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This section provides definitions and descriptions of monster characteristics that aren’t spelled out in their stat blocks.

Aberrant [Origin]: Aberrant creatures are native to or strongly corrupted by the distant alien plane known as the Far Realm. Many aberrant creatures have tentacles, eyestalks, or other strange physical characteristics.

Aftereffect: Some monster powers have aftereffects. An aftereffect happens automatically when a power’s initial effect ends. A creature is subjected to an aftereffect only if it was hit by the power. An aftereffect doesn’t trigger on a missed attack unless otherwise noted.

Air [Keyword]: Elemental creatures made of air (such as earthwind ravagers) have this keyword.

All-Around Vision: A monster with all-around vision can see in all directions, and flanking enemies don’t gain combat advantage against it.

Angel [Keyword]: Angels are immortal creatures with vaguely humanoid forms and lower bodies that trail off into astral mist. Most angels have wings. Since they don’t have mouths and cannot speak, angels communicate via telepathy. They do not breathe, eat, or sleep. However, this does not render the creature immune to any effect.

Animate [Type]: Animates are objects magically given life or intelligence. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin.

Aquatic [Keyword]: An aquatic creature can breathe normally in water and ignores rough water while swimming. It never needs to make Athletics checks to swim.

Aura: An aura is a continuous effect that affects all squares within the listed range of the originating creature’s space. An aura does not affect the originating creature unless the text specifies otherwise. A creature can drop its aura or reactivate it as a minor action. A creature usually suffers the effects of an aura at the start of its turn, upon entering the aura, or both, as noted in the aura’s description. A creature usually suffers the effects of an aura at the start of its turn, upon entering the aura, or both, as noted in the aura’s description. Similar aura effects do not stack unless otherwise noted. An aura does not affect a creature that cannot be targeted by attacks that require line of effect.

Beast [Type]: Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Natural beasts fill the same role as animals. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people.

Blind [Keyword]: A blind creature cannot detect creatures and objects by sight. It relies on special senses, such as blindsight or tremorsense, to detect things within a certain range. A blind creature cannot make Perception checks to notice things beyond the range of its special senses. A blind creature cannot be blinded. Blind creatures are immune to gaze attacks and other effects that rely on sight.

Blindsight: A monster with blindsight can perceive creatures and objects within the stated number of squares, making Perception checks as normal. The creature automatically fails Perception checks to notice things outside of the range of its blindsight. A monster with blindsight suffers no ill effects while blinded.

Burrow [Movement Mode]: A monster with a burrow speed can move through loose earth at the stated speed and move through solid stone at one-half its burrow speed. A monster can’t shift or charge while burrowing. A monster can’t be seen while it’s burrowing, but it can be heard with a successful Perception check (opposed by the monster’s Stealth check).

Tunneling: This monster leaves tunnels behind it as it burrows. The monster, as well as creatures of smaller size categories, can move through these tunnels without any reduction in speed. Other creatures of the monster’s size must squeeze through these tunnels, and larger creatures cannot navigate them at all. See the Player’s Handbook for squeezing rules.

Change Shape (Polymorph): The creature can alter its physical form to take on the appearance of another creature. The type and size of the new form is specified in the creature’s entry. The creature retains its statistics in its new form, and its clothing, armor, and possessions do not change and are not absorbed into the new form. The new form lasts until the creature changes it or until it dies. If the creature is capable of assuming the form of a unique individual, other creatures can attempt an Insight check (opposed by the monster’s Bluff check) to pierce the disguise. The creature must have seen the individual it is imitating and gains a +20 bonus to its Bluff check. Changing shape requires a minor action unless otherwise specified.

Charm [Keyword]: Powers and effects that control the subject’s actions sometimes have this keyword.

Climb [Movement Mode]: A monster with a climb speed can move on vertical surfaces at the listed speed without making an Athletics check. However, it can’t shift or charge while climbing. Spider Climb: The monster can climb across overhanging or horizontal surfaces (such as ceilings) at the stated speed without making a check.

Combat Advantage: In addition to the normal +2 bonus to attack rolls, the monster gains the stated benefit when it has combat advantage against its target and hits with an attack. Typically this entry lists a damage bonus, but some creatures can impose effects against the target as well. This entry does not describe a power that requires combat advantage to use; such powers indicate this restriction in their text.

Conjuration [Keyword]: An effect that creates a creature or object out of nothing. A conjuration effect can be dispelled using the dispel magic spell.

Construct [Keyword]: Constructs are not living creatures; spells and effects that specifically target living creatures do not work against them. Most constructs have resistance or immunity to disease and poison. Constructs do not need to breathe, eat, or sleep.

Darkvision: A monster with darkvision can see in dim light and darkness without penalty.

Deceptive Veil (Illusion): The monster can alter its appearance through illusion. The entry specifies the type and size of the form it can take. The monster’s statistics remain unchanged. A successful Insight check (opposed by the monster’s Bluff check) allows an observer to notice that the monster is disguised by an illusion. Changing appearance requires a minor action unless otherwise specified.

Demon [Keyword]: Demons are evil elemental creatures native to the Abyss. They breathe and eat, but do not sleep. They are not immune to sleep effects, however.

Devil [Keyword]: Devils are evil immortal creatures native to the Nine Hells. They breathe and eat, but do not sleep. They are not immune to sleep effects, however.

Disease [Keyword]: Some monsters, such as slaads and lycanthropes, inflict disease on creatures they hit. A creature that contracts a disease makes a saving throw at the end of the encounter. If the saving throw succeeds, the creature shakes off the disease and suffers no ill effects. If the saving throw fails, the creature is infected and suffers the initial effect of the disease. An infected creature makes an Endurance check after each extended rest to see if it improves, worsens, or maintains its current condition. The disease specifies two target Endurance DCs. If the creature’s check result beats both DCs, the creature moves one step up the disease track as its condition improves. If the creature’s check result beats the lower DC but not the higher DC, its condition remains the same. If the creature’s check result doesn’t beat either DC, the creature’s condition worsens, and it moves one step down the disease track. When a creature reaches the far left of the disease track, it is cured. When a creature reaches the far right of the disease track, it suffers the final effect of the disease. Once a creature suffers the final effect, it no longer moves up the disease track and can be cured only by the Cure Disease ritual (unless otherwise noted).

Dragon [Keyword]: Dragons are reptile-like creatures. Most dragons have wings as well as some kind of breath weapon.

Earth [Keyword]: A type of damage.

Earth Walk: See Terrain Walk.

Elemental [Origin]: Elemental creatures are native to the Elemental Chaos or the Abyss. They are strongly tied to elemental energies or substances.

Elite: An elite monster counts as two monsters of its level for encounter building and rewards.

Fear [Keyword]: Powers and effects that impose penalties through fright or cause the affected creature to flee carry this keyword.

Fey [Origin]: Fey creatures are native to the Feywild.

Fire [Keyword]: A type of damage. Elemental creatures made of fire (such as fire archons) also have this keyword.

Fly [Movement Mode]: A monster with a fly speed can move over creatures and objects at the stated speed. It must spend a move action to move at least 2 squares each round, or else it crashes. It can’t shift while flying, and it provokes opportunity attacks as normal. A flying creature ignores terrain effects.

  • Altitude Limit: The monster can’t fly higher than the indicated number of squares off the ground. If it flies higher than this limit, it crashes at the end of its turn even if it drops back below the limit.
  • Clumsy Flying: A clumsy flier takes a –4 penalty to attack rolls and defenses while flying. This creature is ill-suited to flying in the air.
  • Clumsy Grounded: A creature that is clumsy while grounded (such as a bat) takes a –4 penalty to attack rolls and defenses when on the ground, not flying.
  • Hover: A monster that can hover can shift and make opportunity attacks while flying. It remains flying even if it does not move the minimum distance normally needed to remain aloft. It even stays in the air even if it takes no move actions to fly.
  • Overland Flight: Overland flight is meant to be used outside of combat. A creature loses its minor, immediate, and standard actions while flying at its overland flight speed, and can use its move action only to fly. It flies the specified number of squares with a single move action. If it takes actions to do anything else, it crashes.

Forest Walk: See Terrain Walk.

Gaseous Form: The monster’s body is similar to a cloud of gas, or the monster can take this form. (All of the monster’s gear is absorbed into its gaseous form.) While gaseous, the monster is insubstantial and gains a fly speed equal to its land speed, as well as the ability to hover. A monster cannot make attacks while in gaseous form unless otherwise noted, but it can move unhindered through porous obstacles that would otherwise prevent movement (such as under a door or through a cracked window).

Gaze [Keyword]: A type of attack. Blind creatures are immune to gaze attacks, and a creature cannot make a gaze attack while blinded.

Giant [Keyword]: A giant is a humanoid creature of at least Large size.

Healing [Keyword]: Powers and effects that restore hit points have this keyword.

Holy [Keyword]: A type of damage.

Homunculus [Keyword]: A homunculus is an animate construct tasked with guarding a specific creature, area, or object.

Humanoid [Type]: Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squidlike head of a mind flayer or the serpentine body of a yuan-ti abomination.

Ice [Keyword]: A type of damage. Creatures made of ice (such as ice archons) also have the ice keyword.

Ice Walk: See Terrain Walk.

Illusion [Keyword]: Powers and effects that deceive the senses or the mind use this keyword.

Immortal [Origin]: Immortal creatures are native to the Astral Sea. They include angels, devils, and other creatures with strong ties to the gods. They do not age or die of natural causes.

Immune: The monster has immunity to the stated kind of damage or effect. For example, a monster with “immune poison” never takes poison damage and can’t suffer any other ill effect from a poison attack.

Insubstantial: The monster lacks a body that has physical substance and vital areas. It takes half damage from all sources. If a monster is insubstantial, this is noted in the Resist entry of its statistics block.

Lightning [Keyword]: A type of damage.

Living Construct [Keyword]: A living construct is considered a living creature that does not need to eat, drink, or breathe. However, this does not render the creature immune to any effect. A living construct needs only 4 hours to benefit from extended rest, and it gains a +2 bonus to saving throws against ongoing damage. When a living construct rolls a death save, it takes the better of its die roll or 10 as the result.

Low-Light Vision: A monster with low-light vision can see in dim light as though it were bright light.

Magical Beast [Type]: A magical beast looks like a beast but acts like a person. Magical beasts often superficially resemble animals, sometimes with a human face or head, but are more intelligent (Intelligence 3 or higher).

Minion: Minions are designed to serve as shock troops and cannon fodder for other monsters (standard, elite, or solo). Four minions are considered to be about the same as a standard monster of their level. Minions are designed to help fill out an encounter, but they go down quickly. A minion is destroyed when it takes any amount of damage. Damage from an attack or from a source that doesn’t require an attack roll (such as the paladin’s divine challenge or the fighter’s cleave) also destroys a minion. However, if a minion is missed by an attack that normally deals damage on a miss, it takes no damage.

Mount [Keyword]: Not all monsters that can be ridden as mounts have the mount keyword. This keyword is applied only to creatures with special mount rules, such as an ability gained when ridden or an ability granted to the rider. These rules and benefits apply only if the rider has the Mounted Combat feat.

Natural [Origin]: Natural creatures are native to the natural world. Most natural creatures breathe, eat, and sleep. Natural creatures with the construct or undead keyword are exceptions.

Non-Elemental [Keyword]: A type of damage.

Ongoing Damage: A creature suffering from ongoing damage takes the damage at the start of its turn, before it takes any actions.

Ooze [Keyword]: Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing.

Phasing: A phasing creature ignores difficult terrain and can move through obstacles and other creatures, but it must end its movement in an unoccupied space.

Poison [Keyword]: A type of damage.

Polymorph [Keyword]: Powers and effects that alter a creature’s physical form have this keyword.

Plant [Keyword]: Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however.

Psychic [Keyword]: A type of damage. Some non-damaging effects that target the mind also have the psychic keyword.

Pull: Some monsters have powers that let them pull other creatures toward them. A pulled target moves closer to the monster, up to the stated number of squares or to the specified location—in either case, the target ends up closer to the monster. A pulled creature doesn’t provoke opportunity attacks, and it ignores difficult terrain.

Push: Some monsters have powers that let them push other creatures away from them. A pushed target moves farther away from the monster, up to the stated number of squares. A pushed creature doesn’t provoke opportunity attacks, and it ignores difficult terrain.

Regeneration: Each round at the start of its turn, the monster regains hit points equal to the stated amount. This ability functions until the creature is reduced to 0 hit points. Some types of regeneration can be suppressed by certain types of damage or by specific circumstances, and some monsters can use regeneration only under specific circumstances (for example, only while bloodied).

Reptile [Keyword]: Reptiles are cold-blooded creatures that lay eggs. Examples include crocodiles, drakes, lizardfolk, snakes, troglodytes, and yuan-ti.

Resist: The monster takes less damage from the specified damage type. For example, a monster with resist 10 fire takes 10 less damage from fire attacks. Sometimes a monster’s resist entry includes an ability that reduces damage in general, such as insubstantial.

  • Variable Resistance: As a free action, the monster chooses a type of damage from the following list: earth, fire, holy, ice, lightning, shadow, water, or wind. The monster gains the specified amount of resistance to the chosen damage type for the rest of the encounter, and this replaces any resistance the monster already had against that damage type. This is an encounter power unless otherwise noted. If a monster can use this ability more than once per encounter, it can resist only one type of damage from this ability at any one time. A monster can’t use this ability to resist a damage type to which it has vulnerability.

Shadow [Keyword]: A type of damage.

Shapechanger [Keyword]: This monster has the innate ability to alter its form, whether freely or into specific shapes. Examples of shapechangers include doppelgangers and lycanthropes.

Sleep [Keyword]: Powers and effects that render a creature unconscious have this keyword.

Slide: Some monsters have powers that let them forcibly move other creatures around the battlefield. The monster moves the target in any direction parallel to the ground, up to the stated number of squares. Slide movement doesn’t provoke opportunity attacks, and it ignores difficult terrain.

Solo: A solo monster is worth the same amount of XP as five monsters of its level, and it should provide about the same challenge.

Spider [Keyword]: Spider monsters include arachnids as well as creatures with spiderlike features: eight legs, web spinning, and the like. Examples include driders and ettercaps.

Sustain: The monster can sustain the power’s effect until the start of its next turn, usually as a standard or minor action. If the power requires an attack roll, the attack must succeed before the monster can sustain the power.

Swamp Walk: See Terrain Walk.

Swarm [Keyword]: A swarm is considered a single monster even though it is composed of several Tiny creatures. Most single swarms are Medium, but some can be larger. A swarm takes half damage from melee and ranged attacks. It is vulnerable to close and area attacks, as indicated in the monster’s stat block. A swarm is immune to forced movement (pull, push, and slide) effects from melee and ranged attacks. Close or area attacks that impose forced movement affect the swarm normally. A swarm can enter or move through an enemy’s space; this movement does not provoke opportunity attacks. An enemy can enter a space occupied by a swarm, but the space occupied by the swarm is considered difficult terrain, and doing so provokes an opportunity attack. A swarm can squeeze through any opening large enough to accommodate even one of its constituent creatures. For example, a swarm of bats can squeeze through any opening large enough for one of the bats to squeeze through.

Telepathy: A creature with telepathy can speak telepathically with any other intelligent creature that has a language. The range of the telepathy is measured in squares and is specified in the monster’s entry. The telepathy allows for two-way communication.

Teleportation [Keyword]: Powers and effects that transport a creature instantaneously from one location to another use this keyword. A creature that teleports is removed from play at the origin square and placed in the destination square. Teleporting does not provoke opportunity attacks, and the creature does not move through the intervening squares. Unless stated otherwise, a creature must have line of sight to the destination to teleport there.

Terrain Walk: The monster ignores difficult terrain in encounter areas where the stated environment predominates.

  • Earth Walk: The creature ignores difficult terrain if that terrain is the result of rubble, uneven stone, or earth.
  • Forest Walk: The creature ignores difficult terrain if that terrain is the result of trees, underbrush, plants, or natural growth.
  • Ice Walk: The creature ignores difficult terrain if that terrain is the result of ice or snow.
  • Swamp Walk: The creature ignores difficult terrain if that terrain is the result of bog, mud, or shallow water.

Threatening Reach: This creature can make opportunity attacks against any opponents within its reach.

Tremorsense: The monster can perceive creatures and objects within range and in contact with the ground or another shared surface (such as a web or water) as if it has line of sight, without needing to make a Perception check.

Truesight: The monster can see invisible creatures and objects within the specified range and within its line of sight.

Undead [Keyword]: Undead are not living creatures; spells and effects that specifically target living creatures do not work against them. Most undead have resistance to shadow damage, are immune to poison, and are vulnerable to holy damage. Undead do not need to breathe or sleep.

Vulnerable: When an attack deals damage of the specified type, this monster takes the indicated amount of extra damage of the same type. For example, a monster with vulnerable 10 holy takes 10 extra holy damage from holy attacks that deal damage.

Water [Keyword]: A type of damage.

Weapons: Characters can pick up and use a monster’s weapons unless otherwise noted. If the weapon is listed in the equipment section or if it is a larger version of a weapon, use the rules for it found there. Otherwise, the characters lack proficiency with it, and the weapon deals its listed damage but gains none of the other effects that a monster gains from it.

Wind [Keyword]: A type of damage.

Zone [Keyword]: Zones are persistent area effects that can be dispelled using the dispel magic spell.