Savage Species 3.0, Dungeon and Dragons Complete(Full), D&D Complete (English)
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SAVAGE SPECIES
D
AVID
E
CKELBERRY
, R
ICH
R
EDMAN
, J
ENNIFER
C
LARKE
W
ILKES
ADDITIONAL DESIGN
Eric Cagle, Jesse Decker, Jeff Quick,
Sean Reynolds, Skip Williams
DEVELOPER
Rich Redman
Jeff Easley
INTERIOR ARTISTS
Dennis Cramer, Brian Despain, Emily
Fiegenschuh, Jeremy Jarvis, John and
Laura Lakey, Alan Pollack, Vinod Rams,
Wayne Reynolds, David Roach,
Scott Roller, Mark Sasso,
Arnie Swekel, Sam Wood
GRAPHIC DESIGNERS
Sean Glenn, Sherry Floyd, Dawn Murin
GRAPHIC PRODUCTION SPECIALIST
Angelika Lokotz
PROJECT MANAGER
Martin Durham
PRODUCTION MANAGER
Chas DeLong
VICE PRESIDENT OF PUBLISHING
Mary Kirchoff
ART
Jennifer Clarke Wilkes, Gwendolyn
F.M. Kestrel, Penny Williams
MANAGING EDITOR
Kim Mohan
DI
T
OR
S
DESIGN MANAGER
Ed Stark
MANAGING DEVELOPER
Richard Baker
CATEGORY MANAGER
Anthony Valterra
DIRECTOR OF RPG R&D
Bill Slavicsek
Peter Adkison.
This W
IZARDS OF THE
C
OAST
®
game product contains no Open Game Content. No portion of this work may be
reproduced in any form without written permission. To learn more about the Open Gaming License and the
d20 System
®
License, please visit www.wizards.com/d20.
Sources: Dragon
®
magazine #45,
F
ORGOTTEN
R
EALMS
®
Campaign Setting, Magic of Faerûn, Sword and Fist,
Masters of the Wild, Monster Manual, Monster Manual II, Monsters of Faerûn, Oriental Adventures,
and
Reverse
Dungeon.
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and
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ART DIRECTOR
Dawn Murin
COVER
E
Playtesters: Paul Barclay, Randy Buehler, Michael Donais, Andrew Finch, Curt Gould, Robert Kelly, Todd
Meyer, Jon Pickens, Monica Shellman, Christine Tromba, Michael S. Webster, Penny Williams
Based on the original Dungeons & Dragons
®
rules created by E. Gary Gygax and Dave Arneson and the new
Dungeons & Dragons
Contents
With Malice toward None
Creature Management
(Lawful/Accepting) . . . . . . . . . . . . . . . . . 103
The People Oppressed
(Lawful/Rejecting) . . . . . . . . . . . . . . . . . 104
World without Rule
(Chaotic/Rejecting) . . . . . . . . . . . . . . . . 104
Chapter 1:
Character Creation Basics . . . . . . . . . 5
Chapter 2:
Example Monster Character:
Appendix 1:
Sample Monster Classes . . . . . . . . 152
3
Introduction
Savage Species
, a comprehensive guide to monster characters,
helps you use monsters as either player characters (PCs) or
nonplayer characters (NPCs) to serve as interesting allies and
opponents for the player characters in your campaign.
You need the
Player ’s Handbook,
the
D
UNGEON
M
ASTER
’s Guide,
and the
Monster Manual
to use this book. The monster classes
and templates in
Savage Species
are designed to be compliant
with the revised version of the
Monster Manual
(see the side-
bar on this page for more information), but this book is still
compatible with the original
Monster Manual
as well.
•
Chapter 5: Equipment.
From aboleth mucus to a whip
of webs, this chapter covers monster equipment and
suggestions for adding it to your campaign.
•
Chapter 6: Spells.
Designed for use on monsters or by
monster spellcasters but usable by anyone, the spells in
this chapter have something to offer for every spellcast-
ing class.
•
Chapter 7: Prestige Classes.
This chapter presents new
prestige classes designed specifically for monster charac-
ters, such as the scaled horror and the waverider.
•
Chapter 8: Campaigns.
Whether you are adding mon-
ster characters to an existing campaign or exploring
campaigns from the monsters’ point of view, read this
chapter for ideas.
•
Chapter 9: Advancing a Monster.
This chapter pro-
vides rules and advice for DMs who want to make ad-
vanced versions of monsters.
•
Chapter 10: Templates.
This chapter delves into the
details of how (and why) to add a template to a monster
and also presents new templates, such as the ghost brute
and the multiheaded creature.
•
Chapter 11: Becoming a Monster.
This chapter covers
the fine art of transforming standard player characters
into monster characters.
•
Appendix 1: Sample Monster Classes.
These examples
use the rules from Chapter 3:_Monster Classes.
•
Appendix 2: Compiled Tables.
This appendix collects
the basic information needed to build monster charac-
ters for all the appropriate monsters in the
Monster
Manual,
including Hit Dice, level adjustment, starting
ECL, ability scores, good saves, base attack bonus, saving
throw bonuses, natural armor bonus, skill points, and
number of feats.
•
Appendix 3: New Monsters.
Here’s where you’ll find
rules for creating anthropomorphic animals; the half-
ogre described as a new race; and three new creatures: the
desmodu, the loxo, and the thri-kreen.
WHAT’S INSIDE?
This book contains many different kinds of information.
Here is a breakdown of its contents.
•
Chapter 1: Character Creation.
Use the instructions in
this chapter to make character sheets for monster charac-
ters. It gives you the procedure for taking a creature from
the
Monster Manual
and adding class levels to it. This is only
one of the ways to create a monster character; other meth-
ods are discussed in chapters that follow.
•
Chapter 2: Monster Characters.
This chapter explains
how to build monster characters, using the concepts of
level adjustment and effective character level (ECL) to
ensure that monster characters are compatible in power
with standard characters.
•
Chapter 3: Monster Classes.
This chapter gives some
options for altering standard monsters other than adding
character classes or using the monster advancement
rules in the introduction of the
Monster Manual
. One
example, the minotaur monster class, appears here;
others are provided in Appendix 1.
•
Chapter 4: Feats.
If you want some new feats for your
monsters, whether they are characters or not, check out
this chapter.
pqqqqrs
that had the shapechanger type now have a different type, and
they also have the shapechanger subtype. The aranea becomes
a magical beast, the doppelganger becomes a monstrous
humanoid, the phasm becomes an aberration, and lycanthropes
(not mentioned in this book) become either humanoids or
giants.
The effect of the fire and cold subtypes is changed. See the
fire elemental monster class in Appendix 1 for details.
Face/Reach:
The space a creature or character occupies is
always expressed as a square; thus, only one figure rather than
two is given for a creature’s face statistic: “10 ft.,” for instance,
rather than “10 ft. by 10 ft.” Rectangular face statistics such as
“5 ft. by 10 ft.” have been eliminated; Large creatures now have
a face of 10 ft., Huge creatures have a face of 15 ft., Gargantuan
creatures have a face of 20 ft., and Colossal creatures have a
face of 30 ft. (or perhaps more). See Table 10–3 for details.
The natural reach of Gargantuan (long) creatures is changed
from 10 ft. to 15 ft. (The baleen whale and the cachalot whale
are the only creatures in this book affected by this change.)
pqqqqrs
4
MONSTERS AS CHARACTERS
Savage Species
is all about treating monsters as characters. In
keeping with that approach, this book features several changes
to the rules concerning monsters. The changes summarized
below are also reflected in the D&D game’s revised core rule-
books, particularly the revised
Monster Manual.
Skills:
A monster receives skill points based on its
Intelligence score and its Hit Dice, just as characters do. See
Table 2–1 for details. The Wilderness Lore skill is now named
Survival. The Alchemy skill is now named Craft (alchemy).
Feats:
Every monster receives at least one feat and gains
additional feats at the same rate a character does—one more
at 3 HD, another at 6 HD, and so forth.
Types and Subtypes:
The beast type is removed from the
game. All beasts have their type changed to either magical
beast or animal, as appropriate. (The gray render and the grif-
fon are the only creatures in this book affected by this change;
both are now magical beasts.)
Shapechanger is changed from a type to a subtype. Creatures
haracters from
Savage Species
use standard D
UNGEONS
& D
RAGONS
® character sheets. Open your
Player ’s
Handbook
to Character Creation Basics and use the
diagrams and numbers presented there to follow
these instructions. If you need help with any of the
terminology used, see Terms. Follow these steps in order
unless a specific step says otherwise. Make sure you follow
all of them to get a complete character sheet.
fighter). A 3rd-level fighter/4th-level rogue has seven
class levels.
Challenge Rating (CR):
Challenge Rating plus
class level is a good measure of the creature’s overall
threat to a party. A bugbear with four levels of bar-
barian is CR 6, making it a good encounter for a
party of 4th to 8th level. It is more dangerous to a
party of lower level and less dangerous to one of
higher level.
Effective Character Level_(ECL):
A creature’s
effective character level is the sum of its level
adjustment, Hit Dice, and class levels. Use charac-
ter level for all game functions except awarding
experience, determining starting equipment, and
determining how much experience the character
needs to gain a new level. All three of those func-
tions use effective character level instead.
Goal Creature:
When transforming an exist-
ing character into a new race or creature type
(see Chapter 11: Becoming a Monster), the goal
creature is what the character wishes to be-
come. If a human wants to become an ogre, the
goal creature is ogre.
Hit Dice:
A monster’s “kind” is, in many ways,
its character class (see Chapter 3: Classes for more
on this concept); in this sense, its Hit Dice are
equivalent to its monster class levels. If a crea-
TERMS
Below is a summary of game terms and their usage.
Base Creature:
This term refers to the average version of
that kind of monster, as presented in the
Monster Manual,
before any modifications are made for using it as a character.
Character:
A creature, of any kind, with one or more
levels in a class.
Character Level:
When a creature’s description refers to
character level, add any class levels it has to the base crea-
ture’s Hit Dice to determine the character level. This is not
the same as effective character level (see below),, which
also includes a level adjustment. The creature’s base save
and base attack bonuses are based on its character level.
Thus, character level is a good measure of basic effective-
ness in adventuring.
Class Levels:
Class levels are levels in one or more char-
acter classes. A 3rd-level fighter has three class levels (all in
5
AS
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