By Gary Gygax
An alphabetical directory of monsters present in complicated Dungeons & Dragons adventures, together with assaults, harm, specified talents, descriptiosn and random come across tables.
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The ocean of Dread is domestic not to one, yet a number of aquatic international locations. There, beneath the outside, lie mysterious caverns, submerged towns by no means explored by means of floor people, shipwrecked remnants of historical naval battles, and numerous scary guardians of the deep. become aware of the ability of the Kna, meet the type humans of Smaar, and face the final word hazard to the superb nation-states of Undersea.
Few parts of myth roleplaying are as rife with risk and power as are artifacts, these old and unpredictable goods of powerful magics. commute seeking mystic wonders, stand as civilization's basically protection opposed to villains built with awful powers, or problem the gods themselves.
Characters' names, talents, own property, and extra may be recorded on those new sheets. Now formatted basically for extra spontaneous role-playing enjoyable. Illustrated.
THE best fabric airplane is shaped OF SOLID
MATTER. THE OUTER PLANES ARE shaped OF
BELIEF. the internal PLANES. .. ARE.
Beyond the Prime's limitless crytal spheres, past the never-ending nation-states of the Outer Planes, lies absolutely the truth of the internal Planes. The cornerstone planes of Air, Earth, hearth, and Water are the main famous internal Planes, yet they're purely the start. From the lethal purity of the optimistic and adverse strength Planes to the insufferable dust of the aircraft of Ooze to the everlasting hurricane of the airplane of Lightning, the fundamental Planes are the substance of lifestyles itself. those eighteen planes shape the basis of the full multiverse; they're the cauldron from which all strength and subject are brewed.
The internal Planes information the fundamental, Paraelemental, Quasielemental, and effort Planes. Surviving those planes could be a problem, yet inside those pages DMs and gamers find out how characters can event one of the unearthly locales and weird denizens.
This planar sourcebook includes:
Detailed descriptions of the environments and areas of every of the eighteen internal Planes.
Rules for move, and strive against, and survival inside those unusual and precise environments.
Information concerning the population and ecology of every aircraft, together with elementals, genies, mephits, or even stranger beasts.
Interesting and critical locales in the internal Planes, together with such various locations because the urban of Brass within the airplane of fireside, the Mountain of final wintry weather within the airplane of Ice, the shelter of colour within the airplane of Radiance, and the mysterious, aeons-old deserted towers of the Quasielemental Planes.
GO TO THE EXTREMES!
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- The Wizardwar (Forgotten Realms: Counselors & Kings, Book 3)
- Player's Guide to Greyhawk (Advanced Dungeons & Dragons AD&D)
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- The Yellow Silk (Forgotten Realms: The Rogues, Book 4)
Extra resources for Advanced Dungeons and Dragons, Monster Manual II
Furthermore, alu-demons with high dexterity gain bonuses as would a normal human. Twenty-five percent of alu-demons are of genius level. While most of thesecreaturesareable toperform the limited numberof spell-like magic powers below, those of genius intelligence are actual magic-users. Magic use level ranges from 1st through 12th with equal probabilities for each. Magic use is in addition to intrinsic powers. Babau demons are hated by vrock, hezrou, and glabrezu. Type IV demons particularly hate and fear numbers of them, as babau detest Type IV demons except as food.
Once hatched, each nabassu spendsa periodof time in the Abyss. Those that survive to young adulthood must come to the Prime Material Plane. This they do through an inborn ability to use psionic probability travel, even though nabassu have no psionic ability or powers otherwise. They may take others with them in this form of travel. Manyare slain in coming to the Prime Material Plane, but some few live to begin their growth. Ir/ B Nabassu demonlings have only armor class 4 and 5 hit dice when they sojourn to the Prime Material Plane.
The farastu, or tarry demodand, is tall and slender. The monster is fast, butcomparedtotheothersof itsilkit isthe least powerful. Itattackswith long-nailed hands and huge jaws. Becauseof its tar-like skin excretions, there isa 5%chancethat anything it hitsoranythingthat hitsitwillstick for 1-6 segments. The consequences of this are: a) if the farastu has stuck itself to an opponent, the monster gains another attack sequence immediately; b) if an opponent is stuck to the creature by its own attack, and, if melee proceeds into a new round because the farastu has previously attacked that round, the farastu attacks at +4 gaining the initiative; or c) if a weapon or similar object held by an opponent sticks to the farastu, there is a 25% chance that the object will be pulled from the opponent's grasp, and the initiative will be given to the farastu next round.
Advanced Dungeons and Dragons, Monster Manual II by Gary Gygax