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===Keywords=== * Acid: The creature uses acid in some way. * Air: Elemental creatures made of air (such as earthwind ravagers) have this keyword. * [[Angel]]: Angels are immortal creatures with vaguely humanoid forms and lower bodies that trail off into astral mist. Most angels have wings. Since they don’t have mouths and cannot speak, angels communicate via telepathy. They do not breathe, eat, or sleep. However, this does not render the creature immune to any effect. * Aquatic: An aquatic creature can breathe normally in water and ignores rough water while swimming. It never needs to make Athletics checks to swim. * Blind: A blind creature cannot detect creatures and objects by sight. It relies on special senses, such as blindsight or tremor sense, to detect things within a certain range. A blind creature cannot make Perception checks to notice things beyond the range of its special senses. A blind creature cannot be blinded. Blind creatures are immune to gaze attacks and other effects that rely on sight. * Charm: Powers and effects that control the subject’s actions sometimes have this keyword. * Cold: A type of damage. Creatures made of ice (such as ice archons) also have the cold keyword. * Conjuration: An effect that creates a creature or object out of nothing. A conjuration effect can be dispelled using the dispel magic spell. * [[Construct]]: Constructs are not living creatures; spells and effects that specifically target living creatures do not work against them. Most constructs have resistance or immunity to disease and poison. Constructs do not need to breathe, eat, or sleep. * [[Demon]]: Demons are evil elemental creatures native to the [[Abyss]]. They breathe and eat, but do not sleep. They are not immune to sleep effects, however. * [[Devil]]: Devils are evil immortal creatures native to the [[Nine Hells]]. They breathe and eat, but do not sleep. They are not immune to sleep effects, however. * Disease: Some monsters, such as [[slaads]] and [[lycanthropes]], inflict disease on creatures they hit. A creature that contracts a disease makes a saving throw at the end of the encounter. If the saving throw succeeds, the creature shakes off the disease and suffers no ill effects. If the saving throw fails, the creature is infected and suffers the initial effect of the disease. An infected creature makes an Endurance check after each extended rest to see if it improves, worsens, or maintains its current condition. The disease specifies two target Endurance DCs. If the creature’s check result beats both DCs, the creature moves one step up the disease track as its condition improves. If the creature’s check result beats the lower DC but not the higher DC, its condition remains the same. If the creature’s check result doesn’t beat either DC, the creature’s condition worsens, and it moves one step down the disease track. When a creature reaches the far left of the disease track, it is cured. When a creature reaches the far right of the disease track, it suffers the final effect of the disease. Once a creature suffers the final effect, it no longer moves up the disease track and can only be cured by the Cure Disease ritual (unless otherwise noted). * [[Dragon]]: Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon. * Earth: Elemental creatures made of earth (such as [[Galeb Duhr|galeb duhrs]]) have this keyword. Earth creatures are immune to petrification. * Fear: Powers and effects that impose penalties through fright or cause the affected creature to flee carry this keyword. * Fire: A type of damage. Elemental creatures made of fire (such as fire archons) also have this keyword. * Force: A type of damage. * Gaze: A type of attack. Blind creatures are immune to gaze attacks, and a creature cannot make a gaze attack while blinded. * [[Giant]]: A giant is a humanoid creature of at least Large size. * Healing : Powers and effects that restore hit points have this keyword. * [[Homunculus]]: A homunculus is an animate construct tasked with guarding a specific creature, area, or object. * Illusion: Powers and effects that deceive the senses or the mind use this keyword. * Lightning: A type of damage. * Living Construct: A living construct is considered a living creature that does not need to eat, drink, or breathe. However, this does not render the creature immune to any effect. A living construct needs only 4 hours to benefit from extended rest, and it gains a +2 bonus to saving throws against ongoing damage. When a living construct rolls a death save, it takes the better of its die roll or 10 as the result. * Mount: Not all monsters that can be ridden as mounts have the mount keyword. This keyword is applied only to creatures with special mount rules, such as an ability gained when ridden or an ability granted to the rider. These rules and benefits only apply if the rider has the Mounted Combat feat. * Necrotic: A type of damage. * [[Ooze]]: Oozes are amorphous creatures that rely on blindsight, tremor sense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing. * Poison: A type of damage. * Polymorph: Powers and effects that alter a creature’s physical form have this keyword. * Plant: Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however. * Psychic: A type of damage. Some nondamaging effects that target the mind also have the psychic keyword. * Radiant: A type of damage. * Reliable: If a creature misses every target with a reliable power, the use of that power isn't expended. * Reptile: Reptiles are cold-blooded creatures that lay eggs. Examples include crocodiles, drakes, lizardfolk, snakes, troglodytes, and yuan-ti. * Shapechanger: This monster has the innate ability to alter its form, whether freely or into specific shapes. Examples of shapechangers include doppelgangers and lycanthropes. * Sleep: Powers and effects that render a creature unconscious have this keyword. * Spider: Spider monsters include arachnids as well as creatures with spiderlike features: eight legs, web spinning, and the like. Examples include driders and ettercaps. * Swarm: A swarm is considered a single monster even though it is composed of several Tiny creatures. Most single swarms are Medium, but some can be larger. A swarm takes half damage from melee and ranged attacks. It is vulnerable to close and area attacks, as indicated in the monster’s stat block. A swarm is immune to forced movement (pull, push, and slide) effects from melee and ranged attacks. Close or area attacks that impose forced movement affect the swarm normally. A swarm can enter or move through an enemy’s space; this movement does not provoke opportunity attacks. An enemy can enter a space occupied by a swarm, but the space occupied by the swarm is considered difficult terrain, and doing so provokes an opportunity attack. A swarm can squeeze through any opening large enough to accommodate even one of its constituent creatures. For example, a swarm of bats can squeeze through any opening large enough for one of the bats to squeeze through. * Teleportation: Powers and effects that transport a creature instantaneously from one location to another use this keyword. A creature that teleports is removed from play at the origin square and placed in the destination square. Teleporting does not provoke opportunity attacks, and the creature does not move through the intervening squares. Unless stated otherwise, a creature must have line of sight to the destination to teleport there. * Thunder: A type of damage. * Undead: Undead are not living creatures; spells and effects that specifically target living creatures do not work against them. Most undead have resistance to necrotic damage, are immune to poison, and are vulnerable to radiant damage. Undead do not need to breathe or sleep. * Water: Elemental creatures made of water (such as thunderblast cyclones) have this keyword. * Weapon: An accessory type. This keyword identifies a power that is used with a weapon, which can be an unarmed strike. Monster attacks don't use proficiency bonuses. * Zone: Zones are persistent area effects that can be dispelled using the dispel magic spell.
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