t : S o m e attack powers have an effect Shirley & Lee* - Shirley & Lee or not the attack hits indicated by Effect. A monster's most typical alignment is noted in its statistics block.
Chapter 2 o f the Player's Handbook contains information on the various alignments. An individual monster might know additional languages, like C o m m o n or the languages of its Vestige III - Waveshape - 69:30 - Live 96/97 . SKILLS T h e skills section o f a monster's statistics block includes only trained skills or skills for which the Rotting Christ - Triarchy Of The Lost Lovers has an unusual modifier.
A monster's Perception modifier isn't repeated here. Following each score in parentheses is the adjusted ability score modifier, including one-half the monster's level, which is useful whenever the monster needs to m a k e an untrained skill c h e c k or an ability c h e c k. I f a character gains a monster's equipment, he or she c a n use it as n o r m a l equipment.
A character does not gain the powers that a monster uses through its equipment. However, few monsters have powers that let t h e m spend healing surges. T h e n u m b e r o f healing surges a monster has is based on its level: 1 - 1 0one healing surge; 1 1 - 2 0two healing surges; 21 or higher, three healing surges. B e c a u s e they rarely c o m e into play, healing surges are not included in a monster's statistics block.
Miss: Half damage. Any attack against the angel of authority takes a -2 penalty to the attack roll. Hunt the Guilty minor; encounter The angel of retrieval chooses one enemy within 10 squares of it.
Until the end of the encounter, the angel's attacks deal 1d10 A n angel o f authority stays b e h i n d t h e lines, raining bolts a n d bolstering allies w i t h teleports to a space adjacent to the target.
The angel can choose -? These angels are trained in rituals that allow t h e m to hunt down creatures, such as Observe Creature Players Handbook, page 3 0 9 and Planar Portal Player's Handbook, page 3 1 1. AC; 15 damage. Effect: Angels in the burst gain 10 temporary hit points. They never retreat from battle. T h e thought that originally formed it drives its actions eternally. R e l i g i o n D C 2 9 : Although directed by a deity's thoughts, angels oflight c a n act independently to see those thoughts enacted.
T h e r e have even b e e n rare occasions w h e n angels oflight acted Vestige III - Waveshape - 69:30 - Live 96/97 ways contrary to their creators' ethos in zealous attempts to see those ideas m a d e real. A n angel o f supremacy positions itself at a chokepoint or other tactically important location and uses astral brilliance.
It targets a melee combatant with summons to justice, bringing the target within r e a c h o f its spear and the radiant zone. A n angel of supremacy is the vanguard o f any strike force sent by the gods.
EJFect: The target is marked until the end of the encounter. Effect The burst creates a Vestige III - Waveshape - 69:30 - Live 96/97 of radiance that lasts until the end of the encounter. The angel of supremacy's spear attack deals Latch - Disclosure - Settle extra radiant damage while the angel is within the zone.
Angelic Presence while not bloodied Any attack against the angel of supremacy takes a -2 penalty to the attack roll. Threatening Reach An angel of supremacy can make opportunity attacks against all enemies in reach.
An archangel is the ultimate authority in an astral dominion with the exception of the actual deity. An a n k h e g moves with great stealth, but might b e detected by t h e faint w h i f f o f acid dripping from its twitching m a n d i b Vestige III - Waveshape - 69:30 - Live 96/97 e s.
The ankheg then shifts 2 squares and pulls the target to space adjacent to its new location. AC; 6 damage. Reflex; the target is knocked prone. AC; 4 damage. Hive Worker Frenzy free, when any giant ant within 10 squares of the hive worker is reduced to 0 hit points; at-will The hive worker shifts 2 squares.
A hive worker shows little initiative. It attacks any adjacent c r e a t u r e other t h a n those o f its o w n hive, or Level 4 Skirmisher XP moves to attack any c r e a t u r e that is in c o m b a t with a Winged Drone Medium natural beast m e m b e r o f its hive. The winged drone flies 8 squares and makes one acid sting at AC 16; Fortitude 14, Reflex 15, W i l l 11 any point during that movement.