TEXT: Monster
  Update
  Conversion of the monsters presented in the FORGOTTEN REALMS
  Campaign Setting and Monstrous Companion: Monsters of Faerûn is
  fairly straightforward. This appendix summarizes the changes to mon-
  ster skills and feats, damage reduction, type and subtype, and other
  information required to bring all of the monsters presented in those
  two books up to date with the latest version of the core rulebooks. 
  The statistics given here indicate the changes to existing statistics
  required to update the creatures to v.3.5. They are not full statistics
  blocks. Each entry provides the following revised information about
  each monster.
  Monster: Type (Subtype); Base Attack/Grapple; Space/Reach;
  Damage Reduction; Skills; Feats; Level Adjustment; Notes. Entries
  omitted from this list have not changed.
  Special Attacks/Qualities
  Typical Spells
  These elements are as follows.
  Space/Reach: Each monster’s space/reach is indicated in its entry.
  Base Attack/Grapple: Each monster’s base attack and grapple are
  indicated in its entry.
  Damage Reduction: Each monster that has damage reduction has
  a new entry that conforms to the new damage reduction rules. A few
  monsters that did not have damage reduction in their original
  entries have gained it under the revised D&D rules.
  Skills: A complete, revised skill entry takes into consideration new
  skill point calculations, new synergy bonuses, and changed or deleted
  skills.
  Feats: A complete, revised feats entry takes into consideration
  new feat calculations and new feats.
  Level Adjustment: A level adjustment is specified here for every
  monster that could be appropriate as a player character or cohort in
  a D&D campaign below 20th level. As in the revised Monster
  Manual, level adjustments are not included for monsters whose level
  adjustments would make them epic-level characters, or for creatures
  with Intelligence scores of 2 or below, or for creatures otherwise
  deemed inappropriate for use as PCs or cohorts.
  Notes: Any other change to the monster is indicated here. Such
  adjustments might include a change in type (since the Beast and
  Shapechanger types have been eliminated), modified statistics
  because of changes in feats, adjustments to energy resistance,
  reminders about changed rules that the monster utilizes (such as
  cold and fire subtypes), and, in a few cases, errata to the monster’s
  original entry.
  Special Attacks/Qualities: Additions, deletions, or major changes
  in these categories are indicated here.
  Typical Spells: Any monster that uses spells has a typical spell list
  given here.
  In addition to the information below, remember the following
  general rule: If a monster has a common special attack, special qual-
  A Web Enhancement for the FORGOTTEN REALMS® Player’s Guide to Faerûn Accessory
  1
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  Player’s Guide to Faerûn Web Enhancement
  2
  ity, or subtype, refer to the glossary in the revised Monster Manual
  instead of the monster’s entry in its original sourcebook. Likewise,
  use the type definitions and properties, such as undead or construct
  traits, in the Monster Manual in preference to the ones in the orig-
  inal sourcebooks. 
  FORGOTTEN REALMS
  Campaign Setting
  The following monsters are from the FORGOTTEN REALMS Cam-
  paign Setting.
  Lizard, Pack: Animal; +6/+17; 10 ft./5 ft.; Climb +18, Hide +3*,
  Listen +6, Move Silently +5, Spot +6; Alertness, Power Attack,
  Weapon Focus (bite); LA —; Weapon Focus changes bite attack to
  +13 melee.
  Lizard, Riding: Animal; +3/+11; 10 ft./5 ft.; Climb +14, Hide +0,
  Jump +11, Listen +3, Spot +3; Alertness, Endurance; LA —.
  Lizard, Spitting Crawler: Animal; +0/–12; 2-1/2 ft./0 ft.; Balance
  +6, Climb +10, Escape Artist +4, Hide +12; Agile, Weapon FinesseB;
  LA —; uses Dexterity for Climb checks.
  Snake, Two-Headed Adder: Animal; +0/–6; 5 ft./5 ft.; Balance
  +14, Climb +11, Escape Artist +5, Hide +12, Listen +6, Spot +6,
  Swim +6; Agile, Weapon FinesseB; LA —.
  Skills: A two-headed adder has a +4 racial bonus on Hide, Listen,
  and Spot checks and a +8 racial bonus on Balance and Climb checks.
  It can always choose to take 10 on a Climb check, even if rushed or
  threatened. A two-headed adder uses either its Strength modifier or
  its Dexterity modifier for Climb checks, whichever is higher.
  A two-headed adder has a +8 racial bonus on any Swim check to
  perform some special action or avoid a hazard. It can always choose
  to take 10 on a Swim check, even if distracted or endangered. It can
  use the run action while swimming, provided it swims in a straight
  line.
  Snake, Winged Viper: Animal; +2/+6; 10 ft.; Balance +12, Climb
  +6, Hide +5, Listen +7, Spot +7; Alertness, Weapon Finesse; LA —. 
  Skills: A winged viper has a +4 racial bonus on Hide, Listen, and
  Spot checks and a +8 racial bonus on Balance checks. A winged viper
  uses either its Strength modifier or its Dexterity modifier for Climb
  checks, whichever is higher.
  Beholder, Death Tyrant: Undead; +5/+9; 10 ft./5 ft.; Search +4,
  Spot +6; Feats —; LA —. No Iron Will reduces Will save to +9. 
  Replace the spell-like ability feather fall with the extraordinary
  ability flight, as described in the Beholder entry in the Monster
  Manual. Replace the special quality partial actions only with single
  actions only, as described in the Zombie entry in the Monster
  Manual.
  Dracolich: See Draconomicon.
  Gargoyle, Kir-Lanan: Monstrous humanoid; +4/+6; 5 ft./5 ft.;
  Escape Artist +3, Hide +7, Listen +2, Move Silently +4, Spot +2, Use
  Magic Device +2; Flyby Attack, Stealthy; LA +4.
  Rothé, Deep: Magical beast; +2/+2; 5 ft./5 ft.; Listen +5, Spot +4;
  Alertness; LA —.
  Rothé, Ghost: Magical beast; +4/+16; 10 ft./5 ft.; Listen +6, Spot
  +5; Alertness, Power Attack; LA —.
  Rothé, Surface: Magical beast; +3/+11; 10 ft./5 ft.; Listen +6, Spot
  +4; Alertness, Power Attack; LA —.
  Shade: Outsider; +9/+12; 5 ft./5 ft.; LA +5. 
  Monstrous
  Compendium:
  Monsters of Faerûn
  The following monsters are from the Monstrous Compendium:
  Monsters of Faerûn.
  Aarakocra: Monstrous Humanoid; +1/+0; 5 ft./5 ft.; Craft or
  Knowledge (any one) +2, Listen +2, Spot +2, Survival +2; Flyby
  Attack; LA +2. 
  Aballin: Ooze; +2/+11; 10 ft./10 ft.; 10/magic and bludgeoning;
  Skills —; Feats —; LA —.
  Abishai, Black: Outsider (evil, extraplanar, lawful); +5/+7; 5 ft./5
  ft.; 5/good; Bluff +9, Concentration +10, Diplomacy +3, Disguise +9,
  Escape Artist +10, Intimidate +11, Listen +9, Search +8, Spot +9;
  Improved Initiative, Multiattack; LA +6. Takes normal damage
  from good-aligned weapons and from spells or effects with the good
  descriptor.
  Resistance to acid 10 and cold 10. 
  Abishai, Blue: Outsider (evil, extraplanar, lawful); +7/+10; 5 ft./5
  ft.; 10/good; Bluff +14, Concentration +13, Diplomacy +4, Disguise
  +12, Escape Artist +13, Intimidate +16, Listen +11, Search +10, Spot
  +11; Improved Initiative, Multiattack, Persuasive; LA +8. Takes
  normal damage from good-aligned weapons and from spells or
  effects with the good descriptor.
  Resistance to acid 10 and cold 10.
  Abishai, Green: Outsider (evil, extraplanar, lawful); +6/+8; 5 ft./5
  ft.; 10/good; Bluff +13, Concentration +12, Diplomacy +4, Disguise
  +11, Escape Artist +12, Intimidate +15, Listen +10, Search +9, Spot
  +10; Improved Initiative, Multiattack, Persuasive; LA +7. Takes
  normal damage from good-aligned weapons and from spells or
  effects with the good descriptor.
  Resistance to acid 10 and cold 10.
  Abishai, Red: Outsider (evil, extraplanar, lawful); +8/+11; 5 ft./5
  ft.; 10/good; Bluff +14, Concentration +14, Diplomacy +16, Disguise
  +14, Escape Artist +14, Intimidate +16, Listen +13, Search +12, Spot
  +13; Improved Initiative, Multiattack, Weapon Focus (tail); LA +9.
  Takes normal damage from good-aligned weapons and from spells
  or effects with the good descriptor.
  Resistance to acid 10 and cold 10.
  Abishai, White: Outsider; +4/+5; 5 ft./5 ft.; 5/good; Bluff +10,
  Concentration +9, Diplomacy +3, Disguise +8, Escape Artist +9,
  Intimidate +12, Listen +8, Search +7, Spot +8; Multiattack, Persua-
  sive; LA +8. Takes normal damage from good-aligned weapons and
  from spells or effects with the good descriptor.
  Resistance to acid 10 and cold 10.
  Alaghi: Monstrous humanoid; +9/+13; 5 ft./5 ft.; Hide +6, Listen
  +5, Move Silently +6, Spot +5; Alertness, Great Fortitude, Power
  Attack, Stealthy; LA +2. Without Ambidexterity, attacks change to
  handaxe +13/+8 melee (1d6+4) and slam +8 melee (1d4+2) or javelin
  +10 ranged (1d6+4).
  Asabi: Monstrous humanoid; +3/+3; 5 ft./5 ft.; Hide +7, Jump +17,
  Move Silently +7; Combat Reflexes, Skill Focus (Jump); LA +3.
  Type changes to monstrous humanoid; attacks change to scimitar +3
  melee (1d6/18–20) and bite –2 melee (1d4) or light crossbow +4
  ranged (1d8/19–20); saves change to Fort +1, Ref +4, Will +4. Add
  darkvision 60 ft. to special qualities.
  Asabi, Stingtail: Monstrous humanoid; +7/+13; 10 ft./10 ft.; Hide
  +1, Jump +11, Move Silently +3; Improved Initiative, Multiattack,
  Skill Focus (Jump); LA +5. Type changes to monstrous humanoid;
  attacks change to 2 claws +8 melee (1d6+2) and bite +6 melee
  (1d6+1) and tail +6 melee (1d4+1 plus poison); saves change to Fort
  +4, Ref +5, Will +4. Add darkvision 60 ft. to special qualities.
  
  Player’s Guide to Faerûn Web Enhancement
  3
  Banedead: Undead; +3/+4; 5 ft./5 ft.; 5/silver; Hide +9, Knowledge
  (religion) +3, Listen +8, Move Silently +9, Search +5, Spot +8;
  Improved Initiative, Multiattack, Stealthy. Attacks change to 2
  claws +4 melee (1d4+1 plus 1 point Dexterity) and bite +2 melee
  (1d6). Add darkvision 60 ft. to special qualities.
  Baneguard: Undead; +2/+3; 5 ft./5 ft.; 5/bludgeoning; Hide +4,
  Listen +5, Move Silently +4, Search +4, Spot +5; Blind-Fight,
  Combat Casting; LA +3. Add darkvision 60 ft. to special qualities.
  Banelar: Magical beast; +7/+23; 15 ft./15 ft.; Concentration +15,
  Diplomacy +13, Intimidate +13, Spot +13, Swim +16; Use Magic
  Device +13; Improved Initiative, Iron Will, Spell Focus (enchant-
  ment); CR 7; LA —. Add darkvision 60 ft. and low-light vision to
  special qualities.
  Typical Cleric Spells (5/4/4/3): 0—cure minor wounds, detect
  magic, guidance, resistance, virtue; 1st—command, cure light
  wounds, divine favor, entropic shield; 2nd—augury, fog cloud, resist
  energy, silence; 3rd—dispel magic, invisibility purge, searing light.
  Typical Wizard Spells (): 
  Bat, Deep, Bonebat: Undead; +2/+3; 5 ft./5 ft.; 5/bludgeoning;
  Hide +5, Listen +5, Move Silently +5, Spot +5; Alertness, Flyby
  Attack. Attacks change to bite +3 melee (1d6+1 plus paralysis);
  weapon immunities change to damage reduction; duration of paral-
  ysis changes to 1d4+1 rounds; add darkvision 60 ft. to special
  qualities.
  Bat, Deep, Night Hunter: Magical beast; +2/+2; 5 ft./5 ft.; Hide
  +6, Listen +2, Move Silently +6, Spot +2; Multiattack. Attacks
  change to tail stab +2 melee (1d6) and bite +0 melee (1d6) and 2
  claws +0 melee (1d4). Add darkvision 60 ft. and low-light vision to
  special qualities.
  Bat, Deep, Sinister: Magical beast; +4/+12; 10 ft./5 ft.; Hide +2,
  Listen +9, Move Silently +7, Spot +9; Alertness, Flyby Attack. Add
  darkvision 60 ft. and low-light vision to special qualities.
  Beast of Malar: Magical beast (shapechanger); 5 ft./5 ft.;
  10/magic and silver. Type changes to magical beast (shapechanger);
  Hit Dice change to 9d10+45 (94 hp); Will save changes to +5 (all
  forms); add darkvision 60 ft. and low-light vision to special qualities.
  Shapeshifting allows the beast of Malar to heal at its normal
  daily resting rate (9 points per day).
  Hunting Panther Form: +9/+11; Balance +18, Climb +5, Hide
  +17*, Jump +25, Listen +11, Move Silently +17, Spot +11, Survival
  +5, Swim +5; TrackB, Weapon FinesseB. Attacks change to 2 claws
  +15 melee (1d4+2) and bite +13 melee (1d6+1).
  Claw Slayer Form: +9/+19; Climb +21, Hide +5, Jump +7, Listen
  +11, Move Silently +5, Spot +11, Survival +5, Swim +13; Improved
  Critical (claws)B, Power AttackB. Attacks change to bite +19 melee
  (2d6+10/19–20) and 4 claws +17 melee (1d6+5/19–20).
  Bat Form: +9/+12; Climb +6, Hide +5, Jump –6, Listen +6, Move
  Silently +5, Spot +6, Survival +0, Swim +6; Alertness, Combat
  Reflexes, Flyby AttackB, Improved Critical (bite)B, Improved Initia-
  tive, Multiattack, Weapon Focus (bite)B. Attacks change to bite +13
  melee (1d6+4/19–20).
  Beholderkin, Death Kiss: Aberration; +9/+16; 10 ft./10 ft.; Hide
  +4, Listen +9, Search +9, Spot +9, Survival +7; Alertness, Great For-
  titude, Iron Will, Power Attack, Skill Focus (Search). Add darkvision
  60 ft. to special qualities.
  Beholderkin, Eyeball: Aberration; +0/–14; 1 ft./0 ft.; Hide +19,
  Listen +2, Search +4, Spot +6; Alertness. Size changes to Diminutive;
  add darkvision 60 ft. to special qualities.
  Beholderkin, Gouger: Aberration; +10/+19; 5 ft./5 ft. (15 ft. with
  tongue); Hide +3, Listen +4, Move Silently +4, Search +6, Spot +10,
  Survival +2; Alertness, Great Fortitude, Improved Critical (tongue),
  Improved Initiative, Stealthy. Add darkvision 60 ft. to special
  qualities.
  Bullywug: Humanoid (aquatic); +0/+1; 5 ft./5 ft.; Hide +4*, Swim
  +9; Endurance; LA +1; Ability scores change to: Str 13, Dex 11, 
  Con 18, Int 6, Wis 5, Cha 4. Hit Dice change to 1d8+4 (8 hp);
  attacks change to halfspear +1 melee (1d6+1); saves change to Fort
  +6, Ref +0, Will –3. 
  The bullywug presented here had the following ability scores
  before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, 
  Cha 8.
  Chitine: Revised in Underdark.
  Choldrith: Aberration; +3/+11; 10 ft./5 ft.; Balance +8, Climb +16,
  Concentration +8, Jump +9, Knowledge (religion) +7, Spellcraft +6;
  Combat Casting, Lightning Reflexes; LA +5. Add darkvision 60 ft.
  to special qualities.
  Typical Spells (5/4/3): 0—cure minor wounds (2), detect magic
  (2), resistance; 1st—cure light wounds (2), magic weapon, shield of
  faith; 2nd—bear’s endurance, cure moderate wounds, sound burst.
  Chosen One: Monstrous humanoid; +3/+3; 5 ft./5 ft.; Climb +2,
  Listen +5, Spot +5; Alertness, Multiattack; LA +4. Add darkvision
  60 ft. to special qualities.
  Cloaker Lord: Aberration; +6/+22; 15 ft./10 ft. (5 ft. with bite);
  Hide +5, Knowledge (arcana) +16, Listen +15, Move Silently +13,
  Spellcraft +18, Spot +15; Blind-FightB, Combat Expertise, Combat
  Reflexes, Improved Initiative, Lightning Reflexes. Add darkvision
  60 ft. to special qualities.
  Crawling Claw: Construct (swarm), +0/—; 10 ft./0 ft.; 
  Add distraction to special attacks; add blindsight 60 ft. and swarm
  traits to special qualities.
  Darkenbeast: Magical beast; +5/+8; 5 ft./5 ft.; Hide +4, Listen +2,
  Move Silently +4, Spot +2; Great Fortitude, Improved Initiative;
  LA +5. Add darkvision 60 ft. and low-light vision to special qualities.
  Dark Tree: Plant; +7/+24; 15 ft./10 ft. (0 ft. with bite); Disguise
  +11; Cleave, Improved Sunder, Iron Will, Power Attack. Iron Will
  changes Will save to +5; add low-light vision to special qualities. 
  Change Vulnerable to Cold to Cold Vulnerability (takes half
  again as much [+50%] damage as normal from cold).
  Deepspawn: Aberration; +10/+18; 15 ft./20 ft.; Craft (trapmak-
  ing) +20, Diplomacy +2, Hide +10, Knowledge (dungeoneering) +10,
  Listen +18, Sense Motive +13, Spot +18, Survival +3 (underground
  +5), Swim +17; Cleave, Improved Bull Rush, Multiattack, Multi-
  weapon Fighting, Power Attack. Add darkvision 60 ft. to special
  qualities.
  Demon, Ghour: Outsider (chaotic, evil, extraplanar); +12/+29; 15
  ft./15 ft.; 15/good; Bluff +15, Climb +24, Concentration +20, Diplo-
  macy +17, Disguise +4 (acting), Hide +6, Intimidate +2, Jump +28,
  Listen +16, Move Silently +14, Spot +16, Survival +16; Awesome
  Blow, Cleave, Improved Bull Rush, Power Attack, Track. Add dark-
  vision 60 ft to special qualities, change energy resistance to resist-
  ance to acid 10, cold 10, and fire 10; change telepathy to telepathy
  100 ft.
  Demon, Yochlol: Outsider (chaotic, evil, extraplanar); +6/+10; 5
  ft./5 ft.; Bluff +12, Climb (in spider form) +12, Concentration +10,
  Diplomacy +16, Intimidate +14, Knowledge (the planes) +11, Knowl-
  edge (religion) +11, Listen +11, Sense Motive +11, Spellcraft +11,
  Spot +11; Blind-Fight, Combat Casting, Dodge; LA +6. Add darkvi-
  sion 60 ft. to special qualities.
  Doppelganger, Greater: Monstrous humanoid (shapechanger);
  +9/+10; 5 ft./5 ft.; Bluff +15*, Diplomacy +5, Disguise +15*, Intimi-
  date +3, Listen +15, Search +13, Sense Motive +13, Spot +15; Alert-
  nessB, Blind-Fight, Combat Expertise, Dodge, Iron Will. Type
  changes to monstrous humanoid (shapechanger); attacks change to
  2 slams +10 melee or rapier +10/+5 melee; Fortitude save changes to
  +4; add darkvision 60 ft. to special qualities.
  Dragon, Brown: Dragon (earth); young adult 5/magic; mature
  adult 10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling
  +2, very young +3, young +4, juvenile +5. Refer to Monster Manual
  entry on true dragons for introductory material; increase Challenge
  Rating at each age category by +1. 
  
  Skills: Climb, Hide, and Survival are considered class skills for
  brown dragons. These are in addition to the skills noted in the Mon-
  ster Manual as class skills for all dragons.
  Dragon, Deep: Dragon (earth); young adult 5/magic; mature
  adult 10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling
  +4, very young +4, young +5. Refer to Monster Manual entry on
  true dragons for introductory material; increase Challenge Rating at
  each age category by +1. 
  Skills: Hide, Move Silently, and Swim are considered class skills
  for deep dragons. These are in addition to the skills noted in the
  Monster Manual as class skills for all dragons.
  Dragon, Fang: Dragon (air); young adult 5/magic; mature adult
  10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling +3,
  very young +4, young +5, juvenile +5. Refer to Monster Manual
  entry on true dragons for introductory material; increase Challenge
  Rating at each age category by +1. 
  Skills: Bluff, Jump, and Survival are considered class skills for
  fang dragons. These are in addition to the skills noted in the
  Monster Manual as class skills for all dragons.
  Dragon, Shadow: Dragon (earth); young adult 5/magic; mature
  adult 10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling
  +3, very young +3, young +3, juvenile +4. Refer to Monster Manual
  entry on true dragons for introductory material; increase Challenge
  Rating at each age category by +1. 
  Skills: Hide, Jump, and Move Silently are considered class skills
  for shadow dragons. These are in addition to the skills noted in the
  Monster Manual as class skills for all dragons.
  Dragon, Song: Dragon (air); young adult 5/magic; mature adult
  10/magic; very old 15/magic; wyrm 20/magic; LA wyrmling +5,
  very young +5, young +5, juvenile +6. Refer to Monster Manual
  entry on true dragons for introductory material; increase Challenge
  Rating at each age category by +1. 
  Skills: Bluff, Disguise, and Jump are considered class skills for
  song dragons. These are in addition to the skills noted in the Mon-
  ster Manual as class skills for all dragons. See the Monster Manual
  glossary for Alternate Form ability.
  Dragonkin: Monstrous humanoid; +7/+15; 10 ft./10 ft.; Intimi-
  date +7, Listen +11, Spot +11; Alertness, Flyby Attack, Great Forti-
  tude; LA +3. Add darkvision 60 ft. to special qualities.
  Dread Warrior: Undead (augmented humanoid); +2/+5; 5 ft./ 5 ft.;
  Climb +6*, Jump +5*, Spot +8; Power Attack, Toughness, Weapon
  Focus (battleaxe). Add darkvision 60 ft. to special qualities.
  Skills: A dread warrior gains a +4 racial bonus on Climb, Jump,
  and Spot checks. *The above skill modifiers include a –8 armor
  check penalty for banded mail and heavy steel shield, where
  applicable.
  Firenewt: Monstrous humanoid (fire); +2/+2; 5 ft./5 ft.; Intimi-
  date +2, Ride +3; Mounted Combat; LA +3. Update for changes to
  fire subtype. 
  Ghaunadan: Aberration (shapechanger); +3/+4; 5 ft./5 ft.; Bluff
  +9, Diplomacy +11, Disguise +9*, Hide +8, Intimidate +5; Improved
  Initiative, Toughness; LA +6. Type changes to aberration
  (shapechanger); saves change to Fort +2, Ref +3, Will +5; replace
  resistance to blunt weapons with damage reduction 5/piercing or
  slashing.
  Duration of paralysis changes to 1d4+1 rounds; add the following.
  Change Shape (Su): Once per day, for up to 15 hours at a time, a
  ghaunadan can assume an attractive humanoid form that is unique
  to the individual creature. Most appear as human males, but some
  have been known to take the forms of drow females instead. In this
  form, they wear clothing and armor (favoring the garish colors of
  Ghaunadar’s clerics, namely copper, amber, orange, russet, and a
  range of purples) and use weapons. See the Monster Manual glossary
  for more information.
  Giant, Fog: Giant (air); +10/+27; 15 ft./15 ft.; Climb +26, Hide
  –8*, Jump +26, Listen +4, Spot +21; Alertness, Awesome Blow,
  Cleave, Improved Bull Rush, Power Attack; LA —.
  Giant, Phaerlin: Giant (earth); +6/+19; 15 ft./15 ft.; Listen +4,
  Spot +5; Cleave, Improved Bull Rush, Power Attack; LA +5.
  Giant Strider: Magical beast (fire); +2/+10; 10 ft./5 ft.; Listen +4;
  Run; LA +2. Add darkvision 60 ft. to special qualities.
  Update for changes to fire subtype. 
  Gibberling: Monstrous humanoid; +0/–4; 5 ft./5 ft.; Spot +2;
  Weapon Focus (bite); LA +1. Type changes to monstrous humanoid;
  Will save changes to +0; add darkvision 60 ft. to special qualities.
  Goblin, Dekanter: Humanoid (goblinoid); +2/+5; 5 ft./5 ft.; Climb
  +6, Intimidate +2, Jump +0, Listen +4, Spot +4; Power Attack; LA
  +3. Type changes to humanoid; attacks change to gore +4 melee
  (1d6+3) or 2 claws +4 melee (1d4+1); Will save changes to +1; add
  darkvision 60 ft. to special qualities.
  Golem, Gemstone, Ruby: Construct; +7/+17; 10 ft./10 ft.;
  10/adamantine; Climb +19, Jump +19; Cleave, Improved Bull Rush,
  Improved Sunder, Power Attack; LA —. Gains 30 bonus hit points
  (as construct); Hit Dice change to 10d10+30 (85 hp); add darkvision
  60 ft. to special qualities.
  Magic Immunity (Ex): A ruby golem is immune to any spell or
  spell-like ability that allows spell resistance. In addition, certain
  spells and effects function differently against the creature, as noted
  in its entry. 
  Caster Level: 16th; Prerequisites: Craft Construct, limited wish,
  move earth, polymorph any object, and stone shape, creator must be
  16th level; Market Price: 120,000 gp; Cost to Create: 65,000 gp +
  4,700 XP.
  Golem, Gemstone, Emerald: Construct; +9/+21; 10 ft./10 ft.;
  10/adamantine; Climb +23, Jump +23; Awesome Blow, Cleave,
  Improved Bull Rush, Improved Sunder, Power Attack; LA —; Gains
  30 bonus hit points (as construct); Hit Dice change to 12d10+30 
  (96 hp); add darkvision 60 ft. to special qualities.
  Magic Immunity (Ex): An emerald golem is immune to any spell
  or spell-like ability that allows spell resistance. In addition, certain
  spells and effects function differently against the creature, as noted
  in its entry. 
  Caster Level: 17th; Prerequisites: Craft Construct, dimensional
  anchor, polymorph any object, stone shape, and teleportation circle,
  creator must be 17th level; Market Price: 130,000 gp; Cost to
  Create: 70,000  gp + 4,800 XP.
  Golem, Gemstone, Diamond: Construct; +10/+24; 10 ft./10 ft.;
  15/adamantine; Climb +27, Jump +27; Awesome Blow, Cleave,
  Improved Bull Rush, Improved Sunder, Power Attack; LA —. Gains
  30 bonus hit points (as construct); Hit Dice change to 14d10+30
  (107 hp); add darkvision 60 ft. to special qualities.
  Magic Immunity (Ex): A diamond golem is immune to any spell
  or spell-like ability that allows spell resistance. In addition, certain
  spells and effects function differently against the creature, as noted
  in its entry. 
  Caster Level: 16th; Prerequisites: Craft Construct, dispel magic,
  limited wish, polymorph any object, stone shape, sunbeam; Market
  Price: 140,000 gp; Cost to Create: 75,000 gp + 5,500 XP.
  Golem, Thayan: Construct; +5/+8; 5 ft./5 ft.; 10/adamantine;
  Skills —; Point Blank ShotB, Precise ShotB, Rapid ShotB; LA —.
  Gains 20 bonus hit points (as construct); Hit Dice change to
  7d10+20 (58 hp); add darkvision 60 ft. to special qualities.
  Caster Level: 11th; Prerequisites: Craft Construct, shield,
  geas/quest, shadow conjuration, creator must be 11th level; Market
  Price: 25,000 gp; Cost to Create: 13,500 gp + 920 XP.
  Green Warder: Plant; +3/+5; 5 ft./5 ft.; Hide +4*, Move Silently
  +5, Survival +5; Stealthy, Toughness; LA +4. Add low-light vision to
  special qualities.
  Player’s Guide to Faerûn Web Enhancement
  4
  
  Player’s Guide to Faerûn Web Enhancement
  5
  Gains skills and feats as plant, not fey.
  Groundling: Monstrous humanoid; +3/+4; 5 ft./5 ft.; Escape Artist
  +3, Listen +3, Survival +6; Skill Focus (Survival), Track; LA +3.
  Grab special attack changes to improved grab.
  Improved Grab (Ex): If the groundling hits both claws it deals
  normal damage and attempts to start a grapple as a free action with-
  out provoking an attack of opportunity. No initial touch attack is
  required. When the groundling gets a hold after an improved grab
  attack, it pulls the opponent into its space. This act does not provoke
  attacks of opportunity. The groundling can move (possibly carrying
  away the opponent), provided it can drag the opponent’s weight. A
  groundling typically tries to drag a grabbed opponent into its
  burrow.
  Gulguthydra: Aberration; +4/+18; 15 ft./15 ft.; Listen +8, Spot +8;
  Cleave, Great Cleave, Improved Bull Rush, Iron Will, Multiattack,
  Power Attack; LA —. Add darkvision 60 ft. to special qualities.
  Half-Fiend, Draegloth: Outsider (native); +6/+16; 10 ft./10 ft.;
  Concentration +11, Hide +7, Jump +15, Knowledge (religion) +10,
  Listen +9, Move Silently +11, Search +10, Spellcraft +10, Spot +9;
  Blind-Fight, Cleave, Power Attack; LA —. Add darkvision 60 ft. and
  resistance to acid 10, cold 10, electricity 10, and fire 10 to special
  qualities.
  Helmed Horror: Construct; +9/+14; 5 ft./5 ft.; Diplomacy +5,
  Listen +15, Search +13, Sense Motive +15, Spot +15, Survival +3 (+5
  following tracks); Great Fortitude, Improved Critical (greatsword),
  Improved Initiative, Toughness, Weapon Focus (greatsword). Add
  darkvision 60 ft. to special qualities.
  Hybsil: Fey; +0/–5; 5 ft./5 ft.; Bluff +3, Craft (any one) +4, Dis-
  able Device +3*, Hide +10, Jump +12, Listen +3, Search +3, Spot +3,
  Survival +7, Use Rope +4; DodgeB, MobilityB, Weapon Finesse; LA
  +3. Attacks change to dagger +3 melee or shortbow +3 ranged.
  Ibrandlin: Dragon (fire); +10/+34; 20 ft./15 ft.; Climb +20, Jump
  +22, Listen +12, Search +7, Spot +11; Alertness, Blind-Fight,
  Improved Bull Rush, Power Attack; LA +8. 
  Ice Serpent: Elemental (air, cold); +4/+13; 10 ft./5 ft.; 5/magic;
  Move Silently +11, Spot +6; Dodge, Mobility, Power Attack; LA +4.
  Update for changes to cold subtype.
  Leucrotta: Magical beast; +6/+14; 10 ft./5 ft.; Climb +12, Hide +1,
  Jump +15, Move Silently +3, Search +3, Spot +8, Survival +8; Dodge,
  Improved Bull Rush, Power Attack; LA +4. Add darkvision 60 ft.
  and low-light vision to special qualities.
  Bone Bite (Ex): On a critical hit, the leucrotta’s bite deals [TS]3
  damage to both the target and the target’s armor. Armor reduced to
  0 hp is destroyed. Damaged armor may be repaired with a successful
  Craft (armorsmithing) check.
  Malaugrym: Outsider (evil, extraplanar, shapechanger); +5/+6; 5
  ft./5 ft.; 10/silver; Bluff +10, Diplomacy +14, Disguise +10*, Intimi-
  date +12, Knowledge (any two) +10, Listen +9, Search +10, Sense
  Motive +9, Spot +9; Blind-Fight, Combat Expertise, Great Forti-
  tudeB, Iron WillB; LA +6. Type changes to Outsider (extraplanar,
  shapechanger); attacks change to tentacle +6 melee; add darkvision
  60 ft. to special qualities; replace alternate form with change shape
  in special qualities (see Monster Manual glossary). 
  Meazel: Monstrous humanoid; +4/+4; 5 ft./5 ft.; Hide +6, Move
  Silently +6, Sleight of Hand +5, Swim +4; Improved Initiative,
  Stealthy; LA +3. Add darkvision 60 ft. to special qualities.
  Myrlochar: Outsider (chaotic, evil, extraplanar); +6/+7; 5 ft./5 ft.;
  Balance +11, Climb +18, Hide +13, Jump +12, Knowledge (religion)
  +10, Listen +12, Spot +24, Survival +10, Tumble +11; Alertness,
  Improved Initiative, Track; LA +5. Change blindsight to blindsight
  60 ft. in special qualities.
  Nishruu: Outsider (chaotic); +9/—; 10 ft./5 ft.; 10/magic; Con-
  centration +15, Knowledge (arcana) +13, Knowledge (history) +13,
  Knowledge (the planes) +13, Listen +16, Move Silently +12, Search
  +13, Spellcraft +15, Spot +16; Alertness, Improved Initiative, Iron
  Will, Toughness; LA —. Add darkvision 60 ft. to special qualities;
  change energy resistance to cold resistance 10.
  Nyth: Aberration; +5/–1; 5 ft./5 ft.; Diplomacy +9, Knowledge
  (arcana) +7, Listen +11, Sense Motive +9, Spot +11; Alertness,
  Lightning Reflexes, Weapon Finesse; LA +10. Add darkvision 60 ft.
  to special qualities.
  Peryton: Magical beast; +5/+8; 5 ft./5 ft.; 10/magic; Intimidate +2,
  Listen +3, Move Silently +5, Spot +5, Survival +7; Flyby Attack,
  Multiattack; LA +3. Add darkvision 60 ft. and low-light vision to
  special qualities.
  Phaerimm: See the Phaerimm entry at the end of this article.
  Planetouched, Genasi, Air: Outsider (native); +1/+1; 5 ft./5 ft.;
  Hide +3, Move Silently +3, Spot +0, Tumble +3; Dodge; LA +1. Abil-
  ities change to Str 13, Dex 13, Con 12, Int 12, Wis 7, Cha 6; Hit
  Dice change to 1d8+1 (5 hp); damage changes to rapier 1d6+1; saves
  change to Fort +3, Ref +1, Will –2. 
  The genasi presented here is a 1st-level warrior. It had the fol-
  lowing ability scores before racial adjustments: Str 13, Dex 11, Con
  12, Int 10, Wis 9, Cha 8.
  Planetouched, Genasi, Earth: Outsider (native); +1/+2; 5 ft./5 ft.;
  Climb +4, Craft (blacksmithing) +4; Toughness; LA +1. Abilities
  change to Str 15, Dex 11, Con 14, Int 10, Wis 7, Cha 6; Hit Dice
  change to 1d8+5 (9 hp); attacks change to greatclub +3 melee
  (1d10+2); saves change to Fort +4, Ref +0, Will –2. 
  The genasi presented here is a 1st-level warrior. It had the fol-
  lowing ability scores before racial adjustments: Str 13, Dex 11, Con
  12, Int 10, Wis 9, Cha 8.
  Planetouched, Genasi, Fire: Outsider (native); +1/+1; 5 ft./5 ft.;
  Bluff +0, Hide +1, Intimidate +0; Improved Initiative; LA +1. Abil-
  ities change to Str 13, Dex 11, Con 12, Int 12, Wis 9, Cha 6; Hit
  Dice change to 1d8+1 (5 hp); attacks change to scimitar +2 melee
  (1d6+1); saves change to Fort +3, Ref +0, Will –1. 
  The genasi presented here is a 1st-level warrior. It had the fol-
  lowing ability scores before racial adjustments: Str 13, Dex 11, Con
  12, Int 10, Wis 9, Cha 8.
  Planetouched, Genasi, Water: Outsider (native); +1/+1; 5 ft./5 ft.;
  Diplomacy +0, Profession (sailor) +1; Weapon Focus (trident); LA
  +1. Abilities change to Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6;
  Hit Dice change to 1d8+2 (6 hp); attacks change to trident +3 melee
  (1d8+1); saves change to Fort +4, Ref +0, Will –1. 
  The genasi presented here is a 1st-level warrior. It had the fol-
  lowing ability scores before racial adjustments: Str 13, Dex 11, Con
  12, Int 10, Wis 9, Cha 8.
  Planetouched, Tiefling, Fey’ri: Outsider (native); +1/+1; 5 ft./5 ft.;
  10/magic; Bluff +3, Hide +4, Listen +2, Move Silently +2, Search +3,
  Spot +2; Stealthy; LA +2 or +3. Abilities change to Str 13, Dex 13,
  Con 10, Int 12, Wis 9, Cha 8. Hit Dice change to 1d8 (4 hp); initia-
  tive changes to +1; attacks change to longsword +2 melee (1d8+1);
  saves change to Fort +2, Ref +1, Will –1; elf blood (as half-elves);
  replace alternate form with change shape (any humanoid form) in
  special qualities (see Monster Manual glossary).
  The fey’ri presented here is a 1st-level warrior. It had the follow-
  ing ability scores before racial adjustments: Str 13, Dex 11, Con 12,
  Int 10, Wis 9, Cha 8. 
  A fey’ri can only have one of the following three abilities: damage
  reduction, dimension door, or enervation. A fey’ri with any of those
  abilities has a level adjustment of +3.
  Planetouched, Tiefling, Tanarukk: Outsider (native); +5/+7; 5 ft./5
  ft.; Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +9, Move
  Silently +9, Search +8, Spot +9; Alertness, Weapon Focus (battleaxe);
  LA +3. Attacks change to battleaxe +8 melee (1d8+3) and bite +2
  melee (1d6+1); add fire resistance 10 to special qualities; spell resist-
  ance equals 14 + class levels; orc blood (as half-orcs). 
  Pterafolk: Monstrous humanoid; +4/+13; 10 ft./10 ft.; Climb +13,
  Jump +11, Listen +8, Spot +8; Alertness, Power Attack; Flyby
  
  AttackB (in pteranodon form only); LA +4. Type changes to mon-
  strous humanoid (shapechanger); attacks change to 2 claws +9 melee
  and bite +4 melee; Will save changes to +3; speed changes to 30 ft.,
  climb 20 ft., fly 30 ft. (average) with wings; fly 50 ft. (good) as pter-
  anodon. Add darkvision 60 ft. to special qualities.
  Quaggoth: Monstrous humanoid; +3/+7; 5 ft./5 ft.; Climb +12,
  Hide +2*, Listen +5, Spot +3, Survival +3; Alertness, Improved Ini-
  tiative; LA +2. Add darkvision 60 ft. to special qualities.
  Shalarin: Humanoid (aquatic); +0/+2; 5 ft./5 ft.; Listen +1, Spot
  +1; Weapon Focus (trident); LA +0. Abilities change to Str 17, Dex
  15, Con 12, Int 10, Wis 9, Cha 8; Hit Dice change to 1d8+1 (5 hp);
  attacks change to trident +5 melee (1d8+4); saves change to Fort +3,
  Ref +2, Will –1. Add darkvision 60 ft. to special qualities.
  The shalarin presented here had the following ability scores
  before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9,
  Cha 8.
  Sharn: Aberration; +3/+11; 10 ft./10 ft.; 10/cold iron; Bluff +9,
  Concentration +10, Diplomacy +9, Knowledge (arcana) +8,
  Listen +10, Search +8, Sense Motive +8, Spellcraft +11, Spot +12;
  AlertnessB, Blind-Fight, Combat Reflexes, MultiattackB, Multi-
  weapon FightingB; LA +5. AC changes to 19 (+5 Dex, –1 size, +5
  natural); challenge rating changes to 8; add darkvision 60 ft. to
  special qualities; haste changes to independent action in special
  attacks.
  Change spellcasting levels to spells, but the function is the same:
  A sharn casts spells as a 7th-level sorcerer and a 5th-level cleric.
  Independent Action (Ex): A sharn’s three separate conscious-
  nesses allow it to take two standard actions and a move action, or a
  full-round action and an extra standard action, each round. It can
  thus cast two spells in a round, though the two spells must come
  from the lists of different classes. 
  Siv: Humanoid (aquatic); +0/+0; 5 ft./5 ft.; Listen +1, Spot +1;
  Exotic Weapon Proficiency (net), Exotic Weapon Proficiency
  (siangham); LA +1; Abilities change to: Str 13, Dex 13, Con 12, Int
  10, Wis 9, Cha 6. Hit Dice change to 1d8+1 (5 hp); attacks change
  to siangham +2 melee (1d6+1) or net +2 ranged (entanglement) or
  sling +2 ranged (1d4+1); saves change to Fort +3, Ref +1, Will –1.
  Change resistant to cold to cold resistance 5.
  The siv presented here had the following ability scores before
  racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. 
  Spectral Panther: Magical beast (incorporeal); +3/+11; 10 ft./5 ft.;
  Jump +10, Hide +1*, Listen +8, Move Silently +9, Spot +8; Alertness,
  Improved Initiative; LA +3. Add darkvision 60 ft. and low-light
  vision to special qualities.
  Spider, Subterranean, Hairy Spider: Vermin; +0/–21; 1/2 ft./0 ft.;
  Climb +3, Hide +22, Jump –5, Spot +12; LA +0.
  Spider, Subterranean, Sword Spider: Vermin; +3/+11; 10 ft./5 ft.;
  Climb +12, Hide +0, Jump +4, Spot +12; LA +3.
  Stinger: Monstrous humanoid; +4/+11; 10 ft./5 ft. (10 ft. with
  stinger and spiked chain); Hide +1, Listen +3, Move Silently +4,
  Search +2, Spot +2, Survival +2; Exotic Weapon Proficiency (spiked
  chain), Improved Initiative; LA +3. Improved Initiative is not a
  bonus feat; add darkvision 60 ft. to special qualities.
  Tall Mouther: Aberration; +5/+14; 10 ft./10 ft. (15 ft. with buf-
  fets); Climb +6, Hide +1, Listen +4, Search +1, Spot +4, Survival +2;
  Alertness, Combat Reflexes, Dodge; LA —. Add darkvision 60 ft. to
  special qualities.
  Tomb Tapper: Construct; +12/+30; 15 ft./15 ft.; Appraise +14,
  Listen +16, Search +18, Spot +16, Survival +16 (+18 following
  tracks); Cleave, Improved Critical (maul), Iron Will, Power Attack,
  Weapon Focus (maul). Add darkvision 60 ft. to special qualities.
  Unicorn, Black: Magical beast; +4/+13; 10 ft./5 ft.; Intimidate
  +15, Listen +12, Move Silently +9, Spot +12, Survival +11; Alert-
  nessB, Multiattack, Weapon Focus (horn); LA +4 (cohort). Add dark-
  vision 60 ft. and low-light vision to special qualities.
  Tressym: Magical beast; +0/–12; 2-1/2 ft./0 ft.; Balance +10,
  Climb +4, Hide +18*, Listen +3, Move Silently +10, Spot +2;
  Stealthy, Weapon FinesseB. Add darkvision 60 ft. to special qualities.
  Wemic: Monstrous humanoid; +5/+13; 10 ft./5 ft.; Hide +2, Jump
  +16, Listen +5, Move Silently +6, Spot +5, Survival +4; Alertness,
  Stealthy; LA +3. Add darkvision 60 ft. to special qualities.
  Mountain Wemic Skills: Hide +1, Jump +15, Listen +4, Move
  Silently +5, Spot +4, Survival +4.
  Zombie, Tyrantfog: Undead; +2/+3; 5 ft./5 ft.; 5/magic; Climb +5,
  Listen +8, Spot +8; Alertness, Toughness; LA —. Add darkvision 
  60 ft. to special qualities.
  Beast of Xvim (Hell Hound): Outsider (evil, extraplanar, fire,
  lawful); +5/+6 (for sample); 5 ft./5 ft.; 4–7 HD: 5/silver or magic;
  8–11 HD: 10/silver; 12+ HD: 10/silver and magic; Hide +14, Jump
  +13, Listen +8, Move Silently +14, Spot +8, Survival +8*; Improved
  Initiative, Run, TrackB; LA +4 (cohort).
  Changes to Hell Hound: Attack changes to bite +6 melee (2d6+1
  plus 1d6 fire); add fiery bite to special attacks; update for changes to
  fire subtype.
  Curst: Undead; +5/+8; 5 ft./5 ft.; LA +3.
  Lycanthrope, Drow Werebat (Drow Form): Humanoid (elf,
  shapechanger); +4/+5; 5 ft./5 ft.; Hide +5, Listen +7, Move Silently
  +3, Search +5, Spot +9; AlertnessB, Stealthy, Weapon Focus (rapier).
  Lycanthrope, Drow Werebat (Bat Form): Humanoid (elf,
  shapechanger); +4/+12; 10 ft./5 ft.; 10/silver; Hide +10, Listen +11*,
  Move Silently +12, Search +5, Spot +13*; AlertnessB, Stealthy,
  Weapon Focus (rapier). Replace sonar with blindsense 40 ft. in spe-
  cial qualities.
  Lycanthrope, Drow Werebat (Hybrid Form): Humanoid (elf,
  shapechanger); +4/+12; 10 ft./10 ft.; 10/silver; Hide +10, Listen
  +11*, Move Silently +12, Search +5, Spot +13*; AlertnessB, Stealthy,
  Weapon Focus (rapier). Replace sonar with blindsense 40 ft. in spe-
  cial qualities.
  Lycanthrope, Werecat (Human Form); Humanoid (human,
  shapechanger); +2/+3; 5 ft./5 ft.; Balance –8, Concentration +8, Hide
  –8, Knowledge (religion) +6, Listen +6, Move Silently –7, Spellcraft
  +6, Spot +6; AlertnessB, Extra Turning, Scribe Scroll, Weapon
  FinesseB.
  Lycanthrope, Werecat (Cat Form); Humanoid (human,
  shapechanger); +2/–3; 5 ft./5 ft.; 10/silver; Balance –8, Concentra-
  tion +8, Hide +10, Knowledge (religion) +6, Listen +6, Move Silently
  +8, Spellcraft +6, Spot +6; AlertnessB, Extra Turning, Scribe Scroll,
  Weapon FinesseB.
  Lycanthrope, Werecat (Hybrid Form): Humanoid (human,
  shapechanger); +2/+1; 5 ft./5 ft.; 10/silver; Balance +10, Concentra-
  tion +8, Hide +6, Knowledge (religion) +6, Listen +6, Move Silently
  +8, Spellcraft +6, Spot +6; AlertnessB, Extra Turning, Scribe Scroll,
  Weapon FinesseB.
  Lycanthrope, Werecrocodile (Human Form): Humanoid (human,
  shapechanger); +3/+4; 5 ft./5 ft.; Hide +0, Listen +5, Spot +5, Swim
  –9; AlertnessB, Power Attack, Skill Focus (Hide).
  Lycanthrope, Werecrocodile (Crocodile Form): Humanoid
  (human, shapechanger); +3/+8; 5 ft./5 ft.; 10/silver; Hide +7, Listen
  +5, Spot +5, Swim +15; AlertnessB, Power Attack, Skill Focus (Hide).
  Add hold breath to special qualities. 
  Hold Breath (Ex): A werecrocodile can hold its breath for a
  number of rounds equal to 4 [TS] its Constitution score before it
  risks drowning
  Lycanthrope, Werecrocodile (Hybrid Form): Humanoid (human,
  shapechanger); +3/+8; 5 ft./5 ft.; 10/silver; Hide +7, Listen +5, Spot
  +5, Swim +15; AlertnessB, Power Attack, Skill Focus (Hide). Add
  hold breath to special qualities. 
  Hold Breath (Ex): A werecrocodile can hold its breath for a
  number of rounds equal to 4 [TS] its Constitution score before it
  risks drowning.
  Player’s Guide to Faerûn Web Enhancement
  6
  
  Player’s Guide to Faerûn Web Enhancement
  7
  Lycanthrope, Wereshark (human form): Humanoid (human,
  shapechanger); +6/+7; 5 ft./5 ft.; Listen +6, Profession (sailor) +6,
  Spot +7, Swim +2; AlertnessB, Blind-Fight, Great Fortitude,
  Improved Initiative.
  Lycanthrope, Wereshark (shark form): Humanoid (human,
  shapechanger); +6/+14; 10 ft./5 ft.; 10/silver, Listen +6, Profession
  (sailor) +6, Spot +7, Swim +17; AlertnessB, Blind-Fight, Great Forti-
  tude, Improved Initiative. Replace blindsight 30 ft. with blindsense
  30 ft. in special qualities.
  Lycanthrope, Wereshark (hybrid form): Humanoid (human,
  shapechanger); +6/+14; 10 ft./10 ft.; 10/silver, Listen +6, Profession
  (sailor) +6, Spot +7, Swim +17; AlertnessB, Blind-Fight, Great Forti-
  tude, Improved Initiative. Replace blindsight 30 ft. with blindsense
  30 ft. in special qualities.
  Revenant: Undead; +3/+5 (for sample); 5 ft./5 ft.; 5/magic; LA —
  . Add darkvision 60 ft. to special qualities.
  Replace regeneration with fast healing; add undead traits to spe-
  cial qualities.
  Fast Healing (Ex): A revenant regains lost hit points at the rate
  of 3 per round, except for damage dealt by fire, as long as it has at
  least 1 hit point. Fast healing does not restore hit points lost from
  starvation, thirst, or suffocation, and it does not allow the revenant
  to regrow or reattach lost body parts.
  Yuan-Ti, Tainted One: Monstrous humanoid; +3/+4 (for sample); LA
  + 2. Use poison 1/day and polymorph 3/day; spell resistance changes to
  12 + 1 per two levels; add darkvision 60 ft. to special qualities.
  Yuan-Ti, Broodguard: Monstrous humanoid; +3/+4 (for sample);
  LA +3. Add darkvision 60 ft. to special qualities.
  Magic of Faerûn
  The following monsters are from the Magic of Faerûn.
  Beholderkin, Spectator: Aberration; +3/+3; 5 ft./5 ft.; Intimidate
  +6, Knowledge (arcana) +6, Listen +9, Search +12, Sense Motive +7,
  Spot +15; Alertness, Improved Initiative; LA —. Add darkvision 
  60 ft. to special qualities.
  Crossroads Guardian: Fey (incorporeal); +8/—; 15 ft./15 ft.; Bluff
  +21, Decipher Script +21, Diplomacy +6, Disguise +2 (+4 acting),
  Intimidate +23, Knowledge (nature) +23, Listen +25, Sense Motive
  +23, Spot +25, Survival +23 (+25 aboveground natural environ-
  ments); Alertness, Combat Reflexes, Combat Expertise, Dodge, Iron
  Will, Mobility; LA —.
  Crypt Spawn: Undead (augmented [previous type]); +8/+12 (for
  sample); LA +2. Do not recalculate attack bonus, saves, or skill
  points. Add darkvision 60 ft. to special qualities.
  Scalamagdrion: Dragon; +10/+18; 10 ft./5 ft.; Climb +17, Knowl-
  edge (arcana) +12, Listen +16, Move Silently +15, Spot +16; Alert-
  ness, Cleave, Combat Reflexes, Power Attack; LA +8 (cohort). 
  Spectral Mage: Undead (augmented [previous type], incorporeal);
  +2/—; LA +6. Do not recalculate attack bonus, saves, or skill points;
  add darkvision 60 ft. to special qualities.
  Skills: A spectral mage gains a +8 racial bonus on Hide and Intim-
  idate checks.
  Silver Marches
  The following monsters are from the Silver Marches.
  Deer: Animal; +1/+1; 5 ft./5 ft.; Hide +6, Listen +5, Spot +4;
  Alertness; LA —. Add low-light vision to special qualities.
  Elk: Animal; +2/+8; 10 ft./5 ft.; Hide +2, Listen +5, Spot +4; Alert-
  ness, Endurance; LA —. Add low-light vision to special qualities.
  Red Tiger: Animal; +6/+16; 10 ft./5 ft.; Balance +6, Hide +6 (+10
  in fall or winter), Listen +4, Move Silently +10, Spot +4, Swim +7;
  Alertness, Improved Natural Attack (bite), Improved Natural
  Attack (claw); LA —. Add low-light vision to special qualities.
  Branta: Magical beast (cold); +3/+11; 10 ft./5 ft.; Balance +3 (+7
  on ice and snow), Jump +14, Listen +4, Spot +4, Swim +5; Alertness,
  Endurance; LA —. Add darkvision 60 ft. and low-light vision to spe-
  cial qualities.
  Giant Raven: Magical beast; +3/+10; 10 ft./5 ft.; Bluff +3, Listen +4,
  Sense Motive +4, Spot +7 (+11 in daylight), Survival +4; Dodge, Mobil-
  ity. Add darkvision 60 ft. and low-light vision to special qualities.
  Rock Wyrm: Dragon; +8/+17; 10 ft./5 ft.; Bluff +4 (+8 mimicking
  voices), Craft (trapmaking) +8, Hide +13 (+17 in rocky areas), Jump
  +16, Listen +13, Move Silently +13, Spot +13, Use Magic Device
  +11; Combat Reflexes, Multiattack, Weapon Focus (bite); LA +6.
  Snowcloak: Aberration (cold); +3/+9; 10 ft./5 ft. (10 ft. with tail);
  Hide +6 (+10 in snow or ice), Listen +4, Move Silently +5, Spot +5;
  Flyby Attack, Multiattack; LA +6. Add darkvision 60 ft. to special
  qualities.
  City of the 
  Spider Queen
  The following monsters are from the City of the Spider Queen.
  Abyssal Ghoul: Revised in Fiend Folio.
  Demon, Blood Fiend: Revised in Fiend Folio.
  Demon, Maurezhi: Revised in Fiend Folio.
  Drider Vampire: Undead; 10 ft./5 ft.; 10/magic; Bluff +22, Climb
  +13, Concentration +14, Hide +17, Listen +23, Move Silently +21,
  Search +11, Sense Motive +12, Spellcraft +12, Spot +23; AlertnessB,
  Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning Reflex-
  esB, Mobility, Multiattack, Two-Weapon Fighting; LA —. Add dark-
  vision 60 ft. to special qualities.
  Golem, Spiderstone: Construct; 10 ft./10 ft.; 15/adamantine;
  Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder,
  Mobility, Power Attack, Spring Attack, Weapon Focus (slam),
  Weapon Specialization (slam); LA —. Add darkvision 60 ft. to spe-
  cial qualities.
  The spiderstone golem’s magic immunity confers immunity to
  any spell or effect that allows spell resistance, except for evocation
  spells and effects and divine spells cast by drow. The golem still
  applies its spell resistance against evocation spells and divine spells
  cast by drow.
  Spiderstone golems must be crafted from a single block of obsid-
  ian weighing at least 5,000 pounds, treated with special oils costing
  at least 10,000 gp. They have the following creation characteristics.
  CL 20th; Craft Construct, animate objects, Tenser’s transforma-
  tion, wish, caster must be at least 20th level; Price 200,000 gp; Cost
  110,300 gp + 12,588 XP (includes potion of bull’s strength for
  Tenser’s transformation).
  Jade Spider: Construct; 20 ft./15 ft.; 15/adamantine; LA —. Add
  darkvision 60 ft. to special qualities.
  Jade spiders must be assembled from high-quality stone weighing
  at least 60,000 pounds, treated with special oils costing at least 5,000
  gp. They have the following creation characteristics.
  Caster Level: 20th; Prerequisites: Craft Construct, animate
  objects, forcecage, flesh to stone, geas/quest, caster must be at least
  20th level; Market Price: 200,000 gp; Cost to Create: 106,500 gp +
  7,780 XP.
  
  Orb Wraith: Undead (incorporeal); 15 ft./10 ft.; Concentration
  +40, Diplomacy +9, Hide +27, Intimidate +40, Know (any 3) +15,
  Listen +39, Search +37, Sense Motive +37, Spot +39; Alertness,
  Blind-fight, Combat Reflexes, Dodge, Improved Critical (incorporeal
  touch), Improved Critical (enervation ray), Improved Initiative,
  Mobility, Spring Attack, Weapon Focus (incorporeal touch),
  Weapon Focus (enervation ray); LA —. Add darkvision 60 ft. to
  special qualities.
  Quth-Maren: Revised in Fiend Folio.
  Wraith Spider, Small: Undead; 5 ft./5 ft.; Listen +2, Spot +2;
  Toughness; LA —. Add darkvision 60 ft. to special qualities.
  Wraith Spider, Medium: Undead; 5 ft./5 ft.; Listen +3, Spot +2;
  Toughness; LA —. Add darkvision 60 ft. to special qualities.
  Wraith Spider, Large: Undead; 10 ft./5 ft.; Listen +6, Spot +5;
  Alertness, Toughness; LA —. Add darkvision 60 ft. to special
  qualities.
  Wraith Spider, Huge: Undead; 15 ft./10 ft.; Listen +9, Spot +8;
  Alertness, Cleave, Power Attack, Toughness; LA —. Add darkvision
  60 ft. to special qualities.
  Arachnoid Creature: Revised in Underdark.
  Keening Spirit: Undead (augmented humanoid, incorporeal); LA
  +7. Do not recalculate attack bonus, saves, or skill points; add dark-
  vision 60 ft. to special qualities.
  Skills: A keening spirit receives a +8 racial bonus on Hide, Listen,
  Search, and Spot checks.
  Revenant: Undead (augmented humanoid); 5/magic; LA +6. Do
  not recalculate attack bonus, saves, or skill points; add darkvision 60
  ft. to special qualities.
  Silveraith: Undead (augmented humanoid, incorporeal); LA +8.
  Do not recalculate attack bonus, saves, or skill points; add darkvision
  60 ft. to special qualities.
  Skills: A silveraith receives a +8 racial bonus on Hide, Listen,
  Search, and Spot checks.
  Faiths & Pantheons
  The following monsters are from the Faiths and Pantheons.
  Zin-Carla: Undead (augmented [previous type]); 5/magic; LA +4.
  Do not recalculate attack bonus, saves, or skill points; add darkvision
  60 ft. to special qualities.
  Phaerimm
  Aberration
  Speed: 10 ft. (2 squares), fly 30 ft. (good)
  Environment: Underground
  Organization: Hatchling, juvenile, and young adult: solitary, pair, or
  clutch (3–5); adult, mature adult, elder, and revered elder: solitary,
  pair, or hive (3–6 plus 2–8 offspring)
  Challenge Rating: Hatchling 1; juvenile 5; young adult 9; adult 12;
  mature adult 15; elder 18; revered elder 21
  Treasure: Double standard
  Alignment: Usually neutral evil
  Advancement: Hatchling 2–3 HD; juvenile 5–6 HD; young adult
  8–9 HD; adult 11–12 HD; mature adult 14–15 HD; elder 17–18
  HD; revered elder 20+ HD
  Level Adjustment: Hatchling +2, juvenile +3, young adult +4, adult
  +5, mature adult +6, others —
  Young Adult Phaerimm: Medium aberration; HD 7d8+7; hp 38;
  Init +1; Spd 10 ft., fly 30 ft. (good); AC 21, touch 11, flat-footed 20;
  Base Atk +5; Grp +6; Atk +6 melee (1d4+1, claw); Full Atk +6 melee
  (1d4+1, 4 claws) and +4 melee (1d8, bite) and +4 melee (1d6 plus
  poison, stinger); Space/Reach 5 ft./5 ft. (0 ft. with bite); SA poison,
  spells; SQ detect magic, full vision (see invisibility), immunities,
  phaerimm magic, spell resistance 17, telepathy; AL NE; SV Fort
  +3, Ref +3, Will +8; Str 12, Dex 13, Con 12, Int 15, Wis 16, Cha 17. 
  Skills and Feats: Concentration +11, Diplomacy +5, Knowledge
  (arcana) +7, Listen +5, Search +5, Sense Motive +8, Spellcraft +14,
  Spot +8; Multiattack, Spell Focus (evocation), Spell Penetration.
  Spells Known (6/7/7/5; save DC 13 + spell level, or 14 + spell
  level for evocation spells): 0—daze, detect magic, light, mage hand,
  open/close, ray of frost, read magic; 1st—burning hands, magic mis-
  sile, ray of enfeeblement, shield, sleep; 2nd—blur, scorching ray,
  touch of idiocy; 3rd—dispel magic, lightning bolt.
  Elder Phaerimm: Large aberration; HD 16d8+32; hp 104; Init
  +0; Spd 10 ft., fly 30 ft. (good); AC 31, touch 9, flat-footed 31; Base
  Atk +12; Grp +21; Atk +16 melee (1d6+5, claw); Full Atk +16 melee
  (1d6+5, 4 claws) and +11 melee (2d6+2, bite) and +11 melee (1d8
  plus poison and implant, stinger); Space/Reach 10 ft./10 ft. (5 ft.
  with bite); SA implant, poison, spells; SQ damage reduction
  10/magic, detect magic, full vision (true seeing), immunities, phaer-
  imm magic, spell resistance 26, telepathy; AL NE; SV Fort +7, Ref
  +5, Will +15; Str 20, Dex 11, Con 14, Int 19, Wis 20, Cha 23. 
  Skills and Feats: Concentration +21, Diplomacy +8, Knowledge
  (arcana) +23, Listen +14, Search +14, Sense Motive +24, Spellcraft
  +25, Spot +24; Greater Spell Penetration, Heighten Spell, Multiat-
  tack, Spell Focus (enchantment, evocation), Spell Penetration.
  Spells Known (6/7/7/7/7/7/7/5/3; save DC 16 + spell level, or 18
  + spell level for enchantment or evocation spells): 0—arcane mark,
  daze, detect magic, light, mage hand, open/close, ray of frost, read
  magic, touch of fatigue; 1st—burning hands, magic missile, ray of
  enfeeblement, shield, sleep; 2nd—blur, detect thoughts, scorching ray,
  touch of idiocy, web; 3rd—deep slumber, fireball, protection from
  energy, slow; 4th—crushing despair, greater invisibility, polymorph,
  scrying; 5th—cone of cold, dominate person, telekinesis, teleport;
  6th—chain lightning, disintegrate, greater dispel magic; 7th—
  forcecage, spell turning; 8th—mass charm monster.
  Phaerimms are evil magicians who would gladly erase all other beings
  from existence. Thus far they have not done so, probably because
  they would consequently lack for serviceable slaves to torture for
  sport. Millennia ago, the phaerimms plotted to destroy all life in
  Faerûn. They succeeded in toppling the mighty Netherese empire and
  devastating the area now known as the Anauroch desert, but they
  were foiled by the intervention of the elder sharn. The sharn impris-
  oned most of the phaerimms in a magic field beneath Anauroch.
  Only a few escaped imprisonment. Some of these escapees now live in
  Myth Drannor, squandering their power on internal political squab-
  bles. Others have conquered the beholder city of Ooltul and are
  attempting to break through the sharn’s barrier to free their fellows.
  A phaerimm has a conical body and an ovoid head. The head disk
  contains an immense, toothed maw and is surrounded by four clawed
  arms. Beneath the top disk, the phaerimm’s long, sinuous body
  tapers down to a lethal stinger. At birth, a phaerimm is only a foot
  or two long, but it can grow as large as 30 feet in advanced old age.
  Along with its increasing size, a phaerimm develops its innate mag-
  ical ability. A hatchling casts spells as a 1st-level sorcerer, while a
  centuries-old revered elder is a 19th-level caster.
  If phaerimms were less evil, they would be more alien and difficult
  to understand, but their overwhelming drive toward inflicting pain
  makes them somewhat predictable. They communicate with one
  another by varying the wind speed around their bodies and with others
  using telepathy. They understand Common and several other languages.
  
  Player’s Guide to Faerûn Web Enhancement
  9
  Combat
  Phaerimms can be dangerous combatants, but they view purely phys-
  ical combat as a sign of weakness. A phaerimm that uses its stinger
  or weapons to defend itself is assumed to have insufficient magical
  abilities. Consequently, phaerimms make physical attacks only as a
  last resort, even at younger ages when they lack powerful magic.
  Young phaerimms do sometimes stoop to using masterwork swords,
  and they suffer no disgrace for it so long as they use Tenser’s float-
  ing disk to carry the weapons whenever they are out of combat.
  As spellcasters, phaerimms favor charm, command, and illusion
  effects over direct damage spells, but they are not shy about letting
  loose a fireball if necessary. Powerful elder phaerimms often have
  charmed or dominated beings fighting for them. In fact, phaerimms
  sometimes pick fights simply so that they can watch their enemies being
  forced to hack apart their own friends. Phaerimms also enjoy summon-
  ing outsiders, but they are generally too proud to use low-level sum-
  moning spells to call up common animals and other minor creatures.
  Implant (Ex): As a standard action, a phaerimm can use its
  stinger to lay eggs inside a paralyzed creature. The young emerge
  about 90 days later, literally devouring the host from inside. A
  remove disease spell rids a victim of the eggs, as does a successful DC
  20 Heal check by someone with ranks that skill. If the check fails,
  the healer can try again, but each attempt (successful or not) deals
  1d4 points of damage to the patient.
  Poison (Su): Stinger, Fortitude save (DC 15); initial damage paral-
  ysis for 2d4 rounds, secondary damage paralysis for 1d3 hours. Par-
  alyzed creatures levitate, helpless, a few feet off the ground.
  Spells: A phaerimm casts arcane spells as a sorcerer (caster level
  equals phaerimm’s Hit Dice). 
  Detect Magic (Sp): A hatchling phaerimm can use detect magic
  at will (caster level equals phaerimm’s Hit Dice).
  Flight (Ex): A phaerimm’s body is naturally buoyant, allowing it
  to fly at a speed of 30 feet. This buoyancy also grants it a perma-
  nent feather fall effect (as the spell) with personal range.
  Full Vision (Ex): As it ages, a phaerimm’s natural ability to detect
  magic expands. A juvenile phaerimm can see invisible or ethereal
  creatures to a range of 120 feet, as though constantly under the
  effect of a see invisibility spell. An adult phaerimm can see magical
  auras to a range of 120 feet, as though constantly under the effect
  of an arcane sight spell. An elder phaerimm sees as though con-
  stantly under the effect of a true seeing spell.
  Phaerimm Magic: Phaerimms cast their sorcerer spells as if they
  were spell-like abilities. Thus, they require no verbal, somatic, or
  material components.
  Phaerimm Characters
  A phaerimm’s favored class is sorcerer. Its sorcerer levels stack with
  its base spellcasting ability for the purpose of determining spells
  known, spells per day, and other effects dependent on caster level. A
  phaerimm character likewise uses the sum of its racial spellcasting
  levels and appropriate class levels to determine the abilities of its
  familiar, though it cannot acquire a familiar until it takes at least
  one level in the sorcerer class.
  PHAERIMMS BY AGE
  Base Attack/
  Fort
  Ref
  Will
  Poison
  Age
  Size
  Hit Dice (hp)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Grapple
  Attack
  Save
  Save
  Save
  DC
  Hatchling
  T
  1d8 (4)
  4
  17
  10
  11
  12
  13
  +0/–11
  –1
  +0
  +3
  +3
  —
  Juvenile
  S
  4d8 (18)
  8
  15
  10
  13
  14
  15
  +3/–2
  +3
  +1
  +3
  +6
  —
  Young Adult
  M
  7d8+7 (38)
  12
  13
  12
  15
  16
  17
  +5/+6
  +6
  +3
  +3
  +8
  14
  Adult
  L
  10d8+10 (55)
  16
  11
  12
  17
  18
  19
  +7/+14
  +9
  +4
  +3
  +11
  16
  Mature Adult
  L
  13d8+26 (84)
  18
  11
  14
  17
  20
  21
  +9/+17
  +12
  +6
  +4
  +13
  18
  Elder
  L
  16d8+32 (104)
  20
  11
  14
  19
  20
  23
  +12/+21
  +16
  +7
  +5
  +15
  20
  Revered Elder
  H
  19d8+57 (142)
  22
  9
  16
  21
  22
  25
  +14/+28
  +18
  +9
  +5
  +17
  22
  PHAERIMM ABILITIES BY AGE
  Age
  Init.
  Armor Class
  Special Abilities
  Caster Level
  SR
  Hatchling
  +3
  17 (+2 size, +3 Dex, +2 natural),
  Phaerimm magic, detect magic,
  1st
  11
  touch 15, flat-footed 14
  immunity to polymorph and petrification
  Juvenile
  +2
  19 (+1 size, +2 Dex, +6 natural)
  Full vision (see invisibility), telepathy
  4th
  14
  touch 13, flat-footed 17
  Young Adult
  +1
  21 (+1 Dex, +10 natural)
  Poison
  7th
  17
  touch 11, flat-footed 20
  Adult
  +0
  23 (–1 size, +14 natural)
  Implant, full vision (arcane sight)
  10th
  20
  touch 9, flat-footed 23
  Mature Adult
  +0
  27 (–1 size, +18 natural)
  Damage reduction 10/magic
  13th
  23
  touch 9, flat-footed 27
  Elder
  +0
  31 (–1 size, +22 natural)
  Full vision (true seeing)
  16th
  26
  touch 9, flat-footed 31
  Revered Elder
  –1
  33 (–2 size, –1 Dex, +26 natural)
  Damage reduction 15/magic and silver
  19th
  29
  touch 7, flat-footed 33
  PHAERIMM SPACE/REACH, ATTACKS, AND DAMAGE
  Size
  Space/Reach
  Claws
  1 Bite
  1 Stinger
  Tiny
  2-1/2 ft./0 ft.
  2 • 1d2
  —
  —
  Small
  5 ft./5 ft. (0 ft. with bite)
  2 • 1d3
  1d6
  —
  Medium
  5 ft./5 ft. (0 ft. with bite)
  4 • 1d4
  1d8
  1d6 plus poison
  Large
  10 ft./10 ft. (5 ft. with bite)
  4 • 1d6
  2d6
  1d8 plus poison and implant
  Huge
  15 ft./15 ft. (5 ft. with bite)
  6 •1d8
  2d8
  2d6 plus poison and implant
  
  About the Authors
  Rich Baker began his career as a game designer with TSR back in
  1991, then became a senior designer six years later. After working
  on the 3rd Edition D&D game, he took over creative direction for
  ALTERNITY. In late 1999, he became creative director for D&D
  Worlds and oversaw the creation of 3rd edition FORGOTTEN REALMS
  products. He’s now returned to his love of design as a senior designer
  again, while still providing a guiding spirit to the FORGOTTEN
  REALMS line. He’s written a number of novels on the side, including
  his sixth and latest novel: Condemnation, Book 3 of the War of the
  Spider Queen series. 
  James Wyatt is an RPG designer at Wizards of the Coast, Inc. His
  design credits include The Speaker in Dreams, Defenders of the Faith,
  Oriental Adventures, Deities and Demigods, Fiend Folio, Draconomi-
  con, and the Book of Exalted Deeds. He wrote the Origins award-win-
  ning adventure City of the Spider Queen and is one of the designers of
  the new Eberron campaign setting, which is due out in June. He lives
  in Kent, Washington with his wife Amy and son Carter.
  Player’s Guide to Faerûn Web Enhancement
  10
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Monster Update.pdf