TEXT:  
   
   
   
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
  April 1, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
  Page 
  Page 
  Races ..............................................................................................2 
  Human Subraces .......................................................................2 
  Dwarf Subraces.........................................................................3 
  Elf Subraces ..............................................................................4 
  Gnome Subraces .......................................................................5 
  Halfling Subraces......................................................................6 
  Planetouched Races...................................................................6 
  Shapechanger Races..................................................................7 
  Living Construct Races.............................................................8 
  Goblinoid Races........................................................................8 
  Gnoll Races...............................................................................9 
  Other Humanoid Races .............................................................9 
  Monstrous Humanoid Races ................................................... 10 
  Aberration Races..................................................................... 12 
  Dragon Races.......................................................................... 12 
  Fey Races................................................................................ 12 
  Giant Races............................................................................. 13 
  Outsider Races ........................................................................ 14 
  Psionic Races .......................................................................... 15 
  Racial Aging Table ................................................................. 16 
  Racial Height / Weight Table.................................................. 16 
  Mounts, Familiars, Companions, etc.............................................17 
  Training Animals.....................................................................17 
  Unusual Riding Creatures........................................................18 
  Cohorts ....................................................................................18 
  Animal Companions for Druids & Rangers.............................19 
  Monstrous Animal Companions ..............................................20 
  Fiendish Servants for Blackguards ..........................................22 
  Familiars for Wizards & Sorcerers ..........................................23 
  Constructs................................................................................25 
  Alternate Forms ............................................................................26 
  Wild Shape Forms ...................................................................26 
  Reincarnation Forms................................................................28 
  Dire Reincarnation Forms........................................................28 
  Outsiders & Elementals ................................................................29 
  Appendix.......................................................................................30 
  Revision History......................................................................30 
  Key to Sourcebooks.................................................................30 
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 2 
  Races 
   
  Human Subraces 
   
   
  Human Subraces 
  Ability 
  Mods 
  Favored 
  Class 
  Common Features 
  Subrace-Specific Features 
  Human 
  (PH p12) 
  — 
  any 
  • Medium size 
  • 30’ movement 
  • Standard Vision 
  • 1 extra feat at 1st level 
  • 4 extra skill points at 1st level 
  • 1 extra skill point at following levels 
  Half-Elf  
  (child of an Elf & a 
  Human raised in a 
  Human community) 
  (PH p18) 
  (MM p102) 
  —- 
  any 
  <same> 
  • Low-Light Vision  
  • Immunity to magic sleep 
  • +2 Racial bonus on saves vs. Enchantments 
  • +1 Racial bonus on Listen, Search, & Spot checks. 
  • Able to use “elf only” items 
  • +2 Racial bonus on Diplomacy & Gather Information 
  checks. 
  Half-Human 
  (child of an Elf & a 
  Human raised in an 
  Elf community)  
  (DMG p171) 
  — 
  Wizard 
  <same> 
  • Low-Light Vision  
  • Immunity to magic sleep 
  • +2 Racial bonus on saves vs. Enchantments 
  • +1 Racial bonus on Listen, Search, & Spot checks. 
  • Able to use “elf only” items 
  • Automatic proficiency with all straight Bows  
  • Automatic proficiency with Longsword and Rapier. 
  Half-Orc 
  (PH p18) 
  (MM p204) 
  +2 Str 
  –2 Int 
  –2 Char 
  Barbarian 
  <same> 
  • Darkvision 60’  
  • Able to use “orc only” items 
  Death-Touched 
  (a person with some 
  type of Undead on 
  his/her ancestry.  
  Often pale, which 
  dark hair, & some 
  undead-like feature, 
  like sharp canine 
  teeth, a ghoul-like 
  tongue, or the smell 
  of a graveyard) 
  (DR313 p166) 
  –2 Con 
  +2 Wis 
  +4 Cha 
  Sorcerer 
  <same> 
  • Darkvision 60’  
  • +2 Racial bonus on Intimidate and Move Silently 
  checks. 
  • Cold Resistance 5. 
  • Electricity Resistance 5. 
  • Chill Touch, 1/day at Character level. 
  • Level Adjustment +1 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 3 
  Dwarf Subraces 
   
   
  Dwarf Subraces 
  Ability 
  Mods 
  Favored 
  Class 
  Common Features 
  Subrace-Specific Features 
  Dwarf, Hill 
  (PH p14) 
  (MM p91) 
  Dwarf, Mountain 
  (MM p91) 
   
   
  +2 Con 
  –2 Char 
  Fighter 
  • Medium size 
  • 20’ movement, but speed is not reduced if 
  wearing Medium or Heavy Armor, or if 
  carrying a Medium or Heavy Load. 
  • Stonecunning: 
  - +2 Racial bonus to notice unusual 
  stonework 
  - Automatic Search check if a Dwarf passes 
  within 10’ of unusual stonework 
  - Can search for stone-based traps as a 
  Rogue 
  • +4 Dodge bonus to AC vs. giants 
  • +2 Racial bonus on Appraise checks for 
  metal & stone 
  • +2 Racial bonus on Craft checks for metal & 
  stone 
  • +2 Racial bonus on saves vs. poison 
  • +2 Racial bonus on saves vs. spells & spell-
  like effects 
  • Stability - +4 bonus on checks to avoid being 
  Bull Rushed or Tripped while standing on 
  the ground. 
  • Darkvision 60’ 
  • Weapon Familiarity – Dwarven Waraxes & Dwarven 
  Urgroshes are considered Martial Weapons. 
  • +1 Racial bonus on attack rolls vs. Orcs & Goblinoids 
   
   
  Dwarf, Deep 
  (MM p91) 
  +2 Con 
  –2 Char 
  <same> 
  <same> 
  • Darkvision 90’ 
  • Light Sensitivity: –1 to Attack rolls, Spot checks, & 
  Search checks in bright light 
  • Weapon Familiarity – Dwarven Waraxes & Dwarven 
  Urgroshes are considered Martial Weapons. 
  • +3 Racial bonus on saves vs. poison 
  • +3 Racial bonus on saves vs. spells & spell-like 
  effects 
  • +1 Racial bonus on attack rolls vs. Orcs & Goblinoids 
  Dwarf, Grey 
  (Duergar)  
  (MM p91) 
  (DR325 p66)+ 
  +2 Con 
  –4 Char 
  <same> 
  <same> 
  • Darkvision 120’ 
  • Light Sensitivity: –1 to Attack rolls, Spot checks, & 
  Search checks in bright light  
  • Immune to paralysis, phantasms, & poisons 
  • +4 Racial bonus on Move Silently checks 
  • +1 Racial bonus on Listen & Spot checks 
  • +1 Racial bonus on attack rolls vs. Orcs & Goblinoids 
  • Able to cast the following spells 1/day at 2*Character 
  level (minimum of 3rd): 
    Enlarge Person (self only) 
    Invisibility (self only) 
  • Level Adjustment +1 
  Dwarf, Gold  
  (DMG p171) 
  +2 Con 
  –2 Dex 
  <same> 
  <same> 
  • Darkvision 60’ 
  • Weapon Familiarity – Dwarven Waraxes & Dwarven 
  Urgroshes are considered Martial Weapons. 
  • +1 Racial bonus on attack rolls vs. Aberrations 
    
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 4 
   
  Elf Subraces 
   
   
  Elf Subraces 
  Ability 
  Mods 
  Favored 
  Class 
  Common Features 
  Subrace-Specific Features 
  Elf, High  
  (PH p15) 
  (MM p101) 
   
  +2 Dex 
  –2 Con 
  Wizard 
  • Medium Size 
  • 30’ movement  
  • Immunity to magic sleep 
  • +2 Racial bonus on Listen, Search, & Spot 
  checks. 
  • Automatic Search check if an Elf passes 
  within 5’ of a secret or concealed door 
  • Low-light Vision 
  • Automatic proficiency with all straight Bows  
  • Automatic proficiency with Longsword and Rapier 
  • +2 Racial bonus to saves vs. Enchantments 
   
   
  Elf, Aquatic 
  (MM p103) 
  +2 Dex 
  –2 Int 
  Fighter 
  <same> 
  • Have the (aquatic) subtype. 
  • Improved Low-Light Vision (4x human in dim light) 
  • Able to breath water.  Able to survive out of water for 
  1hr per Constitution point before suffocation begins 
  • Swim speed of 40’ & can “run” when swimming in a 
  straight line.  +8 Racial bonus to Swim checks. Can 
  always Take 10. 
  • +2 Racial bonus to saves vs. Enchantments 
  Elf, Dark (Drow)  
  (MM p103) 
  +2 Int 
  +2 Cha 
  +2 Dex 
  –2 Con 
  Wizard 
  (males)  
  –or– 
  Cleric 
  (females) 
  <same> 
  • Darkvision 120’  
  • +2 Racial bonus on Will save vs. spells & spell-like 
  abilities 
  • Light Blindness: daylight blinds the drow for 1 round; 
  –1 to Attack rolls, Spot checks , & Search checks 
  in bright light 
  • Spell Resistance of (11 + Character level) 
  • Automatic proficiency with Hand-Crossbows, Rapier, 
  & Shortsword.  
  • +2 Racial bonus to saves vs. Enchantments 
  • Cast the following spells 1/day at Character level: 
    Dancing Lights 
    Darkness 
    Faerie Fire 
  • Level Adjustment +2 
  Elf, Gray 
  (MM p103) 
  +2 Dex 
  +2 Int 
  –2 Str 
  –2 Con 
  Wizard 
  <same> 
  • Low-light Vision 
  • Automatic proficiency with all straight Bows  
  • Automatic proficiency with Longsword and Rapier 
  • +2 Racial bonus to saves vs. Enchantments 
  Elf, Wild 
  (MM p104) 
  +2 Dex 
  –2 Int 
  Sorcerer 
  <same> 
  • Low-light Vision 
  • Automatic proficiency with all straight Bows  
  • Automatic proficiency with Longsword and Rapier 
  • +2 Racial bonus to saves vs. Enchantments 
  Elf, Wood 
  (MM p104) 
  +2 Str 
  +2 Dex 
  –2 Int 
  –2 Con 
  Ranger 
  <same> 
  • Low-light Vision 
  • Automatic proficiency with all straight Bows  
  • Automatic proficiency with Longsword and Rapier 
  • +2 Racial bonus to saves vs. Enchantments 
  Elf, Ghost 
  (DR313 p73) 
  +2 Dex 
  +2 Int 
  –4 Con 
  Wizard 
   
  • Low-light Vision 
  • Automatic proficiency with Shortswords & Scimitars 
  • Glow as bright as a Candle (5’ radius).  Can be 
  suppressed as a Free Action (Concentration check 
  vs. DC 10 to maintain). 
  • Knowledge (the planes) is a Racial Class skill. 
  • Ethereal Power – usable 1/day 
  Lvl Power 
   
  1st  
  Slip Binding – +10 Enhancement bonus to 
  Escape Artist checks for 1 minute per level  
  Bonus goes up to +20 at 5th & +30 at 9th. 
  4th 
  See Invisibility. 
  6th  Blink 
  14th  Ethereal Jaunt 
  18th  Ethereal Shift 
  • Level Adjustment +1 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 5 
  Gnome Subraces 
   
   
  Gnome Subraces 
  Ability 
  Mods 
  Favored 
  Class 
  Common Features 
  Subrace-Specific Features 
  Gnome, Rock  
  (PH p16) 
  (MM p131) 
  +2 Con 
  –2 Str 
  Bard 
  • Small size1 
  • 20’ movement 
  • Low-light Vision 
  • +2 Racial bonus on save vs. Illusions 
  • +1 DC to any Illusion spell cast 
  • +2 Racial bonus on Listen & Craft(Alchemy) 
  checks 
  • +1 Racial bonus on attack vs. Kobolds & 
  Goblinoids. 
  • +4 Dodge bonus to AC vs. giants 
  • Weapon Familiarity – Gnome Hooked Hammer is 
  considered a Martial Weapon 
  • Able to cast the following spells 1/day at 1st level: 
    Dancing Lights  
    Ghost Sound  
    Prestidigitation  
    Speak with Animals (burrowing mammals only) 
  Gnome, Deep 
  (Svirfneblin)  
  (MM p132) 
  +2 Dex 
  +2 Wis 
  –2 Str 
  –4 Char 
  Rogue 
  <same> 
  • Darkvision 120’ 
  • Stonecunning: 
  - +2 Racial bonus to notice unusual stonework 
  - Automatic Search check if a Svirfneblin passes 
  within 10’ of unusual stonework 
  - Can search for stone-based traps as a Rogue 
  • +4 Dodge bonus to AC vs. all creatures 
  • +2 Racial bonus on all saving throws 
  • +2 Racial bonus on Hide checks 
  • +4 Racial bonus on Hide checks when underground 
  • Nondetection at Character level, always on. 
  • Spell Resistance of (11 + Character level) 
  • Able to cast the following spells 1/day at the 
  Character level (DC have a +4 Racial bonus): 
    Blindness/Deafness 
    Blur 
    Disguise Self 
  • Level Adjustment +3 
  Gnome, Forest 
  (MM p132) 
  +2 Con 
  –2 Str 
  <same> 
  <same> 
  • +4 Dodge bonus to AC vs. giants 
  • Weapon Familiarity – Gnome Hooked Hammer is 
  considered a Martial Weapon 
  • Able to cast the following spells 1/day at 1st level: 
    Dancing Lights  
    Ghost Sound  
    Prestidigitation  
    Speak with Animals (burrowing mammals only) 
  • Pass without Trace (self only), always on. 
  • +4 Racial bonus on Hide checks 
  • +8 Racial bonus on Hide checks in wooded areas. 
  • +1 Racial bonus on attack vs. orcs & reptilian 
  humanoids. 
   
                                                   
  1 Small:  +1 AC, +1 to hit, +4 on Hide checks, Must use smaller weapon, Lower carrying limits. 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 6 
  Halfling Subraces 
   
   
  Halfling Subraces 
  Ability 
  Mods 
  Favored 
  Class 
  Common Features 
   
  Subrace-Specific Features 
  Halfling, Lightfoot  
  (PH p19) 
  (MM p149) 
  +2 Dex 
  –2 Str 
  Rogue 
  • Small size1 
  • 20’ movement 
  • +1 Racial bonus on attacks with thrown 
  weapons & slings 
  • +1 Racial bonus on all saves 
  • +2 Morale bonus on saves vs. fear 
  • +2 Racial bonus on Listen checks 
  • Standard Vision 
  • +2 Racial bonus on Climb, Jump, & Move Silently 
  checks 
   
  Halfling, Tallfellow 
  (MM p149) 
  +2 Dex 
  –2 Str 
  <same> 
  <same> 
  • Standard Vision 
  • +2 Racial bonus on Search, & Spot checks 
  • Automatic Search check if a Tallfellow passes within 
  5’ of a secret or concealed door 
  Halfling, Deep 
  (MM p149) 
  +2 Dex 
  –2 Str 
  <same> 
  <same> 
  • Darkvision 60’ 
  • Stonecunning: 
  - +2 Racial bonus to notice unusual stonework 
  - Automatic Search check if a Dwarf passes within 
  10’ of unusual stonework 
  - Can search for stone-based traps as a Rogue 
  • +2 Racial bonus on Appraise checks for metal & 
  stone 
  • +2 Racial bonus on Craft checks for metal & stone 
   
   
  Planetouched Races 
   
   
  Planetouched 
  Races 
  Ability 
  Mods 
  Favored 
  Class 
  Common Features 
  Subrace Specific Features 
  Aasimar  
  (descended from a 
  Good Outsider)  
  (MM p209) 
  +2 Wis 
  +2 Cha 
  Paladin 
  • Medium Size 
  • 30’ movement  
  • Outsider (native) 
  • Darkvision 60’ 
  • Level Adjustment +1 
  • Acid, Cold, & Electricity Resistance 5 
  • Daylight (1/day) at Character level. 
  • +2 Racial bonus on Listen & Spot checks 
  Chaond 
  (descended from a 
  Chaotic Outsider) 
  (MM2 p170)  
  (3.5up p36)+ 
  — 
  First class 
  counts as 
  their 
  favored 
  class 
  <same> 
  • Acid & Cold Resistance 5 
  • Shatter (1/day) at Character level.  (DC11) 
  • +2 Racial bonus on Escape Artist & Tumble checks 
  Tiefling 
  (descended from an 
  Evil Outsider)  
  (MM p209) 
  +2 Dex 
  +2 Int 
  –2 Cha 
  Rogue 
  <same> 
  • Fire, Cold, & Electricity Resistance 5 
  • Darkness (1/day) at Character level. 
  • +2 Racial bonus on Bluff & Hide checks 
  Zenythr 
  (descended from a 
  Lawful Outsider) 
  (MM2 p171)  
  (3.5up p36)+ 
  — 
  Monk 
  <same> 
  • Electrical, Fire, & Sonic Resistance 5 
  • True Strike (1/day) at character level. 
  • +2 Racial bonus on Balance & Survival checks 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 7 
  Shapechanger Races 
   
   
  Shapechanger 
  Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Changeling 
  (Eb p12) (MM3 p24) 
  — 
  Rogue 
  • Humanoid (shapechanger) 
  • Medium size 
  • 30’ movement 
  • Standard Vision 
  • +2 Racial bonus on saves vs. Sleep and 
  Charm effects 
  • ‘Speak Language’ is always in-class. 
  • +2 Racial bonus on Bluff, Intimidate, and Sense 
  Motive checks. 
  • Minor Change Shape (Su) – Disguise Self at will as a 
  Full Round Action.  This is a Transformation, not 
  an Illusion.  The Changeling’s body changes, but 
  not its possessions.  The change is permanent until 
  willingly changed.  Use of this ability grants a +10 
  Circumstance bonus on Disguise checks. 
  Shifter 
  (Eb p18) (MM3 p150) 
  +2 Dex 
  –2 Int 
  –2 Cha 
  Ranger 
  • Humanoid (shapechanger) 
  • Medium size 
  • 30’ movement 
  • Low-Light Vision 
  • +2 Racial bonus on Balance, Climb, and 
  Jump checks. 
   
  • Shifting (Su) – As a Free Action, the Shifter becomes 
  animal-like for (3 + Constitution modifier + 1 per 
  Shifter feat) rounds.  Usable 1 + (Shifter feats/2) 
  times per day.  Choose one Shifter traits: 
  - Beasthide - +2 Constitution & +2 Natural 
  Armor. 
  - Longtooth - +2 Strength & a Bite attack that 
  does 1d6 + 1 per 4 levels. 
  - Cliffwalk - +2 Dexterity & Climb speed of 20’. 
  - Razorclaws - +2 Strength & two Claw attacks 
  that do 1d4 + 1 per 4 levels. 
  - Longstride - +2 Dexterity & +10’ movement. 
  - Wildhunt - +2 Constitution & Scent ability &  
  +2 bonus on Survival checks. 
  Saurian Shifter 
  (DR328 p62) 
  +2 Con 
  –2 Int 
  –2 Cha 
  Ranger 
  • Humanoid (shapechanger) 
  • Medium size 
  • 30’ movement 
  • Low-Light Vision 
  • +2 Racial bonus on Balance, Climb, and 
  Jump checks. 
   
  • Shifting (Su) – As a Free Action, the Shifter becomes 
  animal-like for (3 + Constitution modifier + 1 per 
  Shifter feat) rounds.  Usable 1 + (Shifter feats/2) 
  times per day.  Choose one Shifter traits: 
  - Beasthide - +2 Constitution & +2 Natural 
  Armor. 
  - Broadwing - +2 Dexterity & can reduce falling 
  damage by 40’. 
  - Junglerunner - +2 Strength & Land speed +20. 
  - Longtooth - +2 Strength & a Bite attack that 
  does 1d6 + 1 per 4 levels. 
  - Raptorleap - +2 Strength & +4 on Jump checks, 
  and always treated as having a ‘running start’. 
  - Razorclaws - +2 Strength & two Claw attacks 
  that do 1d4 + 1 per 4 levels. 
  - Widetail - +2 Constitution & one Tail Slap 
  attack that does 1d6 + 1 per 4 levels. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 8 
  Living Construct Races 
   
   
  Living Construct 
  Races 
  Ability 
  Mods 
  Favored 
  Class 
  Common Features 
  Subrace Specific Features 
  Warforged Charger 
   (MM3 p190) 
  +10 Str 
  +10 Con 
  –6 Int 
  –4 Wis 
  –8 Cha 
  Fighter 
  • Living Construct 
  • Immune to Poison, Sleep, Paralysis, Disease, 
  Nausea, Fatigue, Exhaustion, Sickening, and 
  Energy Drain. 
  • Does not Eat, Sleep, or Breath. 
  • Does not naturally heal. 
  • At 0 hp, is Disabled (as usual).  From –1 to  
  –9  hp, is Inert (i.e., Unconscious, but stable) 
  • Conj(healing) spells only heal ½ hp. 
  • Can be ‘healed’ by a Craft check that takes 8 
  hours.  The Warforged is repaired the check – 
  15 hp.  It is possible to ‘Take 10’, but not 
  ‘Take 20’.  The following Craft skills can be 
  used:  armorsmithing, blacksmithing, 
  gemcutting, & sculpting.  A Warforged may 
  repair itself.   
  This check cannot be done untrained(EbErrata) 
  • Large size2 
  • 30’ movement 
  • 4HD Construct, which grants hit-points, skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +8 Armor bonus to AC, & DR 2 / adamantine,  
  but 35% Arcane failure chance, –5 Armor check 
  penalty, max +1 Dexterity bonus to AC, and are 
  treated as being in Heavy Armor 
  • Moderate Fortification – 75% chance of Critical Hit 
  or Sneak Attack bonus damage being negated. 
  • Natural weapons grant two 1d8 Slam attack that are 
  treated as adamantine. 
  • Gains Feat: Powerful Charge as a Racial feat. 
  • Level Adjustment +4 
  Warforged 
  (Eb p20) (MM3 p190) 
  +2 Con 
  –2 Wis 
  –2 Cha 
  Fighter 
  <same> 
  • Medium size 
  • 30’ movement 
  • +2 Armor bonus to AC, but 5% Arcane failure chance 
  • Light Fortification – 25% chance of Critical Hit or 
  Sneak Attack bonus damage being negated. 
  • Natural weapons provide a 1d4 Slam attack. 
   
  Warforged Scout 
   (MM3 p193) 
  +2 Dex 
  –2 Str 
  –2 Wis 
  –2 Cha 
  Rogue 
  <same> 
  • Small size 
  • 20’ movement 
  • +2 Armor bonus to AC, but 5% Arcane failure chance 
  • Light Fortification – 25% chance of Critical Hit or 
  Sneak Attack bonus damage being negated. 
  • Natural weapons grant two 1d8 Slam attack that are 
  treated as adamantine. 
   
  Goblinoid Races 
   
   
  Goblinoid Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Bugbear 
  (MM p29) 
   
  +4 Str 
  +2 Dex 
  +2 Con 
  –2 Cha 
  Rogue 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • Level Adjustment +1 
  • 3HD Humanoid (goblinoid), which grants skill 
  points, Feats, BAB, & Base Save Bonuses. 
  • +3 Natural Armor bonus to AC 
  • +4 Racial bonus to Move Silently checks 
  Goblin 
  (MM p133) 
  –2 Str 
  +2 Dex 
  –2 Cha 
  Rogue 
  • Small Size 
  • 30’ Movement 
   
  • Humanoid (goblinoid) 
  • Darkvision 60’ 
  • +4 Racial bonus on Move Silently & Ride checks. 
  Goblin, Forestkith 
  (MM3 p64) 
  +2 Dex 
  –2 Int 
  Barbarian 
  • Small Size 
  • 30’ Movement, Climb 20’ 
  • Darkvision 60’ 
  • +2 Racial bonus on Jump checks. 
  • +4 Racial bonus on Move Silently & Hide 
  checks in a forested area 
  • +4 Racial bonus on Craft (weaving) checks 
  to make Nets. 
  • +1 Natural Armor bonus to AC 
  • Level Adjustment +1 
  • Humanoid (goblinoid) 
  • Weapon Familiarity – treat Nets as Martial weapons 
  • Tree Shape – Tree Shape at 12th.  Usually activated at 
  dawn to avoid sunlight.  Cannot be dismissed.  
  Ends when the Forestkith Goblin takes damage or 
  the sun sets. 
  • Discordant Frenzy – creatures with up to 2HD within 
  30’ of three (or more) Forestkith Goblins are 
  Shaken for 1d4 rounds (WillNeg, DC9).  On a 
  successful save, the target is immune for 24 hours. 
  • Light Sensitivity: –1 to Attack rolls, Spot checks, & 
  Search checks in bright light 
  Hobgoblin 
  (MM p153) 
  (DR309 p52)+ 
  +2 Dex 
  +2 Con 
  Fighter 
  • Medium Size 
  • 30’ Movement 
  • Level Adjustment +1 
  • Humanoid (goblinoid) 
  • Darkvision 60’ 
  • +4 Racial bonus on Move Silently checks. 
                                                   
  2 Large:  –1 AC, –1 to hit, –4 on Hide checks, May use large weapon, Greater carrying limits. 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 9 
  Gnoll Races 
   
   
  Gnoll Races 
  Ability 
  Mods 
  Favored 
  Class 
  Common Features 
  Subrace Specific Features 
  Gnoll 
  (MM p130) 
  +4 Str 
  +2 Con 
  –2 Int 
  –2 Cha 
  Ranger 
  • 2HD Humanoid (gnoll), which grants skill 
  points, Feats, BAB, & Base Save Bonuses. 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • +1 Natural Armor bonus to AC 
  • Level Adjustment +1 
  Gnoll, Flind 
  (MM3 p62) 
  +6 Str 
  +2 Dex 
  +4 Con 
  <same> 
  <same> 
  • Weapon Familiarity – Flindbars are Martial weapons 
  (instead of Exotic weapons). 
  • +2 Natural Armor bonus to AC 
  • Level Adjustment +2 
   
   
  Other Humanoid Races 
   
   
  Other Humanoids  
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Githyanki 
  (MM p127) 
  +2 Dex 
  + Con 
  –2 Wis 
  Fighter 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • Level Adjustment +2 
  • Special Attacks – Psionics 
  • Special Quality – Psionics, Spell Resistance of 
  (Character level + 5) 
  Githzerai 
  (MM p129) 
  +6 Dex 
  –2 Int 
  +2 Wis 
  Monk 
  • Medium Size 
  • 30’ Movement 
  • Level Adjustment +2 
  • Darkvision 60’ 
  • Special Quality – Psionics, Inertial Armor, Spell 
  Resistance of (Character level + 5) 
  Grippli 
  (DR324 p87) 
  +2 Dex 
  –2 Str 
  Ranger 
  • Small Size 
  • 20’ Movement 
  • 20’ Climb Speed 
  • Low-Light Vision  
  • Weapon Familiarity – Bolas & Nets are 
  considered Martial Weapons. 
  • +2 Racial bonus on saves vs. Poison. 
  • +1 Racial bonus on attacks vs. Vermin. 
  • +4 Dodge bonus to AC vs. Animals and Vermin. 
  • +4 Racial bonus on Climb & Jump checks.  All 
  Jumps are treated as having a ‘running start’. 
  • +2 Racial bonus on Move Silently checks. 
  • Illiterate – all classes must spend 1 skill point to 
  read/write one of their languages. 
  Kenku 
  (MM3 p86) 
  +2 Dex 
  –2 Str 
  Rogue 
  • Small Size 
  • 30’ Movement 
  • Low-light Vision 
  • +4 Racial bonus on Hide and Move Silently 
  checks 
  • Natural Weapons – 2 claws (1d3) 
  • Humanoid (kenku) 
  • Great Ally – When on the giving or receiving side of 
  an Aid Other check, the Kenku receives +3 (vs. +2) 
  & when attacking a foe that is Flanked by an ally, 
  the Kenku receives +4 (vs. +2). 
  • Mimicry – Able to Mimic sounds, voices, & accents.  
  Bluff vs. Sense Motive check to trick someone. 
  Kobold 
  (MM p161) 
  –4 Str 
  +2 Dex 
  –2 Con 
  Sorcerer 
  • Small Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • +1 Natural Armor bonus to AC 
  • Humanoid (reptilian) 
  • +4 Racial bonus on Craft(trapmaking), 
  Profession(miner), & Search checks. 
  • Light Sensitivity: –1 to Attack rolls, Spot checks, & 
  Search checks in bright light 
  Lizardfolk 
  (MM p169) 
  +2 Str 
  +2 Con 
  –2 Int 
  Druid 
  • Medium Size 
  • 30’ Movement 
  • +5 Natural Armor bonus to AC 
  • +4 Racial bonus on Balance, Jump, & Swim. 
  • Level Adjustment +1 
  • 2HD Humanoid (reptilian), which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • Natural Weapons – 2 claws (1d4) & 1 bite (1d4). 
  • Automatic proficiency with all Simple Weapons & 
  Shields 
  • Hold Breath for 4 x Constitution 
  Lizardfolk, Poison 
  Dusk 
  (MM3 p96) 
  +2 Dex 
  +2 Con 
  –2 Cha 
  Ranger 
  • Small Size 
  • 30’ Movement 
  • +3 Natural Armor bonus to AC 
  • Low-light vision 
  • Can Hold Breath for 4 x Constitution 
  • Poison Use – never accidentally poisons itself 
  • Level Adjustment +1 
  • Humanoid (reptilian) 
  • Natural Weapons – 2 claws (1d3) & 1 bite (1d3). 
  • +4 Racial bonus on Balance, Jump, Swim checks 
  • Weapon Familiarity – Bolos & Nets are treated as 
  Martial weapons (instead of Exotic). 
  • As long as most of the skin is exposed, a Poison Dusk 
  Lizardfolk receives a +5 Racial bonus on Hide.  
  Orc 
  (MM p203) 
  +4 Str 
  –2 Int 
  –2 Wis 
  –2 Cha 
  Barbarian 
  • Medium Size 
  • 30’ Movement 
   
  • Darkvision 60’ 
  • Light Sensitivity: –1 to Attack rolls, Spot checks, & 
  Search checks in bright light 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 10 
  Monstrous Humanoid Races 
   
   
  Monstrous 
  Humanoids Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Armand 
  (MM3 p10) 
  +6 Dex 
  +6 Con 
  Monk 
  • Small Size 
  • 20’ Movement, Burrow 10’ 
  • Darkvision 60’ 
  • Natural Weapon – one Claw (1d4) 
  • Stability – +4 bonus to resist being Bull 
  Rushed or Tripped. 
  • Level Adjustment +2 
  • 5HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +4 Natural Armor bonus to AC 
  • Defensive Stance – Activated as a Move Action.  
  Gains a +2 bonus on Attack rolls, +2 Resistance 
  bonus on all saves, & a +4 Dodge bonus to AC.  
  Stance ends when the Armand moves. 
  Centaur 
  (MM p32) 
  +8 Str 
  +4 Con 
  –2 Int 
  +2 Wis 
  Ranger 
  • Large Size 
  • 50’ Movement 
  • Darkvision 60’ 
  • Level Adjustment +2 
  • 4HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +3 Natural Armor bonus to AC 
   
  Doppleganger 
  (MM p68) 
  +2 Str 
  +2 Dex 
  +2 Con 
  +2 Int 
  +4 Wis 
  +2 Cha 
  Rogue 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • +4 Natural Armor bonus to AC 
  • +4 Racial bonus on Bluff & Disguise checks. 
  • Level Adjustment +4 
  • 4HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +10 bonus to Disguise checks if using its 
  shapechanging ability. 
  • +4 Circumstance bonus on Bluff & Disguise checks if 
  it is reading its opponent’s mind. 
  • Special Attacks – Detect Thoughts 
  • Special Quality – Change Shape, Immunity to Sleep 
  & Charm effects 
  Gargoyle 
  (MM p113) 
  +4 Str 
  +4 Dex 
  +8 Con 
  –4 Int 
  –4 Cha 
  Fighter 
  • Medium Size 
  • 40’ Movement, Fly 60’ (average) 
  • Darkvision 60’ 
  • Level Adjustment +5 
  • 4HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +4 Natural Armor bonus to AC 
  • Special Quality – Damage Reduction 10/magic, 
  Freeze (DC20 to realize a non-moving gargoyle is 
  not a statue) 
  Goatfolk 
  (MM3 p63) 
  +4 Str 
  +2 Con 
  –2 Int 
  –2 Wis 
  Barbarian 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • Natural Weapon – Head Butt (1d6) 
  • Level Adjustment +1 
  • 3HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • Pack Fervor – when fighting within 30’ of another 
  Goatfolk, gain a +2 Morale bonus on attack rolls 
  and +4 Morale bonus on saves vs. Fear. 
  • Proficient with Greataxe & Simple weapons 
  Grimlock 
  (MM p140) 
  +4 Str 
  +2 Dex 
  +2 Con 
  –2 Wis 
  –4 Cha 
  Barbarian 
  • Medium Size 
  • 30’ Movement 
  • Blindsight 40’ 
  • +4 Natural Armor bonus to AC 
  • Automatic proficiency with Battle Axe 
  • Level Adjustment +2 
  • 2HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +10 Racial bonus on Hide checks when underground 
  or in the Mountains. 
  • Special Quality – Scent, Immune to any attacks based 
  on sight 
  Harssaf 
  (MM3 p63) 
  +4 Str 
  +6 Dex 
  +6 Con 
  +2 Cha 
  Monk 
  • Medium Size 
  • 30’ Movement, 10’ Burrow 
  • Blindsense 30’ 
  • Gains Feat: Lightning Reflexes &  
  Feat: Alertness. 
  • +3 Natural Armor bonus to AC 
  • Damage Reduction 5 / bludgeoning 
  • Fast Healing 3 
  • Immunity to Blindness and Fire 
  • Vulnerability to Cold 
  • Damage Reduction 5 / bludgeoning 
  • Spell Resistance of 17 + Class level 
  • Level Adjustment +4 
  • 6HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • Sand Form – As a Standard Action, can transform 
  his/her body to sand (equivalent to Gaseous Form 
  except cannot fly, but can slither along the ground). 
  • Flaming Aura – As a Free Action, the Harssaf can be 
  surrounded by heat.  Anyone within 5’ takes 1d6 
  Fire damage per round & any metal weapons 
  wielded by the Harssaf do +1d6 Fire damage. 
  • Sand Pulse – Once per day as a Standard Action, all 
  creatures in a 30’ radius around the Harssaf take 
  3d6 damage (Ref½) and are Blinded for 5 rounds 
  (RefNeg).  DC is Constitution-based.  Harssafs are 
  immune to other Harssaf’s Sand Pulse. 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 11 
  Monstrous 
  Humanoids Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Lupin 
  (DR325 p85) 
  — 
  Ranger 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • +2 Racial bonus on Listen & Ride checks 
  • +1 Racial bonus on attack & damage rolls 
  against Werewolves 
  • Acute Sense of Smell 
  - +2 bonus on Survival checks to follow tracks. 
  - +5 Racial bonus on Spot checks that oppose 
  Disguise checks of a ‘known individual’ within 5’. 
  - Can pinpoint an Invisible or Hidden creature within 
  5’ with a Wisdom check vs. DC 20. 
  - Detects a Lycanthrope within 30’ on a Wisdom 
  check vs. DC 10. (60’ downwind, 15’ upwind). 
  - –2 penalty on saves vs. odor-based attacks (such as 
  Stinking Cloud or the stench of a Ghast). 
  Minotaur 
  (MM p189) 
  +8 Str 
  +4 Con 
  –4 Int 
  –2 Cha 
  Barbarian 
  • Large Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • +5 Natural Armor bonus to AC 
  • Natural Weapons – gore (1d8). 
  • Level Adjustment +2 
  • 6HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +4 Racial bonus on Search, Spot, & Listen checks. 
  • Automatic proficiency with all Simple Weapons & 
  Greataxe 
  • Special Attacks – Powerful Charge 
  • Special Quality – Natural Cunning, Scent 
  Nycter 
  (MM3 p112) 
  +4 Dex 
  +2 Wis 
  –2 Str 
  –2 Cha 
  Druid 
  • Small Size 
  • 20’ Movement, Fly 40’ (Good maneuv.) 
  • Darkvision 60’ 
  • Blindsense 60’ 
  • +4 Racial bonus on Spot and Listen check 
  (lost if Blindsense is negated). 
  • Level Adjustment +2 
  • 3HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +3 Natural Armor bonus to AC 
  • Hunting Cry – All in a 30’ Cone take 2d4 Sonic 
  damage (Fort½) and are Paralyzed for 1d4+1 rnds 
  (FortNeg).  DC is Constitution-based.  Usable once 
  every 2d4 rounds.  A successful save make a 
  creature immune to that Nycter’s cry for 24 hours. 
  Troglodyte 
  (MM p246) 
  –2 Dex 
  +4 Con 
  –2 Int 
  Cleric 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 90’ 
  • +4 Natural Armor bonus to AC 
  • Gains Feat: Multiattack. 
  • Level Adjustment +2 
  • 2HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +4 Racial bonus on Hide checks 
  • +8 Racial bonus on Hide checks in underground or 
  rocky surroundings. 
  • Natural Weapons – 2 claws (1d4) & 1 bite (1d4). 
  • Special Attacks – Stench 
  Witchknife 
  (MM3 p112) 
  +6 Dex 
  +2 Int 
  +4 Wis 
  +4 Cha 
  –2 Con 
  Rogue 
  • Medium Size 
  • 30’ Movement 
  • Low-Light vision 
  • +1 Natural Armor bonus to AC 
  • Fire Resistance 5 
  • Vulnerability to Sonics (+50% damage). 
  • Level Adjustment +3 
  • 9HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • Automatically proficient in Simple Weapons & Shields
  • +2d6 Sneak Attack damage 
  • Psionics – DC is Charisma-based. 
  At Will:  Command,  Message,  Silence (self only).
  1/day:     Greater Command. 
  Yuan-Ti Pureblood 
  (MM p262) 
  +2 Dex 
  +2 Int 
  +2 Cha 
  Ranger 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • Gains Feat: Alertness & Feat: Blind-Fight. 
  • Level Adjustment +2 
  • 4HD Monstrous Humanoid, which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +1 Natural Armor bonus to AC 
  • Special Attacks – Spell-like Abilities 
  • Special Qualities – Alternate Form, Detect Poison, 
  Spell Resistance of 14 + Class level 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures  
   
  April 1, 2005 
   
   
  Races 
   
  Page 12 
  Aberration Races 
   
   
  Aberration Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Mind Flayer 
  (MM p188) 
  +2 Str 
  +4 Dex 
  +2 Con 
  +8 Int 
  +6 Wis 
  +6 Cha 
  Wizard 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • +3 Natural Armor bonus to AC 
  • Level Adjustment +7 
  • 8HD Aberration, which grants skill points, Feats, 
  BAB, & Base Save Bonuses. 
  • Natural Weapons – 2 tentacles (1d4). 
  • Special Attacks – Mind Blast, Psionics, Improved 
  Grab, Extract. 
  • Special Quality – Spell Resistance of (25 + Class 
  level), Telepathy 100’ 
  Quaraphon 
  (MM3 p128) 
  +10 Str 
  +12 Con 
  –4 Int 
  –4 Wis 
  Barbarian 
  • Large Size 
  • 40’ Movement 
  • Darkvision 60’ 
  • +7 Natural Armor bonus to AC 
  • Natural Weapons – Bite (1d6) & Hoof (1d6) 
  • Level Adjustment +5 
  • 9HD Aberration, which grants skill points, Feats, 
  BAB, & Base Save Bonuses. 
  • Deafening Bellow – All creatures within 60’ take 2d6 
  Sonic damage (no save) and are Deafened for 1d6 
  rounds (FortNeg).  DC is Constitution-based.  
  Usable once per day. 
   
   
  Dragon Races 
   
   
  Dragon Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Dracotaur 
  (MM3 p42) 
  +8 Str 
  +2 Dex 
  +4 Con 
  +2 Int 
  +2 Cha 
  Sorcerer 
  • Large Size 
  • 50’ Movement 
  • Low-light Vision 
  • Darkvision 60’ 
  • Automatic proficiency in Natural Weapons, 
  Simple Weapons, &  Light Armor. 
  • Natural Weapon – 1d8 Bite & 1d8 Tail Slap 
  • Level Adjustment +5 
  • 3HD Dragon, which grants skill points, Feats, BAB, 
  & Base Save Bonuses. 
  • +5 Natural Armor bonus to AC 
  • Immunity to magical Sleep effects & Paralysis 
  • Spit Fire – on a ranged touch attack, does 2d6 Fire 
  damage on a direct hit & 1d4 to all in a 5’ radius 
  splash, then immediately goes out.  Range 
  increment of 20’ and usable once per minute. 
   
   
  Fey Races 
   
   
  Fey Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Pixie 
  (MM p236) 
  –4 Str 
  +8 Dex 
  +6 Int 
  +4 Wis 
  +6 Cha 
  Sorcerer 
  • Small Size 
  • 20’ Movement, Fly 60’ (good) 
  • Low-light Vision 
  • Gains Feat: Dodge. 
  • Level Adjustment +4 (or +6 if the Pixie can 
  cast Otto’s Irresistible Dance) 
  • Fey. 
  • +1 Natural Armor bonus to AC 
  • +2 Racial bonus on Listen, Search, & Spot checks 
  • Special Quality – Damage Reduction 10/cold iron, 
  Greater Invisibility, Spell Resistance of 15 + Class 
  level. 
  Satyr 
  (MM p219) 
  +2 Dex 
  +2 Con 
  +2 Int 
  +2 Wis 
  +2 Cha 
  Bard 
  • Medium Size 
  • 40’ Movement 
  • Low-light Vision 
  • +4 Natural Armor bonus to AC 
  • Gains Feat: Alertness. 
  • Level Adjustment +2 
  • 5HD Fey, which grants skill points, Feats, BAB, & 
  Base Save Bonuses. 
  • +4 Racial bonus on Hide, Listen, Move Silently, 
  Perform, & Spot checks 
  • Natural Weapons – head butt (1d6). 
  • Special Attacks – Pipes 
  • Special Quality –Damage Reduction 5/cold iron 
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Page 13 
  Giant Races 
   
   
  Giant Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Giant, Sand 
  (MM3 p58) 
  +16 Str 
  +10 Dex 
  +10 Con 
  +6 Wis 
  +2 Cha 
  Fighter 
  • Large Size 
  • 40’ Movement, 10’ Burrow 
  • Low-light Vision 
  • +11 Natural Armor bonus to AC 
  • Weapon Familiarity – Sand Blaster is a 
  Martial Weapon (instead of an Exotic 
  Weapon) 
  • Level Adjustment +4 
  • 15HD Giant, which grants skill points, Feats, BAB, & 
  Base Save Bonuses. 
  • Fire subtype, so immune to Fire and Vulnerable to 
  Cold. 
  • Meld into Stone at 15th level, 1/day. 
  • Statue at 15th level, 1/day. 
  • Heat Shimmer – Blur at 15th level, at will as a Free 
  Action 
  Ogre Mage 
  (MM p200) 
  +10 Str 
  +6 Con 
  +4 Int 
  +4 Wis 
  +6 Cha 
  Sorcerer 
  • Large Size 
  • 40’ Movement, Fly 40’ (good) 
  • Darkvision 60’ 
  • Level Adjustment +7 
  • 5HD Giant, which grants skill points, Feats, BAB, & 
  Base Save Bonuses. 
  • +5 Natural Armor bonus to AC 
  • Special Attacks – Spell-like Abilities 
  • Special Quality – Regeneration 5, Spell Resistance 19 
  Ogre 
  (MM p198) 
  +10 Str 
  –2 Dex 
  +4 Con 
  –4 Int 
  –4 Cha 
  Barbarian 
  • Large Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • Level Adjustment +2 
  • 4HD Giant, which grants skill points, Feats, BAB, & 
  Base Save Bonuses. 
  • +5 Natural Armor bonus to AC 
  • Automatic proficiency with Simple & Martial 
  Weapons, Light & Medium Armors, and Shields. 
  Ogre, Skullcrusher 
  (MM p116) 
  +14 Str 
  +6 Con 
  –2 Cha 
  Fighter 
  • Large Size 
  • 40’ Movement 
  • Low-Light vision 
  • Darkvision 60’ 
  • Gain Feat: Improved Grapple and  
  Feat: Two-Weapon Fighting 
  • +2 Natural Armor bonus to AC 
  • Level Adjustment +3 
  • 8HD Giant, which grants skill points, Feats, BAB, & 
  Base Save Bonuses. 
  • Automatic proficiency with Simple & Martial 
  Weapons, All Armors, and Shields. 
  • Rock Throwing – Receives a +1 Racial bonus on 
  attack rolls when throwing rocks.  Typically throw 
  Small-sized rocks (50 pounds), which do 2d6 
  damage, have a range increment of 100’ and a 
  maximum distance of 5 range increments. 
  Troll 
  (MM p248) 
  +12 Str 
  +4 Dex 
  +12 Con 
  –4 Int 
  –2 Wis 
  –4 Cha 
  Fighter 
  • Large Size 
  • 30’ Movement 
  • Low-light Vision 
  • Darkvision 60’ 
  • +5 Natural Armor bonus to AC 
  • Level Adjustment +5 
  • 6HD Giant, which grants skill points, Feats, BAB, & 
  Base Save Bonuses. 
  • Natural Weapons – 2 claws (1d6) & 1 bite (1d6). 
  • Special Attacks – Rend 
  • Special Qualities – Regeneration 5, Scent 
  Troll, Crystalline 
  (MM3 p178) 
  +12 Str 
  +4 Dex 
  +12 Con 
  –4 Int 
  –2 Wis 
  –2 Cha 
  Fighter 
  • Large Size 
  • 30’ Movement 
  • Low-light Vision 
  • Darkvision 60’ 
  • +7 Natural Armor bonus to AC 
  • Immune to Acid damage 
  • Level Adjustment +5 
  • 10HD Giant, which grants skill points, Feats, BAB, & 
  Base Save Bonuses. 
  • Natural Weapons – 2 Claws (1d6) & 1 Bite (1d6). 
  • Rend – If both claws hit the same foe, the Crystalline 
  Troll does extra damage:  2d6 + 1½ Strength mod. 
  • Regeneration 5 (Sonics do normal damage). 
  • Vulnerability to Sonics (+50% damage). 
  • Scent special ability 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Page 14 
  Outsider Races 
   
   
  Outsider Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Azer 
  (MM p22) 
  +2 Str 
  +2 Dex 
  +2 Con 
  +2 Wis 
  –2 Cha 
  Fighter 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • Low-light Vision 
  • Level Adjustment +5 
  • 2HD Outsider, which grants skill points, Feats, BAB, 
  & Base Save Bonuses. 
  • +6 Natural Armor bonus to AC 
  • Special Attacks – Heat 
  • Special Quality – Immunity to Fire, Spell Resistance 
  of 13 + Class level, Vulnerability to Cold. 
  Diabolus 
  (DR327 p62) 
  — 
  Sorcerer 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • +2 Racial bonus on saves vs. spells & spell-
  like abilities 
  • Weapon Familiarity – Trident is a Martial 
  weapon 
  • Level Adjustment +5 
  • Outsider (native, chaotic). 
  • Tail Slash – 1d4 + poison (Sickened for 2d4 rnd / — / 
  DC is Constitution-based) 
  • +2 Racial bonus on Intimidate checks vs. Animals & 
  Humanoids. 
  • –2 penalty on Diplomacy, Handle Animal, Perform & 
  Sense Motive checks. 
  Hound Archon 
  (MM p18) 
  +4 Str 
  +2 Con 
  +2 Wis 
  +2 Cha 
  Ranger 
  • Medium Size 
  • 40’ Movement 
  • Darkvision 60’ 
  • Low-light Vision 
  • +9 Natural Armor bonus to AC 
  • Level Adjustment +5 
  • 6HD Outsider, which grants skill points, Feats, BAB, 
  & Base Save Bonuses. 
  • Special Attacks – Spell-like Abilities 
  • Special Quality – Change Shape, Damage Reduction 
  10/evil, Scent, Spell Resistance of 16 + Class level 
  Aura of Menace, Immunity to Electricity & 
  Petrification, +4 Racial bonus on save vs. Poison, 
  Magic Circle against Evil, Teleport, Tongues. 
  Janni 
  (MM p116) 
  +6 Str 
  +4 Dex 
  +2 Con 
  +4 Int 
  +4 Wis 
  +2 Cha 
  Rogue 
  • Medium Size 
  • 30’ Movement, Fly 20’ (perfect) 
  • Darkvision 60’ 
  • +1 Natural Armor bonus to AC 
  • Gains Feat: Improved Initiative. 
  • Level Adjustment +5 
  • 6HD Outsider (native), which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • Special Attacks – Change Size, spell-like abilities 
  • Special Quality – Elemental Endurance, Plane Shift, 
  Resistance to Fire 10, Telepathy 100’ 
   
  Lumi 
  (MM3 p98) 
  +2 Str 
  +4 Con 
  +4 Wis 
  –2 Dex 
  Cleric 
  • Medium Size 
  • 30’ Movement 
  • Darkvision 60’ 
  • Gains Feat: Improved Initiative. 
  • +2 Racial bonus to Search, Sense Motive, & 
  Spot checks. 
  • Spell-Like Abilities –  
  At Will: Disrupt Undead, Light. 
  3/day:    Cure Light Wounds, Glitterdust. 
  • Level Adjustment +2 
  • 2HD Outsider, which grants skill points, Feats, BAB, 
  & Base Save Bonuses. 
  • Body of Light – Gives off 5’ radius of light at all 
  times, which cannot be voluntarily suppressed. 
  Immune to death spells & effects, energy drain, 
  and negative energy effects (i.e., Inflict Wounds).  
  • Clear Vision – Cannot be Blinded or Dazzled.  
  Immune to Color Spray, Rainbow Patter, Searing 
  Light, Sunbeam, Sunburst, etc.  
  • Floating Head – Head floats a few inches above its 
  shoulders & it can rotate all the way around.  
  Cannot be strangled, suffocated, decapitated, and 
  attackers flanking the Lumi do not receive +2 to hit 
  Rakshasa 
  (MM p212) 
  +2 Str 
  +4 Dex 
  +6 Con 
  +2 Int 
  +2 Wis 
  +6 Cha 
  Sorcerer 
  • Medium Size 
  • 40’ Movement 
  • Darkvision 60’ 
  • +7 Natural Armor bonus to AC 
  • +4 Racial bonus on Bluff & Disguise checks. 
  • +10 bonus to Disguise checks if using its 
  shapechanging ability. 
  • Level Adjustment +7 
  • 7HD Outsider(native), which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • +4 Circumstance bonus on Bluff & Disguise checks if 
  it is reading its opponent’s mind. 
  • Natural Weapons – two Claws (1d4) & a Bite (1d6). 
  • Special Attacks – Spells 
  • Special Quality – Change Shape, Damage Reduction 
  15/good and piercing, SR 27+Class lvl 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Page 15 
  Outsider Races 
  Ability 
  Mods 
  Favored 
  Class 
  Racial Features 
   
  Rakshasa, 
  Naztharune 
  (MM3 p136) 
  +4 Str 
  +10 Dex 
  +8 Con 
  +4 Int 
  +4 Cha 
  Rogue 
  • Medium Size 
  • 40’ Movement 
  • Darkvision 60’ 
  • +5 Natural Armor bonus to AC 
  • +4 Racial bonus on Bluff & Disguise checks. 
  • Natural Weapons – two Claws (1d4). 
  • Damage Reduction 15 / good and piercing 
  • Spell Resistance 21 + Class levels 
  • Improved Evasion – On a successful Reflex 
  save, take no damage, otherwise take ½ 
  damage. 
  • Hide in Plain Sight – Can make a Hide check 
  while being observed if there are shadows 
  within 10’. 
  • Level Adjustment +5 
  • 11HD Outsider(native), which grants skill points, 
  Feats, BAB, & Base Save Bonuses. 
  • Detect Thoughts, as a Free Action.  DC is Charisma-
  based. 
  • +4 Circumstance bonus on Bluff & Disguise checks if 
  it is reading its opponent’s mind. 
  • Uncanny Dodge – Does not loose Dex bonus to AC 
  when Flat-Footed. 
  • Improved Uncanny Dodge – Cannot be Flanked 
  except by a Rogue of at least 15th level. 
  • Shadow Jump – Dimension Door from one region of 
  shadow to another.  Either one 20’ jump or two 10’ 
  jumps per day. 
  • Change Shape – Change into any Humanoid as a 
  Standard Action. 
  • +10 bonus to Disguise checks if using its change self 
  ability. 
   
   
   
  Psionic Races 
   
  The following Psionic Races are included for completeness, but are not detailed. 
   
  Empty Vessels 
  (Eb p290) 
  Kalashtar 
  (Eb p16) 
  Synad 
  (DR314 p64) 
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Page 16 
  Racial Aging Table 
   
   
   
  Aging Effects 
  Random Starting Ages – add to Adulthood 
  Race 
  Ref 
  Adulthood 
  Middle Age3 
  Old4 
  Venerable5 
  Maximum 
  Age 
  Barbarian 
  Rogue 
  Sorcerer 
  Bard 
  Fighter 
  Paladin 
  Ranger 
  Cleric 
  Druid 
  Monk 
  Wizard 
  Changling 
  (Eb p27) 
  15 
  35 
  53 
  70 
  +2d20 
  +1d4 
  +1d6 
  +2d6 
  Dwarf 
  (PH p109) 
  40 
  125 
  188 
  250 
  +2d% 
  +3d6 
  +5d6 
  +7d6 
  Elf 
  (PH p109) 
  110 
  175 
  263 
  350 
  +4d% 
  +4d6 
  +6d6 
  +10d6 
  Gnome 
  (PH p109) 
  40 
  100 
  150 
  200 
  +3d% 
  +4d6 
  +6d6 
  +9d6 
  Grippli 
  (DR324 p87) 
  30 
  70 
  105 
  140 
  +4d20 
  +2d6 
  +4d6 
  +6d6 
  Half-Elf 
  (PH p109) 
  20 
  62 
  93 
  125 
  +3d20 
  +1d6 
  +2d6 
  +3d6 
  Halfling 
  (PH p109) 
  20 
  50 
  75 
  100 
  +5d20 
  +2d4 
  +3d6 
  +4d6 
  Half-Orc 
  (PH p109) 
  14 
  30 
  45 
  60 
  +2d10 
  +1d4 
  +1d6 
  +2d6 
  Human 
  (PH p109) 
  15 
  35 
  53 
  70 
  +2d20 
  +1d4 
  +1d6 
  +2d6 
  Lupin 
  (DR325 p87) 
  14 
  30 
  45 
  60 
  +2d10 
  +1d4 
  +1d6 
  +2d6 
  Shifter 
  (Eb p27) 
  20 
  40 
  60 
  80 
  +2d20 
  +1d6 
  +1d8 
  +2d8 
  Shifter, Saurian (DR328 p62) 
  20 
  40 
  60 
  80 
  +2d20 
  +1d6 
  +1d8 
  +2d8 
  Warforged 
  (Eb p27) 
  0 
  150 
  — 
  — 
  — 
  +1d12 
  +1d6 
  +1d4 
   
   
   
   
  Racial Height / Weight Table 
   
   
   
  Male 
  Female 
  Race 
  Ref 
  Base Height 
  Height Mod. 
  Base Weight 
  Weight Mod.
  Base Height 
  Height Mod. 
  Base Weight 
  Weight Mod
  Changling 
  (Eb p27) 
  5’ 1” 
  +2d4 
  115 lbs. 
  x (2d4) lb. 
  –same– 
  –same– 
  –same– 
  –same– 
  Dwarf 
  (PH p109) 
  3’ 9” 
  +2d4 
  130 lbs. 
  x (2d6) lb. 
  3’ 7” 
  +2d4 
  100 lbs. 
  x (2d6) lb. 
  Elf 
  (PH p109) 
  4’ 5” 
  +2d6 
  85 lbs. 
  x (1d6) lb. 
  4’ 5” 
  +2d6 
  80 lbs. 
  x (1d6) lb. 
  Gnome 
  (PH p109) 
  3’ 0” 
  +2d4 
  40 lbs. 
  x 1 lbs. 
  2’ 10” 
  +2d4 
  35 lbs. 
  x 1 lbs. 
  Grippli 
  (DR324 p87) 
  1’ 10” 
  +2d4 
  20 lbs. 
  x 1 lbs. 
  1’ 7” 
  +2d6 
  15 lbs. 
  x 1 lbs. 
  Half-Elf 
  (PH p109) 
  4’ 7” 
  +2d8 
  100 lbs. 
  x (2d4) lb. 
  4’ 5” 
  +2d8 
  80 lbs. 
  x (2d4) lb. 
  Halfling 
  (PH p109) 
  2’ 8” 
  +2d4 
  30 lbs. 
  x 1 lbs. 
  2’ 6” 
  +2d4 
  25 lbs. 
  x 1 lbs. 
  Half-Orc 
  (PH p109) 
  4’ 10” 
  +2d12 
  150 lbs. 
  x (2d6) lb. 
  4’ 5” 
  +2d12 
  110 lbs. 
  x (2d6) lb. 
  Human 
  (PH p109) 
  4’ 10” 
  +2d10 
  120 lbs. 
  x (2d4) lb. 
  4’ 5” 
  +2d10 
  85 lbs. 
  x (2d4) lb. 
  Lupin 
  (DR325 p87) 
  4’ 10” 
  +2d8 
  120 lbs. 
  x (2d4) lb. 
  4’ 5” 
  +2d8 
  85 lbs. 
  x (2d4) lb. 
  Shifter 
  (Eb p27) 
  4’ 7” 
  +2d8 
  100 lbs. 
  x (2d4) lb. 
  4’ 5” 
  +2d8 
  85 lbs. 
  x (2d4) lb. 
  Shifter, Saurian (DR328 p62) 
  5’ 0” 
  +2d12 
  120 lbs. 
  x (2d4) lb. 
  5’ 0” 
  +2d12 
  120 lbs. 
  x (2d4) lb. 
  Warforged 
  (Eb p27) 
  5’ 10” 
  +2d6 
  270 lbs. 
  x 4 lbs. 
  –same– 
  –same– 
  –same– 
  –same– 
   
                                                   
  3 Middle Age: –1 Str,  –1 Con,  –1 Dex,  +1 Int,  +1 Wis,  +1 Cha. 
  4  Old: 
  –2 Str,  –2 Con,  –2 Dex,  +1 Int,  +1 Wis,  +1 Cha. 
  5  Venerable:  –3 Str,  –3 Con,  –3 Dex,  +1 Int,  +1 Wis,  +1 Cha. 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Mounts, Familiars, Companions, etc. 
   
  Page 17 
  Mounts, Familiars, Companions, etc. 
   
  Training Animals 
   
   
  Tricks 
  For each point of Intelligence, an Animal can learn three Tricks from the following list.  Teaching a Trick requires one week of training followed 
  by a Handle Animal check vs. the listed DC. 
   
  Air Walk(PH p197) – The Animal can be the subject of the spell Air Walk without panicking.  DC 25. 
  Attack(PH p74) – The Animal will attack the designated Humanoid, Monstrous Humanoid, Giant, or Animal.  If the animal is to be trained to attack all types of 
  creatures (including Undead), this counts as 2 Tricks.  DC 20. 
  Come(PH p74) – The Animal will come to its master, even into unusual areas.  DC 15. 
  Defend(PH p75) – The Animal will automatically come to its master’s defense, or will defend a person designated by its master.  DC 20. 
  Down(PH p75) – The Animal will stop attacking on command.  Without this trick, the Animal attacks until its opponent is defeated or it is driven off.  DC 15. 
  Fetch(PH p75) – The Animal will attempt to retrieve the designated object.  DC 15. 
  Guard(PH p75) – The Animal will stay in the designated location and keep others from approaching it.  DC 20. 
  Heel(PH p75) – The Animal will follow its master, even into unusual areas.  DC 15. 
  Perform(PH p75) – The Animal can perform simple tricks, such as barking on command & rolling over.  DC 15. 
  Seek(PH p75) – The Animal goes into the designated area and looks for anything alive and/or animate.  DC 15. 
  Stay(PH p75) – The Animal will stay in the designated location, but will allow other to approach.  DC 15. 
  Track(PH p75) – The Animal with the Scent Ability will attempt to track the presented sample scent.  DC 20. 
  Work(PH p75) – The Animal will pull or push a Medium / Heavy load.  DC 15. 
   
   
  Purposes 
  Animals that are trained for a job, such as Guarding or Hunting, have a set of Tricks that it learns as a group.  Only on Handle Animal check must 
  be made at the end of the training, which is still 1 week per Trick.  The animal must have enough Intelligence to learn all the Tricks. 
   
  Combat Riding(PH p75) – The Animal knows Attack, Come, Defend, Down, Guard, & Heel.  Warhorses & Riding Dogs already have this training.  DC 20 & 6 
  weeks. 
  Fighting(PH p75) – The Animal knows Attack, Down, & Stay.  DC 20 & 3 weeks. 
  Heavy Labor(PH p75) – The Animal knows Come & Work.  DC 15 & 2 weeks. 
  Hunting(PH p75) – The Animal knows Attack, Down, Fetch, Heel, Seek, & Track.  DC 20 & 6 weeks. 
  Performing(PH p75) – The Animal knows Come, Fetch, Heel, Perform, & Stay.  DC 15 & 5 weeks. 
  Riding(PH p75) – The Animal knows Come, Heel, & Stay.  This Purpose can be upgraded to Combat Riding in 3 weeks.  DC 15 & 3 weeks. 
   
   
  Trick 
  Purpose 
  Air 
  Walk 
  Attack 
  Come 
  Defend 
  Down 
  Fetch 
  Guard 
  Heel 
   Perform 
  Seek 
  Stay 
  Track 
  Work 
  Combat Riding 
   
  + 
  + 
  + 
  + 
   
  + 
  + 
   
   
   
   
   
  Fighting 
   
  + 
   
   
  + 
   
   
   
   
   
  + 
   
   
  Heavy Labor 
   
   
  + 
   
   
   
   
   
   
   
   
   
  + 
  Hunting 
   
  + 
   
   
  + 
  + 
   
  + 
   
  + 
   
  + 
   
  Performing 
   
   
  + 
   
   
  + 
   
  + 
  + 
   
  + 
   
   
  Riding 
   
   
  + 
   
   
   
   
  + 
   
   
  + 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Mounts, Familiars, Companions, etc. 
   
  Page 18 
  Unusual Riding Creatures 
   
   
  Training a young or adult specimen requires a Handle Animal check vs. the designated DC. 
   
   
  Mounts 
  Category 
  Size 
  HD 
  Algn 
  Int 
  Train 
  DC  
  Worth 
  Eggs 
  Worth 
  Young 
  Light 
  Load 
  On 
  Foot 
  Fly 
  Misc. 
  Dinosaur, 
  Battletitan 
  (MM3 p38) 
  Animal 
  Huge 
  36 
  N 
   2 
  28 
  ? 
  100,000 
  11,093 
  60’ 
  — 
  Swallow Whole, 
  Improved Grab 
  Eagle, Giant 
  (MM p93) 
  Magical 
  Beast 
  Large 
  4 
  NG 
  10 
  25 
  2,500 
  4,000 
  300 
  10’ 
  80’ / 
  Average 
  Speaks Common & 
  Auran  
  Griffon 
  (MM p139) 
  Magical 
  Beast 
  Large 
  7 
  N 
  5 
  25 
  3,500 
  7,000 
  300 
  30’ 
  80’ / 
  Average 
  Understands (but cannot 
  speak) Common 
  Hippogriff 
  (MM p152) 
  Magical 
  Beast 
  Large 
  3 
  N 
  2 
  25 
  2,000 
  3,000 
  300 
  50’ 
  100’ / 
  Average 
   
  Howler 
  (MM p154) 
  Outsider 
  Large 
  6 
  CE 
  6 
  25 
  — 
  — 
  460 
  60’ 
  — 
  Understands (but cannot 
  speak) Abyssal 
  Owl, Giant  
  (MM p205) 
  Magical 
  Beast 
  Large 
  4 
  NG 
  10 
  25 
  2,500 
  4,000 
  300 
  10’ 
  70’ / 
  Average 
  Speaks Common & 
  Sylvan 
  Pegasus 
  (MM p206) 
  Magical 
  Beast 
  Large 
  4 
  CG 
  10 
  25 
  2,000 
  3,000 
  300 
  60’ 
  120’ / 
  Average 
  Understands (but cannot 
  speak) Common 
  Detect Good &  Detect 
  Evil, at will 
  Spider Eater 
  (MM p234) 
  Magical 
  Beast 
  Large 
  4 
  N 
  2 
  25 
  2,000 
  3,000 
  306 
  30’ 
  60’ / 
  Good 
  Freedom of Movement, 
  always on, Poison 
   
   
  Cohorts 
   
   
  Cohorts are acquired by taking the Feat: Leadership(DMG p106). 
   
   
  Cohorts 
  Algn 
  Lvl 
  Eqiv 
  Ref 
  Blink Dog 
  (MM p28) 
  LG 
  6 
  DMG3.5 p199 
  Guardian Steed 
  (DR309 p30) 
  NG 
  7 
  DR309 p33 
  Pegasus 
  (MM p206) 
  CG 
  6 
  DMG3.5 p199 
  Hell Hound 
  (MM p151) 
  LE 
  7 
  DMG3.5 p199 
  Imp 
  (MM p56) 
  LE 
  7 
  DMG3.5 p199 
  Satyr 
  (MM p219) 
  CN 
  7 
  DMG3.5 p199 
  Quasit 
  (MM p46) 
  CE 
  8 
  DMG3.5 p199 
  Cohorts 
  Algn 
  Lvl 
  Eqiv 
  Ref 
  Unicorn 
  (MM p249) 
  CG 
  8 
  DMG3.5 p199 
  Displacer Beast
  (MM p66) 
  LE 
  10 
  DMG3.5 p199 
  Dragonne 
  (MM p89) 
  N 
  10 
  DMG3.5 p199 
  Griffon 
  (MM p139) 
  N 
  10 
  DMG3.5 p199 
  Werebear 
  (MM p170) 
  LG 
  10 
  DMG3.5 p199 
  Bralani 
  (MM 93) 
  CG 
  11 
  DMG3.5 p199 
  Lammasu 
  (MM p165) 
  LG 
  12 
  DMG3.5 p199 
  Cohorts 
  Algn 
  Lvl 
  Eqiv 
  Ref 
  Avoral 
  (MM p141) 
  NG 
  15 
  DMG3.5 p199 
  Ettin 
  (MM p106) 
  CE 
  15 
  DMG3.5 p199 
  Erinyes 
  (MM p54) 
  LE 
  16 
  DMG3.5 p199 
  Green Dragon, 
  Young 
  (MM p74) 
  LE 
  16 
  DMG3.5 p199 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Mounts, Familiars, Companions, etc. 
   
  Page 19 
  Animal Companions for Druids & Rangers 
   
  May be replaced with 24 hours of prayer. 
  Rangers gain Animal Companions at ½ their Ranger level, beginning at 4th level. 
   
  Levels Above 
  Minimum 
  Bonus to 
  HD 
  Bonus to 
  Natural 
  Armor 
  Bonus to 
  Strength and 
  Dexterity 
  Bonus 
  Tricks 
  Misc. 
  0 – 1 
  +0 
  +0 
  +0 
  1 
  Any spell you cast on yourself can effect  your companion also as long as it 
  remains within 5’ of you. 
  Gain +4 bonus on Handle Animal checks with your companion.  You can do 
  a ‘handle’ check as a Free Action & a ‘push’ as a Move Action. 
  2 – 4 
  +2 
  +2 
  +1 
  2 
  Your companion gains Evasion. 
  5 – 7 
  +4 
  +4 
  +2 
  3 
  Your companion gains a +4 Morale bonus on saves vs. Enchantment spells & 
  effects. 
  8 – 10 
  +6 
  +6 
  +3 
  4 
  Your companion gains the Feat Multiattack. 
  11 – 13 
  +8 
  +8 
  +4 
  5 
   
  14 – 16 
  +10 
  +10 
  +5 
  6 
  Your companion gains Improved Evasion. 
  17 – 19 
  +12 
  +12 
  +6 
  7 
   
   
  When your Companion receives Bonus HD, it also gains an improved Base Attack Bonus & Base Saving Throws to match an Animal with that number of HD. 
   
   
  Companions 
   
  Companions 
  Min 
  Lvl 
  Ref 
  Badger 
  (MM p268) 
  1 
  PH3.5 p35 
  Camel 
  (MM p270) 
  1 
  PH3.5 p35 
  Dinosaur, 
  Swindlespitter 
  (MM3 p41) 
  1 
  MM3 p41 
  Dire Rat 
  (MM p64) 
  1 
  PH3.5 p35 
  Dog, Riding 
  (MM p271) 
  1 
  PH3.5 p35 
  Eagle 
  (MM p272) 
  1 
  PH3.5 p35 
  Hawk 
  (MM p273) 
  1 
  PH3.5 p35 
  Horse, Heavy 
  (MM p273) 
  1 
  PH3.5 p35 
  Horse, Light 
  (MM p273) 
  1 
  PH3.5 p35 
  Owl 
  (MM p277) 
  1 
  PH3.5 p35 
  Pony 
  (MM p277) 
  1 
  PH3.5 p35 
  Porpoise 
  (MM p278) 
  1 
  PH3.5 p35 
  Shark, Medium  
  (MM p279) 
  1 
  PH3.5 p35 
  Squid 
  (MM p281) 
  1 
  PH3.5 p35 
  Viper, Medium  
  (MM p279) 
  1 
  PH3.5 p35 
  Viper, Small 
  (MM p279) 
  1 
  PH3.5 p35 
  Wolf 
  (MM p283) 
  1 
  PH3.5 p35 
  Ape 
  (MM p268) 
  4 
  PH3.5 p36 
  Bear, Black 
  (MM p269) 
  4 
  PH3.5 p36 
  Bison 
  (MM p269) 
  4 
  PH3.5 p36 
  Boar 
  (MM p270) 
  4 
  PH3.5 p36 
  Companions 
  Min 
  Lvl 
  Ref 
  Cheetah 
  (MM p271) 
  4 
  PH3.5 p36 
  Crocodile 
  (MM p271) 
  4 
  PH3.5 p36 
  Dire Badger 
  (MM p62) 
  4 
  PH3.5 p36 
  Dinosaur, Fleshraker
  (MM3 p40) 
  4 
  MM3 p41 
  Dire Bat 
  (MM p62) 
  4 
  PH3.5 p36 
  Dire Weasel 
  (MM p65) 
  4 
  PH3.5 p36 
  Horrid Dire Rat 
  (Eb p288) 
  4 
  Eb p288 
  Leopard 
  (MM p274) 
  4 
  PH3.5 p36 
  Lizard, Monitor 
  (MM p274) 
  4 
  PH3.5 p36 
  Shark, Large 
  (MM p279) 
  4 
  PH3.5 p36 
  Snake, Constrictor 
  (MM p279) 
  4 
  PH3.5 p36 
  Viper, Large 
  (MM p279) 
  4 
  PH3.5 p36 
  Wolverine 
  (MM p283) 
  4 
  PH3.5 p36 
  Bear, Brown 
  (MM p269) 
  7 
  PH3.5 p36 
  Crocodile, Giant 
  (MM p271) 
  7 
  PH3.5 p36 
  Deinonychus 
  (MM p60) 
  7 
  PH3.5 p36 
  Dire Ape 
  (MM p62) 
  7 
  PH3.5 p36 
  Dire Boar 
  (MM p63) 
  7 
  PH3.5 p36 
  Dire Wolf 
  (MM p65) 
  7 
  PH3.5 p36 
  Dire Wolverine 
  (MM p66) 
  7 
  PH3.5 p36 
  Elasmosaurus 
  (MM p60) 
  7 
  PH3.5 p36 
  Companions 
  Min 
  Lvl 
  Ref 
  Horrid Dire Badger 
  (MM p62) & (Eb p289) 
  7 
  Eb p288 
  Horrid Dire Bat 
  (MM p62) & (Eb p289) 
  7 
  Eb p288 
  Horrid Dire Weasel 
  (MM p65) & (Eb p289) 
  7 
  Eb p288 
  Lion 
  (MM p274) 
  7 
  PH3.5 p36 
  Rhinoceros 
  (MM p278) 
  7 
  PH3.5 p36 
  Tiger 
  (MM p281) 
  7 
  PH3.5 p36 
  Viper, Huge 
  (MM p279) 
  7 
  PH3.5 p36 
  Bear, Polar 
  (MM p269) 
  10 
  PH3.5 p36 
  Dire Lion 
  (MM p63) 
  10 
  PH3.5 p36 
  Horrid Dire Ape 
  (MM p62) & (Eb p289) 
  10 
  Eb p288 
  Horrid Dire Boar 
  (MM p63) & (Eb p289) 
  10 
  Eb p288 
  Horrid Dire Horse 
  (MM2 p75) (3.5up p32)+  
  & (Eb p289) 
  10 
  Eb p288 
  Horrid Dire Wolf 
  (MM p65) & (Eb p289) 
  10 
  Eb p288 
  Horrid Dire Wolverine 
  (MM p66) & (Eb p289) 
  10 
  Eb p288 
  Megaraptor 
  (MM p60) 
  10 
  PH3.5 p36 
  Sea Tiger 
  (MM3 p147) 
  10 
  MM3 p147 
  Shark, Huge 
  (MM p279) 
  10 
  PH3.5 p36 
  Snake, Giant 
  Constrictor 
  (MM p279) 
  10 
  PH3.5 p36 
  Whale, Orca 
  (MM p282) 
  10 
  PH3.5 p36 
  Dire Bear 
  (MM p63) 
  13 
  PH3.5 p36 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Mounts, Familiars, Companions, etc. 
   
  Page 20 
  Companions 
  Min 
  Lvl 
  Ref 
  Elephant 
  (MM p272) 
  13 
  PH3.5 p36 
  Horrid Dire Lion 
  (MM p63) & (Eb p289) 
  13 
  Eb p288 
  Octopus, Giant 
  (MM p276) 
  13 
  PH3.5 p36 
  Dire Shark 
  (MM p64) 
  16 
  PH3.5 p36 
  Dire Tiger 
  (MM p65) 
  16 
  PH3.5 p36 
  Companions 
  Min 
  Lvl 
  Ref 
  Horrid Dire Bear 
  (MM p63) & (Eb p289) 
  16 
  Eb p288 
  Horrid Dire Elk 
  (MM2 p75) (3.5up p32)+  
  & (Eb p289) 
  16 
  Eb p288 
  Squid, Giant 
  (MM p281) 
  16 
  PH3.5 p36 
  Triceratops 
  (MM p61) 
  16 
  PH3.5 p36 
  Tyrannosaurus 
  (MM p61) 
  16 
  PH3.5 p36 
  Companions 
  Min 
  Lvl 
  Ref 
  Horrid Dire Elephant 
  (MM2 p75) (3.5up p32)+  
  & (Eb p289) 
  19 
  Eb p288 
  Horrid Dire 
  Rhinoceros 
  (FF pXXX) & (Eb p289) 
  19 
  Eb p288 
  Horrid Dire Shark 
  (MM p64) & (Eb p289) 
  19 
  Eb p288 
  Horrid Dire Tiger 
  (MM p65) & (Eb p289) 
  19 
  Eb p288 
   
   
  Monstrous Animal Companions 
   
  The following creatures can be taken as Animal Companions if the Druid / Ranger has Feat: Monstrous Animal Companion. 
   
  Monstrous 
  Companions 
  Min 
  Lvl 
  Ref 
  Celestial Owl 
  (MM p268) 
  1 
  DR326 p33 
  Darkmantle 
  (MM p038) 
  1 
  DR326 p33 
  Fiendish Raven 
  (MM p278) & (MM p107) 
  1 
  DR326 p33 
  Giant Fire Beetle 
  (MM p285) 
  1 
  DR326 p33 
  Stirge 
  (MM p236) 
  1 
  DR326 p33 
  Grick 
  (MM p139) 
  4 
  DR326 p33 
  Krenshar 
  (MM p163) 
  4 
  DR326 p33 
  Pseudo-Dragon 
  (MM p210) 
  4 
  DR326 p33 
  Shocker Lizard 
  (MM p224) 
  4 
  DR326 p33 
  Worg 
  (MM p256) 
  4 
  DR326 p33 
  Monstrous 
  Companions 
  Min 
  Lvl 
  Ref 
  Displacer Beast 
  (MM p066) 
  6 
  DR326 p33 
  Griffon 
  (MM p139) 
  6 
  DR326 p33 
  Owlbear 
  (MM p206) 
  6 
  DR326 p33 
  Pegasus 
  (MM p206) 
  6 
  DR326 p33 
  Sea Cat 
  (MM p220) 
  6 
  DR326 p33 
  Arrowhawk, Juvenile
  (MM p019) 
  9 
  DR326 p33 
  Hell Hound 
  (MM p151) 
  9 
  DR326 p33 
  Manticore 
  (MM p179) 
  9 
  DR326 p33 
  Shadow Mastiff 
  (MM p222) 
  9 
  DR326 p33 
  Tojanida, Adult 
  (MM p244) 
  9 
  DR326 p33 
  Monstrous 
  Companions 
  Min 
  Lvl 
  Ref 
  Digester 
  (MM p059) 
  12 
  DR326 p33 
  Dragonne 
  (MM p089) 
  12 
  DR326 p33 
  Girallon 
  (MM p126) 
  12 
  DR326 p33 
  Wyvern 
  (MM p259) 
  12 
  DR326 p33 
  Xorn, Adult 
  (MM p260) 
  12 
  DR326 p33 
  Arrowhawk, Elder 
  (MM p019) 
  15 
  DR326 p33 
  Behir 
  (MM p024) 
  15 
  DR326 p33 
  Gray Render 
  (MM p138) 
  15 
  DR326 p33 
  Hydra, 8-headed 
  (MM p157) 
  15 
  DR326 p33 
  Roc 
  (MM p215) 
  15 
  DR326 p33 
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Mounts, Familiars, Companions, etc. 
   
  Page 21 
  Mounts for Paladins  
   
  Levels 
  above 
  Min 
  Level 
  Up6 
  Natural 
  AC 
  Strength 
  Adjust 
  Int 
  Special Abilities 
  0-2 
  +2d8 HD 
  +4 
  +1 
  6 
  – Mount gets Improved Evasion (if succeeds on a Reflex save, the Mount takes no damage, else half 
  damage). 
  – If the Mount stays within 5 feet, the Master can share personal spells with the Mount. 
  – The Master cannot see through the Mount’s eyes, but the Mount can telepathically tell the Master 
  what it sees. 
  – The Mount gets its Master’s base save if it is higher. 
  – The Mount is considered a ‘Magical Beast’ for purposes of being targeted by spells. 
  3-5 
  +4d8 HD 
  +6 
  +2 
  7 
  – The Mount gains +10’ movement. 
  6-9 
  +6d8 HD 
  +8 
  +3 
  8 
  – The Mount can now Command similar creatures (a horse can command horses, donkey, ponies, 
  mules, etc.) that have fewer HD, usable (Master’s Level / 2) times per day.  If being ridden, the 
  Mount must make a Concentration check vs. DC 21. 
  10+ 
  +8d8 HD 
  +10 
  +4 
  9 
  – The Mount gains Spell Resistance of (5 + Master’s level). 
   
                                                   
  6 Also improve Base Attack Bonus & Base Saves 
  Mounts for Medium-sized Paladins 
   
   
  Mount 
  Min 
  Lv. 
  Reference 
  Camel 
  (MM p270) 
  5 
  DMG3.5 p205 
  Horse, Heavy War 
  (MM p273) 
  5 
  PH3.5 p45 
  Horse, Light War 
  (MM p273) 
  5 
  DMG3.5 p205 
  Sea Tiger 
  (MM3 p147) 
  5 
  MM3 p147 
  Celestial Warhorse, Heavy 
  (MM p273) & (MM p31) 
  6 
  DMG3.5 p204 
  Celestial Warhorse, Light 
  (MM p273) & (MM p31) 
  6 
  DMG3.5 p205 
  Dire Wolf 
  (MM p65) 
  6 
  DMG3.5 p204 
  Hippogriff 
  (MM p152) 
  6 
  DMG3.5 p204 
  Monstrous Spider, Large 
  (MM p289) 
  6 
  DMG3.5 p204 
  Shark, Large 
  (MM p279) 
  6 
  DMG3.5 p204 
  Unicorn 
  (MM p249) 
  6 
  DMG3.5 p204 
  Dire Boar 
  (MM p63) 
  7 
  DMG3.5 p204 
  Dire Wolverine 
  (MM p66) 
  7 
  DMG3.5 p204 
  Giant Eagle 
  (MM p93) 
  7 
  DMG3.5 p204 
  Giant Owl 
  (MM p205) 
  7 
  DMG3.5 p204 
  Guardian Steed 
  (DR309 p30) 
  7 
  DR309 p33 
  Pegasus 
  (MM p206) 
  7 
  DMG3.5 p204 
  Rhinoceros 
  (MM p278) 
  7 
  DMG3.5 p204 
  Sea Cat 
  (MM p220) 
  7 
  DMG3.5 p204 
  Dire Lion 
  (MM p63) 
  8 
  DMG3.5 p204 
  Griffon 
  (MM p139) 
  8 
  DMG3.5 p204 
   
  Mounts for Small-sized Paladins 
   
   
  Mount 
  Min 
  Lv. 
  Reference 
  Monstrous Spider, Medium-sized 
  (MM p288) 
  5 
  DMG3.5 p205 
  Porpoise 
  (MM p278) 
  5 
  DMG3.5 p205 
  Dog, Riding 
  (MM p277) 
  5 
  PH3.5 p45 
  Shark, Medium-sized 
  (MM p279) 
  5 
  PH3.5 p45 
  Pony, War 
  (MM p277) 
  5 
  PH3.5 p45 
  Celestial Riding Dog 
  (MM p272) & (MM p31) 
  6 
  DMG3.5 p205 
  Celestial Warpony 
  (MM p277) & (MM p31) 
  6 
  DMG3.5 p205 
  Dire Bat 
  (MM p62) 
  6 
  DMG3.5 p205 
  Dire Badger 
  (MM p62) 
  6 
  DMG3.5 p205 
  Dire Weasel 
  (MM p65) 
  6 
  DMG3.5 p205 
  Lizard, Monitor 
  (MM p275) 
  6 
  DMG3.5 p205 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
   
  Mounts, Familiars, Companions, etc. 
  Page 22 
  Fiendish Servants for Blackguards 
   
   
  If dismissed or slain, the Blackguard must wait a year and a day before calling a new one. 
   
  Character 
  Level 
  Level Up7 
  Natural 
  AC 
  Strength 
  Adjust 
  Int 
  Special Abilities 
  up to 12th 
  +2d8 HD 
  +1 
  +1 
  6 
  – Servant gets Improved Evasion. 
  – If the Servant stays within 5 feet, the Master can share personal spells with the Servant. 
  – The Master cannot see through the Servant’s eyes, but the Servant can empathically inform the 
  Master of how it feels. 
  – The Servant gets its Master’s Base Saving Throws (if higher). 
  13 – 15 
  +4d8 HD 
  +3 
  +2 
  7 
  – The Master and the Servant can communicate verbally, though no other creature can 
  understand them. 
  16 – 18 
  +6d8 HD 
  +5 
  +3 
  8 
  – If the Servant sees the Master threatened and/or harmed, it gains a +2 bonus on attacks, checks, 
  & saves for as long as the danger is immediate & apparent. 
  20+ 
  +8d8 HD 
  +7 
  +4 
  9 
  – The Servant gains Spell Resistance of (5 + Master’s level). 
   
   
  Servants 
   
  Servants 
  Reference 
  Fiendish Bat 
  (MM p268) & (MM p107) 
  DMG3.5 p183 
  Fiendish Cat 
  (MM p270) & (MM p107) 
  DMG3.5 p183 
  Fiendish Dire Rat 
  (MM p64) & (MM p107) 
  DMG3.5 p183 
  Fiendish Horse 
  (MM p273) & (MM p107) 
  DMG3.5 p183 
  Fiendish Pony 
  (MM p277) & (MM p107) 
  DMG3.5 p183 
  Fiendish Raven 
  (MM p278) & (MM p107) 
  DMG3.5 p183 
  Fiendish Toad 
  (MM p282) & (MM p107) 
  DMG3.5 p183 
   
                                                   
  7 Also improve Base Attack Bonus & Base Saves 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
   
  Mounts, Familiars, Companions, etc. 
   
  Page 23 
  Familiars for Wizards & Sorcerers 
   
   
  Familiars have the following, but only if the value is better than the creature’s natural value: 
  – The Master’s Base Attack Bonus, Saving Throw Bonus, Level (for spells like Sleep), Skill Bonuses, and ½ their Master’s hit points. 
  – Considered a ‘Magical Beast’. 
   
  Level 
  AC 
  bonus 
  Int 
  Special Abilities 
  1-2 
  +1 
  6 
  – Master gets Feat: Alertness (+2 to Spot & Listen checks) while familiar is within arm’s reach. 
  – Familiar gets Improved Evasion (if succeeds on a Reflex save, the Familiar takes no damage, else half damage). 
  – If the Familiar stays within 5 feet, the Master can share personal spells with the Familiar. 
  – The Master cannot see through the Familiar’s eyes, but the Familiar can empathetically tell the Master what it sees. 
  3-4 
  +2 
  7 
  – The Familiar can now deliver “touch” spells for the Master. 
  5-6 
  +3 
  8 
  – The Master & the Familiar can now communicate at a speaking level. 
  7-8 
  +4 
  9 
  – The Familiar can now communicate with similar animals (cats can speak to felines, rats can speak to rodents, etc.). 
  9-10 
  +5 
  10 
   
  11-12 
  +6 
  11 
  – The Familiar gains Spell Resistance of (5 + Master’s level). 
  13-14 
  +7 
  12 
  – The Master may use Scrying (as the spell) on the Familiar once per day. 
  15-16 
  +8 
  13 
   
  17-18 
  +9 
  14 
   
  19-20 
  +10 
  15 
   
   
   
  The Master gets the Familiar of his or her choice off the following list.   
  Familiars with a minimum level of 3rd or higher require Feat: Improved Familiar(DMG p202). 
  Swarm Familiars (such as a Bat Swarm Familiar) do not grant their Master the Feat: Alertness or the ability to communicate with similar creatures, but the Master 
  is immune to the Swarm’s Distraction ability, and any special attack it may has, such as Disease or Poison. 
   
   
  Familiar 
  Lv. 
  Bonus to Master 
  Popular with… 
  Reference 
  Bat 
  (MM p268) 
  (DMG p203) 
  1 
  +3 bonus on 
  Listen checks  
  Medium & 
  Smaller Masters 
  PH3.5 p52 
  DMG3.5 p203 
  Cat 
  (MM p270) 
  1 
  +3 bonus to Move 
  Silently checks 
   
  PH3.5 p52 
  Dire Rat 
  (MM p64) 
  1 
  +2 bonus to 
  Fortitude saves 
  Huge Masters 
  DMG3.5 p203 
  Ferret 
  (DMG p203) 
  1 
  +2 bonus to 
  Reflex saves 
  Tiny Masters 
  DMG3.5 p203 
  Hawk 
  (MM p273) 
  1 
  +3 bonus to Spot 
  checks in bright 
  light 
   
  PH3.5 p52 
  Hedgehog 
  (DMG p203) 
  1 
  +1 Natural Armor 
  bonus to AC 
  Tiny Masters 
  DMG3.5 p203 
  Leopard 
  (MM p274) 
  (DMG p204) 
  1 
  +2 to Move 
  Silently checks 
  Huge Masters 
  DMG3.5 p203 
  Lizard 
  (MM p275) 
  1 
  +3 bonus to 
  Climb checks 
   
  PH3.5 p52 
  Lizard, 
  Monitor 
  (MM p275) 
  (DMG p204) 
  1 
  +3 hit-points 
  Huge Masters 
  DMG3.5 p203 
  Mouse 
  (DMG p203) 
  1 
  +3 bonus to Move 
  Silently checks 
  Tiny Masters 
  DMG3.5 p203 
  Owl (med.) 
  (DMG p204) 
  1 
  +2 to Move 
  Silently checks 
  Huge Masters 
  DMG3.5 p203 
  Owl (tiny) 
  (MM p277) 
  1 
  +3 bonus to Spot 
  checks in bright 
  light 
   
  PH3.5 p52 
  Rat 
  (MM p278) 
  1 
  +2 bonus to 
  Fortitude saves 
   
  PH3.5 p52 
  Raven (small) 
  (DMG p204) 
  1 
  The Raven can 
  speak 1 language 
  Huge Masters 
  DMG3.5 p203 
  Raven (tiny) 
  (MM p278) 
  1 
  +3 bonus to 
  Appraise checks  
  The Raven can 
  speak 1 language 
   
  PH3.5 p52 
  Familiar 
  Lv. 
  Bonus to Master 
  Popular with… 
  Reference 
  Screech Owl 
  (diminutive) 
  (DMG p203) 
  1 
  +2 bonus to Move 
  Silently checks 
  Tiny Masters 
  DMG3.5 p203 
  Shark (tiny) 
  (DU107 p95) 
  1 
  +3 bonus to Spot 
  checks 
  Aquatic Masters 
  DU107 p95 
  Snake (med. 
  viper) 
  (MM p280) 
  (DMG p204) 
  1 
  The Snake has a 
  poisonous bite 
  Huge Masters 
  DMG3.5 p203 
  Snake (tiny 
  viper) 
  (MM p280) 
  1 
  +3 bonus to Bluff 
  checks 
  The Snake has a 
  poisonous bite 
   
  PH3.5 p52 
  Thrush 
  (DMG p203) 
  1 
  The Thrush can 
  speak 1 language 
  Tiny Masters 
  DMG3.5 p203 
  Toad 
  (MM p282) 
  (DMG p203) 
  1 
  +3 hit-points 
   
  PH3.5 p52 
  DMG3.5 p203 
  Weasel 
  (MM p203) 
  1 
  +2 bonus to 
  Reflex saves 
   
  PH3.5 p52 
  Wolverine 
  (MM p283) 
  (DMG p204) 
  1 
  +2 bonus to 
  Reflex saves 
  Huge Masters 
  DMG3.5 p203 
  Hawk, 
  Celestial 
  (MM p273) 
  (DMG p201) 
  3 
  — 
  Masters aligned 
  with Good 
  DMG3.5 p200 
  Krenshar 
  (MM p163) 
  3 
  — 
  Masters aligned 
  with Neutral 
  CWar p100 
  Swarm, 
  Spider  
  (MM p239) 
  3 
  Immune to his/her 
  swarm’s distract 
  & poison effects 
  Masters aligned 
  with Neutral 
  DR329 p98 
  Viper, 
  Fiendish 
  (MM p280) 
  (DMG p201) 
  3 
  — 
  Masters aligned 
  with Evil 
  DMG3.5 p200 
  Worg 
  (MM p256) 
  3 
  — 
  Masters aligned 
  with Neutral 
  Evil 
  CWar p100 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
   
  Mounts, Familiars, Companions, etc. 
   
  Page 24 
  Familiar 
  Lv. 
  Bonus to Master 
  Popular with… 
  Reference 
  Blink Dog 
  (MM p28) 
  5 
  — 
  Masters aligned 
  with Lawful 
  Good 
  CWar p100 
  Elemental, 
  Air (small) 
  (MM p96) 
  (DMG p202) 
  5 
  — 
  Masters aligned 
  with Air 
  DMG3.5 p200 
  Elemental, 
  Earth (small)  
  (MM p97) 
  (DMG p202) 
  5 
  — 
  Masters aligned 
  with Earth 
  DMG3.5 p200 
  Elemental, 
  Fire (small)  
  (MM p99) 
  (DMG p202) 
  5 
  — 
  Masters aligned 
  with Fire 
  DMG3.5 p200 
  Elemental, 
  Water (small) 
  (MM p100) 
  (DMG p202) 
  5 
  — 
  Masters aligned 
  with Water 
  DMG3.5 p200 
  Hell Hound 
  (MM p151) 
  5 
  — 
  Masters aligned 
  with Lawful Evil 
  CWar p100 
  Shocker 
  Lizard 
  (MM p224) 
  (DMG p202)  
  5 
  — 
  Masters who are 
  within 1 step of 
  Neutral –or– 
  Masters aligned 
  with Electricity 
  DMG3.5 p200 
  Stirge 
  (MM p236) 
  (DMG p202) 
  5 
  — 
  Masters who are 
  within 1 step of 
  Neutral 
  DMG3.5 p200 
  Swarm, Bat  
  (MM p237) 
  5 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Neutral 
  DR329 p98 
  Swarm, Rat  
  (MM p239) 
  5 
  Immune to his/her 
  swarm’s distract 
  & disease effects 
  Masters aligned 
  with Neutral 
  DR329 p98 
  Formian 
  Worker 
  (MM p108) 
  (DMG p201) 
  7 
  — 
  Masters who are 
  within 1 step of 
  Lawful Neutral 
  DMG3.5 p200 
  Hippogriff 
  (MM p152) 
  7 
  — 
  Masters aligned 
  with Neutral 
  CWar p100 
  Homunculus 
  (MM p154) 
  (DMG p201) 
  7 
  — 
  Do-It-Yourself 
  Masters 
  DMG3.5 p200 
  Howler 
  (MM p154) 
  7 
  — 
  Masters aligned 
  with Chaotic 
  Evil 
  CWar p100 
  Ice Mephit 
  (MM p182) 
  (DMG p201) 
  7 
  — 
  Masters aligned 
  with Cold 
  DMG3.5 p200 
  Imp 
  (MM p56) 
  (DMG p201) 
  7 
  — 
  Masters who are 
  within 1 step of 
  Lawful Evil 
  DMG3.5 p200 
  Pseudodragon  
  (MM p210) 
  (DMG p201) 
  7 
  — 
  Masters who are 
  within 1 step of 
  Neutral Good 
  DMG3.5 p200 
  Familiar 
  Lv. 
  Bonus to Master 
  Popular with… 
  Reference 
  Quasit 
  (MM p46) 
  (DMG p201) 
  7 
  — 
  Masters who are 
  within 1 step of 
  Chaotic Evil 
  DMG3.5 p200 
  Spark 
  Guardian 
  (CWar p119) 
  7 
  — 
  Do-It-Yourself 
  Masters 
  CWar p119 
  Swarm, 
  Locust  
  (MM p239) 
  7 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Neutral 
  DR329 p98 
  Winter Wolf 
  (MM p256) 
  7 
  — 
  Masters aligned 
  with Neutral 
  Evil 
  CWar p100 
  Gauntlet 
  Guardian 
  (CWar p120) 
  9 
  — 
  Do-It-Yourself 
  Masters 
  CWar p120 
  Swarm, Bone 
  Rat  
  (LM p88) 
  9 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Undead 
  DR329 p98 
  Swarm, 
  Centipede  
  (MM p239) 
  9 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Neutral  
  DR329 p98 
  Blade 
  Guardian 
  (CWar p120) 
  11 
  — 
  Do-It-Yourself 
  Masters 
  CWar p120 
  Swarm, 
  Corpse Rat  
  (LM p92) 
  11 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Undead 
  DR329 p98 
  Swarm, 
  Emphemeral 
  (MM3 p50) 
  11 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Undead 
  DR329 p98 
  Swarm, 
  Swamp 
  Strider  
  (MM3 p171) 
  11 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Neutral 
  DR329 p98 
  Swarm,  
  Dread Bloom 
  (MM3 p45) 
  13 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Plants 
  DR329 p98 
  Swarm, 
  Bloodmote 
  Cloud  
  (LM p88) 
  13 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Undead 
  DR329 p98 
  Swarm, 
  Needletooth 
  (MM3 p109) 
  13 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with little 
  Dinosaurs 
  DR329 p98 
  Swarm, 
  Hellwasp  
  (MM p238) 
  16 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Evil 
  DR329 p98 
  Swarm, 
  Shimmerling 
  (MM3 p152) 
  16 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Fey 
  DR329 p98 
  Swarm, Brood 
  Keeper Larva  
  (MM3 p109) 
  19 
  Immune to his/her 
  swarm’s distract 
  effect 
  Masters aligned 
  with Magical 
  Beasts 
  DR329 p98 
   
  Note:  Celestial & Fiendish versions of basic (i.e., available at 1st level) familiars are available at 3rd level. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
   
  Mounts, Familiars, Companions, etc. 
   
  Page 25 
  Constructs 
   
   
  The following Constructs include instruction on how to create them. 
   
  Construct Name 
  Min Lv. 
  Dedicated Wright 
  (Eb p285)  
  — 
  Expeditious Messenger 
  (Eb p285)  
  — 
  Furtive Filcher 
  (Eb p286) 
  — 
  Bogun 
  (MM2 p34)  
  (3.5up p30)+ 
  4 
  Homunculus 
  (MM p154) 
  4 
  Iron Defender 
  (Eb p287)  
  4 
  Dread Guard  
  (MM2 p87)  
  (3.5up p32)+ 
  5 
  Spark Guardian  
  (CWar p119) 
  7 
  Flesh Golem  
  (MM p135) 
  8 
  Gauntlet Guardian  
  (CWar p120) 
  9 
  Caryatid Column 
  (FF p30)  
  (3.5up p24)+ 
  10 
  Blade Guardian  
  (CWar p120) 
  11 
  Clay Golem 
  (MM p134) 
  11 
  Gloom Golem  
  (MM3 p68) 
  11 
  Iron Cobra 
  (FF p103)  
  (3.5up p24)+ 
  12 
  Necrophidius 
  (FF p126)  
  (3.5up p24)+ 
  12 
  Shredstorm 
  (MM3 p153) 
  13 
  Topiary Guardian 
  (MM3 p173) 
  13 
  Construct Name 
  Min Lv. 
  Alchemical Golem 
  (MM3 p66) 
  14 
  Blood Golem of Hextor 
  (FF p84)  
  (3.5up p24)+ 
  14 
  Mud Golem 
  (MM3 p70) 
  14 
  Stone Golem 
  (MM p137) 
  14 
  Stone Golem, Greater 
  (MM p137) 
  14 
  Web Golem 
  (MM3 p74) 
  14 
  Shield Guardian 
  (MM p223) 
  15 
  Black Ice Golem 
  (DR324 p59)  
  16 
  Brain Golem 
  (FF p85)  
  (3.5up p24)+ 
  16 
  Brass Golem 
  (MM2 p117)  
  (3.5up p33)+ 
  16 
  Bronze Serpent 
  (MM2 p40)  
  (3.5up p31)+ 
  16 
  Dragonflesh Golem 
  (MM2 p117)  
  (3.5up p33)+ 
  16 
  Hangman Golem 
  (MM3 p69) 
  16 
  Iron Golem 
  (MM p136) 
  16 
  Metal Destrier 
  (ELH p308) 
  16 
  Runic Guardian 
  (MM2 p182)  
  (3.5up p36)+ 
  16 
  Slaughterstone Eviscerator 
  (MM3 p160) 
  16 
  Stained Glass Golem 
  (MM2 p116)  
  (3.5up p33)+ 
  16 
  Construct Name 
  Min Lv. 
  Wicker Man 
  (FF p188)  
  (3.5up p24)+ 
  16 
  Prismatic Golem 
  (MM3 p71) 
  17 
  Shadesteel Golem 
  (MM3 p72) 
  17 
  Demonflesh Golem 
  (FF p86)  
  (3.5up p24)+ 
  18 
  Hellfire Golem 
  (FF p88)  
  (3.5up p24)+ 
  18 
  Juggernaut 
  (MM2 p132)  
  (3.5up p34)+ 
  18 
  Nimblewright 
  (MM2 p162)  
  (3.5up p35)+ 
  18 
  Slaughterstone Behemoth 
  (MM3 p159) 
  18 
  Grisgol 
  (MM3 p76) 
  19 
  Blackstone Gigant 
  (FF p21)  
  (3.5up p24)+ 
  20 
  Mithral Golem 
  (ELH p193)  
  (3.5up p20)+ 
  25 
  Stone Colossus 
  (ELH p171)  
  (3.5up p20)+ 
  25 
  Flesh Colossus 
  (ELH p172)  
  (3.5up p20)+ 
  29 
  Adamantine Golem 
  (ELH p194)  
  (3.5up p20)+ 
  30 
  Iron Colossus 
  (ELH p173)  
  (3.5up p20)+ 
  35 
   
   
  Construct Modifications: 
  Advanced Binding (DR327 p73) – removes the chance of certain types of Constructs from going berserk. 
  Extra Arms (DR327 p73) – +2 arms for +25% cost. 
  Rudimentary Intelligence (DR327 p73) – Construct with no Intelligence gains an Intelligence score of ½ Caster level, plus the appropriate number of Feats and Skill 
  points. 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Alternate Forms 
   
  Page 26 
  Alternate Forms 
   
  Wild Shape Forms 
   
   
  Starting at 5th level, a Druid can take the form of an animal using its Wild Shape ability.  As the Druid goes up in level, creature forms of different sizes become 
  available.(PH p37) 
  Lvl 5 – Small & Medium Animals.  Lvl 8 – Large Animals.  Lvl 11 – Tiny Animals.  Lvl 12 – Tiny to Large Plant Creatures.  Lvl 15 – Huge Animals & Plant 
  Creatures.  Lvl 16 – Small to Large Elementals. 
   
  Wild Shape Forms 
  HD 
  Size 
  Min 
  Lvl 
  Badger 
  (MM p268) 
  1 
  S 
  5 
  Dire Rat 
  (MM p64) 
  1 
  S 
  5 
  Dire Toad 
  (MM2 p76)  
  (3.5up p32)+ 
  4 
  M 
  5 
  Dog 
  (MM p271) 
  1 
  S 
  5 
  Eagle 
  (MM p272) 
  1 
  S 
  5 
  Octopus 
  (MM p276) 
  2 
  S 
  5 
  Snake, Small Viper 
  (MM p279) 
  1 
  S 
  5 
  Baboon 
  (MM p268) 
  1 
  M 
  5 
  Bear, Black 
  (MM p269) 
  3 
  M 
  5 
  Boar 
  (MM p270) 
  3 
  M 
  5 
  Cheetah 
  (MM p271) 
  3 
  M 
  5 
  Crocodile 
  (MM p271) 
  3 
  M 
  5 
  Dire Badger 
  (MM p62) 
  3 
  M 
  5 
  Dire Hawk 
  (MM2 p74)  
  (3.5up p32)+ 
  5 
  M 
  5 
  Dire Weasel 
  (MM p65) 
  3 
  M 
  5 
  Dog, Riding 
  (MM p271) 
  2 
  M 
  5 
  Donkey 
  (MM p272) 
  2 
  M 
  5 
  Hunting Bat 
  (MM2 p65)  
  (3.5up p32)+ 
  4 
  M 
  5 
  Hyena 
  (MM p274) 
  2 
  M 
  5 
  Komodo Dragon 
  (DR328 p84) 
  3 
  M 
  5 
  Leopard 
  (MM p274) 
  3 
  M 
  5 
  Lizard, Monitor 
  (MM p274) 
  3 
  M 
  5 
  Moray Eel 
  (DR328 p84) 
  2 
  M 
  5 
  Pony 
  (MM p277) 
  2 
  M 
  5 
  Pony, War 
  (MM p277) 
  2 
  M 
  5 
  Porpoise 
  (MM p278) 
  2 
  M 
  5 
  Shark, Medium 
  (MM p279) 
  3 
  M 
  5 
  Snake, Constrictor 
  (MM p279) 
  3 
  M 
  5 
  Wild Shape Forms 
  HD 
  Size 
  Min 
  Lvl 
  Snake, Med. Viper 
  (MM p279) 
  2 
  M 
  5 
  Squid 
  (MM p281) 
  3 
  M 
  5 
  Wolf 
  (MM p283) 
  2 
  M 
  5 
  Wolverine 
  (MM p283) 
  3 
  M 
  5 
  Ape 
  (MM p268) 
  4 
  L 
  8 
  Bear, Brown 
  (MM p269) 
  6 
  L 
  8 
  Bear, Polar 
  (MM p269) 
  8 
  L 
  8 
  Bison 
  (MM p269) 
  5 
  L 
  8 
  Camel 
  (MM p270) 
  3 
  L 
  8 
  Cryptoclidus 
  (MM2 p70) 
  (3.5up p32)+ 
  3 
  L 
  8 
  Deinonychus 
  (MM p60) 
  4 
  L 
  8 
  Dire Ape 
  (MM p62) 
  5 
  L 
  8 
  Dire Bat 
  (MM p62) 
  4 
  L 
  8 
  Dire Boar 
  (MM p63) 
  7 
  L 
  8 
  Dire Horse 
  (MM2 p75)  
  (3.5up p32)+ 
  8 
  L 
  8 
  Dire Lion 
  (MM p63) 
  8 
  L 
  8 
  Dire Snake 
  (MM2 p74)  
  (3.5up p32)+ 
  7 
  L 
  8 
  Dire Wolf 
  (MM p65) 
  6 
  L 
  8 
  Dire Wolverine 
  (MM p66) 
  5 
  L 
  8 
  Guard Bat 
  (MM2 p66)  
  (3.5up p32)+ 
  4 
  L 
  8 
  Horse, Heavy War 
  (MM p273) 
  4 
  L 
  8 
  Horse, Heavy 
  (MM p273) 
  3 
  L 
  8 
  Horse, Light War 
  (MM p274) 
  3 
  L 
  8 
  Horse, Light 
  (MM p273) 
  3 
  L 
  8 
  Lion 
  (MM p274) 
  5 
  L 
  8 
  Manta Ray 
  (MM p275) 
  4 
  L 
  8 
  Mule 
  (MM p276) 
  3 
  L 
  8 
  Octopus, Giant 
  (MM p276) 
  8 
  L 
  8 
  Wild Shape Forms 
  HD 
  Size 
  Min 
  Lvl 
  Rhinoceros 
  (MM p278) 
  8 
  L 
  8 
  Shark, Large 
  (MM p279) 
  7 
  L 
  8 
  Snake, Large Viper 
  (MM p279) 
  3 
  L 
  8 
  Tiger 
  (MM p281) 
  6 
  L 
  8 
  Cat 
  (MM p270) 
  ½ 
  T 
  11 
  Hawk 
  (MM p273) 
  1 
  T 
  11 
  Lizard 
  (MM p274) 
  ½ 
  T 
  11 
  Monkey 
  (MM p276) 
  1 
  T 
  11 
  Owl 
  (MM p277) 
  1 
  T 
  11 
  Rat 
  (MM p278) 
  ¼ 
  T 
  11 
  Raven 
  (MM p278) 
  ¼ 
  T 
  11 
  Snake, Tiny Viper 
  (MM p279) 
  ¼ 
  T 
  11 
  Weasel 
  (MM p281) 
  ½ 
  T 
  11 
  Assassin Vine (plant) 
  (MM p20) 
  4 
  L 
  12 
  Dire Bear 
  (MM p63) 
  12 
  L 
  12 
  Myconid, Average 
  Worker (plant) 
  (MM2 p155) 
  (3.5up p35)+ 
  2 
  S 
  12 
  Myconid, Circle 
  Leader (plant) 
  (MM2 p156) 
  (3.5up p35)+ 
  5 
  L 
  12 
  Myconid, Elder 
  Worker (plant) 
  (MM2 p155) 
  (3.5up p35)+ 
  3 
  M 
  12 
  Myconid, Guard 
  (plant) 
  (MM2 p156) 
  (3.5up p35)+ 
  4 
  M 
  12 
  Myconid, Junior 
  Worker (plant) 
  (MM2 p155) 
  (3.5up p35)+ 
  1 
  T 
  12 
  Myconid, Sovereign  
  (plant) 
  (MM2 p156) 
  (3.5up p35)+ 
  6 
  L 
  12 
  Needlefolk (plant) 
  (MM2 p158) 
  (3.5up p35)+ 
  3 
  M 
  12 
  Orcwort, Wortling 
  (plant) 
  (MM2 p165) 
  (3.5up p35)+ 
  3 
  S 
  12 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Alternate Forms 
   
  Page 27 
  Wild Shape Forms 
  HD 
  Size 
  Min 
  Lvl 
  Phantom Fungus 
  (plant) 
  (MM p207) 
  2 
  M 
  12 
  Shambling Mound 
  (plant) 
  (MM p222) 
  8 
  L 
  12 
  Shrieker (plant) 
  (MM p113) 
  2 
  M 
  12 
  Twig Blight (plant) 
  (MM2 p197) 
  (3.5up p37)+ 
  1 
  S 
  12 
  Violet Fungus (plant) 
  (MM p113) 
  2 
  M 
  12 
  Forest Sloth 
  (MM2 p106) 
  (3.5up p33)+ 
  14 
  L 
  14 
  Allosuarus 
  (MM2 p70) 
  (3.5up p32)+ 
  10 
  H 
  15 
  Ankylosaurus 
  (MM2 p70) 
  (3.5up p32)+ 
  9 
  H 
  15 
  Crocodile, Giant 
  (MM p271) 
  7 
  H 
  15 
  Dire Elk 
  (MM2 p75)  
  (3.5up p32)+ 
  12 
  H 
  15 
  Elasosaurus 
  (MM p60) 
  10 
  H 
  15 
  Elephant 
  (MM p272) 
  11 
  H 
  15 
  Greenvise (plant) 
  (MM2 p120) 
  (3.5up p34)+ 
  12 
  H 
  15 
  Grizzly Mastodon 
  (MM2 p123)  
  (3.5up p34)+ 
  15 
  H 
  15 
  Wild Shape Forms 
  HD 
  Size 
  Min 
  Lvl 
  Megaraptor 
  (MM p60) 
  8 
  H 
  15 
  Quetzalcoatlus 
  (MM2 p72) 
  (3.5up p32)+ 
  10 
  H 
  15 
  Red Sundew (plant) 
  (MM2 p179) 
  (3.5up p36)+ 
  15 
  H 
  15 
  Shark, Huge 
  (MM p279) 
  10 
  H 
  15 
  Snake, Giant 
  Constrictor 
  (MM p279) 
  11 
  H 
  15 
  Snake, Huge Viper 
  (MM p279) 
  6 
  H 
  15 
  Squid, Giant 
  (MM p281) 
  12 
  H 
  15 
  Tendriculos 
  (MM p241) 
  9 
  H 
  15 
  Treant 
  (MM p244) 
  7 
  H 
  15 
  War Bat 
  (MM2 p66)  
  (3.5up p32)+ 
  10 
  H 
  15 
  Whale, Orca 
  (MM p282) 
  9 
  H 
  15 
  Dire Tiger 
  (MM p65) 
  16 
  L 
  16 
  Elemental, Air, Large
  (MM p95) 
  8 
  L 
  16 
  Elemental, Air, 
  Medium 
  (MM p95) 
  4 
  M 
  16 
  Elemental, Air, Small
  (MM p95) 
  2 
  S 
  16 
  Wild Shape Forms 
  HD 
  Size 
  Min 
  Lvl 
  Elemental, Earth, 
  Large 
  (MM p98) 
  8 
  L 
  16 
  Elemental, Earth, 
  Medium 
  (MM p98) 
  4 
  M 
  16 
  Elemental, Earth, 
  Small 
  (MM p98) 
  2 
  S 
  16 
  Elemental, Fire, 
  Large 
  (MM p98) 
  8 
  L 
  16 
  Elemental, Fire, 
  Medium 
  (MM p98) 
  4 
  M 
  16 
  Elemental, Fire, 
  Small 
  (MM p98) 
  2 
  S 
  16 
  Elemental, Water, 
  Large 
  (MM p98) 
  8 
  L 
  16 
  Elemental, Water, 
  Medium 
  (MM p98) 
  4 
  M 
  16 
  Elemental, Water, 
  Small 
  (MM p98) 
  2 
  S 
  16 
  Triceratops 
  (MM p61) 
  16 
  H 
  16 
  Dire Rhinoceros 
  (FF p61) 
  17 
  H 
  17 
  Dire Shark 
  (MM p64) 
  18 
  H 
  18 
  Tyrannosaurus 
  (MM p61) 
  18 
  H 
  18 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
  Alternate Forms 
   
  Page 28 
  Reincarnation Forms 
   
   
  When reincarnated with Reincatenate(PH p270), the target looses one level, but then keeps the remaining Levels (+Base Attack Bonus, Base HP, etc.).  Any previous 
  Racial bonuses & penalties are remove & new Racial bonuses & penalties (listed below) are applied. 
  All the races listed in this tabled are detailed in the Races section of this document. 
   
  Incarnation 
  Str 
  Dex 
  Con 
  d% 
  Bugbear 
  (MM p29) 
  +4 
  +2 
  +2 
  01 
  Dwarf 
  (PH p14) 
  (MM p91) 
  +0 
  +0 
  +2 
  02–13 
  Elf 
  (PH p15) 
  (MM p101) 
  +0 
  +2 
  –2 
  14–25 
  Gnoll 
  (MM p103) 
  +4 
  +0 
  +2 
  26 
  Gnome 
  (PH p16) 
  (MM p131) 
  –2 
  +0 
  +2 
  27–38 
  Incarnation 
  Str 
  Dex 
  Con 
  d% 
  Goblin 
  (MM p133) 
  –2 
  +2 
  +0 
  39–42 
  Half-Elf 
  (PH p18) 
  (MM p102) 
  +0 
  +0 
  +0 
  43–52 
  Half-Orc 
  (PH p18) 
  (MM p204) 
  +2 
  +0 
  +2 
  53–62 
  Halfling 
  (PH p19) 
  (MM p149) 
  –2 
  +2 
  +0 
  63–74 
  Human 
  (PH p12) 
  +0 
  +0 
  +0 
  75–89 
  Incarnation 
  Str 
  Dex 
  Con 
  d% 
  Kobold 
  (MM p161) 
  –4 
  +2 
  –2 
  90–93 
  Lizardfolk 
  (MM p169) 
  +2 
  +0 
  +2 
  94 
  Orc 
  (MM p203) 
  +4 
  +0 
  +0 
  95–98 
  Troglodyte 
  (MM p246) 
  +0 
  –2 
  +4 
  99 
  DM’s choice 
  ? 
  ? 
  ? 
  00 
   
   
   
  Dire Reincarnation Forms 
   
   
  When reincarnated with Dire Reincarnation(DU100w), the target looses one level, but then keeps the remaining Levels (+Base Attack Bonus, Base HP, etc.).  Any 
  previous Racial bonuses & penalties are remove & new Racial bonuses & penalties (listed below) are applied. 
   
  Incarnation 
  Str 
  Dex 
  Con 
  d% 
  Dire Rat 
  (MM p64) 
  +0 
  +6 
  +2 
  01–13 
  Dire Weasel 
  (MM p65) 
  +4 
  +8 
  +0 
  14-26 
  Dire Badger 
  (MM p62) 
  +4 
  +6 
  +8 
  27-39 
  Dire Bat 
  (MM p62) 
  +6 
  +12 
  +6 
  40-50 
  Incarnation 
  Str 
  Dex 
  Con 
  d% 
  Dire Ape 
  (MM p62) 
  +12 
  +4 
  +4 
  51-59 
  Dire 
  Wolverine 
  (MM p66) 
  +12 
  +6 
  +8 
  60-68 
  Dire Wolf 
  (MM p65) 
  +14 
  +4 
  +6 
  69-77 
  Dire Boar 
  (MM p63) 
  +16 
  +0 
  +6 
  78-84 
  Incarnation 
  Str 
  Dex 
  Con 
  d% 
  Dire Lion 
  (MM p63) 
  +14 
  +4 
  +6 
  85-90 
  Dire Bear 
  (MM p63) 
  +20 
  +2 
  +4 
  91-96 
  Dire Tiger 
  (MM p65) 
  +16 
  +4 
  +6 
  97-00 
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
   
  Elementals & Outsiders  
   
  Page 29 
  Outsiders & Elementals 
   
   
   
   
  Good 
   
   
   
   
  Celestia 
  Angels(MM p10) 
  Archons(MM p16) 
  Byopia 
  Elysium 
  Angels(MM p10) 
  Guardinals(MM p141) 
  Beastlands 
  Angels(MM p10) 
  Arboria 
  Angels(MM p10) 
  Eladrin(MM p93) 
  Titan(MM p242) 
   
   
  Arcadia 
   
  Air 
  Arrowhawk(MM p19) 
  Belker(MM p27) 
  Elementals(MM p95) 
  Djinni(MM p114) 
  Invisible Stalker(MM p160) 
  Mephits(MM p180) 
   
  Ysgard 
  Lillend(MM p168) 
   
  Law 
  Mechanus 
  Formians(MM p108) 
  Inevitables(MM p158) 
  Water 
  Elementals(MM p98) 
  Mephits(MM p180) 
  Tojanida(MM p243) 
  Triton(MM p245) 
  Native 
  Couatl(MM p37) 
  Janni(MM p116) 
  Planetouched(MM p209) 
  Rakshasa(MM p211) 
  Fire 
  Azer(MM p21) 
  Elementals(MM p98) 
  Efreeti(MM p115) 
  Magmin(MM p179) 
  Mephits(MM p180) 
  Rast(MM p212) 
  Salamander(MM p218) 
  Thoqqua(MM p242) 
  Limbo 
  Chaos Beast(MM p33) 
  Slaad(MM p228) 
  Chaos 
   
  Acheron 
  Achaierai(MM p9) 
  Hell Hound(MM p151) 
   
  Earth 
  Elementals(MM p98) 
  Mephits(MM p180) 
  Xorn(MM p260) 
   
  Pandemonium 
  Howler(MM p154) 
   
   
  Hell 
  Devils(MM p50) 
  Gehenna 
  Barghest(MM p22) 
  Hades 
  Night Hag(MM p193) 
  Nightmare(MM p194) 
  Yeth Hound(MM p260) 
  Carceri 
  Vargouille(MM p254) 
  Abyss 
  Demons(MM p40) 
   
   
   
   
  Evil 
   
   
   
   
  Positive Energy Plane – Ravid(MM p213) 
  Shadow Plane – Shadow Mastiff(MM p222) 
  Ethereal Plane – Xill(MM p259)
  
  Dungeons & Dragons 3.5 Edition Index – Creatures 
   
  April 1, 2005 
   
   
  Appendix 
   
  Page 30 
  Appendix 
   
   
  Revision History 
   
  August 19, 2003 
  – Initial D&D 3.5 edition release.   
   
   
  Contains Player’s Handbook v.3.5, Dungeon Master’s Guide v.3.5, & Monster Manual v.3.5. 
   
   
  Also includes Monster Manual II, Manual of the Planes, & Fiend Folio, with relevant parts of the D&D v.3.5 Accessory Update. 
   
   
  Absorbed Races section of the deprecated ‘Basic Index’. 
  March 19, 2004 
  – Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
   
   
  Added Dungeon #107. 
  November 12, 2004 – Added Dragon #314 & #325. 
   
   
  Added Eberron Campaign Setting. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
  April 1, 2005 
  – Added Dragon #324, #326 – #329. 
   
   
  Added Complete Arcane. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
   
   
   
   
  Key to Sourcebooks 
   
  PH3.5 
  – 
  Player’s Handbook v.3.5 
  DMG3.5 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 3 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
  LM 
  – 
  Libris Mortis 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  UE 
  – 
  Unapproachable East 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
  DU100w 
  – 
  Dungeon Magazine 100 Web 
  Enhancement 
  – 
  http://www.paizopublishing.com/dungeonissues/100/Dungeon100Enhancement.pdf 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/DnD3.5Indexes/DnD3.5Index-Creatures.pdf