By Wizards RPG Team
The second one of 3 center rulebooks for the 4th variation Dungeons & Dragons® Roleplaying Game.
The Dungeons & Dragons Roleplaying Game has outlined the medieval fable style and the tabletop RPG for greater than 30 years. within the D&D online game, avid gamers create characters that band jointly to discover dungeons, slay monsters, and locate treasure. The 4th variation D&D principles provide the absolute best play event via providing interesting personality innovations, a chic and powerful principles process, and convenient storytelling instruments for the Dungeon Master.
The Monster Manual offers greater than three hundred authentic Dungeons & Dragons Roleplaying Game monsters for all degrees of play, from aboleth to zombie. every one monster is illustrated and is derived with whole video game records and counsel for the Dungeon grasp on how most sensible to exploit the monster in D&D encounters.
Read or Download Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition PDF
Best dungeons & dragons books
In historical days, sorcerers sought to benefit the only real Spell that will supply them strength over all of the global and knowing of all magic. . . .
The One actual Spell used to be a girl, and her identify was once Mystra -- and her kisses have been wonderful.
Priest Havilon Tharnstar
Tales informed to a Blind Wizard
It is the time earlier than fantasy Drannor, whilst the Heartlands are domestic to barbarians, and depraved dragons rule the skies. In those historic days, Elminster is yet a shepherd boy, dreaming of experience and heroics. while a dragon-riding magelord sweeps down upon him, although, the boy is thrust right into a international of harsh realities, corrupt rulers, and evil sorcerers.
With endurance and grit, Elminster units approximately to alter all that. the results of his labors is a global reborn and a mage made.
The Shadow Spreads
The Time of issues had nearly handed. The chaos of spilled blood, lawless strife, monsters unleashed, and avatars roaming Faerûn was once attaining an end.
However, no longer so those that stroll in Shadow.
The dreaded and insidious Shadowmasters notice that they've one final probability to grab keep watch over whereas chaos wrecks havoc on all the nation-states, and in doing so seal the destiny of not only their archenemy Elminster, yet all of Mystra's minions as well.
Darkness threatens to envelop all Faerûn.
The shadows loom.
Ever ask yourself why priesthoods within the nation-states proceed to flourish, regardless of the secular energy of wealthy retailers and the land-shattering spells of the archmages? the reply lies within the amazing spells heretofore saved hid through the robed clergy of the cloisters. those sacred spells at the moment are printed in those pages, drawn from mythical holy books shortly "lost" on Faerûn.
Complex dungeons and dragons(forgotten nation-states) appropriate for all play degrees
- Finder's Bane (Forgotten Realms: The Harpers, Book 15; The Lost Gods, Book 1)
- Evil Tide (Advanced Dungeons & Dragons Monstrous Arcana Accessory)
- Sandstorm: Mastering the Perils of Fire and Sand (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
- Carnival of Fear
- Van Richten's Guide to Fiends (Advanced Dungeons & Dragons : Ravenloft, No 9477)
- When Black Roses Bloom (AD&D Ravenloft)
Extra info for Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition
Secondary Attack: +25 vs. Will; 3d6 psychic damage, and the target is stunned until the end of the godforged colossus’s next turn. M Defensive Strike (immediate reaction, when an enemy moves adjacent to the godforged colossus; recharge ⚄ ⚅ ) ✦ Psychic +32 vs. AC; 4d12 + 15 damage plus 3d6 psychic damage, and the colossus makes a secondary attack against the same target. Secondary Attack: +30 vs. Fortitude; the target is pushed 5 squares, knocked prone, and dazed (save ends). R Force Missile (standard; at-will) ✦ Force Ranged 20; +30 vs.
Each power must target a different creature. Using eye rays does not provoke opportunity attacks. 1—Fire Ray (Fire): Ranged 8; +17 vs. Reﬂex; 2d8 + 6 ﬁre damage. 2—Telekinesis Ray: Ranged 8; +17 vs. Fortitude; the target slides 4 squares. 3—Fear Ray (Fear): Ranged 8; +17 vs. Will; the target moves its speed away from the eye of ﬂame by the safest route possible and takes a –2 penalty to attack rolls (save ends). C Fiery Burst (free, when first bloodied and again when the eye of flame is reduced to 0 hit points) ✦ Fire Close burst 2; +17 vs.
Spectral Form (standard; at-will) The bodak skulk turns invisible and gains the insubstantial and phasing qualities . It can do nothing but move in its spectral form, and it can return to its normal form as a free action. Alignment Evil Languages Common Str 21 (+13) Dex 19 (+12) Wis 15 (+10) Con 22 (+14) Int 6 (+6) Cha 23 (+14) Level 18 Soldier Medium shadow humanoid (undead) XP 2,000 Initiative +16 Senses Perception +17; darkvision Agonizing Gaze (Fear, Gaze, Necrotic) aura 5; a creature in the aura that makes a melee or a ranged attack against the bodak reaver takes 5 necrotic damage before the attack roll is made and takes a –2 penalty to the attack roll.