D&D 3.5 Glossary of Terms


Contents:

0 5 A B C D E F G H I K L M N O P R S T U V W

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0-level spell

A spell of the lowest possible level. Arcane spellcasters often call their 0-level spells "cantrips," and divine spellcasters often call them "orisons."

Source: PHB

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5-foot step

A small position adjustment that does not count as an action. Usually (but not always), a 5-foot step is permitted at any point in the round (such as before or after a full-round action, between attacks in a full attack, between a standard action and a move action, or between two move actions). You can't take a 5-foot step in the same round that you move any distance. You can't take a 5-foot step if your movement is hampered, such as into a square of difficult terrain, in darkness, or when blinded. Taking a 5-foot step does not provoke an attack of opportunity, even if you move out of a threatened square.

Source: PHB

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Aberration Type

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

Features: An aberration has the following features.

  • d8 Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • Good Will saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: An aberration possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet.
  • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
  • Aberrations eat, sleep, and breathe.

Source: MM, MM3
ability

One of the six basic character qualities: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha).

Source: PHB
ability check

A check of 1d20 + the appropriate ability modifier.

Source: PHB
ability damage

A temporary loss of 1 or more ability score points. Lost points return at a rate of 1 point per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.

If a creature has an attack that deals ability damage, the creature's descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it deals twice the indicated amount of damage (if the damage is expressed as a die range, roll two dice). Ability damage returns at the rate of 1 point per day for each affected ability.

Source: PHB, MM, MM3
ability damaged

The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.

Ability damage is different from penalties to ability scores, which go away when the conditions causing them (fatigue, entanglement, and so on) go away.

Source: DMG
ability decrease

A decrease in an ability score that ends when the condition causing it does.

Source: PHB, MM
ability drain

A permanent loss of 1 or more ability score points. The character can regain these points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.

If a creature has an attack that deals ability drain, the creature's descriptive text gives the ability and the amount drained. If an attack that causes ability drain scores a critical hit, it drains twice the indicated amount (if the damage is expressed as a die range, roll two dice). Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points (10 on a critical hit) whenever it drains an ability score no matter how many points it drains. Temporary hit points gained in this fashion last for a maximum of 1 hour.

Some ability drain attacks allow a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). If no saving throw is mentioned, none is allowed.

Source: PHB, MM, MM3
ability drained

The character has permanently lost 1 or more ability score points. The character can regain these points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.

Source: PHB, MM
ability modifier

The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities.

Source: PHB
ability score

The numeric rating of one of the six character abilities. Some creatures lack certain ability scores; others cannot be rated in particular abilities.

Source: PHB
ability score loss

Some attacks reduce the opponent's score in one or more abilities. This loss can be temporary (ability damage) or permanent (ability drain). Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spells lesser restoration and restoration offset ability damage as well. Ability drain, however, is permanent, though restoration can restore even those lost ability score points.

While any loss is debilitating, losing all points in an ability score can be devastating.

  • Strength 0 means that the character cannot move at all. He lies helpless on the ground.
  • Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
  • Constitution 0 means that the character is dead.
  • Intelligence 0 means that the character cannot think and is unconscious in a comalike stupor, helpless.
  • Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
  • Charisma 0 means that the character is withdrawn into a catatonic, comalike stupor, helpless.

Keeping track of negative ability score points is never necessary. A character's ability score can't drop below 0.

Having a score of 0 in an ability is different from having no ability score whatsoever. A wraith has no Strength score, not a Strength score of 0. A clay golem has no Intelligence, not an Intelligence score of 0. The wraith can move, it just can't act physically on other objects. The golem is not in a stupor or helpless, but it has no thoughts or memory.

Some spells or abilities impose an effective ability score reduction, which is different from ability score loss. Any such reduction disappears at the end of the spell's or ability's duration, and the ability score immediately returns to its former value.

If a character's Constitution score drops, then he loses 1 hit point per Hit Die for every point by which his Constitution modifier drops. For example, at 7th level, Tordek is hit by poison that causes his Constitution to drop from 16 to 13. His Constitution modifier falls from +3 to +1, so he loses 14 hit points (2 per level). A minute later, the poison deals another 8 points of Constitution damage, dropping his score to 5 and his modifier to -3. He loses another 28 hit points -- for a total of 42 hit points lost because of an overall 6-point drop in his Constitution modifier.

A hit point score can't be reduced by Constitution damage or drain to less than 1 hit point per Hit Die. At 7th level, Mialee has 22 hit points when fully healed. Even if her Constitution score drops to 5 or lower, she will still have at least 7 hit points (less any damage she may take).

The ability that some creatures have to drain ability scores (such as shadows draining Strength or lamias draining Wisdom) is a supernatural one, requiring some sort of attack. Such creatures do not drain abilities from enemies when the enemies strike them, even with unarmed attacks or natural weapons.

Source: DMG, MM, MM3
action

A character activity. Actions are divided into the following categories, according to the time required to perform them (from most time required to least): full-round actions, standard actions, move actions, and free actions.

Source: PHB
adjacent

In a square that shares a border or a corner with a designated square. Each square is adjacent to eight other squares on the board.

Source: PHB
adventuring party

A group of characters who adventure together. An adventuring party is composed of player characters plus any followers, familiars, animal companions, associates, cohorts, or hirelings they might have.

Source: PHB
air subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Air. Air creatures always have fly speeds and usually have perfect maneuverability.

Source: MM, MM3
alignment

One of the nine descriptors of morality for intelligent creatures: lawful good (LG), neutral good (NG), chaotic good (CG), lawful neutral (LN), neutral (N), chaotic neutral (CN), lawful evil (LE), neutral evil (NE), and chaotic evil (CE).

In a monster entry, the alignment line gives the alignment that the creature is most likely to have. Every entry includes a qualifier that indicates how broadly that alignment applies to all monsters of that kind.

Always: The creature is born with the indicated alignment. The creature may have a hereditary predisposition to the alignment or come from a plane that predetermines it. It is possible for individuals to change alignment, but such individuals are either unique or rare exceptions.

Usually: The majority (more than 50%) of these creatures have the given alignment. This may be due to strong cultural influences, or it may be a legacy of the creatures' origin. For example, most elves inherited their chaotic good alignment from their creator, the deity Corellon Larethian.

Often: The creature tends toward the given alignment, either by nature or nurture, but not strongly. A plurality (40-50%) of individuals have the given alignment, but exceptions are common.

Source: PHB, MM, MM3
ally

A creature friendly to you. In most cases, references to "allies" include yourself.

Source: PHB
alternate form

A creature with this special quality has the ability to assume one or more specific alternate forms. This ability works much like the polymorph spell, except that the creature is limited to the forms specified, and it does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
  • The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
  • The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
  • The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form.
  • The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Source: MM
angel subtype

Angels are a race of celestials, or good outsiders, native to the good-aligned Outer Planes. In the D&D cosmology, these planes are the Seven Mounting Heavens of Celestia, the Twin Paradises of Bytopia, the Olympian Glades of Arborea, the Blessed Fields of Elysium, and the Wilderness of the Beastlands.

Traits: An angel possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to acid, cold, and petrification.
  • Resistance to electricity 10 and fire 10.
  • +4 racial bonus on saves against poison.
  • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). (The defensive benefits from the circle are not included in an angel's statistics block.)
  • Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.

Source: MM
animal type

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.

Features: An animal has the following features (unless otherwise noted in a creature's entry).

  • d8 Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • Good Fortitude and Reflex saves (certain animals have different good saves).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: An animal possesses the following traits (unless otherwise noted in a creature's entry).

  • Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
  • Low-light vision.
  • Alignment: Always neutral.
  • Treasure: None.
  • Proficient with its natural weapons only. A noncombative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature's attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
  • Proficient with no armor unless trained for war.
  • Animals eat, sleep, and breathe.

Source: MM, MM3
antimagic

An antimagic field spell or the main eye ray of a beholder cancels magic altogether. This spell-like effect is extremely powerful -- the ultimate defense against magic. An antimagic effect has the following powers and characteristics.

  • No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).
  • Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
  • Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell's center is in the antimagic area, then the spell is suppressed.
  • Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
  • Summoned or conjured creatures of any type, as well as incorporeal undead, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
  • Magic items with continuous effects, such as a bag of holding, do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of the bag are unavailable, but neither spill out nor disappear forever).
  • Two antimagic areas in the same place do not cancel each other out, nor do they stack.
  • Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mordenkainen's disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Source: DMG
aquatic subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Source: MM, MM3
arcane spell

Arcane spells involve the direct manipulation of mystic energies. Bards, sorcerers, and wizards cast arcane spells.

Source: PHB
arcane spell failure

The chance that a spell fails and is cast to no effect because the caster's ability to use a somatic component was hampered by armor. Bards can ignore the arcane spell failure chance for light armor when casting bard spells.

Source: PHB
archon subtype

Archons are a race of celestials, or good outsiders, native to the Seven Mounting Heavens of Celestia.

Traits: An archon possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet and low-light vision.
  • Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
  • Immunity to electricity and petrification.
  • +4 racial bonus on saves against poison.
  • Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon's Hit Dice). (The defensive benefits from the circle are not included in an archon's statistics block.)
  • Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
  • Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Source: MM
armor bonus

A bonus to Armor Class granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses. Magic armor typically grants an enhancement bonus to the armor's armor bonus, which has the effect of increasing the armor's overall bonus. An armor bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force around the recipient. An armor bonus doesn't apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow.

Source: PHB
Armor Class

A number representing a creature's ability to avoid being hit in combat. An opponent's attack roll must equal or exceed the target creature's Armor Class (AC) to hit it. Armor Class = 10 + all modifiers that apply (typically armor bonus, shield bonus, Dexterity modifier, and size modifier).

Source: PHB
artifact

A magic item of incredible power. Some spells do not function when targeted on an artifact.

Source: PHB
Astral Plane

An open, weightless plane that connects with all other planes of existence and is used for transportation among them (and is thus described as a transitive plane, like the Ethereal Plane and the Plane of Shadow). Certain spells (such as astral projection) allow access to this plane.

Source: PHB
attack

Any of numerous actions intended to harm, disable, or neutralize an opponent. The outcome of an attack is determined by an attack roll.

Source: PHB
attack of opportunity

A single extra melee attack per round that a combatant can make when an opponent within reach takes an action that provokes attacks of opportunity. Cover prevents attacks of opportunity.

Source: PHB
attack roll

A roll to determine whether an attack hits. To make an attack roll, roll 1d20 and add the appropriate modifiers for the attack type, as follows: melee attack roll = 1d20 + base attack bonus + Strength modifier + size modifier; ranged attack roll = 1d20 + base attack bonus + Dexterity modifier + size modifier + range penalty. In either case, the attack hits if the result is at least as high as the target's Armor Class.

Source: PHB
augmented subtype

A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.

Source: MM, MM3
automatic hit

An attack that hits regardless of target AC. Automatic hits occur on an attack roll of natural 20 or as a result of certain spells. A natural 20 attack roll is also a threat -- a possible critical hit.

Source: PHB
automatic miss

An attack that misses regardless of target AC. Automatic misses occur on an attack roll of natural 1.

Source: PHB

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baatezu subtype

Many devils belong to the race of evil outsiders known as the baatezu.

Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).

  • Immunity to fire and poison.
  • Resistance to acid 10 and cold 10.
  • See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
  • Telepathy.

Source: PHB
barbarian

A class made up of ferocious warriors who use inborn fury and instinct to bring down foes.

Source: PHB
bard

A class made up of performers whose music and poetics produce magical effects.

Source: PHB
base attack bonus

An attack roll bonus derived from character class and level. Base attack bonuses increase at different rates for different character classes. A character gains a second attack when his or her base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different classes, such as when a character is a multiclass character, stack.

Source: PHB
base land speed

The speed a character can move while unarmored. Base land speed is derived from character race.

Source: PHB
base save bonus

A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.

Source: PHB
battle grid

A play surface marked off in 1-inch squares, which is used to keep track of the locations of creatures and characters (represented by miniature figures) during combat and other tactical situations.

Source: PHB
blinded

Unable to see. A blinded character takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them (DM's discretion).

Source: PHB, DMG
blindsense

Using nonvisual senses, such as acute smell or hearing, a creature with the blindsense extraordinary ability notices things it cannot see. The creature usually does not need 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. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Source: DMG, MM, MM3
blindsight

Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures and the creature must have line of effect to a creature or object to discern that creature or object). The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. This ability operates out to a range specified in the creature description.

  • Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
  • Blindsight does not subject a creature to gaze attacks (even though darkvision does).
  • Blinding attacks do not penalize creatures using blindsight.
  • Deafening attacks thwart blindsight if it relies on hearing (as a bat's echolocation ability does).
  • Blindsight works underwater but not in a vacuum.
  • Blindsight negates displacement and blur effects.

Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Source: DMG, MM
blown away

Depending on its size, a creature can be blown away by winds of high velocity (see Table 3-24 in the Dungeon Master's Guide, page 95). A creature on the ground that is blown away is knocked down and rolls 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Source: DMG
bolster undead

A supernatural ability of evil clerics (and some neutral ones). Bolstering undead increases the resistance of those undead creatures to turning attempts.

Source: PHB
bonus

A positive modifier to a die roll. In most cases, multiple bonuses from the same source or of the same type in effect on the same character or object do not stack; only the highest bonus of that type applies. Bonuses that don't have a specific type always stack with all bonuses.

Source: PHB
breath weapon

A breath weapon attack usually deals damage and is often based on some type of energy (such as fire). Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature's racial HD + breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Most creatures with breath weapons are limited to a number of uses per day or by a minimum length of time that must pass between uses. Such creatures are usually smart enough to save their breath weapon until they really need it.

  • Using a breath weapon is typically a standard action.
  • No attack roll is necessary. The breath simply fills its stated area.
  • Any character caught in the area must make the appropriate saving throw or suffer the breath weapon's full effect. In many cases, a character who succeeds on his saving throw still takes half damage or some other reduced effect.
  • Breath weapons are supernatural abilities except where noted.
  • Creatures are immune to their own breath weapons unless otherwise noted.
  • Creatures unable to breathe can still use breath weapons. (The term is something of a misnomer.)

Source: PHB, MM, MM3

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cantrip

An arcane 0-level spell.

Source: PHB
cast a spell

Trigger the magical or divine energy of a spell by means of words, gestures, focuses, and/or special materials. Spellcasting requires the uninterrupted concentration of the caster during the requisite casting time. Disruption of this concentration forces the caster to make a successful Concentration check or lose the spell. Successful casting brings about the spell's listed effect or effects.

Source: PHB
caster level

A measure of the power with which a spellcaster casts a spell. Generally, a spell's caster level is the spellcaster's class level.

Source: PHB
caster level check

A roll of 1d20 + the caster level (in the relevant class). If the result equals or exceeds the DC (or the spell resistance, in the case of caster level checks made for spell resistance), the check succeeds.

Source: PHB
casting time

The time required to cast a spell, usually either 1 standard action, 1 round, or 1 free action. Spells with casting times longer than 1 round require full-round actions for all the rounds encompassed in the casting time.

Source: PHB
change shape

A creature with this special quality (supernatural) has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
  • The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
  • The creature retains the ability scores of its original form.
  • The creature retains its hit points and saves.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Source: MM, MM3
chaotic subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned.

Source: MM, MM3
character

A fictional individual within the confines of a fantasy game setting. The words "character" and "creature" are often used synonymously within these rules, since almost any creature could be a character within the game, and every character is a creature (as opposed to an object).

Source: PHB
character class

One of the eleven player character types -- barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, or wizard. Class defines a character's predominant talents and general function within an adventuring party. Character class may also refer to a nonplayer character class or a prestige class.

Source: PHB
character level

A character's total level. For a character with levels in only one class, class level and character level are the same thing.

Source: PHB
Charisma

The ability that measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness.

Source: PHB
charm

Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe -- or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions.

Charming another creature gives the charming character the ability to befriend and suggest courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this type include the various charm spells. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.

  • A charmed creature doesn't gain any magical ability to understand his new friend's language.
  • A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
  • A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
  • A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn't normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
  • A charmed character never obeys a command that is obviously suicidal or grievously harmful to her.
  • If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
  • A charmed character who is openly attacked by the creature who charmed him or by that creature's apparent allies is automatically freed of the spell or effect.

Regardless of whether a character is charmed or compelled, he won't volunteer information or tactics that his master doesn't ask for. If a 1st-level wizard happens to have a staff of fire, the vampire that is compelling him doesn't know that the staff is there and can't tell the wizard to give him the staff or use the staff on his former friends. The vampire, however, can say, "Hand over your most powerful magic item."

Source: DMG
check

A method of determining the result when a character attempts an action (other than an attack or a saving throw) that has a chance of failure. Checks are based on a relevant character ability, skill, or other characteristic. Most checks are either ability checks or skill checks, though special types such as turning checks, caster level checks, dispel checks, and initiative checks also exist. The specific name of the check usually corresponds to the skill or ability used. To make a check, roll 1d20 and add any relevant modifiers. (Higher results are always better.) If this check result equals or exceeds the Difficulty Class number assigned by the DM (or the opponent's check, if the action is opposed), the check succeeds.

Source: PHB
checked

Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect.

Source: PHB, DMG
circumstance bonus

A bonus granted because of specific conditional factors favorable to the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same benefit. For instance, a magnifying glass gives a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem. If you had a second tool that also granted a circumstance bonus from improved visual acuity (such as a jeweler's loupe), the circumstance bonuses wouldn't stack.

Source: PHB
class

See character class.

Source: PHB
class feature

Any special characteristic derived from a character class.

Source: PHB
class level

A character's level in a single class. Class features generally depend on class level rather than character level.

Source: PHB
class skill

A skill to which characters of a particular class have easier access than characters of other classes. Characters may buy class skills at a rate of 1 rank per skill point, as opposed to 1/2 rank per skill point for cross-class skills. The maximum rank for a class skill is 3 + character level.

With regards to creatures in general, a class skill is any skill in which a monster has acquired at least one rank or in which the creature has a racial bonus. Some monsters, such as the true dragons, have their class skills explicitly listed. Other monsters' class skills can be determined from their statistics blocks.

Creatures with a Swim speed always have Swim as a class skill. Creatures with a Climb speed always have Climb as a class skill. Skills listed in an entry merely because of synergy with another skill are not class skills. For example, a ssvaklor's class skills are Bluff, Listen, Sense Motive, Spot, Survival and Swim. It has other skill modifiers, such as Diplomacy, Disguise and Intimidate, that are due to synergy benefits granted by other skills. The statistics block also includes a Jump modifier due to its speed, even though Jump is not a class skill for the creature.

Source: PHB, MM, MM3
cleric

A class made up of characters who cast divine spells and are also capable in combat.

Source: PHB
cold immunity

A creature with cold immunity, such as a frost giant, never takes cold damage. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Source: DMG
cold subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Source: MM, MM3
Colossal

A Colossal creature is typically 64 feet or more in height or length and weighs 250,000 pounds or more.

Source: PHB
comatose

Effectively in a state of suspended animation. A comatose creature is helpless.

Source: PHB
command undead

The supernatural ability of evil clerics and some neutral clerics to control undead creatures by channeling negative energy.

Source: PHB
command word item

A magic item that activates when the user speaks a particular word or phrase. Activating a command word item does not require concentration and does not provoke attacks of opportunity.

Source: PHB
competence bonus

A bonus that improves a character's performance of a particular task, such as from the bardic ability to inspire competence. Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren't related to a character's level or skill ranks. Multiple competence bonuses don't stack; only the highest bonus applies.

Source: PHB
compulsion

Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe -- or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions.

Compulsion is a different matter than charm. A compulsion overrides the subject's free will in some way or simply changes the way the subject's mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster.

Regardless of whether a character is charmed or compelled, he won't volunteer information or tactics that his master doesn't ask for. If a 1st-level wizard happens to have a staff of fire, the vampire that is compelling him doesn't know that the staff is there and can't tell the wizard to give him the staff or use the staff on his former friends. The vampire, however, can say, "Hand over your most powerful magic item."

Source: DMG
concealment

Something that prevents an attacker from clearly seeing his or her target. Concealment creates a chance that an otherwise successful attack misses (a miss chance).

Source: PHB
concentrate on a spell

Concentrate to maintain an active spell's effect. Concentrating on a spell is a standard action and provokes an attack of opportunity.

Source: PHB
confused

Befuddled and unable to determine a course of action due to a spell or magical effect. A confused character's actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject's self). A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Source: PHB, DMG
Constitution

The ability that represents a character's health and stamina.

Source: PHB
constrict

A creature with this extraordinary special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature's entry. If the creature also has the improved grab ability, it deals constriction damage in addition to damage dealt by the weapon used to grab.

Source: MM, MM3
construct type

A construct is an animated object or artificially constructed creature.

Features: A construct has the following features.

  • 10-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • No good saving throws.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.

Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

  • No Constitution score.
  • Low-light vision
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat (see page 303). A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage (see page 145 of the Player's Handbook). Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size: Fine (0), Diminutive (0), Tiny (0), Small (10), Medium (20), Large (30), Huge (40), Gargantuan (60), Colossal (80).
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not eat, sleep, or breathe.

Source: MM, MM3
continuous damage

Damage from a single attack that continues to deal damage every round without the need for additional attack rolls.

Source: PHB
copper piece

The most prevalent form of currency among beggars and laborers. Ten copper pieces are equivalent to 1 silver piece.

Source: PHB
coup de grace

A full-round action that allows an attacker to attempt a killing blow against a helpless opponent. A coup de grace can be administered with a melee weapon, or with a bow or crossbow if the attacker is adjacent to the opponent. An attacker delivering a coup de grace automatically scores a critical hit, after which the defender must make a Fortitude save (DC 10 + damage dealt) or die. Rogues also gain their extra sneak attack damage for this attack. Delivering a coup de grace provokes attacks of opportunity from threatening foes. A coup de grace is not possible against a creature immune to critical hits.

Source: PHB
cover

Any barrier between an attacker and defender. Such a barrier can be an object, a creature, or a magical force. Cover grants the defender a bonus to Armor Class.

Source: PHB
cowering

Frozen in fear and unable to take actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any).

Source: PHB, DMG
creature

A living or otherwise active being, not an object. The terms "creature" and "character" are sometimes used interchangeably.

Source: PHB
creature type

One of several broad categories of creatures. The creature types are aberration, animal, construct, dragon, elemental, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, undead, and vermin.

Source: PHB
critical hit

A hit that strikes a vital area and therefore deals double damage or more. To score a critical hit (crit), an attacker must first score a threat (usually a natural 20 on an attack roll) and then succeed on a critical roll (just like another attack roll). Critical hit damage is usually double damage, which means rolling damage twice, just as if the attacker had actually hit the defender two times. (Any extra damage dice, such as from a rogue's sneak attack, are not rolled multiple times, but are added to the total at the end of the calculation.)

Source: PHB
critical roll

A special second attack roll made in the event of a threat to determine whether a critical hit has been scored. If the critical roll is a hit against the target creature's AC, then the original attack is a critical hit. Otherwise, the original attack is a regular hit.

Source: PHB
cross-class skill

A skill that is not a class skill for a character. Characters may buy cross-class skills at the rate of a half rank per skill point, as opposed to 1 rank per skill point for class skills. The most ranks a character can have in a cross-class skill is one-half of the class skill maximum (3 + the character's level), rounded neither up nor down.

Source: PHB
cure spell

Any spell with the word "cure" in its name, such as cure minor wounds, cure light wounds, or mass cure critical wounds.

Source: PHB
current hit points

A character's hit points at a given moment in the game. Current hit points go down when the character takes damage and go back up upon recovery.

Source: PHB

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damage

A decrease in hit points, an ability score, or other aspects of a character caused by an injury, illness, or magical effect. The three main categories of damage are lethal damage, nonlethal damage, and ability damage. In addition, wherever it is relevant, the type of damage an attack deals is specified, since natural abilities, magic items, or spell effects may grant immunity to certain types of damage. Damage types include weapon damage (subdivided into bludgeoning, slashing, and piercing) and energy damage (positive, negative, acid, cold, electricity, fire, and sonic). Modifiers to melee damage rolls apply to both subcategories of weapon damage (melee and unarmed). Some modifiers apply to both weapon and spell damage, but only if so stated. Damage points are deducted from whatever character attribute has been harmed -- lethal and nonlethal damage from current hit points, and ability damage from the relevant ability score). Damage heals naturally over time, but can also be negated wholly or partially by curative magic.

Source: PHB
damage reduction

A creature with this special quality (extraordinary or supernatural) ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.

The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. For example, the werewolf's entry reads "damage reduction 10/silver": Each time a foe hits a werewolf with a weapon, the damage dealt by that attack is reduced by 10 points (to a minimum of 0). However, a silvered weapon deals full damage.

Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. For example, the plague spewer has damage reduction 10/slashing. When hit with bludgeoning or piercing weapons, the damage dealt by each attack is reduced by 5 points, but slashing weapons deal full damage.

Some monsters are vulnerable to certain materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus. Examples: the war troll's damage reduction 5/adamantine, the young redcap's damage reduction 5/cold iron, and the splinterwaif's damage reduction 5/silver.

Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. For example, the ssvaklor has damage reduction 10/magic and can strike as a magic weapon for the purpose of overcoming damage reduction.

Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. For example, many tanar'ri demons and baatezu devils have damage reduction 10/good, while the prismatic golem has damage reduction 10/evil. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature. An arrow demon, for instance, has the chaotic and evil subtypes, and thus can overcome damage reduction as if its weapons and natural weapons were chaotic-aligned and evil-aligned.

When a damage reduction entry has a dash (--) after the slash, no weapon overcomes the damage reduction.

A few creatures are harmed by more than one kind of weapon. The bonedrinker, for example, has damage reduction 5/silver or good. Either kind of weapon -- silver or good -- overcomes its damage reduction.

A few other creatures require combinations of different types of attacks to overcome their damage reduction. The sorrowsworn demon has damage reduction 10/cold iron and good, meaning that a weapon must be made of cold-forged iron and be good-aligned to overcome the demon's damage reduction. A shadesteel golem has damage reduction 10/adamantine and magic, meaning that only adamantine weapons with at least a +1 enhancement bonus deal full damage to it. A weapon that falls into one category but not the other is of no help in overcoming the creature's damage reduction -- a magic sword or a nonmagic mace is no better at harming a lich than any other weapon.

Source: PHB, DMG, MM, MM3
darkvision

Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature.

Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise -- invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally.

The presence of light does not spoil darkvision. If a character has darkvision with a 60-foot range, and he stands within a 20-foot radius of light, the character can see normally in the light, and 40 feet beyond the light because of his darkvision.

Source: PHB, DMG, MM3
dazed

Unable to act normally. A dazed character can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round.

Source: PHB, DMG
dazzled

Unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Spot checks, and Search checks.

Source: PHB, DMG
dead

A character dies when his or her hit points drop to -10 or lower. A character also dies when his or her Constitution drops to 0, and certain spells or effects (such as failing a Fortitude save against massive damage) can also kill a character outright. Death causes the character's soul to leave the body and journey to an Outer Plane. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

Source: PHB, DMG
deafened

Unable to hear. A deafened character takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them (DM's discretion).

Source: PHB, DMG
deal damage

Cause damage to a target with a successful attack. How much damage is dealt is usually expressed in terms of dice (for example, 2d6+4) and may have a situational modifier as well. However, damage dealt by a weapon or spell does not necessarily equal damage taken by the target, because the target may have special defenses that negate some or all of the damage.

Source: PHB
death attack

A spell or special ability that instantly slays the target, such as finger of death. Neither raise dead nor reincarnation can grant life to a creature slain by a death attack, though resurrection and more powerful effects can. In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly. A victim cannot be made stable and thereby kept alive. In case it matters, a dead character, no matter how she died, has -10 hit points. The spell death ward protects a character against these attacks.

Source: PHB, DMG
deflection bonus

A bonus to Armor Class granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks.

Source: PHB
Dexterity

The ability that measures a character's hand-eye coordination, agility, reflexes, and balance.

Source: PHB
difficult terrain

An area containing one or more features (such as rubble or undergrowth) that costs 2 squares instead of 1 square to move through.

Source: PHB
Difficulty Class

The target number that a player must meet or beat for a check or saving throw to succeed. Difficulty Classes other than those given in specific spell or item descriptions are set by the DM using the skill rules as a guideline.

Source: PHB
Diminutive

A Diminutive creature is typically between 6 inches and 1 foot in height or length and weighs between 1/8 pound and 1 pound.

Source: PHB
direct a spell

Direct an active spell's effect at a specific target or targets. Directing a spell is a move action and does not provoke an attack of opportunity.

Source: PHB
disabled

At exactly 0 current hit points, or in negative hit points but stable and conscious. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, she is now in negative hit points and dying.

A disabled character with negative hit points recovers hit points naturally if she is being helped. Otherwise, each day she has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, she loses 1 hit point. Once an unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points (even if her current hit points are negative).

Source: PHB, DMG
disease

When a character is injured by a contaminated attack (such as a mummy's slam attack, which can transmit mummy rot), touches an item smeared with diseased matter, or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect -- his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage.

You can roll these Fortitude saving throws for the player so that he doesn't know whether the disease has taken hold.

Diseases have various symptoms and are spread through a number of vectors. The characteristics of several typical diseases are summarized on Table 8-2: Diseases in the Dungeon Master's Guide.

Use of the Heal skill can help a diseased character. Every time a diseased character makes a saving throw against disease effects, the healer makes a check. The diseased character can use the healer's result in place of his saving throw if the Heal check result is higher. The diseased character must be in the healer's care and must have spent the previous 8 hours resting.

Characters recover points lost to ability score damage at a rate of 1 per day per ability damage, and this rule applies even while a disease is in progress. That means that a character with a minor disease might be able to withstand it without accumulating any damage.

Source: PHB
dispel

Negate, suppress, or remove one or more existing spells or other effects on a creature, item, or area. Dispel usually refers to a dispel magic spell, though other forms of dispelling are possible. Certain spells cannot be dispelled, as noted in the individual spell descriptions.

Source: PHB
dispel check

A roll of 1d20 + caster level of the character making the attempt to dispel (usually used with dispel magic). The DC is 11 plus the level of the spellcaster who initiated the effect being dispelled.

Source: PHB
dispel turning

Channel negative energy to negate a successful turning undead attempt by a good cleric or a paladin.

Source: PHB
divine spell

Spells of religious origin powered by faith or by a deity. Clerics, druids, paladins, and rangers cast divine spells.

Source: PHB
dodge bonus

A bonus to Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character's Dexterity bonus also negates any dodge bonuses the character may have (for instance, you lose any dodge bonuses to AC when you're flat-footed). Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks.

Source: PHB
domain

A granted power and a set of nine divine spells (one each of 1st through 9th level) themed around a particular concept and associated with one or more deities. The available domains are: Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War, and Water.

Source: PHB
domain spell

A divine spell belonging to a domain. Each domain offers one spell of each spell level. In addition to their normal daily complement of spells, clerics can cast one domain spell per day for each spell level that their caster levels allow. This spell may be from either of their domains. Domain spells cannot be exchanged for cure or inflict spells.

Source: PHB
double weapon

A weapon with two ends, blades, or heads that are both intended for use in combat. Any weapon for which two damage ranges are listed is a double weapon. Double weapons can be used to make an extra attack as if the wielder were fighting with two weapons (light weapon in the off hand).

Source: PHB
dragon type

A dragon is a reptilelike creature, usually winged, with magical or unusual abilities.

Features: A dragon has the following features.

  • 12-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude, Reflex, and Will saves.
  • Skill points equal to (6 + Int modifier) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to magic sleep effects and paralysis effects.
  • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with no armor.
  • Dragons eat, sleep, and breathe.

Source: MM, MM3
druid

A class made up of characters who draw energy from the natural world to cast divine spells and gain special magical powers.

Source: PHB
Dungeon Master

The player who portrays nonplayer characters, makes up the story setting for the other players, and serves as a referee. Also called DM.

Source: PHB
dying

Unconscious and near death. A dying character has -1 to -9 current hit points, can take no actions, and is unconscious. Each round on her turn, a dying character rolls d% to see whether she becomes stable. She has a 10% chance of becoming stable. If she does not, she loses 1 hit point. If a dying character reaches -10 hit points, she is dead.

Source: PHB, DMG

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earth subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Source: MM
effective character level

This number represents a creature's overall power relative to that of a character from the Player's Handbook. A creature with an effective character level (ECL) of 10 is roughly equivalent to a 10th-level character. A creature's ECL is the sum of its Hit Dice (including class levels) and level adjustment. For instance, a splinterwaif has 2 HD and a +4 level adjustment. It is the equivalent of a 6th-level character.

Source: MM
effective hit point increase

Hit points gained through temporary increases in Constitution score. Unlike temporary hit points, points gained in this manner are not lost first, and must be subtracted from the character's current hit points at the time the Constitution increase ends.

Source: PHB
eladrin subtype

Eladrins are a race of celestials, or good outsiders, native to the the Olympian Glades of Arborea.

Traits: An eladrin possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • Resistance to cold 10 and fire 10.
  • Tongues (Su): All eladrins can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Source: MM
electrum

A naturally occurring alloy of gold and silver.

Source: PHB
Elemental Plane

One of the Inner Planes consisting almost entirely of one type of element: air, earth, fire, or water.

Source: PHB
elemental type

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.

Features: An elemental has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • Good saves depend on the element: Fortitude (earth, water) or Reflex (air, fire).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: An elemental possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet.
  • Immunity to poison, sleep effects, paralysis, and stunning.
  • Not subject to critical hits or flanking.
  • Unlike most other living creatures, an elemental does not have a dual nature -- its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not eat, sleep, or breathe.

Source: MM
end of round

The point in a combat round when all the participants have completed all their allowed actions. End of round occurs when no one else involved in the combat has an action pending for that round.

Source: PHB
enemy

A creature unfriendly to you.

Source: PHB
energy charge

This supernatural ability bestows vital energy at a touch, and happens automatically when a melee or ranged attack hits. Each successful energy charge bestows one or more positive levels (the creature's description specifies how many) on living creatures. Unless otherwise specified in the creature's description, a draining creature loses 5 hit points for each positive level it bestows. A creature may not have more positive levels than its Constitution bonus (minimum 1).

An affected creature gains a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws, and gains one effective level or Hit Die (whenever level is used in a die roll or calculation) for each positive level. A spellcaster gains one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level. These gains persist until the positive level goes away.

Positive levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the positive level automatically goes away.

Undead react to positive levels the way nonundead react to negative levels. An undead character with negative levels at least equal to its current level is instantly destroyed. After 24 hours, an undead must make a Will save (DC 10 + 1/2 attacker's HD + attacker's Cha modifier). (The DC is provided in the attacker's description.) If the saving throw succeeds, the positive level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each positive level it has gained. If the save fails, the positive level goes away, but the creature's level (or HD) is also reduced by one.

Source: MM
energy damage

Damage caused by one of five types of energy (not counting positive and negative energy): acid, cold, electricity, fire, and sonic.

Source: PHB
energy drain

This supernatural attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour.

An affected opponent takes a -1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed.

Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature's level is also reduced by one. A separate saving throw is required for each negative level.

Source: PHB, DMG, MM
energy drained

The character gains one or more negative levels, which might permanently drain the character's levels.

If the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from the highest spell level castable.

Source: PHB, DMG, MM
Energy Plane

An Inner Plane, either the Positive Energy Plane or the Negative Energy Plane.

Source: PHB
engaged

Threatening or being threatened by an enemy. (Unconscious or otherwise immobilized characters are not considered engaged unless they are actually being attacked.)

Source: PHB
enhancement bonus

A bonus that represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor's bonus to AC, they don't apply against touch attacks.

Source: PHB
entangled

Ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on attack rolls and a -4 penalty to its effective Dexterity score. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell's level) or lose the spell.

Source: PHB, DMG
environment

This entry in a statistics block describes the type of climate and terrain where the creature is typically found. This is a preference, but is not exclusionary. Note that these environments can also exist in portions of dungeons due to magical effects or other supernatural interference, or as features in dungeons or other environment areas.

Any: No preferred environment.

Cold: Arctic and subarctic climes. Any area that has winter-like conditions for the greater portion of the year.

Temperate: Any area that has alternating warm and cold seasons.

Warm: Tropical and subtropical climes. Any area that has summer conditions for the greater portion of the year is warm.

Aquatic: Fresh or salt water.

Deserts: Any dry area with sparse vegetation.

Forests: Any area covered with trees.

Hills: Any area with rugged but not mountainous terrain.

Marshes: Low, flat, waterlogged areas; including swamps.

Mountains: Rugged terrain, with a higher elevation than hills.

Plains: Any fairly flat area that is not a desert, marsh, or forest.

Plane Name: An extraplanar creature's home plane.

Underground: Subterranean areas.

Source: MM
ethereal

On the Ethereal Plane. An ethereal creature is invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane, but visible and corporeal to creatures on the Ethereal Plane. As such, such a creature is capable of moving through solid objects on the Material Plane and in any direction (even up or down), though all movement is at half speed. Most magical attacks have no effect on them. See invisibility and true seeing reveal ethereal creatures.

Ethereal beings can see and hear what is happening in the same area of the Material Plane to a distance of 60 feet, though material objects still block sight and sound. (An ethereal creature can't see through a material wall, for instance.) Things on the Material Plane, however, look gray, indistinct, and ghostly. An ethereal creature can't affect the Material Plane, not even magically. An ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects.

Even if a creature on the Material Plane can see an ethereal creature (for instance, with see invisibility), the ethereal creature is on another plane. Only force effects (such as magic missile) can affect the ethereal creatures. If, on the other hand, both creatures are ethereal, they can affect each other normally.

A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature, and a magic missile can strike one (provided the spellcaster can see the ethereal target). Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.

Ethereal creatures move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don't block them (though they can't see while their eyes are within solid material).

Ghosts have a power called manifestation that allows them to appear on the Material Plane as incorporeal creatures. Still, they are on the Ethereal Plane, and another ethereal creature can interact normally with a manifesting ghost.

Ethereal creatures pass through and operate in water as easily as air.

Ethereal creatures do not fall or take falling damage.

Source: PHB, DMG
Ethereal Plane

A gray, foggy plane parallel to the Material Plane at all points. Creatures within the Ethereal Plane can see and hear into the Material Plane to a distance of 60 feet, though the reverse is not usually true. Force effects originating on the Material Plane can affect items and creatures on the Ethereal Plane, but the reverse is not true. Because the Ethereal Plane is often used for travel, it is also considered a transitive plane (like the Astral Plane and the Plane of Shadow).

Source: PHB
evasion

The evasion extraordinary ability allows the target of an area attack to leap or twist out of the way. Rogues and monks have evasion and improved evasion as class features, but certain other creatures have these abilities, too.

If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area (crawling through a 2-1/2-foot-wide shaft, for example) cannot use evasion.

As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

Rogues and monks cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.

Source: PHB
evil subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned.

Source: MM
exhausted

Tired to the point of significant impairment. An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Source: PHB, DMG
experience points

A numerical measure of a character's personal achievement and advancement. Characters earn experience points by defeating opponents and overcoming challenges. At the end of each adventure, the DM assigns experience to the characters based on what they have accomplished. Characters continue to accumulate experience points throughout their adventuring careers, gaining new levels in their character classes at certain experience point totals.

Source: PHB
extraordinary ability

Extraordinary abilities (Ex) are nonmagical, don't become ineffective in an antimagic field, and are not subject to any effect that disrupts magic. Using an extraordinary ability is a free action unless otherwise noted.

Source: PHB, DMG, MM
extraplanar

Native to a plane of existence other than the plane on which a creature is present. On the Material Plane, an outsider is an extraplanar creature. On an outsider's home plane, a native of the Material Plane is an extraplanar creature.

Source: PHB
extraplanar subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Source: MM

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failure

An unsuccessful result on a check, saving throw, or other determination involving a die roll.

Source: PHB
fascinated

Entranced by a supernatural or spell effect. A fascinated creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the effect as a standard action.

Source: PHB, DMG
fast healing

A creature with the fast healing special quality (extraordinary) regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature's entry (for example, a cave troll has fast healing 8). Except where noted here, fast healing is just like natural healing (see page 146 of the Player's Handbook). Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.

A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.

Fast healing does not increase the number of hit points regained when a creature polymorphs.

Source: PHB, MM
fatigued

Tired to the point of impairment. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Source: PHB, DMG
favored class

A monster that takes levels in a class (or more than one class) has a favored class, just as player characters do. In addition, a monster's racial Hit Dice also count as a favored class, in effect: If the monster becomes a multiclass character, neither its favored class nor its racial Hit Dice count when determining whether the creature takes an experience point penalty.

Source: MM
fear aura

The use of this supernatural ability is a free action. The aura can freeze an opponent (such as a mummy's despair) or function like the fear spell (for example, the aura of a lich). Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of area.

Source: MM
fear cone

These effects usually work like the fear spell. If a fear effect allows a saving throw, it is a Will save (DC 10 + 1/2 fearsome creature's racial HD + creature's Cha modifier; the exact DC is given in the creature's descriptive text). All fear attacks are mind-affecting fear effects.

Source: MM
fear effect

Any spell or magical effect that causes the victim to become shaken, frightened, or panicked, or to suffer from some other fear-based effect defined in the description of the specific spell or item in question. In most cases, the character makes a Will saving throw to resist this effect.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

Source: PHB
fear ray

These effects usually work like the fear spell. If a fear effect allows a saving throw, it is a Will save (DC 10 + 1/2 fearsome creature's racial HD + creature's Cha modifier; the exact DC is given in the creature's descriptive text). All fear attacks are mind-affecting fear effects.

Source: MM
fey type

A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.

Features: A fey has the following features.

  • 6-sided Hit Dice.
  • Base attack bonus equal to 1/2 total Hit Dice (as wizard).
  • Good Reflex and Will saves.
  • Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: A fey possesses the following traits (unless otherwise noted in a creature's entry).

  • Low-light vision.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
  • Fey eat, sleep, and breathe.

Source: MM
fighter

A class made up of characters who have exceptional combat capability and unequaled skill with weapons.

Source: PHB
Fine

A Fine creature is typically 6 inches or less in height or length and weighs 1/8 pound or less.

Source: PHB
fire immunity

A creature with fire iMMunity, such as a fire giant, never takes fire damage. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Source: PHB
fire subtype

A creature with the fire subtype has iMMunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Source: MM
flank

To be directly on the other side of a character who is being threatened by another character. A flanking attacker gains a +2 flanking bonus on attack rolls against the defender. A rogue can sneak attack a defender that she is flanking.

Source: PHB
flat-footed

Especially vulnerable to attacks at the beginning of a battle. Characters are flat-footed until their first turns in the initiative cycle. A flat-footed creature loses its Dexterity bonus to Armor Class (if any) and cannot make attacks of opportunity.

Source: PHB, DMG
flight

A creature with this supernatural or extraordinary ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.

Source: PHB
force damage

A special type of damage dealt by force effects, such as a magic missile spell. A force effect can strike incorporeal creatures without the normal miss chance associated with incorporeality.

Source: PHB
Fortitude save

A type of saving throw, related to a character's ability to withstand damage thanks to his physical stamina.

Source: PHB
fraction

See rounding.

Source: PHB
free action

Free actions consume a negligible amount of time, and one or more such actions can be performed in conjunction with actions of other types.

Source: PHB
frightened

Fearful of a creature, situation, or object. Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. If unable to flee, it may fight (though they are still shaken). A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Source: PHB, DMG
frightful presence

This extraordinary ability makes a creature's very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken.

Actions required to trigger the special quality are given in the creature's descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds.

This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature's racial HD + frightful creature's Cha modifier; the exact DC is given in the creature's descriptive text). An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

Source: MM
full normal hit points

An individual character's maximum hit points when undamaged.

Source: PHB
full-round action

Full-round actions consume all of a character's effort during a round. The only movement possible in conjunction with a full-round action is a 5-foot step, which can occur before, after, or during the action. Some full-round actions (as specified in their descriptions) do not allow even this much movement. When using a full-round action to cast a spell whose casting time is 1 round, the spell is not completed until the beginning of the caster's next turn.

Source: PHB

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Gargantuan

A Gargantuan creature is typically between 32 and 64 feet in height or length and weighs between 32,000 and 250,000 pounds.

Source: PHB
gaseous form

Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas.

Creatures in gaseous form can't run but can fly. A gaseous creature can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can't, however, pass through solid matter.

Gaseous creatures can't attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).

Creatures in gaseous form have damage reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor (for example, from the mage armor spell) still apply.

Gaseous creatures do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like).

Gaseous creatures can't enter water or other liquid. They are not ethereal or incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can't disperse or damage a creature in gaseous form.

Discerning a creature in gaseous form from natural mist requires a DC 15 Spot check. Creatures in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.

Source: DMG
gaze

While the medusa's gaze is well known, gaze attacks can also charm, curse, or even kill. Gaze attacks not produced by a spell are supernatural.

A gaze special attack takes effect when opponents look at the creature's eyes. The attack can have almost any sort of effect: petrification, death, charm, and so on. The typical range is 30 feet, but check the creature's entry for details.

Each opponent within range of a gaze attack must attempt a saving throw (which can be a Fortitude or Will save; DC 10 + 1/2 gazing creature's racial HD + gazing creature's Cha modifier; the exact DC is given in the creature's descriptive text) each round at the beginning of his or her turn in the initiative order . A successful saving throw negates the effect. A monster's gaze attack is described in abbreviated form in its description. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature's face, instead looking at its body, watching its shadow, tracking it in a reflective surface, and so on. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The opponent cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature's gaze twice during the same round, once before the opponent's action and once during the creature's turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature also can veil its eyes, thus negating its gaze ability.

Source: DMG, MM
giant type

A giant is a humanoid-shaped creature of great strength, usually of at least Large size.

Features: A giant has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: A giant possesses the following traits (unless otherwise noted in a creature's entry).

  • Low-light vision.
  • Proficient with all simple and martial weapons, as well as any natural weapons.
  • Proficient with whatever type of armor (light, medium or heavy) it is described as wearing, as well as all lighter types. Giants not described as wearing armor are not proficient with armor. Giants are proficient with shields if they are proficient with any form of armor.
  • Giants eat, sleep, and breathe.

Source: MM
goblinoid subtype

Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.

Source: MM
gold piece

The primary unit of currency used by adventurers.

Source: PHB
good subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned.

Source: MM
grab

The initial attack required to start a grapple. To grab a target, the character must make a successful melee touch attack.

Source: PHB
granted power

The special ability a cleric gains from each of his selected domains.

Source: PHB
grapple check

An opposed check that determines a character's ability to struggle in a grapple. Grapple check = 1d20 + base attack modifier + Strength modifier + special size modifier (+4 for every size category larger than Medium or -4 for every size category smaller than Medium).

Source: PHB
grappling

Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. He does not threaten any squares, and loses his Dexterity bonus to AC (if any) against opponents he isn't grappling. For creatures, grappling can also mean trapping opponents in any number of ways (in a toothy maw, under a huge paw, and so on).

Source: DMG, PHB
guardinal subtype

Guardinals are a race of celestials, or good outsiders, native to the the Blessed Fields of Elysium.

Traits: A guardinal possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • Resistance to cold 10 and sonic 10.
  • Lay on Hands (Su): As the paladin class feature, except that each day, a guardinal can heal an amount of damage equal to its full normal hit points.
  • +4 racial bonus on saves against poison.
  • Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

Source: MM

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half speed

When restricted to moving at half speed, count each square moved into as 2 squares, and every square of diagonal movement as 3 squares. If you are restricted to half speed, you can't run or charge, nor can you take a 5-foot step.

Source: PHB
hardness

A measure of an object's ability to resist damage. Only damage in excess of the object's hardness is actually deducted from the object's hit points upon a successful attack.

Source: PHB
helpless

Paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a helpless target get a +4 bonus. Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets.As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.Delivering a coup de grace provokes attacks of opportunity.Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

Source: PHB, DMG
hit

Make a successful attack roll.

Source: PHB
Hit Die

In the singular form, a die rolled to generate hit points. In the plural form, a measure of relative power that is synonymous with character level for the sake of spells, magic items, and magical effects that affect a certain number of Hit Dice (HD) of creatures.

Source: PHB
hit points

A measure of a character's health or an object's integrity. Damage decreases current hit points, and lost hit points return with healing or natural recovery. A character's hit point total increases permanently with additional experience and/or permanent increases in Constitution, or temporarily through the use of various special abilities, spells, magic items, or magical effects (see temporary hit points and effective hit point increase).

Source: PHB
Huge

A Huge creature is typically between 16 and 32 feet in height or length and weighs between 4,000 and 32,000 pounds.

Source: PHB
humanoid type

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype, such as elf, goblinoid, or reptilian.

Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.

Humanoids with more than 1 Hit Die (for example, gnolls and bugbears) are the only humanoids who make use of the features of the humanoid type.

Features: A humanoid has the following features (unless otherwise noted in a creature's entry).

  • 8-sided Hit Dice, or by character class.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • Good Reflex saves (usually; a humanoid's good save varies).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.

Traits: A humanoid possesses the following traits (unless otherwise noted in a creature's entry).

  • Proficient with all simple weapons, or by character class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, and sleep.

Source: MM

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improved evasion

Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.

Source: PHB
improved grab

If a creature with this special attack (extraordinary) hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).

When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight.

Source: MM, MM3
incorporeal

Having no physical body. Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them. Incorporeal creatures are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects. Even when struck by spells, magical effects, or magic weapons, however, they have a 50% chance to ignore any damage from a corporeal source -- except for a force effect, such as magic missile, or damage dealt by a ghost touch weapon. Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks.

An incorporeal creature has no armor or natural armor bonus (or loses any armor or natural armor bonus it may have when corporeal), but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is greater. Such creatures can move in any direction and even pass through solid objects at will, but not through force effects. Therefore, their attacks negate the bonuses provided by natural armor, armor, and shields, but deflection bonuses and force effects (such as mage armor) work normally against them, as does anything with the ghost touch ability.

Incorporeal creatures have no weight and do not set off traps that are triggered by weight. They do not leave footprints, have no scent, and make no noise, so they cannot be heard with Listen checks unless they wish it. Incorporeal creatures cannot fall or take falling damage. Likewise, they cannot manipulate objects or exert physical force on objects. They move in any direction (including up or down) at will. They do not need to walk on the ground. Though they can pass through solid objects at will, they cannot see when their eyes are within solid matter.

Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents. Incorporeal creatures pass through and operate in water as easily as they do in air.

Corporeal creatures cannot trip or grapple incorporeal creatures.

Source: PHB, DMG
incorporeal subtype

Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells, including touch spells, or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Nondamaging spell effects affect incorporeal creatures normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Nonmagical attacks made by an incorporeal creature with a melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance, except for attacks it makes with a ghost touch weapon, while are made normally (no miss chance).

Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or on another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Source: MM, MM3
infection

A disease's method of delivery -- ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa).

Source: DMG
inflict spell

A spell with the word "inflict" in its name, such as inflict light wounds, inflict moderate wounds, or mass inflict critical wounds.

Source: PHB
inherent bonus

A bonus to an ability score resulting from powerful magic, such as a wish. Inherent bonuses cannot be dispelled. A character is limited to a total inherent bonus of +5 to any ability score. Multiple inherent bonuses to a particular ability score do not stack, so only the best one applies.

Source: PHB
initiative

A system of determining the order of actions in battle. Before the first round of combat, each combatant makes a single initiative check. Each round, the participants act in order from the highest initiative result to the lowest.

Source: PHB
initiative check

A check used to determine a creature's place in the initiative order for a combat. An initiative check is 1d20 + Dex modifier + other modifiers.

Source: PHB
initiative count

The result of an initiative check, expressed as a number that indicates when a character's turn comes up.

Source: PHB
initiative modifier

A bonus or penalty on initiative checks.

Source: PHB
Inner Planes

One of several portions of the planar landscape that contain the primal forces -- those energies and elements that make up the building blocks of reality. The Elemental Planes and the Energy Planes are Inner Planes.

Source: PHB
insight bonus

An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies.

Source: PHB
Intelligence

The ability that determines how well a character learns and reasons.

Source: PHB
invisible

Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). (Invisibility has no effect against blinded or otherwise nonsighted creatures.) An invisible creature's location cannot be pinpointed by visual means, including darkvision. It has total concealment; even if an attacker correctly guesses the invisible creature's location, the attacker has a 50% miss chance in combat.

A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Spot check, modified by appropriate factors (such as an armor check penalty or a penalty for movement). The observer gains a hunch that "something's there" but can't see it or target it accurately with an attack. A creature who is holding still is very hard to notice (DC 30). An inanimate object, an unliving creature holding still, or a completely immobile creature is even harder to spot (DC 40). While they can't be seen, invisible creatures can be heard, smelled, or felt.

A creature can use hearing to find an invisible creature. A character can make a Listen check for this purpose as a free action each round. A Listen check result at least equal to the invisible creature's Move Silently check result reveals its presence. (A creature with no ranks in Move Silently makes a Move Silently check as a Dexterity check to which an armor check penalty applies.) A successful check lets a character hear an invisible creature "over there somewhere." It's practically impossible to pinpoint the location of an invisible creature. A Listen check that beats the DC by 20 pinpoints the invisible creature's location.

Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger's favored enemy and from sneak attacks.

Listen Check DCs to Detect Invisible Creatures

Invisible Creature Is . . . DC
In combat or speaking . . . 0
Moving at up to half speed . . . Move Silently check result
Moving at more than half speed . . . Move Silently check result -5
Running or charging . . . Move Silently check result -20
Some distance away . . . +1 per 10 feet
Behind an obstacle (door) . . . +5
Behind an obstacle (stone wall) . . . +15

A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. (If the invisible creature moves, its location, obviously, is once again unknown.)

If an invisible creature strikes a character, the character struck still knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). At your option, a particularly large and slow creature might get a smaller miss chance. If a wizard projects a disintegrate ray into the center of an invisible Huge black pudding, you could reduce or ignore the miss chance; it's pretty hard to miss something that big.

If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy's not there, roll the miss chance as if it were there, don't let the player see the result, and tell him that the character has missed. That way the player doesn't know whether the attack missed because the enemy's not there or because you successfully rolled the miss chance.

If an invisible character picks up a visible object, the object remains visible. One could coat an invisible object with flour to at least keep track of its position (until the flour fell off or blew away). An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible.

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

A creature with the scent ability can detect an invisible creature as it would a visible one.

A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)

A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.

An invisible burning torch still gives off light, as does an invisible object with a light spell (or similar spell) cast upon it.

Ethereal creatures are invisible. Since ethereal creatures are not materially present, Spot checks, Listen checks, Scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Spot checks and possibly Listen checks can help.

Invisible creatures cannot use gaze attacks.

Invisibility does not thwart detect spells.

Since some creatures can detect or even see invisible creatures, it is helpful to hide even when invisible.

Source: PHB, DMG

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kind

A subcategory of creature type. For example, giant is a creature type, and hill giant is a kind of giant.

Source: PHB
knocked down

Depending on their size, creatures can be knocked down by winds of high velocity (see Table 324: Wind Effects, page 95 of the Dungeon Master's Guide). Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6x10 feet.

Source: DMG
known spell

A spell that an arcane spellcaster has learned and can prepare. For wizards, knowing a spell means having it in their spellbooks. For sorcerers and bards, knowing a spell means having selected it when acquiring new spells as a benefit of level advancement.

Source: PHB

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Large

A Large creature is typically between 8 and 16 feet in height or length and weighs between 500 and 4,000 pounds.

Source: PHB
lawful

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned.

Source: MM, MM3
lethal damage

Damage that reduces a creature's hit points.

Source: PHB
level

A measure of advancement or power applied to several areas of the game. See caster level, character level, class level, and spell level.

Source: PHB
level adjustment

Certain monsters can used as the basis for interesting, viable player characters. These creatures have a level adjustment entry, which is a number that is added to the creature's total Hit Dice to arrive at its effective character level. A creature with multiple special abilities is more powerful as a player character than its Hit Dice alone would indicate. For example, a drow elf has spell resistance, bonuses to its ability scores, and spell-like abilities. Its level adjustment of +2 indicates that a 1st-level drow wizard is the equivalent of a 3rd-level character.

Some creatures' level adjustment entries include the word "(cohort)." Although these creatures may be problematic as PCs, they make good companions for a character who has taken the Leadership feat. Some other creatures aren't intended for use as PCs or cohorts but can become companions through the use of the Improved Familiar feat. In these cases, the level adjustment entry is a dash followed by the words "(Improved Familiar)."

Level adjustment is not the same thing as an adjustment to a creature's Challenge Rating because of some special qualities it possesses. Challenge Rating reflects how difficult an opponent is to fight in a limited number of encounters. Level adjustment shows how powerful a creature is as a player character or cohort in campaign play. For instance, a drow receives a +1 adjustment to its Challenge Rating to account for its special abilities, indicating that it's tougher in a fight than its Hit Dice would suggest, but its level adjustment is +2 to balance its abilities over long-term play.

Source: MM, MM3
level loss

A character who loses a level instantly loses one Hit Die. The character's base attack bonus, base saving throw bonuses, and special class abilities are now reduced to the new, lower level. A 2nd-level rogue, for example, normally has the evasion ability, but when she is drained to 1st level, she loses that ability. Likewise, the character loses any ability score gain, skill ranks, and any feat associated with the level (if applicable). If the exact ability score or skill ranks increased from a level now lost is unknown (or the player has forgotten), lose 1 point from the highest ability score or ranks from the highest-ranked skills. If a familiar or companion creature (such as a paladin's mount) has abilities tied to a character who has lost a level, the creature's abilities are adjusted to fit the character's new level.

The victim's experience point total is immediately set to the midpoint of the previous level. For example, a character drained from 2nd to 1st level would drop to 500 experience points.

Source: DMG
light weapon

A weapon suitable for use in the wielder's off hand, such as a dagger. A light weapon is considered to be an object two size categories smaller than its designated wielder (for example, a Medium dagger is a Tiny object).

Source: PHB
line of effect

Line of effect tells you whether an effect (such as an explosion) can reach a creature. Line of effect is just like line of sight, except line of effect ignores restrictions on visual ability. For instance, a fireball's explosion doesn't care if a creature is invisible or hiding in darkness.

Source: PHB
line of sight

Two creatures can see each other if they have line of sight to each other. To determine line of sight, draw an imaginary line between your space and the target's space. If any such line is clear (not blocked), then you have line of sight to the creature (and it has line of sight to you). The line is clear if it doesn't intersect or even touch squares that block line of sight. If you can't see the target (for instance, if you're blind or the target is invisible), you can't have line of sight to it even if you could draw an unblocked line between your space and the target's.

Source: PHB
living

Any creature with a Constitution score is a living creature. Constructs and undead are not living creatures.

Source: MM3
living construct subtype

A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.

Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).

  • Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
  • Unlike other constructs, a living construct does not have low-light vision or darkvision.
  • Unlike other constructs, a living construct is not immune to mind-influencing effects.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
  • A living construct cannot heal damage naturally.
  • Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • Unlike other constructs, a living construct can use the run action.
  • Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
  • A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
  • Can be raised or resurrected.
  • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
  • Does not need to sleep, but must rest for 8 hours before preparing spells.

Source: MM3
low-light vision

The ability to see in conditions of dim illumination as if the illumination were actually as bright as daylight.

Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions. Thus, if a group of adventurers passes down a dark passage with a torch illuminating a 20-foot radius, an elf with low-light vision can see everything within 40 feet of the torch. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.

Source: PHB, DMG, MM, MM3
luck bonus

A modifier that represents good fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.

Source: PHB

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magical beast type

Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.

Features: A magical beast has the following features.

  • 10-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude and Reflex saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: A magical beast possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet and low-light vision.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Magical beasts eat, sleep, and breathe.

Source: MM, MM3
manufactured weapons

Some monsters employ manufactured weapons when they attack. Creatures that use swords, bows, spears, and the like follow the same rules as characters, including those for additional attacks from a high base attack bonus and two-weapon fighting penalties. This category also includes "found items," such as rocks and logs, that a creature wields in combat -- in essence, any weapon that is not intrinsic to the creature.

Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature's description indicates otherwise (using the manufactured weapon consumes most of the creature's attention), and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual -5 penalty (or -2 with the Multiattack feat) for such attacks, even if the natural weapon used is normally the creature's primary natural weapon.

Source: MM, MM3
massive damage

At least 50 points of damage resulting from a single attack.

Source: PHB
masterwork

Exceptionally well-made, generally providing a +1 enhancement bonus on attack rolls (if the item is a weapon or ammunition), reducing the armor check penalty by 1 (if the item is armor or a shield), or adding +2 to relevant skill checks (if the item is a tool).

Source: PHB
Material Plane

The "normal" plane of existence.

Source: PHB
Medium

A Medium creature is typically between 4 and 8 feet in height or length and weighs between 60 and 500 pounds.

Source: PHB
melee

Melee combat consists of physical blows exchanged by opponents close enough to threaten one another's space, as opposed to ranged combat.

Source: PHB
melee attack

A physical attack suitable for close combat.

Source: PHB
melee attack bonus

A modifier applied to a melee attack roll.

Source: PHB
melee attack roll

An attack roll during melee combat, as opposed to a ranged attack roll.

Source: PHB
melee touch attack

A touch attack made in melee, as opposed to a ranged touch attack.

Source: PHB
melee weapon

A handheld weapon designed for close combat.

Source: PHB
miniature figure

The physical representation of a creature or character on the battle grid; a three-dimensional figurine.

Source: PHB
miss chance

The possibility that a successful attack roll misses anyway because of the attacker's uncertainty about the target's location.

Source: PHB
miss chance roll

A d% roll to determine the success of an attack roll to which a miss chance applies.

Source: PHB
modifier

Any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty. Modifiers from the same source do not stack, and modifiers with specific descriptors generally do not stack with others of the same type. If more than one modifier of a type is present, only the best bonus or worst penalty in that grouping applies. Bonuses or penalties that do not have descriptors stack with those that do.

Source: PHB
monk

A class made up of characters who are masters of the martial arts and have a number of exotic powers.

Source: PHB
monstrous humanoid type

Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.

Features: A monstrous humanoid has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Reflex and Will saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: A monstrous humanoid possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
  • Monstrous humanoids eat, sleep, and breathe.

Source: MM, MM3
morale bonus

A bonus representing the effects of greater hope, courage, and determination. Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Nonintelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.

Source: PHB
move action

An action that is the equivalent of the character moving his speed. Move actions include standing up from prone, drawing or sheathing a weapon, opening a door, loading a light crossbow, and moving your speed. In a typical round, a character can take a move action and a standard action, or he can take a second move action in place of his standard action.

Source: PHB
movement modes

Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted in a monster description.

Burrow: A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.

Climb: A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 (see Checks without Rolls, page 65 of the Player's Handbook), even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb (see the Climb skill, page 69 of the Player's Handbook), it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a -5 penalty. Creatures cannot run while climbing. A creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.

Fly: A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load; see Carrying Capacity, page 161 of the Player's Handbook. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:

Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.

Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.

Average: The creature can fly as adroitly as a small bird.

Poor: The creature flies as well as a very large bird.

Clumsy: The creature can barely maneuver at all.

A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line.

For more information, see Tactical Aerial Movement, page 20 of the Dungeon Master's Guide.

Swim: A creature with a swim speed can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The creature always can choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

Source: MM, MM3
multiplying

Sometimes a special rule makes you multiply a number or a die roll. As long as you're applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3).

For example, Tordek, a high-level dwarf fighter, deals 1d8+6 points of damage with a warhammer. On a critical hit, a warhammer deals triple damage, so that's 3d8+18 damage for Tordek. A magic dwarven thrower warhammer deals double damage (2d8+12 for Tordek) when thrown. If Tordek scores a critical hit while throwing the dwarven thrower, his player rolls quadruple damage (4d8+24) be¬cause 3 + 1 = 4.

Another way to think of it is to convert the multiples into additions. Tordek's critical hit increases his damage by 2d8+12, and the dwarven thrower's doubling of damage increases his damage by 1d8+6, so both of them together increase his damage by 3d8+18 for a grand total of 4d8+24.

When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of x4), rather than as 3 squares (adding 100% twice).

Source: PHB
mundane

Normal, commonplace, or everyday. Also used as a synonym for "nonmagical."

Source: PHB

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native subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.

Source: MM, MM3
natural

A natural result on a roll or check is the actual number appearing on the die, not the modified result obtained by adding bonuses or subtracting penalties.

Source: PHB
natural ability

A nonmagical capability, such as walking, swimming (for aquatic creatures), and flight (for winged creatures).

Source: PHB
natural armor bonus

A bonus to Armor Class resulting from a creature's naturally tough hide. Natural armor bonuses stack with all other bonuses to Armor Class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature's existing natural armor bonus, which has the effect of increasing the natural armor's overall bonus to Armor Class. A natural armor bonus doesn't apply against touch attacks.

Source: PHB
natural reach

The distance from which a creature can make a melee attack. The creature threatens all squares within that distance from its space.

Source: PHB
natural weapon

Natural weapons are weapons that are physically a part of a creature. A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach.

Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack -- generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or armlike limbs can make a slam attack with each arm). Refer to the individual monster descriptions.

Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of 20.

When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature's remaining natural weapons are secondary.

The primary weapon is given in the creature's Attack entry, and the primary weapon or weapons is given first in the creature's Full Attack entry. A creature's primary natural weapon is its most effective natural attack, usually by virtue of the creature's physiology, training, or innate talent with the weapon. An attack with a primary natural weapon uses the creature's full attack bonus. Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll, no matter how many there are. (Creatures with the Multiattack feat take only a -2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.

Natural weapons have types just as other weapons do. The most common are summarized below.

Bite: The creature attacks with its mouth, dealing piercing, slashing, and bludgeoning damage.

Claw or Talon: The creature rips with a sharp appendage, dealing piercing and slashing damage.

Gore: The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage.

Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.

Sting: The creature stabs with a stinger, dealing piercing damage. Sting attacks usually deal damage from poison in addition to hit point damage.

Tentacle: The creature flails at opponents with a powerful tentacle, dealing bludgeoning (and sometimes slashing) damage.

Source: PHB, MM, MM3
nauseated

Experiencing stomach distress. Nauseated creatures cannot attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn, plus free actions (except for casting quickened spells).

Source: PHB, DMG
negate

Invalidate, prevent, or end an effect with respect to a designated area or target.

Source: PHB
negative energy

A black, crackling energy that originates on the Negative Energy Plane. In general, negative energy heals undead creatures and hurts the living.

Source: PHB
Negative Energy Plane

The Inner Plane from which negative energy originates.

Source: PHB
negative level

A loss of vital energy resulting from energy drain, spells, magic items, or magical effects. A successful energy drain attack bestows one or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.

  • -1 on all skill checks and ability checks.
  • -1 on attack rolls and saving throws.
  • -5 hit points.
  • -1 effective level (whenever the creature's level is used in a die roll or calculation, reduce it by one for each negative level).

If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.

Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker's HD + attacker's Cha modifier). (The DC is provided in the attacker's description.) If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature's level is also reduced by one.

A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.

A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).

Source: PHB, DMG
nonabilities

Some creatures lack certain ability scores. These creatures do not have an ability score of 0 -- they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed below.

Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can't exert force, usually because it has no physical body (a spectre, for example) or because it doesn't move (a shrieker). The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier.

Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can't move (a shrieker, for example). If it can perform actions (such as casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks.

Constitution: Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body (a spectre, for example) or no metabolism (a golem). It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. For example, a zombie is unaffected by any type of poison but is susceptible to a disintegrate spell. The creature is also immune to ability damage, ability drain, and energy drain, and automatically fails Constitution checks. A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature's description says it cannot run).

Intelligence: Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks. Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses.

Wisdom: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.

Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.

Source: MM
nonintelligent

Lacking an Intelligence score. Mind-affecting spells do not affect nonintelligent creatures, nor can nonintelligent creatures benefit from morale bonuses.

Source: PHB, DMG
nonlethal damage

Damage typically resulting from an unarmed attack, an armed attack delivered with intent to subdue, a forced march, or a debilitating condition such as heat or starvation.

Source: PHB
nonplayer character

A character controlled by the Dungeon Master rather than by one of the other players in a game session, as opposed to a player character.

Source: PHB

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off hand

A character's weaker or less dexterous hand (usually the left). An attack made with the off hand incurs a -4 penalty on the attack roll. In addition, only one-half of a character's Strength bonus may be added to damage dealt with a weapon held in the off hand.

Source: PHB
one-handed weapon

A weapon designed for use in one hand, such as a longsword, often either along with a shield or a light weapon in the other hand. A one-handed weapon is considered to be an object one size category smaller than its designated wielder (for example, a Medium longsword is a Small object).

Source: PHB
ooze type

An ooze is an amorphous or mutable creature, usually mindless.

Features: An ooze has the following features.

  • 10-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • No good saving throws.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the ooze has an Intelligence score. However, most oozes are mindless and gain no skill points or feats.

Traits: An ooze possesses the following traits (unless otherwise noted in a creature's entry).

  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + 1/2 ooze's HD + ooze's Con modifier per full round of contact.
  • Not subject to critical hits or flanking.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.

Source: MM, MM3
orison

A divine 0-level spell

Source: PHB
Outer Plane

One of several planes of existence where spirits of mortal beings go after death. These planes are the homes of powerful beings, such as demons, devils, and deities. Individual Outer Planes typically exhibit the traits of one or two specific alignments associated with the beings who control them.

Source: PHB
outsider type

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

Features: An outsider has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude, Reflex, and Will saves.
  • Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision out to 60 feet.
  • Unlike most other living creatures, an outsider does not have a dual nature -- its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Source: MM, MM3
overlap

Coexist with another effect or modifier in the same area or on the same target. Bonuses that do not stack with each other overlap instead, such that only the largest bonus provides its benefit.

Source: PHB

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paladin

A class made up of characters who are champions of justice and destroyers of evil, with an array of divine powers.

Source: PHB
panicked

A panicked creature becomes shaken and must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a -2 penalty on saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.

Source: PHB, DMG
paralysis

This special attack (extraordinary or supernatural) renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature's description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Source: MM, MM3
paralyzed

Frozen in place and unable to move or act, such as by the hold person spell. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature -- ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

As an extraordinary or supernatural ability, this special attack renders the victim immobile. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature's description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round.

Source: PHB, DMG, MM
party

A group of adventurers.

Source: PHB
penalty

A negative modifier to a die roll. Penalties do not usually have a type, and always stack with other penalties (except those from the same source) unless otherwise stated.

Source: PHB
petrified

Turned to stone. Petrified characters are considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as it returns to flesh, he is unharmed. Otherwise, the DM must assign some amount of permanent hit point loss and/or debilitation.

Source: PHB, DMG
pinned

Held immobile (but not helpless) in a grapple.

Source: PHB, DMG
plane of existence

One of many dimensions that may be accessed by spells, spell-like abilities, magic items, or specific creatures. These planes include (but are not limited to) the Astral Plane, the Ethereal Plane, the Inner Planes, the Outer Planes, the Plane of Shadow, and various other realities. The "normal" world is part of the Material Plane.

Source: PHB
Plane of Shadow

A plane of existence that pervades the Material Plane. The Plane of Shadow may be accessed and manipulated from the Material Plane through shadows. Shadow spells make use of the substance of this plane in their casting. Since some creatures use the Plane of Shadow to travel from place to place, it is often described as a transitive plane (like the Astral Plane and Ethereal Plane).

Source: PHB
plant type

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive.

Features: A plant creature has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the plant creature has an Intelligence score. However, some plant creatures are mindless and gain no skill points or feats.

Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry).

  • Low-light vision.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Not subject to critical hits.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Plants breathe and eat, but do not sleep.

Source: MM, MM3
platinum piece

A form of currency not in common circulation but occasionally found as treasure. One platinum piece is equivalent to 10 gold pieces.

Source: PHB
player character

A character controlled by a player other than the Dungeon Master, as opposed to a nonplayer character.

Source: PHB
point of origin

The location in space where a spell or magical effect begins. The caster designates the point of origin for any spells in which it is variable.

Source: PHB
points of damage

A number by which an attack reduces a character's current hit points.

Source: PHB
poison

When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature's racial HD + poisoning creature's Con modifier (the exact DC is given in the creature's descriptive text). A successful save avoids (negates) the damage. If he fails, he takes the poison's initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw.

One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way -- if the vial containing it is left unstoppered, for instance -- remains potent until it is touched or used.

Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary.

Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.

Contact: Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.

Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.

Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. (Holding one's breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)

Injury: This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.

The characteristics of poisons are summarized on Table 8-3: Poisons in the Dungeon Master's Guide. Terms on the table are defined below.

Type: The poison's method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison's damage.

Initial Damage: The damage the character takes immediately upon failing his saving throw against this poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.

Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage.

Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.

A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon.

Wyverns, medusas, and other creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders (such as tanar'ri) are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.

Source: DMG, MM, MM3
polymorph

Magic can cause creatures and characters to change their shapes -- sometimes against their will, but usually to gain an advantage. Polymorphed creatures retain their own minds but have new physical forms.

The polymorph spell (see page 263 of the Player's Handbook) defines the general polymorph effect.

Since creatures do not change types, a slaying or bane weapon designed to kill or harm creatures of a specific type affects those creatures even if they are polymorphed. Likewise, a creature polymorphed into the form of a creature of a different type is not subject to slaying and bane effects directed at that type of creature.

A ranger's favored enemy bonus is based on knowing what the foe is, so if a creature that is a ranger's favored enemy polymorphs into another form, the ranger is denied his bonus.

A dwarf's bonus for fighting giants is based on shape and size, so he does not gain a bonus against a giant polymorphed into something else, but does gain the bonus against any creature polymorphed into a giant.

Source: DMG
positive energy

A white, luminous energy that originates on the Positive Energy Plane. In general, positive energy heals the living and hurts undead creatures.

Source: PHB
Positive Energy Plane

The Inner Plane from which positive energy originates.

Source: PHB
pounce

When a creature with this special attack makes a charge, it can follow with a full attack -- including rake attacks if the creature also has the rake ability. This is an extraordinary ability.

Source: MM, MM3
powerful charge

When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature's description. This is an extraordinary ability.

Source: PHB
prerequisite

A requirement that must be met before a given benefit can be gained.

Source: PHB
profane bonus

A bonus that stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies.

Source: PHB
projectile weapon

A device, such as a bow, that uses mechanical force to propel a projectile toward a target.

Source: PHB
prone

Lying on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.

Source: DMG, PHB
psionics

Telepathy, mental combat and psychic powers -- psionics is a catchall word that describes special mental abilities possessed by various creatures. These are spell-like abilities that a creature generates from the power of its mind alone -- no other outside magical force or ritual is needed. The most well known of the psionic creatures is the dreaded mind flayer, which blasts its prey's mind and then devours the brain of the prey while it lies stunned. Each psionic creature's description in the Monster Manual contains details on its psionic abilities.

Psionic attacks almost always allow Will saving throws to resist them. The saving throw (if any) against a psionic ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Cha modifier. However, not all psionic attacks are mental attacks. Some psionic abilities allow the psionic creature to reshape its own body, heal its wounds, or teleport great distances. Some psionic creatures can see into the future, the past, and the present (in far-off locales) as well as read the minds of others. Psionic abilities are usually usable at will.

Source: DMG, MM, MM3

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racial bonus

A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature's race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form.

Source: PHB
racial Hit Die

The Hit Dice a monster has by virtue of what type of creature it is. Hit Dice gained from taking class levels are not racial Hit Dice.

Source: MM, MM3
rake

A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. A monster with the rake ability must begin its turn grappling to use its rake -- it can't begin a grapple and rake in the same turn. This is an extraordinary ability.

Source: MM, MM3
range increment

Each full range increment of distance between an attacker using a ranged weapon and a target gives the attacker a cumulative -2 penalty on the ranged attack roll. Thrown weapons have a maximum range of five range increments. Projectile weapons have a maximum range of ten range increments.

Source: PHB
range penalty

A penalty applied to a ranged attack roll based on distance.

Source: PHB
ranged attack

Any attack made at a distance with a ranged weapon, as opposed to a melee attack.

Source: PHB
ranged attack roll

An attack roll made with a ranged weapon.

Source: PHB
ranged touch attack

A touch attack made at range, as opposed to a melee touch attack.

Source: PHB
ranged weapon

A thrown or projectile weapon designed for ranged attacks.

Source: PHB
ranger

A class made up of characters who are particularly skilled at adventuring in the wilderness.

Source: PHB
ray

This form of special attack (supernatural or spell-like ability) works like a ranged attack (see Aiming a Spell, page 175 of the Player's Handbook). Hitting with a ray attack requires a successful ranged touch attack roll, ignoring armor, natural armor, and shield and using the creature's ranged attack bonus. Ray attacks have no range increment. The creature's descriptive text specifies the maximum range, effects, and any applicable saving throw.

Source: PHB, DMG, MM, MM3
reach weapon

A long melee weapon, or one that has a long haft. Reach weapons allow the user to threaten or strike at opponents 10 feet away with a melee attack roll. Most such weapons cannot be used to attack adjacent foes, however.

Source: PHB
reaction

Acting in response to a situation or circumstance beyond one's control. For example, the DM may call for a Listen check as a reaction to see if you hear something you weren't specifically trying to hear.

Source: PHB
rebuke undead

A supernatural ability to make undead cower by channeling negative energy.

Source: PHB
redirect a spell

Redirect an active spell's effect at a specific target or targets. Redirecting a spell is a move action and does not provoke an attack of opportunity.

Source: PHB
Reflex save

A type of saving throw, related to a character's ability to withstand damage thanks to his agility or quick reactions.

Source: PHB
regeneration

A creature with this extraordinary ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a fixed rate per round, as given in the entry (for example, a dread blossom swarm has regeneration 5). Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn't go away. The creature's descriptive text describes the details.

A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace (see page 153 of the Player's Handbook). The attack cannot be of a type that automatically converts to nonlethal damage.

Attack forms that don't deal hit point damage (for example, most poisons) ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation.

Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature's descriptive text. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.

Source: PHB, DMG, MM, MM3
rend

If a creature with this special attack (extraordinary) hits with the specified natural attack, it latches onto the opponent's body and tears the flesh. A rend attack deals damage equal to the creature's natural attack + 1-1/2 times its Str modifier. The creature's descriptive text gives the exact amount.

Source: PHB, DMG, MM, MM3
reptilian subtype

These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.

Source: MM, MM3
resistance bonus

A bonus on saving throws that provides extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies.

Source: PHB
resistance to energy

A creature with this special quality (extraordinary) ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, fire, or electricity). The entry indicates the amount and type of damage ignored. For example, a witchknife has resistance to fire 5, so it ignores the first 5 points of fire damage dealt to it anytime it takes fire damage.

Source: PHB, DMG, MM, MM3
result

The numerical outcome of a check, attack roll, saving throw, or other 1d20 roll. The result is the sum of the natural die roll and all applicable modifiers.

Source: PHB
rogue

A class made up of characters who primarily rely on stealth rather than brute force or magical ability.

Source: PHB
round

A 6-second unit of game time used to manage combat. Every combatant may take at least one action every round.

Source: PHB
rounding

In general, if you wind up with a fraction, rounding, even if the fraction is one-half or larger. For example, if a fireball deals you 17 points of damage, but you succeed on your saving throw and only take half damage, you take 8 points of damage.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

Source: PHB

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sacred bonus

A bonus that stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies.

Source: PHB
saving throw

A roll made to avoid (at least partially) damage or harm. The three types of saving throws are Fortitude, Reflex, and Will.

Source: PHB
scent

This special quality (extraordinary) allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed -- only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Source: DMG, MM, MM3
school of magic

A group of related spells that work in similar ways. The eight schools of magic available to spellcasters are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Source: PHB
scribe

Write a spell onto a scroll.

Source: PHB
scry

See and hear events from afar through the use of a spell or a magic item.

Source: PHB
shaken

Characters who are shaken take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Source: PHB, DMG
shapechanger subtype

A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.

Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).

  • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
  • Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

Source: MM, MM3
shield bonus

A bonus to Armor Class granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield's shield bonus, which has the effect of increasing the shield's overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn't apply against touch attacks.

Source: PHB
sickened

Mildly ill. A sickened character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Source: PHB, DMG
silver piece

The most prevalent form of currency among commoners. Ten silver pieces are equivalent to 1 gold piece.

Source: PHB
size

The physical dimensions and/or weight of a creature or object. The sizes, from smallest to largest, are Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, and Colossal. A creature's size provides a modifier to its Armor Class and attack bonus, a modifier on grapple checks it attempts, and a modifier on Hide checks. Table 7-1: Creature Sizes in the Monster Manual and on page 220 of the Monster Manual III provide a summary of the attributes that apply to each size category.

Source: PHB, MM, MM3
size modifier

The bonus or penalty derived from a creature's size category. Size modifiers of different kinds apply to Armor Class, attack rolls, Hide checks, grapple checks, and various other checks.

Source: PHB
skill

A talent that a character acquires and improves through training.

Source: PHB
skill check

A check relating to use of a skill. The basic skill check = 1d20 + skill rank + the relevant ability modifier (or simply 1d20 + skill modifier).

Source: PHB
skill modifier

The bonus or penalty associated with a particular skill. Skill modifier = skill rank + ability modifier + miscellaneous modifiers. (Miscellaneous modifiers include racial bonuses, armor check penalty, situational modifiers, and so forth.) Skill modifiers apply to skill checks made by characters in the course of using the corresponding skills.

Source: PHB
skill points

A measure of a character's ability to gain and improve skills. At each level, a character gains skill points and spends them to buy skill ranks. Each skill point buys 1 rank in a class skill or 1/2 rank in a cross-class skill.

Source: PHB
skill rank

A number indicating how much training or experience a character has with a given skill. Skill rank is incorporated into the skill modifier, which in turn improves the chance of success for skill checks with that skill.

Source: PHB
Small

A Small creature is typically between 2 feet and 4 feet in height or length and weighs between 8 pounds and 60 pounds.

Source: PHB
sonic attack

Unless otherwise noted, a sonic attack follows the rules for spreads (see Aiming a Spell, page 175 of the Player's Handbook). The range of the spread is measured from the creature using the sonic attack. Once a sonic attack has taken effect, deafening the subject or stopping its ears does not end the effect. Stopping one's ears ahead of time allows opponents to avoid having to make saving throws against mind-affecting sonic attacks, but not other kinds of sonic attacks (such as those that deal damage). Stopping one's ears is a full-round action and requires wax or other soundproof material to stuff into the ears.

Source: MM, MM3
sorcerer

A class made up of characters who have inborn magical ability.

Source: PHB
space

The amount of floor space a creature requires to fight effectively, expressed as one dimension of a square area (for example, a creature with a space of 10 feet occupies a 10-foot-by-10-foot area on the battle grid). Space determines how many creatures can fight side by side in a corridor, as well as how many creatures can attack a single opponent at once. A creature's space depends upon both its size and its body shape. Sometimes also called fighting space.

Source: PHB
special ability

A special ability is either extraordinary (Ex), spell-like (Sp), or supernatural (Su).

Source: MM
special quality

Characteristics possessed by certain monsters (and sometimes characters) that are distinctive in some way. The Monster Manual has detailed information on all special qualities.

Source: PHB
speed

The number of feet a creature can move when taking a move action.

Source: PHB
spell

A one-time magical effect. The two primary categories of spells are arcane and divine. Clerics, druids, paladins, and rangers cast divine spells, while wizards, sorcerers, and bards cast arcane spells. Spells are further grouped into eight schools of magic.

Sometimes a creature can cast arcane or divine spells just as a member of a spellcasting class can (and can activate magic items accordingly). Such creatures are subject to the same spellcasting rules that characters are, except as follows.

A spellcasting creature that lacks hands or arms can provide any somatic component a spell might require by moving its body. Such a creature also does need material components for its spells. The creature can cast the spell by either touching the required component (but not if the component is in another creature's possession) or having the required component on its person. Sometimes spellcasting creatures utilize the Eschew Materials feat to avoid fussing with noncostly components.

A spellcasting creature is not actually a member of a class unless its entry says so, and it does not gain any class abilities. For example, a creature that casts arcane spells as a sorcerer cannot acquire a familiar. A creature with access to cleric spells must prepare them in the normal manner and receives domain spells if noted, but it does not receive domain granted powers unless it has at least one level in the cleric class.

Source: PHB, MM, MM3
spell completion item

A magic item (typically a scroll) that contains a partially cast spell. Since the spell preparation step has already been completed, all the user need do to cast the spell is complete the final gestures or words normally required to trigger it. To use a spell completion item safely, the caster must be high enough level in the appropriate class to cast the spell already, though it need not be a known spell. A caster who does not fit this criterion has a chance of spell failure. Activating a spell completion item is a standard action and provokes attacks of opportunity just as casting a spell does.

Source: PHB
spell failure

The chance that a spell fails and is ruined when cast under less than ideal conditions; when a spell is cast to no effect.

Source: PHB
spell immunity

A creature with spell immunity avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Sometimes spell immunity is conditional or applies to only spells of a certain kind or level. Spells that do not allow spell resistance are not affected by spell immunity. Spell immunity is usually an extraordinary ability.

Source: PHB
spell level

A number from 0 to 9 that indicates the general power of a spell.

Source: PHB
spell preparation

Part of the spellcasting process for wizards, clerics, paladins, rangers, and druids. Preparing a spell requires careful reading from a spellbook (for wizards) or devout prayers or meditation (for divine spellcasters). The character actually casts the first and lengthiest part of the spell during the preparation phase, leaving only the very end for completion at another time. To use a prepared spell, the character finishes the casting with the appropriate spell components -- a few special words, some complex gestures, a specific item, or a combination of the three. A prepared spell is used up once cast and cannot be cast again until the spellcaster prepares it again. Sorcerers and bards need not prepare their spells.

Source: PHB
spell resistance

A special defensive ability that allows a creature or item to resist the effects of spells and spell-like abilities. To overcome a creature's spell resistance, the caster of the spell or spell-like ability must equal or exceed the creature's spell resistance with a caster level check (1d20 + caster level). (The defender's spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn't affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.

Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. For example, the fear effect from a rod of lordly might is subject to spell resistance because it is a spell-like effect. The rod's combat bonuses (such as the +2 bonus from the rod's mace form) are not. A creature can have some abilities that are subject to spell resistance and some that are not. For example, an androsphinx's divine spells are subject to spell resistance, but its roar is not. (The roar is a supernatural ability.) A cleric's spells are subject to spell resistance, but his use of positive or negative energy is not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

A creature's spell resistance never interferes with its own spells, items, or abilities.

A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.

Spell resistance does not stack. It overlaps. If a cleric wearing +1 chainmail that grants him spell resistance 15 casts holy aura, which grants spell resistance 25 against evil spells and spells cast by evil creatures, he has spell resistance 25 against the aforementioned spells and spell resistance 15 against other spells and spell-like abilities.

When Spell Resistance Applies

Each spell described in the Player's Handbook includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does:

Targeted Spells: Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells, such as magic missile when cast by a 3rd-level caster, can be directed at several creatures simultaneously. In such cases, a creature's spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.

Area Spells: Spell resistance applies if the resistant creature is within the spell's area. It protects the resistant creature without affecting the spell itself.

Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. For instance, summon monster I summons a monster that can attack a creature with spell resistance normally. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.

Spell resistance can protect a creature from a spell that's already been cast. Check spell resistance when the creature is first affected by the spell. For example, if an ogre mage flies within 10 feet of a wall of fire, the caster must make a caster level check against the ogre mage's spell resistance of 18. If the caster fails, the wall does not damage the ogre mage.

Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. For example, a succubus encounters Jozan's blade barrier spell. If the cleric makes a successful roll to overcome the spell resistance of the succubus, the creature takes damage from the spell. If the succubus survives and enters that particular blade barrier a second time, the creature will be damaged again. No second roll is needed. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is up.

Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature's mind or body. If the spell acts on anything else (the air, the ground, the room's light), and the creature is affected as a consequence, no roll is required. Creatures can be harmed by a spell without being directly affected. For example, a daylight spell harms a dark elf because drow have light blindness. Daylight, however, usually is cast on the area containing the drow, making it bright, not on the drow itself, so the effect is indirect. Spell resistance would only apply if someone tried to cast daylight on an object the drow was holding.

Spell resistance does not apply if an effect fools the creature's senses or reveals something about the creature, such as minor illusion or detect thoughts does.

Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren't subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast. For example, a creature with spell resistance can't undo a wall of stone that has already been cast.

When in doubt about whether a spell's effect is direct or indirect, consider the spell's school:

Abjuration: The target creature must be harmed, changed, or restricted in some manner for spell resistance to apply. Perception changes, such as nondetection, aren't subject to spell resistance. Abjurations that block or negate attacks are not subject to an attacker's spell resistance -- it is the protected creature that is affected by the spell (becoming immune or resistant to the attack).

Conjuration: These spells are usually not subject to spell resistance unless the spell conjures some form of energy, such as Melf's acid arrow or power word stun. Spells that summon creatures or produce effects that function like creatures are not subject to spell resistance.

Divination: These spells do not affect creatures directly and are not subject to spell resistance, even though what they reveal about a creature might be very damaging.

Enchantment: Since enchantment spells affect creatures' minds, they are typically subject to spell resistance.

Evocation: If an evocation spell deals damage to the creature, it has a direct effect. If the spell damages something else, it has an indirect effect. For example, a lightning bolt cast at a resistant creature is subject to spell resistance (which would protect only the creature but would not affect the spell itself). If the lightning bolt is cast at a chamber's ceiling, bringing down a rain of debris, it is not subject to spell resistance.

Illusion: These spells are almost never subject to spell resistance. Illusions that entail a direct attack, such as phantasmal killer or shadow evocation, are exceptions.

Necromancy: Most of these spells alter the target creature's life force and are subject to spell resistance. Unusual necromancy spells, such as spectral hand, don't affect other creatures directly and are not subject to spell resistance.

Transmutation: These spells are subject to spell resistance if they transform the target creature. Transmutation spells are not subject to spell resistance if they are targeted on a point in space instead of on a creature. Transmute rock to mud and entangle change a creature's surroundings, not the creature itself, and are not subject to spell resistance. Some transmutations make objects harmful (or more harmful), such as magic stone. Even these spells are not generally subject to spell resistance because they affect the objects, not the creatures against which the objects are used. Spell resistance works against magic stone only if the creature with spell resistance is holding the stones when the cleric casts magic stone on them.

Successful Spell Resistance

Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell's effect on another creature. Spell resistance prevents a spell from disrupting another spell.

Against an ongoing spell that has already been cast, a failed check against spell resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally.

Source: PHB, DMG, MM, MM3
spell slot

The "space" in a spellcaster's mind dedicated to holding a spell of a particular spell level. A spellcaster has enough spell slots to accommodate an entire day's allotment of spells. Spellcasters who must prepare their spells in advance generally fill their spell slots during the preparation period, though a few slots can be left open for spells prepared later in the day. A spellcaster can always opt to fill a higher-level spell slot with a lower-level spell, if desired.

Source: PHB
spell trigger item

A magic item (such as a wand) that produces a particular spell effect. Any spellcaster whose class spell list includes a particular spell knows how to use a spell trigger item that duplicates it, regardless of whether the character knows (or could know) that spell at the time. The user must determine what the spell stored in the item is before trying to use it. To activate the item, the user must speak a word, but no gesture or spell finishing is required. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Source: PHB
spell version

One of several variations of the same spell. The caster must select the desired version of the spell at the time of casting. Lesser restoration, dispel magic, and create undead are examples of spells with multiple versions.

Source: PHB
spellcaster

A character capable of casting spells.

Source: PHB
spell-like ability

Spell-Like (Sp) Abilities: Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, material, focus, or XP components). They go away in an antimagic field and are subject to spell resistance if the spell the ability resembles or duplicates would be subject to spell resistance.

A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit. Using a spell-like ability is a standard action unless noted otherwise, and doing so while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature's caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature's racial Hit Dice.

The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Cha modifier.

Some spell-like abilities duplicate spells that may work differently or be of a different level when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

Source: PHB, DMG, MM, MM3
splash weapon

A ranged weapon that splashes on impact, dealing damage to creatures who are within 5 feet of the spot where it lands as well as to targets it actually hits. Attacks with splash weapons are ranged touch attacks.

Source: PHB
spontaneous casting

The special ability of a cleric to drop a prepared spell (but not a domain spell) to gain a cure or inflict spell of the same level or lower, or of a druid to drop a prepared spell to gain a summon nature's ally spell of the same level or lower. Since the substitution of spells occurs on the spur of the moment, clerics need not prepare their cure or inflict spells in advance, nor do druids need to prepare their summon nature's ally spells in advance.

Source: PHB
square

A square on the battle grid. A square is 1 inch on a side and represents a 5-foot-by-5-foot area. The terms "1 square" and "5 feet" are generally interchangeable.

Source: PHB
stable

Unconscious and having a current hit point total between -1 and -9, but not dying. A dying character who is stable regains no hit points, but stops losing them at a rate of 1 per round.If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative).If the character became stable on his own and hasn't had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point.

Source: PHB, DMG
stack

Combine for a cumulative effect. In most cases, modifiers to a given check or roll stack if they come from different sources and have different descriptors (or no descriptors at all), but do not stack if they have the same descriptors or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus or worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified. Spell effects that do not stack may overlap, coexist independently, or render one another irrelevant, depending on their exact effects.

Source: PHB
staggered

Having nonlethal damage exactly equal to current hit points. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions). A character whose current hit points exceed his nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds his hit points becomes unconscious.

Source: PHB, DMG
standard action

The most basic type of action. Common standard actions including making a melee or ranged attack, casting a spell, and using a magic item. In a typical round, a character can take a standard action and a move action, but he can't take a second standard action in place of his move action.

Source: PHB
Strength

The ability that measures a character's muscle and physical power.

Source: PHB
stunned

A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).

Source: PHB, DMG
subject

A creature affected by a spell.

Source: PHB
subschool

A category of spells within a school of magic. For example, charm and compulsion are subschools within the school of enchantment.

Source: PHB
subtype

A subdivision of creature type. For example, humans and elves are both of the humanoid type, but each of those races also constitutes its own subtype of humanoid.

Source: PHB
summon

A creature with the summon spell-like ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour.

Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives.

An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. As stated on page 37 of the Dungeon Master's Guide, no experience points are awarded for summoned monsters.

Source: MM, MM3
supernatural ability

Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance. Supernatural abilities cannot be dispelled. Using a supernatural ability is a standard action unless noted otherwise and generally does not provoke an attack of opportunity. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature's Hit Dice. The saving throw (if any) against a supernatural ability is 10 + 1/2 the creature's HD + the creature's ability modifier (usually Charisma).

Source: PHB, DMG, MM, MM3
suppress

Cause a magical effect to cease functioning without actually ending it. When the suppression ends, the spell effect returns, provided it has not expired in the meantime.

Source: PHB
surprise

A special situation that occurs at the beginning of a battle if some (but not all) combatants are unaware of their opponents' presence. In this case, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), those combatants who started the battle aware of their opponents each take a standard action during the surprise round. Creatures unaware of opponents are flat-footed through the entire surprise round and do not enter the initiative cycle until the first regular combat round.

Source: PHB
swallow whole

If a creature with this special attack begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature.

Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again. This is usually an extraordinary ability.

Source: MM, MM3
swarm subtype

A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature.

A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. (A swarm of 15,000 centipedes is ten centipede swarms, each swarm occupying a 10-foot square.) The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.

Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures (see Winds, page 95 of the Dungeon Master's Guide). For example, a swarm of locusts (a swarm of Diminutive creatures) can be blown away by a severe wind. Wind effects deal 1d6 points of nonlethal damage to a swarm per spell level (or Hit Dice of the originating creature, in the case of effects such as an air elemental's whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.

Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.

Swarm HD = Swarm Base Damage
1-5 = 1d6
6-10 = 2d6
11-15 = 3d6
16-20 = 4d6
21 or more = 5d6

A swarm's attacks are nonmagical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.

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

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in a swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Source: MM, MM3

T

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take 10

To reduce the chances of failure on certain skill checks by assuming an average die roll result (10 on a d20 roll). You can't take 10 if distracted or threatened, such as during combat.

Source: PHB
take 20

To assume that a character makes sufficient retries to obtain the maximum possible check result (as if a 20 were rolled on d20). Taking 20 takes as much time as making twenty separate skill checks (usually at least 2 minutes). Taking 20 assumes that the character fails many times before succeeding, and thus can't be used if failure carries negative consequences.

Source: PHB
take damage

Be affected by damage (either lethal or nonlethal) from a successful attack. Damage dealt by an opponent does not necessarily equal damage taken, since various special defenses may reduce or negate damage from certain kinds of attacks.

Source: PHB
tanar'ri subtype

Many demons belong to the race of evil outsiders known as the tanar'ri.

Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).

  • Immunity to electricity and poison.
  • Resistance to acid 10, cold 10, and fire 10.
  • Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and type of tanar'ri summoned are noted in each monster description).
  • Telepathy.

Source: MM, MM3
target

The intended recipient of an attack, spell, supernatural ability, extraordinary ability, or magical effect. If a targeted spell is successful, its recipient is known as the subject of the spell.

Source: PHB
telepathic link

Creatures with this ability (extraordinary) share a communal consciousness, enabling them to communicate telepathically with other creatures of their kind. A group of such creatures within a certain distance of each other (specified in the creature's entry) are in constant contact. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No creature in the group is considered flanked unless all are.

Source: MM3
telepathy

A creature with this ability (supernatural) can communicate telepathically with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Source: MM, MM3
temporary hit points

Hit points gained for a limited time through certain spells (such as aid) and magical effects. When a character with temporary hit points is dealt damage, deduct the damage from temporary hit points first, then deduct any remaining damage (if any) to the character's actual (nontemporary) hit points. Temporary hit points can cause a character's hit point total to exceed its normal maximum.

Source: PHB
threat

A possible critical hit.

Source: PHB
threat range

All natural die roll results that constitute a threat when rolled for an attack roll. For most weapons, the threat range is 20, but some weapons have threat ranges of 19-20 or 18-20. Any attack roll that does not result in a hit is not a threat, whether or not it lies within the weapon's threat range.

Source: PHB
threaten

To be able to attack in melee without moving from your current space. A creature typically threatens all squares within its natural reach, even when it is not its turn to take an action. For a Medium or Small creature this usually includes all squares adjacent to its space. Larger creatures threaten more squares, while smaller creatures may not threaten any squares except their own.

Source: PHB
threatened square

A square within an opponent's reach. Generally, characters threaten all adjacent squares, though reach weapons can alter this range. Certain actions provoke attacks of opportunity when taken within a threatened square.

Source: PHB
thrown weapon

A ranged weapon that a character hurls at an enemy, such as a spear, as opposed to a projectile weapon.

Source: PHB
Tiny

A Tiny creature is typically between 1 and 2 feet in height or length and weighs between 1 and 8 pounds.

Source: PHB
total concealment

Attacks against a target with total concealment have a 50% miss chance. Total concealment blocks line of sight.

Source: PHB
total cover

Attacks against a target that has total cover automatically fail. Total cover blocks line of sight and line of effect.

Source: PHB
touch attack

An attack in which the attacker must connect with an opponent but does not need to penetrate armor. Touch attacks may be either melee or ranged. The target's armor bonus, shield bonus, and natural armor bonus (including any enhancement bonuses to those values) do not apply to AC against a touch attack.

Source: PHB
touch spell

A spell that delivers its effect when the caster touches a target creature or object. Touch spells are delivered to unwilling targets by touch attacks.

Source: PHB
trained

Having at least 1 rank in a skill. Many skills can be used untrained by making a successful skill check using 0 skill ranks. Others, such as Spellcraft, can be used only by characters who are trained in that skill.

Source: PHB
trample

As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature's space is subject to the trample attack.

If a target's space is larger than 5 feet, it is considered trampled only if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there's a legal position that's closer.

A trample attack deals bludgeoning damage (the creature's slam damage + 1-1/2 times its Str modifier). The creature's descriptive text gives the exact amount.

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

This is an extraordinary ability.

Source: MM, MM3
transitive plane

A plane of existence often used to travel from one place (or plane) to another. The Astral Plane, the Ethereal Plane, and the Plane of Shadow are all transitive planes.

Source: PHB
treasure

This entry in a monster description describes how much wealth a creature owns. (See pages 52-56 of the Dungeon Master's Guide for details about treasure, particularly Tables 3-5, through 3-8.) In most cases, a creature keeps valuables in its home or lair and has no treasure with it when it travels. Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home.

Treasure can include coins, goods, and items. Creatures can have varying amounts of each, as follows.

Standard: Refer to Table 3-5 in the Dungeon Master's Guide and roll d% once for each type of treasure (Coins, Goods, Items) on the Level section of the table that corresponds to the creature's Challenge Rating (for groups of creatures, use the Encounter Level for the encounter instead).

Some creatures have double, triple, or even quadruple standard treasure; in these cases, roll for each type of treasure two, three, or four times.

None: The creature collects no treasure of its own.

Nonstandard: Some creatures have quirks or habits that affect the types of treasure they collect. These creatures use the same treasure tables, but with special adjustments.

Fractional Coins: Roll on the Coins column in the section corresponding to the creature's Challenge Rating, but divide the result as indicated.

% Goods or Items: The creature has goods or items only some of the time. Before checking for goods or items, roll d% against the given percentage. On a success, make a normal roll on the appropriate Goods or Items column (which may still result in no goods or items).

Double Goods or Items: Roll twice on the appropriate Goods or Items column.

Parenthetical Notes: Some entries for goods or items include notes that limit the types of treasure a creature collects.

When a note includes the word "no," it means the creature does not collect or cannot keep that thing. If a random roll generates such a result, treat the result as "none" instead. For example, if a creature's "items" entry reads "no flammables," and a random roll generates a scroll, the creature instead has no item at all (the scroll burned up, or the creature left it behind).

When a note includes the word "only," the creature goes out of its way to collect treasure of the indicated type. If an entry for goods indicates "gems only," roll on the appropriate Goods column and treat any "art" result as "gems" instead.

It's sometimes necessary to reroll until the right sort of item appears. For example, if a creature's items entry reads "nonflammables only," roll normally on the appropriate Items column. If you get a flammable item, reroll on the same portion of the table until you get a nonflammable one. If the table you rolled on contains only flammable items, back up a step and reroll until you get to a table that can give you an appropriate item.

Source: MM, MM3
tremorsense

A creature with tremorsense, an extraordinary ability, automatically senses the location of anything that is in contact with the ground and within range. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text (such as 60 feet for the thoqqua).

If no straight path exists through the ground from the creature to those that it's sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.

As long as the other creatures are taking physical actions, including casting spells with somatic components, they're considered moving; they don't have to move from place to place for a creature with tremorsense to detect them.

Source: DMG, MM, MM3
turn

The point in the round at which you take your action(s). On your turn, you may perform one or more actions, as dictated by your current circumstances.

Source: PHB, DMG
turn resistance

A creature with this special quality (usually an undead) is less easily affected by clerics or paladins (see Turn or Rebuke Undead, page 159 of the Player's Handbook). When resolving a turn, rebuke, command, or bolster attempt, add the indicated number to the creature's Hit Dice total. For example, a deathshrieker has 18 Hit Dice and +4 turn resistance. Attempts to turn, rebuke, command, or bolster treat a deathshrieker as though it had 22 Hit Dice, though it is an 18 HD creature for any other purpose. This is an extraordinary ability.

Source: DMG, MM, MM2 turn undead

The supernatural ability to drive off or destroy undead by channeling positive energy.

Source: PHB
turned

Affected by a turn undead attempt. Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them. If they cannot flee, they cower.

Source: PHB, DMG
turning check

A roll of 1d20 + Charisma modifier to determine how much positive or negative energy is able to be channeled when attempting to turn or rebuke undead.

Source: PHB
turning damage

The number of Hit Dice of undead that are turned or rebuked with a particular turning check. Turning damage = 2d6 + cleric level + Charisma modifier.

Source: PHB
two-handed weapon

A weapon designed for use in two hands, such as a greatsword. A two-handed weapon is considered to be an object of the same size as its designated wielder (for example, a Medium greatsword is a Medium object).

Source: PHB

U

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unarmed attack

A melee attack made with no weapon in hand.

Source: PHB
unarmed strike

A successful blow, typically dealing nonlethal damage, from a character attacking without weapons. A monk can deal lethal damage with an unarmed strike, but others deal nonlethal damage.

Source: PHB
unconscious

Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points. A character who is unconscious as a result of having current hit points between -1 and -9 who becomes stable has a 10% chance every hour to become conscious. A character who is unconscious as a result of having nonlethal damage in excess of current hit points has a 10% chance every minute to wake up and be staggered.

Source: PHB, DMG
undead type

Undead are once-living creatures animated by spiritual or supernatural forces.

Features: An undead creature has the following features.

  • 12-sided Hit Dice.
  • Base attack bonus equal to 1/2 total Hit Dice (as wizard).
  • Good Will saves.
  • Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.

Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.

Source: MM, MM3
untrained

Having no ranks in a skill. Many skills can be used untrained by making a successful skill check using 0 ranks and including all other modifiers as normal. Other skills can be used only by characters who are trained in that skill.

Source: PHB
use-activated item

A magic item that activates upon typical usage for a normal item of its type. For example, a character can activate a potion by drinking it, a magic sword by swinging it, a lens by looking through it, or a cloak by wearing it. Characters do not learn what a use-activated item does just by wearing or using it unless the benefit occurs automatically with use.

Source: PHB

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vermin type

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.

Features: Vermin have the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the vermin has an Intelligence score. However, most vermin are mindless and gain no skill points or feats.

Traits: Vermin possess the following traits (unless otherwise noted in a creature's entry).

  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Darkvision out to 60 feet.
  • Proficient with their natural weapons only.
  • Proficient with no armor.
  • Vermin breathe, eat, and sleep.

Source: MM
vulnerability to energy

Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Source: MM, MM3

W

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water subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

Source: MM, MM3
Will save

A type of saving throw, related to a character's ability to withstand damage thanks to his mental toughness.

Source: PHB
Wisdom

The ability that describes a character's willpower, common sense, perception, and intuition.

Source: PHB
wizard

A class made up of characters who are schooled in the arcane arts.

Source: PHB