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F I E N D F O L I O

Eric Cagle, Jesse Decker, James Jacobs, Erik Mona,

Matt Sernett, Chris Thomasson, James Wyatt

U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICAWizards of the Coast, Inc.P.O. Box 707Renton WA 98057-0707Questions? 1-800-324-6496

EUROPEAN HEADQUARTERSWizards of the Coast, Belgium

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Belgium

+32-70-23-32-77

DUNGEONS & DRAGONS, D&D, DRAGON, DUNGEON MASTER, WIZARDS OF THE COAST, the d20 System logo, and the Wizards of the Coast logo are registered trademarks of Wizards of theCoast, Inc., a subsidiary of Hasbro, Inc. d20 is a Trademark of Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizardsof the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by HoltzbrinckPublishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyrightlaws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of theCoast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2003 Wizards of the Coast, Inc. Printed in the U.S.A.

Playtesters: BILL ANDERSON, GREG ANDERSON, WAYLAND “SKIP” AUGUR, RICH BAKER, JEFF BALL, ROBBIE BALL, JASON BAZYLAK, TED BOLSTAD, ALAN BONNIN, CONSTANCE

BONNIN, AARON BORIO, BILL BRAWN, VERN BROOKS, SCOTT BUCHAN, CARI BUTORAC, BARBARA CHANDLER, KENT CHEN, TOM CLARK, WAYNE DAWSON, CHRIS DAUER, JESSE DECKER,

VANESSA DELACIO, MATTHEW DOMVILLE, ALAN EATON, TROY ELLIS, ROBERT N. EMERSON, DARRYL FARR, DAVID FULKERSON, CHRIS GARCIA, JOE GARCIA, BEN GEHRKE, MATT

GLOVICH, WES GRANT, JOHN GRIGSBY, AUGUST HAHN, CYNTHIA HAHN, BETH HANCKS, RANDY HANCKS, ARTHUR HARRIS, MICHELE HARRIS, MICHAEL HARRIS, STERLING HERSHEY,

WILLIAM “BILL” HEZELTINE, PATRICK HIGGINS, MIRANDA HORNER, SHAUN HORNER, ANNE HURST, TYLER HURST, JESSICA JOHNSON, MARY R. JOHNSON, ERIC JOSEPH, KENNETH

KALAHAN, KRISTY KALAHAN, GEORGE KALAUOKALANI, BRYAN KELLEY, SHANE KENNEDY, GWENDOLYN F.M. KESTREL, BRIAN KLEMENT, JABE LAWDONSKI, BILL LEIST, KEVIN

LEISTICO, SARAH-ANN LINDSAY-FERRIER, MIKHAEL LOMBARD, ERIC LOPEZ, SEBASTIAN LUCIER, JON LUNDEEN, JEREMY LUTZ, FRANK MATHENIA, AARON MORGAN, JOSH

“CLAYEMORE” MORGAN, JOE NASH, DAVID NOWELL,JON OTAGURO, DAVE POOLE, MICHELLE PALMER, SCOTT PARKS, TOM PEARCE,ROBERT L. QUILLEN II, JOE RICK, DAN ROBBINS,

ANDREW ROTHSTEIN, BRAD RUBY, JOHN RUYS, RICHARD SAKODA, DANIEL SALLES, THAIS SANTOS, PETER SHAFF, CHRIS SHEPARD, ALESSANDRO SHIMABUKURO, JEFF SHOWIAK,STAN!,

ED STARK, MARK TEMPLETON, ZAK TOM, DANIEL UNNO, RYDIA VIELEHR, CLINT WAGONER, BRUCE WELCH, IRA WHITE, JASON WHITE, JD WIKER, PENNY WILLIAMS, KRIS

WILLIAMSON, MIKE WILLIAMSON,TAMMY R. WOLFE, JAMES WYATT, ALEXANDRE YAMAO, RICARDO YAMAO, JEFF YOUNG.

Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed byJonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without writtenpermission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

620-88661-001-EN

9 8 7 6 5 4 3 2 1

First Printing: April 2003

Visit our website at www.wizards.com/dnd

A D D I T I O N A L D E S I G N

Richard Baker, Ed Bonny, Monte Cook,

Andy Collins, Bruce Cordell,

Gwendolyn F.M. Kestrel, Paul Leach,

Sean K Reynolds, Steve Winter

D E V E L O P E R S

Richard Baker, James Wyatt

E D I T O R S

Jennifer Clarke Wilkes, Miranda Horner,

Gwendolyn F.M. Kestrel, Penny Williams

M A N A G I N G E D I T O R

Kim Mohan

D E S I G N M A N A G E R

Ed Stark

C A T E G O R Y M A N A G E R

Anthony Valterra

D I R E C T O R O F R P G R & D

Bill Slavicsek

V I C E P R E S I D E N T O F P U B L I S H I N G

Mary Kirchoff

P R O J E C T M A N A G E R

Martin Durham

A R T D I R E C T O R

Dawn Murin

C O V E R A R T

Brom, Henry Higginbotham

I N T E R I O R A R T I S T S

Glen Angus, Darren Bader, Thomas Baxa,

Matt Cavotta, Dennis Cramer, Larry

Dixon, Jeff Easley, Scott Fischer, Lars

Grant-West, Jeremy Jarvis, Todd

Lockwood, Kevin McCann, Raven

Mimura, Matthew Mitchell,

Puddnhead, Wayne Reynolds, Richard

Sardinha, Marc Sasso, Brian Snoddy,

Arnie Swekel, Ben Templesmith,

Anthony Waters, Sam Wood

G R A P H I C D E S I G N E R S

Dawn Murin, Sean Glenn

G R A P H I C P R O D U C T I O N S P E C I A L I S T

Erin Dorries

P H O T O G R A P H E R

Craig Cudnohufsky

P R O D U T I O N M A N A G E R

Chas DeLong

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Abrian . . . . . . . . . . . . . . . . . . . . 12Abyssal Ghoul . . . . . . . . . . . . . 12Ahuizotl . . . . . . . . . . . . . . . . . . 14Aoa . . . . . . . . . . . . . . . . . . . . . . . 14Aquatic Ooze . . . . . . . . . . . . . . 16Bacchae . . . . . . . . . . . . . . . . . . . 18Bhut . . . . . . . . . . . . . . . . . . . . . . 20Blackstone Gigant. . . . . . . . . . 21Blood Hawk . . . . . . . . . . . . . . . 22Bloodthorn . . . . . . . . . . . . . . . . 23Bonespear . . . . . . . . . . . . . . . . . 24Canomorph . . . . . . . . . . . . . . . 25Caryatid Column . . . . . . . . . . 30Century Worm. . . . . . . . . . . . . 31Chronotyryn . . . . . . . . . . . . . . 33Chwidencha. . . . . . . . . . . . . . . 34Crawling Head . . . . . . . . . . . . 35Crypt Thing . . . . . . . . . . . . . . . 36Dark Ones. . . . . . . . . . . . . . . . . 37Dark Creeper . . . . . . . . . . . . . . 38Dark Stalker . . . . . . . . . . . . . . . 38Darkweaver . . . . . . . . . . . . . . . 39Death Dog. . . . . . . . . . . . . . . . . 41Demodand . . . . . . . . . . . . . . . . 42Demon. . . . . . . . . . . . . . . . . . . . 46Deva . . . . . . . . . . . . . . . . . . . . . . 55Devil. . . . . . . . . . . . . . . . . . . . . . 57Dire Rhinoceros . . . . . . . . . . . 61Disenchanter . . . . . . . . . . . . . . 62Ethereal Ooze . . . . . . . . . . . . . 63Ethergaunt . . . . . . . . . . . . . . . . 64

Fensir . . . . . . . . . . . . . . . . . . . . . 68Feytouched. . . . . . . . . . . . . . . . 71Fhorge . . . . . . . . . . . . . . . . . . . . 72Flame Snake. . . . . . . . . . . . . . . 73Formian. . . . . . . . . . . . . . . . . . . 76Fossergrim . . . . . . . . . . . . . . . . 79Gathra . . . . . . . . . . . . . . . . . . . . 80Giant . . . . . . . . . . . . . . . . . . . . . 81Golem . . . . . . . . . . . . . . . . . . . . 83Half-Fey Template. . . . . . . . . . 89Half-Illithid Template . . . . . . 90Half-Troll Template. . . . . . . . . 92Huecuva Template . . . . . . . . . 94Hullathoin . . . . . . . . . . . . . . . . 96Imp. . . . . . . . . . . . . . . . . . . . . . . 97Indricothere. . . . . . . . . . . . . . 100Inevitable . . . . . . . . . . . . . . . . 101Iron Cobra . . . . . . . . . . . . . . . 103Ironmaw . . . . . . . . . . . . . . . . . 104Jackal Lord . . . . . . . . . . . . . . . 105Jackalwere . . . . . . . . . . . . . . . 107Kaorti. . . . . . . . . . . . . . . . . . . . 108Keeper . . . . . . . . . . . . . . . . . . . 111Kelp Angler . . . . . . . . . . . . . . 112Kelpie . . . . . . . . . . . . . . . . . . . 114Khaasta . . . . . . . . . . . . . . . . . . 115Kuldurath . . . . . . . . . . . . . . . . 116Living Holocaust . . . . . . . . . 117Lucent Worm. . . . . . . . . . . . . 118Maelephant . . . . . . . . . . . . . . 120Maug . . . . . . . . . . . . . . . . . . . . 121

Maulgoth . . . . . . . . . . . . . . . . 123Megatherium. . . . . . . . . . . . . 124Mongrelfolk. . . . . . . . . . . . . . 125Necrophidius. . . . . . . . . . . . . 126Nerra . . . . . . . . . . . . . . . . . . . . 127Octopus Tree . . . . . . . . . . . . . 130Ocularon. . . . . . . . . . . . . . . . . 132Ophidian. . . . . . . . . . . . . . . . . 133Oread. . . . . . . . . . . . . . . . . . . . 134Phiuhl . . . . . . . . . . . . . . . . . . . 135Planetouched . . . . . . . . . . . . . 136Quth-Maren . . . . . . . . . . . . . . 139Rilmani . . . . . . . . . . . . . . . . . . 140Rukanyr . . . . . . . . . . . . . . . . . 144Sarkrith . . . . . . . . . . . . . . . . . . 145Sea Drake . . . . . . . . . . . . . . . . 147Selkie . . . . . . . . . . . . . . . . . . . . 148Senmurv . . . . . . . . . . . . . . . . . 149Shadar-Kai . . . . . . . . . . . . . . . 150Shadow Asp . . . . . . . . . . . . . . 152Shedu. . . . . . . . . . . . . . . . . . . . 153Skulk . . . . . . . . . . . . . . . . . . . . 154Skybleeder . . . . . . . . . . . . . . . 155Slaad, Mud . . . . . . . . . . . . . . . 157Slasrath . . . . . . . . . . . . . . . . . . 158Spectral Lurker . . . . . . . . . . . 158Spirit of the Air . . . . . . . . . . . 160Sporebat . . . . . . . . . . . . . . . . . 161Spriggan . . . . . . . . . . . . . . . . . 162Steel Predator . . . . . . . . . . . . 163Sunwyrm . . . . . . . . . . . . . . . . 164

Swarm . . . . . . . . . . . . . . . . . . . 166Swordwraith Template. . . . . 173Terlen. . . . . . . . . . . . . . . . . . . . 174Terror Bird . . . . . . . . . . . . . . . 175Thunder Worm . . . . . . . . . . . 176Ti-Khana Template . . . . . . . . 177Tunnel Terror. . . . . . . . . . . . . 179Ulgurstasta . . . . . . . . . . . . . . . 180Varrangoin . . . . . . . . . . . . . . . 181Vine Horror . . . . . . . . . . . . . . 185Vorr . . . . . . . . . . . . . . . . . . . . . 186Wendigo Template . . . . . . . . 186Wicker Man. . . . . . . . . . . . . . 188Yellow Musk Creeper . . . . . 190Yellow Musk

Zombie Template . . . . . . . 191Yuan-Ti Anathema . . . . . . . . 193Yugoloth . . . . . . . . . . . . . . . . . 196Yurian . . . . . . . . . . . . . . . . . . . 198Zodar . . . . . . . . . . . . . . . . . . . . 199Appendix 1: Prestige

Classes . . . . . . . . . . . . . . . 200Fiend of Blasphemy. . . . . 200Fiend of Corruption . . . . 202Fiend of Possession . . . . . 204

Appendix 2: Graftsand Symbionts . . . . . . . 207

Appendix 3: Monsters Ranked by Challenge Rating . . 223

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ALPHABETICAL LISTING OF MONSTERS

MONSTERS BY TYPE (AND SUBTYPE)Aberration: ahuizotl, chwidencha, darkweaver, ethergaunts, half-

illithid template, maulgoth, ocularon, phiuhl, rukanyr, skybleeder,slasrath, spectral lurker, symbionts (cerebral), tunnel terror, yuan-tianathema, yurian

(Air): spirit of the airAnimal: dire rhinoceros, fhorge, indricothere, megatherium, terror bird(Aquatic): ahuizotl, aquatic oozes, bog giant, demons (myrmyxicus,

skulvyn, wastriltih) fossergrim, kelp angler, kelpie, sea drake, selkie,vine horror

Construct: blackstone gigant, caryatid column, golems, inevitables,iron cobra, maug, necrophidius, wicker man, zodar

Dragon: sea drake, sunwyrm(Earth): maulgoth, oreadElemental (Air): living holocaustElemental (Fire): living holocaust(Extraplanar): abrian, abyssal ghoul, aoa, bacchae, bloodthorn, bone-

spear, canomorphs, chronotyryn, darkweaver, demodands, demonfleshgolem, demons, devas, devils, ethereal ooze, ethergaunts, fensirs, fhorge,formians, gathra, hellfire golem, imps, inevitables, ironmaw, kaorti,keeper, khaasta, kuldurath, living holocaust, maelephant, maug, nerras,shardar-kai, slaad (mud), slasrath, symbionts (fiendish), terlen, varran-goins, vorr, yugoloths

Fey: feytouched, fossergrim, half-fey template, kelpie, oread, phiuhl,rilmani, shardar-kai, spriggan, wendigo template

(Fire): flame snakesGiant: fensirs, giants, half-troll templateHumanoid: dark ones, mongrelfolk(Incorporeal): bhut, ethereal ooze, spectral lurker, symbiont (ghostly

visage), thunder worm

Magical Beast: abrian, blood hawk, chronotyryn, cranium rat, deathdog, disenchanter, flame snakes, gathra, jackalwere, kuldurath, lucentworm, senmurv, shadow asp, shedu, spirit of the air, terlen, thunderworm, ti-khana template, varrangoins

Monstrous Humanoid: jackal lord, khaasta, ophidian, sarkriths,skulk, yurian

Ooze: aquatic oozesOutsider: aoa, bacchae, formians, keeper, nerras, planetouched,

rilmaniOutsider (Chaotic): canomorph (vultivor), demons (alkilith, klurichir,

maurezhi, myrmyxicus, skulvyn, wastriltih), slaad (mud), steel predator,symbiont (gutworm), vorr

Outsider (Evil): canomorphs, demodands, demons (alkilith, klurichir,maurezhi, myrmyxicus, skulvyn, wastriltih), devils, imps, kaorti, maele-phant, symbionts (fiendish), vorr, yugoloths

Outsider (Fire): haraknin canomorphOutsider (Good): devasOutsider (Lawful): canomorph (haraknin), formians, inevitables,

maelephant, symbiont (soul tick)Plant: bloodthorn, ironmaw, kelp angler, octopus tree, sporebat, vine

horror, yellow musk creeper, yellow musk zombie template(Reptilian): khaasta, ophidian(Shapechanger): canomorphs, jackalwere, selkie(Swarm): bloodbloater ooze, ants, cranium rats, locusts, scarab

beetle, viper, wasp(Symbiont): cerebral symbionts, fiendish symbionts, ghostly visageUndead: abyssal ghoul, bhut, crawling head, crypt thing, demon

(blood fiend), huecuva template, hullathoin, quth-maren, swordwraithtemplate, symbiont (ghostly visage), ulgurstasta

Vermin: bonespear, century worm

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INTRODUCTIONWelcome to the Fiend Folio! This book contains more than250 creatures for use in DUNGEONS & DRAGONS® adven-tures. This introduction explains how to read a monster’swrite -up, including summaries of the most commonattacks and abilities.

The monster entries are arranged alphabetically by name.Monsters of the same kind are grouped under their majorentry; for instance, the piscoloth and skeroloth are bothdescribed in the yugoloth entry.

Appendix 1 details three prestige classes suited formonsters—the fiend of blasphemy, fiend of corruption,and fiend of possession. Appendix 2 describes grafts, whichare body parts that can be applied to a creature’s usual phys-iology, and symbionts, a class of creatures that are mostcommonly found living in or on another creature. Finally, alist of monsters organized by Challenge Rating may befound in Appendix 3.

READING THE ENTRIESEach monster entry is organized in the same generalformat. An entry is composed of a statistics block, providingbasic game information about the creature in condensedform, and a section of descriptive text where the creature’sphysiology, tactics, special abilities, and society are dis-cussed. For more information about the characteristics ofmonsters, consult the Player ’s Handbook, the DUNGEON

MASTER’s Guide, and the Monster Manual.

NAMEThe first line of a monster entry gives the name by whichthe creature is generally known. The descriptive text maymention alternate names.

SIZE AND TYPEThis line begins with the creature’s size (Huge, for example).The eight size categories are briefly described in the tablebelow. A size modifier applies to the creature’s Armor Class(AC) and attack bonus, as well as to modifiers for certainskill checks. A creature’s size also determines how far it canreach to make a melee attack and how much space it occu-pies in a fight (see Face/Reach, below).

The size and type line continues with the creature’s type(Giant, for example). Type determines how magic affects acreature; for example, the hold animal spell affects only crea-tures of the animal type. Type determines certain features,such as Hit Dice size, base attack, base saving throws, andskill points. Refer to the Monster Manual for details on dif-ferent types and subtypes.

The Fiend Folio introduces or revises the following sub-types.

Cold Subtype (Ex): A creature with the cold subtype isimmune to cold damage. It takes half again as much (+50%)damage as normal from fire, regardless of whether a savingthrow is allowed, or if the save is a success or a failure.

Extraplanar Subtype: Unlike the other subtypes thatappear in this book (as well as the Monster Manual andMonster Manual II), the extraplanar subtype is relative—it

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THE PLANES OF EXISTENCEManual of the Planes describes the planes of the standard D&D cosmol-ogy in great depth. These planes fall into five categories: the MaterialPlane or Planes, Transitive Planes (Astral, Ethereal, and Shadow), InnerPlanes (Air, Earth, Fire, Water, Positive Energy, and Negative Energy),Outer Planes, and Demiplanes. Most of the extraplanar creaturesdescribed in this book come from the Outer Planes, though someelementals originate on the Inner Planes and there are a handful ofEthereal creatures here as well. The Outer Planes in the D&D cosmol-ogy correspond to alignments, with shading between (the plane ofAcheron, for example, lies between the lawful evil plane of the NineHells and the lawful neutral plane of Mechanus).

The table below shows the short names for the planes that appearin climate/terrain entries in this book and the full names used inManual of the Planes.

In addition to the planes that appear in the standard D&D cosmology,variant planes and cosmologies appear in the appendix to Manual ofthe Planes, including the Region of Dreams, the Far Realm, and thePlane of Mirrors. A few extraplanar monsters in this book originateon these planes.

If your campaign’s cosmology does not include the standardplanes of the D&D cosmology or the variant planes referenced in thisbook, you can assign new home planes to monsters as you see fit.

The kaorti, for example, who are described as originating in the FarRealm, might instead come from Limbo or a similar plane in yourcampaign’s cosmology.

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Plane NamesShort Name Full NameYsgard Heroic Domains of YsgardLimbo Ever-Changing Chaos of LimboPandemonium Windswept Depths of PandemoniumAbyss Infinite Layers of the AbyssCarceri Tarterian Depths of CarceriHades Gray Waste of HadesGehenna Bleak Eternity of GehennaBaator Nine Hells of BaatorAcheron Infernal Battlefield of AcheronMechanus Clockwork Nirvana of MechanusArcadia Peaceable Kingdoms of ArcadiaCelestia Seven Mounting Heavens of CelestiaBytopia Twin Paradises of BytopiaElysium Blessed Fields of ElysiumBeastlands Wilderness of the BeastlandsArborea Olympian Glades of ArboreaOutlands Concordant Domain of OutlandsSam

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applies to any creature when it appears on a plane that is notits home plane. Every extraplanar creature in this book hasa home plane mentioned in its description. These homeplanes are taken from the cosmology of the D&D game, asset forth in Manual of the Planes. (If your campaign uses a dif-ferent cosmology, you will need to assign different homeplanes to extraplanar creatures.)

Creatures that originate from a plane of existence otherthan the Material Plane are marked with the extraplanarsubtype, under the assumption that the campaign takesplace on the Material Plane. When characters travel toAcheron, however, a bonespear encounteredthere is no longer an extraplanar creature—on the contrary, the characters themselvesnow have the extraplanar subtype. TheClimate/Terrain entry for each extra-planar monster in this bookgives its home plane.

An extraplanar creaturecan be targeted with adismissal or banishmentspell, suffers the fulleffects of a blasphemy,dictum, holy word, orword of chaos spell(based on its align-ment), and can becalled or summonedby various spells including gate, the planar allyand planar binding spells, and possibly summonmonster spells.

Elementals and outsiders encountered on theMaterial Plane always have this subtype. Mon-sters from the Monster Manual with this subtype,besides all elementals and outsiders (except plane-touched), include the bodak (native to the Abyss), theethereal marauder (native to the Ethereal Plane),the retriever (native to the Abyss), and any creaturewith the celestial or fiendish template (native to theUpper and Lower Outer Planes, respectively).

On certain planes, known as transitive planes, no crea-tures have the extraplanar subtype. The transitive planesin the D&D cosmology are the Astral Plane, the EtherealPlane, and the Plane of Shadow.

Fire Subtype: (Ex) A creature with the fire subtype isimmune to fire damage. It takes half again as much (+50%)damage as normal from cold, regardless of whether a savingthrow is allowed, or if the save is a success or a failure.

Shapechanger Subtype: A shapechanger has thesupernatural ability to assume one or more alternateforms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shapes isa shapechanger.

Swarm Type or Subtype: A swarm is a collection ofFine, Diminutive, or Tiny creatures (usually creatures

of the vermin type) that acts as a single creature. Aswarm has the characteristics of its type, except as notedhere. A swarm has a single pool of Hit Dice and hitpoints, a single initiative modifier, a single speed, and asingle Armor Class. The swarm makes saving throws as asingle creature.

A single swarm occupies a square (if it is made up ofnonflying creatures) or a cube (of flying creatures) 5 feeton a side, but its reach is 0 feet, like its component crea-tures. In order to attack, it moves into an opponent’sspace, which provokes an attack of opportunity. It canoccupy the same space as a creature of any size, since it

crawls all over its prey. A swarmcan move through squares

occupied by enemiesand vice versa without imped-iment, although the swarm

provokes an attack of opportunityif it does so. A swarm can move

through cracks or holes large enough for its com-ponent creatures.

A swarm of Diminutive creatures con-sists of 150 nonflying creatures or 625

flying creatures. A swarm of Fine crea-tures consists of 10,000 creatures,whether they are flying or not.Swarms of nonflying creatures

include many more creatures thancould normally fit in a 5-foot square

based on their normal face, because creatures in aswarm are packed tightly together and generally

crawl over each other and their prey whenmoving or attacking. Larger swarms are rep-resented by multiple swarms, or multiple

five-foot squares. A swarm of 200,000 plagueants is 20 plague ant swarms, each swarm

occupying a 5-foot square. A large swarm iscompletely shapeable, though it usually

remains contiguous.Swarm Traits: A swarm has no

clear front or back and no dis-cernible anatomy, so it is not subject to

critical hits or flanking. A swarm madeup of Tiny creatures takes half damage

from slashing and piercing weapons. A swarm com-posed of Fine or Diminutive creatures are immune to allweapon damage.

Reducing a swarm to 0 hit points or fewer causes theswarm to break up, though damage taken until that pointdoes not diminish its ability to attack or resist attack.Swarms are never staggered or reduced to a dying state bydamage. Also, they cannot be tripped, grappled, or bullrushed, and they cannot grapple another.

A swarm is immune to any spell or effect that targets aspecific number of creatures (including single -target

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spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score anda hive mind. A swarm has a –10 penalty on saving throwsagainst spells or effects that affect an area, such as manyevocation spells or grenadelike weapons. If the area effectattack does not allow a saving throw, the swarm takesdouble damage instead.

Swarms made up of Diminutive or Fine creatures aresusceptible to high winds such as that created by a gust ofwind spell. For purposes of determining the effect of windon a swarm, treat the swarm as a creature of the same sizeas its constituent creatures. For example, a swarm ofabyssal ants (Diminutive creatures) can be blown away bya severe wind. Wind effects deal 1d6 points of subdualdamage to the swarm per spell level (or Hit Die of the orig-inating creature, in the case of effects such as an air ele-mental’s whirlwind). A swarm rendered unconscious bymeans of subdual damage becomes disorganized and dis-persed, and does not re-form until its hit points exceed itssubdual damage.

Swarm Attack: Creatures with the swarm subtype don’tmake standard melee attacks. Instead, they deal automaticdamage to any creature whose space they occupy at the endof their move, with no attack roll needed. Swarm attacks arenot subject to a miss chance for concealment or cover. Aswarm’s statistics block has “Swarm” on the Attacks line,with no attack bonus. The Damage entry has “Swarm,” fol-lowed by a damage range. A swarm’s damage is based on itsHit Dice, as shown below:

Swarm HD Swarm Base Damage1–5 1d66–10 2d611–15 3d616–20 4d621 or more 5d6

A swarm’s attacks are nonmagical, unless the swarm’sdescription states otherwise. Damage reduction sufficientto reduce a swarm attack’s damage to 0, being incorporeal,and other special abilities usually make a creature immune(or at least resistant) to damage from the swarm. Someswarms also have acid, poison, blood drain, or other specialattacks in addition to normal damage.

Swarms do not threaten creatures in their square, and donot make attacks of opportunity with their swarm attack.However, they distract foes whose squares they occupy, asdescribed below.

Distraction (Ex): Any living creature vulnerable to theswarm’s damage that begins its turn with a swarm in itssquare is nauseated for 1 round; a Fortitude save negates theeffect (DC is 10 + 1/2 the creature’s HD + Con modifier).Spellcasting or concentrating on spells within the area of aswarm requires a Concentration check (DC 20 + spell level).Using a skill that involves patience and concentrationrequires a Concentration check (DC 20). Each swarmdescribed in this book has its distraction save DC given inits statistics block.

HIT DICEThis line gives the number and type of Hit Dice the crea-ture has, and any bonus hit points. A parenthetical entrygives the creature’s average hit points.

A creature’s Hit Dice total is also its level for determininghow spells affect the creature, its rate of natural healing, andits maximum ranks in a skill.

INITIATIVEThis line gives the creature’s modifier on initiative checks.

SPEEDThis line gives the creature’s speed on land (the amountof distance it can cover in one move). If the creaturewears armor that reduces its speed, the creature’s basespeed is noted.

If the creature has other modes of movement, these aregiven after the land speed entry. If a creature does not havea land speed, it almost always has some other mode ofmovement. Unless noted otherwise, these other modesof movement are natural (not magical).

Burrow: The creature can tunnel through dirt, butnot through rock unless the descriptive text says other-wise. Creatures cannot use the run action while burrow-ing. Most burrowing creatures do not leave behind tun-nels other creatures can use (either because the materialthey tunnel through fills in behind them or becausethey do not actually move or dislocate any materialwhen burrowing), see the individual creature descrip-tions for details.

Climb: A creature with a climb speed gains a +8 racialbonus on all Climb checks. The creature must make aClimb check to climb any wall or slope with a DC of morethan 0, but it always can choose to take 10, even if rushedor threatened while climbing. The creature climbs at thelisted speed while climbing. If it chooses an acceleratedclimb, it moves at double the given climb speed (or itsnormal land speed, whichever is less) and makes a singleClimb check at a –5 penalty. Creatures cannot use the runaction while climbing. The creature retains its Dexteritybonus to Armor Class (if any) while climbing, and oppo-nents get no special bonus to their attacks against theclimbing creature.

Fly: The creature can fly at the given speed if carrying nomore than a light load. All fly speeds include a parentheticalnote indicating maneuverability.

Swim: A creature with a swim speed can move throughwater at the given speed without making Swim checks. Ithas a +8 racial bonus on any Swim check to perform somespecial action or avoid a hazard. The creature always canchoose to take 10, even if distracted or endangered whenswimming. Creatures can use the run action while swim-ming, provided they swim in a straight line.

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