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<blockquote data-quote="Olgar Shiverstone" data-source="post: 942278" data-attributes="member: 5868"><p>8. Monsters</p><p></p><p> a. Weapon types to overcome Damage Reduction are not cumulative. So, for example, if a werewolf has DR of 5/silver, a +1 weapon will not overcome the DR (only a silver weapon, or a magical silver weapon, can). Cold iron becomes a new material that affects DR. Categories include blunt, holy/unholy, lawful/chaotic, adamantine, magic, silver, cold iron. The materials are:</p><p>· Silver: Hurts werewolves and weaker devils</p><p>· Cold iron: Hurts fey (and some feylike creatures, such as eladrin) and weaker demons.</p><p>· Adamantine: hurts golems and stoneskinned PCs</p><p>If a creature has DR from more than one source, the two forms of DR do not stack. Instead, the creature gets the benefits of the best DR in a given situation</p><p></p><p> b. Skeletons have DR 5/blunt, instead of halving all damage from slashing and piercing weapons. Zombies are DR 5/slashing.</p><p></p><p> c. There are a number of new subtypes (extraplanar, for example). Shapechanger is now a subtype, rather than a category. Swarm is a new subtype.</p><p></p><p> d. The “beast” category is eliminated. All of these creatures are now either animals or magical beasts.</p><p></p><p> e. Remaining monster categories are:</p><p></p><p>Aberration</p><p>Animal</p><p>Construct</p><p>Dragon</p><p>Elemental</p><p>Fey</p><p>Giant</p><p>Humanoid</p><p>Magical Beast</p><p>Monstrous Humanoid</p><p>Ooze</p><p>Outsider</p><p>Plant</p><p>Undead</p><p>Vermin</p><p></p><p> f. Individual monster stats changed (many, but omitted).</p><p></p><p> g. The Monster Manual will provide preferred monster tactics for some monsters.</p><p></p><p> h. In the 3.5 MM bonus feats will be indicated with a superscript "b" after the feat name.</p><p></p><p> i. The MM has a lot of tools for creating new monsters, advancing monsters, and using monsters as player characters and cohorts. Also, included read aloud text describes every monster so that you don't have to wing it whenever you introduce a new monster.</p><p></p><p> j. A Craft Construct feat appears in the Monster Manual.</p><p></p><p>Craft Construct [Item Creation]</p><p>The creature can create golems and other magical automatons that obey its orders.</p><p>Prerequisites: Craft Magic Arms & Armor, Craft Wondrous Item</p><p>Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 of the item’s price in XP and use up raw materials costing half of the price. A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice.</p><p></p><p> k. Constructs will gain bonus hit points based on size: (Small +10, Medium +20, Large +30, Huge +40, Gargantuan +60, Colossal +80).</p><p></p><p> l. The Solar, Tarrasque, and Happy Fun Ball have damage resistance that may only be bypassed by epic weapons.</p><p></p><p> m. The MM has the highest quantity of new art.</p><p></p><p> n. High CR monsters in the MM: the balor, pit fiend, and tarrasque are all CR 20, the titan is CR 21, and the solar is CR 23.</p><p></p><p> o. Githyanki and Githzerai are added to the MM.</p><p></p><p> p. Many dragon CRs went up a point or so, e.g. Great Gold Wyrm: 27 and Great Red Wyrm: 26.</p><p></p><p> q. Blindsense uses nonvisual abilities (like sense of smell or hearing) to perceive things in the world around them. A creature that has blindsense usually does not have to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. There's a little more to it, but that's the gist. Dragons will have blindsense rather than blindsight.</p><p></p><p>Blindsight is very similar, but is more discerning. It still uses nonvisual senses, but often uses more unusual cues, like sonar, sensitivity to vibrations, keen spell, etc. It fights and moves as well as a sighted creature and things like invisibility, darkness, and most kinds of concealment (not cover) are irrelevant. It also usually does not have to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsight ability. Again, there's a little more to it, but that's the basic idea.</p><p></p><p>Blindsense tends to be a little more limited than blindsight. Individual creature descriptions discuss what they can do with either sense, as well as how they do it.</p><p></p><p> r. Monsters with an elemental subtype (eg, fire) suffer +50% damage from the opposing subtype (eg, cold).</p><p></p><p> s. More on DR: A creature with DR no longer automatically ignores the same types of DR with its attacks. When carried to the extreme in this new system, that creates some really strange effects. (For instance, skeletons have DR n/bludgeoning, but don't deal damage as bludgeoning weapons.)</p><p></p><p>Instead, the MM sets forth specific rules for how creatures can bypass the DR of other creatures. DR x/magic and DR x/epic allow the creature's natural weapons to strike as magic or as epic weapons, respectively. A gargoyle's natural attacks strike as magic weapons. Creatures with alignment subtypes strike as weapons of those alignment(s), both with natural weapons and wielded weapons. A demon (chaotic and evil subtypes) strikes with natural and wielded weapons as if those weapons were chaotic- and evil-aligned.</p><p></p><p>1) A creature with DR bypassed by a specific type of weapon damage (bludgeoning, piercing, slashing) doesn't have any special ability to bypass other DRs. Skeletons can't hurt other skeletons any better than anyone else can.</p><p></p><p>2) A creature with DR bypassed by a certain material (adamantine, cold iron, silver) doesn't have any special ability to bypass other DRs. Lycanthropes can't hurt other lycanthropes any better than anyone else can.</p><p></p><p>3) The natural attacks of a creature with DR bypassed by magic weapons are treated as magic weapons for the purpose of bypassing DR. Same for epic. Gargoyles can hurt other gargoyles as if all their natural weapons were magic.</p><p></p><p>4) A creature with DR bypassed by a certain alignment (chaotic, evil, good, lawful) doesn't necessarily have any special ability to bypass other DRs (but see #5, below). Devils can't hurt other devils any better than anyone else can.</p><p></p><p>5) The natural attacks AND weapon attacks of a creature with an alignment subtype (Chaotic, Evil, Good, Lawful) can overcome damage reduction as if those attacks and weapons had an alignment (or alignments) matching the creature's subtype(s). Fiends are really good at hurting celestials, and vice-versa.</p><p></p><p>6) A creature with DR that can't be bypassed (DR n/-) has no special ability to bypass other creatures' DR. Barbarians can't hurt other barbarians any better than anyone else can.</p><p></p><p>Each and every creature in the MM that has some ability to bypass DR includes a specific notation to that effect, so that DMs don't have to remember these rules except when creating new monsters.</p><p></p><p> t. Awesome Blow [General, Fighter]</p><p>Prerequisites: Str 25, Power Attack, Improved Bull Rush, Size Large or larger</p><p>Benefit: As a standard action, a creature with this feat can make an attack with a -4 penalty against an opponent at least one size smaller. The opponent must succeed a Reflex Save with DC=damage dealt, or be knocked flying 10 ft straight in a direction chosen by the attacker and fall prone. The attacker can't knock the opponent towards itself. If an obstacle prevents the 10 ft movement, both obstacle and opponent take 1d6 damage.</p><p></p><p> u. Derro went through some pretty significant changes. They're now a high-Cha, low-Wis monstrous humanoid race, though their power level remains about the same.</p><p></p><p> v. Creatures without a Con score cannot tire and thus can run indefinitely without tiring.</p><p></p><p> w. The Ability Focus feat in MM 3.5 can be used to add +2 to the DC of any monster special ability.</p><p></p><p> v. Monster ability arrays are clarified: standard (all 10s and 11s), elite (15,14,13,12,10,8), and nonelite (13,12,11,10,9,8) before adding racial modifications.</p><p></p><p> w. Golem Magic Immunity: Immunity to Magic (Ex): Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 942278, member: 5868"] 8. Monsters a. Weapon types to overcome Damage Reduction are not cumulative. So, for example, if a werewolf has DR of 5/silver, a +1 weapon will not overcome the DR (only a silver weapon, or a magical silver weapon, can). Cold iron becomes a new material that affects DR. Categories include blunt, holy/unholy, lawful/chaotic, adamantine, magic, silver, cold iron. The materials are: · Silver: Hurts werewolves and weaker devils · Cold iron: Hurts fey (and some feylike creatures, such as eladrin) and weaker demons. · Adamantine: hurts golems and stoneskinned PCs If a creature has DR from more than one source, the two forms of DR do not stack. Instead, the creature gets the benefits of the best DR in a given situation b. Skeletons have DR 5/blunt, instead of halving all damage from slashing and piercing weapons. Zombies are DR 5/slashing. c. There are a number of new subtypes (extraplanar, for example). Shapechanger is now a subtype, rather than a category. Swarm is a new subtype. d. The “beast” category is eliminated. All of these creatures are now either animals or magical beasts. e. Remaining monster categories are: Aberration Animal Construct Dragon Elemental Fey Giant Humanoid Magical Beast Monstrous Humanoid Ooze Outsider Plant Undead Vermin f. Individual monster stats changed (many, but omitted). g. The Monster Manual will provide preferred monster tactics for some monsters. h. In the 3.5 MM bonus feats will be indicated with a superscript "b" after the feat name. i. The MM has a lot of tools for creating new monsters, advancing monsters, and using monsters as player characters and cohorts. Also, included read aloud text describes every monster so that you don't have to wing it whenever you introduce a new monster. j. A Craft Construct feat appears in the Monster Manual. Craft Construct [Item Creation] The creature can create golems and other magical automatons that obey its orders. Prerequisites: Craft Magic Arms & Armor, Craft Wondrous Item Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 of the item’s price in XP and use up raw materials costing half of the price. A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice. k. Constructs will gain bonus hit points based on size: (Small +10, Medium +20, Large +30, Huge +40, Gargantuan +60, Colossal +80). l. The Solar, Tarrasque, and Happy Fun Ball have damage resistance that may only be bypassed by epic weapons. m. The MM has the highest quantity of new art. n. High CR monsters in the MM: the balor, pit fiend, and tarrasque are all CR 20, the titan is CR 21, and the solar is CR 23. o. Githyanki and Githzerai are added to the MM. p. Many dragon CRs went up a point or so, e.g. Great Gold Wyrm: 27 and Great Red Wyrm: 26. q. Blindsense uses nonvisual abilities (like sense of smell or hearing) to perceive things in the world around them. A creature that has blindsense usually does not have to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. There's a little more to it, but that's the gist. Dragons will have blindsense rather than blindsight. Blindsight is very similar, but is more discerning. It still uses nonvisual senses, but often uses more unusual cues, like sonar, sensitivity to vibrations, keen spell, etc. It fights and moves as well as a sighted creature and things like invisibility, darkness, and most kinds of concealment (not cover) are irrelevant. It also usually does not have to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsight ability. Again, there's a little more to it, but that's the basic idea. Blindsense tends to be a little more limited than blindsight. Individual creature descriptions discuss what they can do with either sense, as well as how they do it. r. Monsters with an elemental subtype (eg, fire) suffer +50% damage from the opposing subtype (eg, cold). s. More on DR: A creature with DR no longer automatically ignores the same types of DR with its attacks. When carried to the extreme in this new system, that creates some really strange effects. (For instance, skeletons have DR n/bludgeoning, but don't deal damage as bludgeoning weapons.) Instead, the MM sets forth specific rules for how creatures can bypass the DR of other creatures. DR x/magic and DR x/epic allow the creature's natural weapons to strike as magic or as epic weapons, respectively. A gargoyle's natural attacks strike as magic weapons. Creatures with alignment subtypes strike as weapons of those alignment(s), both with natural weapons and wielded weapons. A demon (chaotic and evil subtypes) strikes with natural and wielded weapons as if those weapons were chaotic- and evil-aligned. 1) A creature with DR bypassed by a specific type of weapon damage (bludgeoning, piercing, slashing) doesn't have any special ability to bypass other DRs. Skeletons can't hurt other skeletons any better than anyone else can. 2) A creature with DR bypassed by a certain material (adamantine, cold iron, silver) doesn't have any special ability to bypass other DRs. Lycanthropes can't hurt other lycanthropes any better than anyone else can. 3) The natural attacks of a creature with DR bypassed by magic weapons are treated as magic weapons for the purpose of bypassing DR. Same for epic. Gargoyles can hurt other gargoyles as if all their natural weapons were magic. 4) A creature with DR bypassed by a certain alignment (chaotic, evil, good, lawful) doesn't necessarily have any special ability to bypass other DRs (but see #5, below). Devils can't hurt other devils any better than anyone else can. 5) The natural attacks AND weapon attacks of a creature with an alignment subtype (Chaotic, Evil, Good, Lawful) can overcome damage reduction as if those attacks and weapons had an alignment (or alignments) matching the creature's subtype(s). Fiends are really good at hurting celestials, and vice-versa. 6) A creature with DR that can't be bypassed (DR n/-) has no special ability to bypass other creatures' DR. Barbarians can't hurt other barbarians any better than anyone else can. Each and every creature in the MM that has some ability to bypass DR includes a specific notation to that effect, so that DMs don't have to remember these rules except when creating new monsters. t. Awesome Blow [General, Fighter] Prerequisites: Str 25, Power Attack, Improved Bull Rush, Size Large or larger Benefit: As a standard action, a creature with this feat can make an attack with a -4 penalty against an opponent at least one size smaller. The opponent must succeed a Reflex Save with DC=damage dealt, or be knocked flying 10 ft straight in a direction chosen by the attacker and fall prone. The attacker can't knock the opponent towards itself. If an obstacle prevents the 10 ft movement, both obstacle and opponent take 1d6 damage. u. Derro went through some pretty significant changes. They're now a high-Cha, low-Wis monstrous humanoid race, though their power level remains about the same. v. Creatures without a Con score cannot tire and thus can run indefinitely without tiring. w. The Ability Focus feat in MM 3.5 can be used to add +2 to the DC of any monster special ability. v. Monster ability arrays are clarified: standard (all 10s and 11s), elite (15,14,13,12,10,8), and nonelite (13,12,11,10,9,8) before adding racial modifications. w. Golem Magic Immunity: Immunity to Magic (Ex): Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently. [/QUOTE]
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