-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathimprovingMonsters.html
1075 lines (1075 loc) · 49.4 KB
/
improvingMonsters.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN"
"http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=windows-1250" http-equiv="content-type" />
<link rel="shortcut icon" href="favicon.ico" />
<title>
SRD - Improving Monsters
</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<script src="http://www.google-analytics.com/urchin.js" type="text/javascript">
</script>
<script type="text/javascript">
_uacct = "UA-239947-2";
urchinTracker();
</script>
</head>
<body>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td style="width: 170px; text-align: right">
<img alt="d20 Logo" src="d20.jpg" />
</td>
<td style="width: 30px"></td>
<td colspan="3" id="title">
System Reference Document v3.5
</td>
<td rowspan="3" style="background-color: #8B2323; width: 15px"></td>
</tr>
<tr>
<td colspan="3" style="height: 15px"></td>
<td rowspan="2" style="width: 15px"></td>
</tr>
<tr valign="top">
<td>
<!-- left-hand navigation / menu -->
<table width="170px">
<tr><td style="width: 100%; background-color: #8b2323">
<div class="menu2">
<ul>
<li><a href="home.html">SRD Home</a>
<ul>
<li><a href="tips.html">Tips and Stuff</a></li>
<li><a href="siteMap.html">Site Map</a></li>
</ul>
</li>
<li><a href="legal.html">Legal Information</a></li>
<li><a href="tools.html">Tools</a>
<ul>
<li><a href="toolsScreen.html">DM Screen</a></li>
<li><a href="#" onclick="
var w = window.open('anchorSearch.html', 'anchor_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Site Search</a></li>
<li><a href="#" onclick="
var w = window.open('spellSearch.html', 'spell_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Spell Search</a></li>
<li><a href="#" onclick="
var w = window.open('powerSearch.html', 'power_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Power Search</a></li>
<li><a href="#" onclick="
var w = window.open('monsterSearch.html', 'monster_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Monster Search</a></li>
<li><a href="toolsSpellIndex.html">Spell Index</a></li>
<li><a href="toolsPowerIndex.html">Power Index</a></li>
<li><a href="toolsMonsterIndex.html">Monster Index</a></li>
<li><a href="toolsMagicItemIndex.html">Wondrous Item Index</a></li>
<li><a href="#" onclick="
var w = window.open('toolsDiceSage.html', 'dicesage', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=300px,height=500px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
DiceSage</a></li>
</ul>
</li>
<li><a href="basics.html">Basics & Ability Scores</a></li>
<li><a href="description.html">Alignment & Description</a></li>
<li><a href="races.html">Races</a></li>
<li><a href="classes.html">Character Classes</a>
<ul>
<li><a href="barbarian.html">Barbarian</a></li>
<li><a href="bard.html">Bard</a></li>
<li><a href="cleric.html">Cleric</a></li>
<li><a href="druid.html">Druid</a></li>
<li><a href="fighter.html">Fighter</a></li>
<li><a href="monk.html">Monk</a></li>
<li><a href="paladin.html">Paladin</a></li>
<li><a href="ranger.html">Ranger</a></li>
<li><a href="rogue.html">Rogue</a></li>
<li><a href="sorcerer.html">Sorcerer</a></li>
<li><a href="wizard.html">Wizard</a></li>
</ul>
</li>
<li><a href="skills.html">Skills</a>
<ul>
<li><a href="skillsAll.html">In Alphabetical Order</a></li>
<li><a href="skillsStr.html">Strength-Based</a></li>
<li><a href="skillsDex.html">Dexterity-Based</a></li>
<li><a href="skillsCon.html">Constitution-Based</a></li>
<li><a href="skillsInt.html">Intelligence-Based</a></li>
<li><a href="skillsWis.html">Wisdom-Based</a></li>
<li><a href="skillsCha.html">Charisma-Based</a></li>
<li><a href="skillsTro.html">Trained Only</a></li>
<li><a href="skillsAcp.html">With Armor Check Penalty</a></li>
</ul>
</li>
<li><a href="feats.html">Feats</a>
<ul>
<li><a href="featsAll.html">In Alphabetical Order</a></li>
<li><a href="featsGen.html">General</a></li>
<li><a href="featsFtb.html">Fighter Bonus</a></li>
<li><a href="featsItc.html">Item Creation</a></li>
<li><a href="featsMtm.html">Metamagic</a></li>
<li><a href="featsList.html">Compiled</a></li>
</ul>
</li>
<li><a href="equipment.html">Equipment</a>
<ul>
<li><a href="weapons.html">Weapons</a></li>
<li><a href="armor.html">Armor</a></li>
<li><a href="goodsAndServices.html">Goods & Services</a></li>
</ul>
</li>
<li><a href="specialMaterials.html">Special Materials</a></li>
<li><a href="combat.html">Combat</a>
<ul>
<li><a href="initiativeAndAoO.html">Initiative & Attacks of Opportunity</a></li>
<li><a href="actionsInCombat.html">Actions In Combat</a></li>
<li><a href="injuryAndDeath.html">Injury & Death</a></li>
<li><a href="movement.html">Movement, Position, & Distance</a></li>
<li><a href="combatModifiers.html">Combat Modifiers</a></li>
<li><a href="specialAttacks.html">Special Attacks</a></li>
<li><a href="initiativeActions.html">Special Initiative Actions</a></li>
</ul>
</li>
<li><a href="abilitiesAndConditions.html">Special Abilities & Conditions</a></li>
<li><a href="npcClasses.html">NPC Classes</a></li>
<li><a href="prestigeClasses.html">Prestige Classes</a>
<ul>
<li><a href="arcaneArcher.html">Arcane Archer</a></li>
<li><a href="arcaneTrickster.html">Arcane Trickster</a></li>
<li><a href="archmage.html">Archmage</a></li>
<li><a href="assassin.html">Assassin</a></li>
<li><a href="blackguard.html">Blackguard</a></li>
<li><a href="dragonDisciple.html">Dragon Disciple</a></li>
<li><a href="duelist.html">Duelist</a></li>
<li><a href="dwarvenDefender.html">Dwarven Defender</a></li>
<li><a href="eldritchKnight.html">Eldritch Knight</a></li>
<li><a href="hierophant.html">Hierophant</a></li>
<li><a href="horizonWalker.html">Horizon Walker</a></li>
<li><a href="loremaster.html">Loremaster</a></li>
<li><a href="mysticTheurge.html">Mystic Theurge</a></li>
<li><a href="shadowdancer.html">Shadowdancer</a></li>
<li><a href="thaumaturgist.html">Thaumaturgist</a></li>
</ul>
</li>
<li><a href="epicLevels.html">Epic Levels</a>
<ul>
<li><a href="epicClasses.html">Epic Classes</a></li>
<li><a href="epicSkills.html">Epic Skills</a></li>
<li><a href="epicFeats.html">Epic Feats</a></li>
<li><a href="epicPrestigeClasses.html">Epic Prestige Classes</a>
<ul>
<li><a href="agentRetriever.html">Agent Retriever</a></li>
<li><a href="cosmicDescryer.html">Cosmic Descryer</a></li>
<li><a href="divineEmissary.html">Divine Emissary</a></li>
<li><a href="epicInfiltrator.html">Epic Infiltrator</a></li>
<li><a href="guardianParamount.html">Guardian Paramount</a></li>
<li><a href="highProselytizer.html">High Proselytizer</a></li>
<li><a href="legendaryDreadnought.html">Legendary Dreadnought</a></li>
<li><a href="perfectWight.html">Perfect Wight</a></li>
<li><a href="unionSentinel.html">Union Sentinel</a></li>
</ul>
</li>
<li><a href="epicSpells.html">Epic Spells</a>
<ul>
<li><a href="epicSpellDevelopment.html">Developing</a></li>
</ul>
</li>
<li><a href="epicMagicItems.html">Epic Magic Items</a>
<ul>
<li><a href="epicMagicItemsOther.html">Other Items</a></li>
<li><a href="epicArtifacts.html">Intelligent Items and Artifacts</a></li>
</ul>
</li>
<li><a href="epicMonsters.html">Epic Monsters</a>
<ul>
<li><a href="epicNonAbominations.html">Non-Abominations</a></li>
</ul>
</li>
<li><a href="epicObstacles.html">Epic Obstacles</a></li>
</ul>
</li>
<li><a href="magicOverview.html">Magic Overview</a>
<ul>
<li><a href="magicSchools.html">Schools of Magic</a></li>
<li><a href="arcaneSpells.html">Arcane Magic</a></li>
<li><a href="divineSpells.html">Divine Magic</a></li>
<li><a href="specialAbilities.html">Special Abilities</a></li>
</ul>
</li>
<li><a href="spellList.html">Spell List</a>
<ul>
<li><a href="#" onclick="var w = window.open('spellSearch.html', 'spell_search',
'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10');
w.focus(); return false">Spell Search</a></li>
<li><a href="bardSpells.html">Bard Spells</a></li>
<li><a href="clericSpells.html">Cleric Spells</a></li>
<li><a href="clericDomains.html">Cleric Domains</a></li>
<li><a href="druidSpells.html">Druid Spells</a></li>
<li><a href="paladinSpells.html">Paladin Spells</a></li>
<li><a href="rangerSpells.html">Ranger Spells</a></li>
<li><a href="wizardSpells.html">Sorcerer/Wizard Spells</a></li>
<li><a href="spellsAtoZ.html">Spells A to Z</a>
<ul>
<li><a href="spellsAtoB.html">Acid Arrow — Burning Hands</a></li>
<li><a href="spellsC.html">Call Lightning — Curse Water</a></li>
<li><a href="spellsDtoE.html">Dancing Lights — Eyebite</a></li>
<li><a href="spellsFtoG.html">Fabricate — Gust of Wind</a></li>
<li><a href="spellsHtoL.html">Hallow — Lullaby</a></li>
<li><a href="spellsMtoO.html">Mage Armor — Owl's Wisdom</a></li>
<li><a href="spellsPtoR.html">Passwall — Rusting Grasp</a></li>
<li><a href="spellsS.html">Sanctuary — Sympathy</a></li>
<li><a href="spellsTtoZ.html">Telekinesis — Zone of Truth</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="magicItems.html">Magic Items</a>
<ul>
<li><a href="magicItemsCreation.html">Creating Magic Items</a></li>
<li><a href="magicItemsAW.html#armor">Armor</a></li>
<li><a href="magicItemsPRR.html#potions">Potions</a></li>
<li><a href="magicItemsPRR.html#rings">Rings</a></li>
<li><a href="magicItemsPRR.html#rods">Rods</a></li>
<li><a href="magicItemsSSW.html#scrolls">Scrolls</a></li>
<li><a href="magicItemsSSW.html#staffs">Staffs</a></li>
<li><a href="magicItemsSSW.html#wands">Wands</a></li>
<li><a href="magicItemsAW.html#weapons">Weapons</a></li>
<li><a href="magicItemsWI.html">Wondrous Items</a></li>
<li><a href="magicItemsICA.html">Intelligent, Cursed, & Artifacts</a></li>
</ul>
</li>
<li><a href="monsters.html">Monsters</a></li>
<li><a href="#" onclick="
var w = window.open('monsterSearch.html', 'monster_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
<div style="margin-left: 10px">Monster Search</div></a></li>
<li><a href="monstersAtoZ.html"><div style="margin-left: 10px">Monsters A to Z</div></a>
<ul>
<li><a href="monstersA.html">Aboleth — Azer</a></li>
<li><a href="monstersBtoC.html">Barghest — Couatl</a></li>
<li><a href="monstersDtoDe.html">Dark Mantle — Devourer</a></li>
<li><a href="monstersDitoDo.html">Digester — Doppleganger</a></li>
<li><a href="monstersDrtoDw.html">Dragon — Dwarf</a></li>
<li><a href="monstersEtoF.html">Eagle — Fungus</a></li>
<li><a href="monstersG.html">Gargoyle — Grimlock</a></li>
<li><a href="monstersHtoI.html">Hag — Invisible Stalker</a></li>
<li><a href="monstersKtoL.html">Kobold — Lycanthrope</a></li>
<li><a href="monstersMtoN.html">Magmin — Nymph</a></li>
<li><a href="monstersOtoR.html">Ogre — Rust Monster</a></li>
<li><a href="monstersS.html">Sahuagin — Swarm</a></li>
<li><a href="monstersTtoZ.html">Tarrasque — Zombie</a></li>
</ul>
</li>
<li><a href="monstersAnimal.html"><div style="margin-left: 10px">Animals</div></a></li>
<li><a href="monstersVermin.html"><div style="margin-left: 10px">Vermin</div></a></li>
<li><a href="monsterTypes.html"><div style="margin-left: 10px">Types, Subtypes, & Special Abilities</div></a></li>
<li class="selected"><a href="improvingMonsters.html"><div style="margin-left: 10px">Improving Monsters</div></a></li>
<li><a href="monsterFeats.html"><div style="margin-left: 10px">Monster Feats</div></a></li>
<li><a href="monstersAsRaces.html"><div style="margin-left: 10px">Monsters as Races</div></a></li>
<li><a href="carryingAndExploration.html">Carrying, Movement, and Exploration</a></li>
<li><a href="treasure.html">Treasure</a></li>
<li><a href="wildernessAndEnvironment.html">Wilderness, Weather, and Environment</a></li>
<li><a href="traps.html">Traps</a></li>
<li><a href="planes.html">Planes</a></li>
<li><a href="psionic.html">Psionic</a>
<ul>
<li><a href="psionicRaces.html">Races</a></li>
<li><a href="psionicClasses.html">Classes</a>
<ul>
<li><a href="psionicPsion.html">Psion</a></li>
<li><a href="psionicPsychicWarrior.html">Psychic Warrior</a></li>
<li><a href="psionicSoulknife.html">Soulknife</a></li>
<li><a href="psionicWilder.html">Wilder</a></li>
</ul>
</li>
<li><a href="psionicSkills.html">Skills</a></li>
<li><a href="psionicFeats.html">Feats</a></li>
<li><a href="psionicPrestigeClasses.html">Prestige Classes</a>
<ul>
<li><a href="psionicCerebremancer.html">Cerebremancer</a></li>
<li><a href="psionicElocater.html">Elocater</a></li>
<li><a href="psionicFist.html">Psionic Fist</a></li>
<li><a href="psionicSlayer.html">Slayer</a></li>
<li><a href="psionicMetamind.html">Metamind</a></li>
<li><a href="psionicPsionUncarnate.html">Psion Uncarnate</a></li>
<li><a href="psionicPyrokineticist.html">Pyrokineticist</a></li>
<li><a href="psionicThrallherd.html">Thrallherd</a></li>
<li><a href="psionicWarMind.html">War Mind</a></li>
</ul>
</li>
<li><a href="psionicPowers.html">Powers</a>
<ul>
<li><a href="#" onclick="
var w = window.open('powerSearch.html', 'power_search',
'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10');
w.focus(); return false">Power Search</a></li>
<li><a href="psionicDescriptions.html">Descriptions Format</a></li>
<li><a href="psionicPsionList.html">Psion/Wilder List</a></li>
<li><a href="psionicDisciplineList.html">Discipline List</a></li>
<li><a href="psionicWarriorList.html">Psychic Warrior List</a></li>
<li><a href="psionicPowersAtoC.html">Adapt Body — Crystallize</a></li>
<li><a href="psionicPowersDtoF.html">Danger Sense — Fusion</a></li>
<li><a href="psionicPowersGtoP.html">Genesis — Psychofeedback</a></li>
<li><a href="psionicPowersQtoW.html">Quintessence — Weapon of Energy</a></li>
</ul>
</li>
<li><a href="psionicItems.html">Psionic Items</a>
<ul>
<li><a href="psionicItemsAW.html">Armor & Weapons</a></li>
<li><a href="psionicItemsCCDT.html">Cognizance Crystals, Dorjes & Tatoos</a></li>
<li><a href="psionicItemsPSP.html">Power Stones & Psicrowns</a></li>
<li><a href="psionicItemsU.html">Universal Items</a></li>
<li><a href="psionicItemsCA.html">Cursed & Aritfacts</a></li>
</ul>
</li>
<li><a href="psionicMonsters.html">Monsters</a></li>
</ul>
</li>
<li><a href="divine.html">Divine</a>
<ul>
<li><a href="salientAbilities.html">Salient Divine Abilities</a></li>
<li><a href="divineFeats.html">Feats</a></li>
<li><a href="divineDomains.html">Domains</a></li>
<li><a href="divineNewSpells.html">Spells</a></li>
<li><a href="divineMinions.html">Minions</a></li>
</ul>
</li>
<li><a href="unearthedArcana.html">Unearthed Arcana</a>
<ul>
<li><a href="unearthedCharacter.html">Character</a>
<ul>
<li><a href="unearthedContacts.html">Contacts</a></li>
<li><a href="unearthedReputation.html">Reputation</a></li>
<li><a href="unearthedHonor.html">Honor</a></li>
<li><a href="unearthedTaint.html">Taint</a></li>
<li><a href="unearthedSanity.html">Sanity</a></li>
</ul>
</li>
<li><a href="unearthedRaces.html">Racial Variants</a>
<ul>
<li><a href="unearthedEnvironmentalVariants.html">Environmental Variants</a></li>
<li><a href="unearthedElementalVariants.html">Elemental Variants</a></li>
</ul>
</li>
<li><a href="unearthedBloodlines.html">Bloodlines</a></li>
<li><a href="unearthedClasses.html">Class Variants</a>
<ul>
<li><a href="unearthedCoreClass.html">Core Class Variants</a></li>
<li><a href="unearthedSpecialist.html">Specialist Wizard Variants</a></li>
<li><a href="unearthedGestalt.html">Gestalt Characters</a></li>
</ul>
</li>
<li><a href="unearthedNewClasses.html">New Classes</a>
<ul>
<li><a href="unearthedPrestige.html">Prestigious Classes</a></li>
<li><a href="unearthedParagon.html">Racial Paragon Classes</a></li>
</ul>
</li>
<li><a href="unearthedSkills.html">Skills Variants</a>
<ul>
<li><a href="unearthedAlternativeSkills.html">Alternative Skill Systems</a></li>
<li><a href="unearthedCraftPoints.html">Craft Points</a></li>
</ul>
</li>
<li><a href="unearthedFeats.html">Feats Variants</a>
<ul>
<li><a href="unearthedTraits.html">Traits</a></li>
<li><a href="unearthedFlaws.html">Flaws</a></li>
<li><a href="unearthedSpelltouchedFeats.html">Spelltouched Feats</a></li>
<li><a href="unearthedTests.html">Test-Based Prerequisites</a></li>
</ul>
</li>
<li><a href="unearthedCombat.html">Combat Variants</a>
<ul>
<li><a href="unearthedFacing.html">Facing and Hex Grids</a></li>
<li><a href="unearthedDefence.html">Defence and Armor</a></li>
<li><a href="unearthedInjury.html">Injury and Death</a></li>
<li><a href="unearthedRolls.html">Rolls and Modifiers</a></li>
</ul>
</li>
<li><a href="unearthedMagic.html">Magic</a>
<ul>
<li><a href="unearthedRecharge.html">Recharge Magic</a></li>
<li><a href="unearthedSpellPoints.html">Spell Points</a></li>
<li><a href="unearthedMetamagic.html">Metamagic Variants</a></li>
<li><a href="unearthedSummon.html">Summon Monster Variants</a></li>
<li><a href="unearthedIncantations.html">Incantations</a></li>
<li><a href="unearthedItems.html">Magic Items</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
</td><td></td></tr></table>
</td>
<td style="width: 30px"></td>
<td>
<!-- main contents -->
<a id="improving-monsters"></a><h2>Improving Monsters</h2>
<p class="initial">Each of the monster entries describes a
typical creature of its kind. However, there are several methods by
which extraordinary or unique monsters can be created using a typical
creature as the foundation: by adding character classes, increasing a
monster’s Hit Dice, or by adding a template to a monster. These methods
are not mutually exclusive—it’s possible for a monster with a template
to be improved by both increasing its Hit Dice and adding character
class levels.</p>
<a id="class-levels"></a><p><b>Class Levels</b>: Intelligent creatures that are reasonably
humanoid in shape most commonly advance by adding class levels.
Creatures that fall into this category have an entry of “By character
class” in their Advancement line. When a monster adds a class level,
that level usually represents an increase in experience and learned
skills and capabilities.</p>
<a id="increased-hit-dice"></a><p><b>Increased Hit Dice</b>: Intelligent creatures that are not
humanoid in shape, and nonintelligent monsters, can advance by
increasing their Hit Dice. Creatures with increased Hit Dice are
usually superior specimens of their race, bigger and more powerful than
their run-of-the-mill fellows.</p>
<a id="added-templates"></a><p><b>Templates</b>: Both intelligent and nonintelligent
creatures with an unusual heritage or an inflicted change in their
essential nature may be modified with a template. Templates usually
result in tougher monsters with capabilities that differ from those of
their common kin.</p>
<p>Each of these three methods for improving monsters is
discussed in more detail below.</p>
<a id="ability-score-arrays"></a><h3>ABILITY SCORE ARRAYS</h3>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td class="line"></td>
</tr>
</tbody>
</table>
<p class="initial">Monsters are assumed to have completely
average (or standard) ability scores—a 10 or an 11 in each ability, as
modified by their racial bonuses. However, improved monsters are
individuals and often have better than normal ability scores, and
usually make use of either the elite array or the nonelite array of
ability scores. Monsters who improve by adding a template, and monsters
who improve by increasing their Hit Dice, may use any of the three
arrays (standard, nonelite, or elite). Any monster unique enough to be
improved could easily be considered elite.</p>
<a id="elite-array"></a><p><b>Elite Array</b>: The elite array is 15, 14, 13, 12, 10, 8.
While the monster has one weakness compared to a typical member of its
race, it is significantly better overall. The elite array is most
appropriate for monsters who add levels in a player character class.</p>
<a id="nonelite-array"></a><p><b>Nonelite Array</b>: The nonelite array is 13, 12, 11, 10,
9, 8. The nonelite array does not necessarily make a monster better
than normal, but it does customize the monster as an individual with
strengths and weaknesses compared to a typical member of its race. The
nonelite array is most appropriate for monsters who add class levels in
a NPC class.</p>
<a id="ability-score-improvement"></a><p><b>Ability Score Improvement</b>: Treat monster Hit Dice the
same as character level for determining ability score increases. This
only applies to Hit Dice increases, monsters do not gain ability score
increases for levels they “already reached” with their racial Hit Dice,
since these adjustments are included in their basic ability scores.</p>
<a id="monsters-and-class-levels"></a><h3>MONSTERS AND CLASS LEVELS</h3>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td class="line"></td>
</tr>
</tbody>
</table>
<p class="initial">If a creature acquires a character class, it
follows the rules for multiclass characters.</p>
<p>The creature’s Hit Dice equal the number of class levels it
has plus its racial Hit Dice. A creature’s “monster class” is always a
favored class, and the creature never takes XP penalties for having it.
Additional Hit Dice gained from taking levels in a character class
never affect a creature’s size.</p>
<a id="humanoids-and-class-levels"></a><p><b>Humanoids and Class Levels</b>: Creatures with 1 or less HD
replace their monster levels with their character levels. The monster
loses the attack bonus, saving throw bonuses, skills, and feats granted
by its 1 monster HD and gains the attack bonus, save bonuses, skills,
feats, and other class abilities of a 1st-level character of the
appropriate class.</p>
<a id="level-adjustment-and-effective-character-level"></a><p><b>Level Adjustment and Effective Character Level</b>: To
determine the effective character level (ECL) of a monster character,
add its level adjustment to its racial Hit Dice and character class
levels. The monster is considered to have experience points equal to
the minimum needed to be a character of its ECL. </p>
<p>If you choose to equip a monster with gear, use its ECL as its
character level for purposes of determining how much equipment it can
purchase. Generally, only monsters with an Advancement entry of “By
character class” receive NPC gear; other creatures adding character
levels should be treated as monsters of the appropriate CR and assigned
treasure, not equipment.</p>
<a id="feat-aquisition-and-ability-score-increases"></a><p><b>Feat Acquisition and Ability Score Increases</b>: A
monster’s total Hit Dice, not its ECL, govern its acquisition of feats
and ability score increases. </p>
<a id="increasing-hit-dice"></a><h3>INCREASING HIT DICE</h3>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td class="line"></td>
</tr>
</tbody>
</table>
<p class="initial">As its Hit Dice increase, a creature’s attack
bonuses and saving throw modifiers might improve. It gains more feats
and skills, depending on its type, as shown on Table: Creature
Improvement by Type.</p>
<p>Note that if a creature acquires a character class, it
improves according to its class, not its type.</p>
<a id="table-creature-improvement-by-type"></a><p><b>Table: Creature Improvement by Type</b></p>
<table border="0" cellpadding="1" cellspacing="0" style="width: 75%">
<tbody>
<tr>
<th style="width: 20%"><br />
</th>
<th style="width: 10%">Hit Die</th>
<th style="width: 20%">Attack Bonus</th>
<th style="width: 30%">Good Saving Throws</th>
<th style="width: 20%">Skill Points<sup>*</sup></th>
</tr>
<tr class="odd-row">
<td>Aberration</td>
<td>d8</td>
<td>HD x3/4 (as cleric)</td>
<td>Will</td>
<td>2 + Int mod per HD</td>
</tr>
<tr>
<td>Animal</td>
<td>d8</td>
<td>HD x3/4 (as cleric)</td>
<td>Fort, Ref (and sometimes Will)</td>
<td>2 + Int mod per HD</td>
</tr>
<tr class="odd-row">
<td>Construct</td>
<td>d10</td>
<td>HD x3/4 (as cleric)</td>
<td>—</td>
<td>2 + Int mod per HD<sup>**</sup></td>
</tr>
<tr>
<td>Dragon</td>
<td>d12</td>
<td>HD (as fighter)</td>
<td>Fort, Ref, Will</td>
<td>6 + Int mod per HD</td>
</tr>
<tr class="odd-row">
<td>Elemental</td>
<td>d8</td>
<td>HD x3/4 (as cleric)</td>
<td>Ref (Air, Fire), or Fort (Earth, Water)</td>
<td>2 + Int mod per HD</td>
</tr>
<tr>
<td>Fey</td>
<td>d6</td>
<td>HD x1/2 (as wizard)</td>
<td>Ref, Will</td>
<td>6 + Int mod per HD</td>
</tr>
<tr class="odd-row">
<td>Giant</td>
<td>d8</td>
<td>HD x3/4 (as cleric)</td>
<td>Fort</td>
<td>2 + Int mod per HD</td>
</tr>
<tr>
<td>Humanoid</td>
<td>d8</td>
<td>HD x3/4 (as cleric)</td>
<td>Varies (any one)</td>
<td>2 + Int mod per HD</td>
</tr>
<tr class="odd-row">
<td>Magical beast</td>
<td>d10</td>
<td>HD (as fighter)</td>
<td>Fort, Ref</td>
<td>2 + Int mod per HD</td>
</tr>
<tr>
<td>Monstrous humanoid</td>
<td>d8</td>
<td>HD (as fighter)</td>
<td>Ref, Will</td>
<td>2 + Int mod per HD</td>
</tr>
<tr class="odd-row">
<td>Ooze</td>
<td>d10</td>
<td>HD x3/4 (as cleric)</td>
<td>—</td>
<td>2 + Int mod per HD<sup>**</sup></td>
</tr>
<tr>
<td>Outsider</td>
<td>d8</td>
<td>HD (as fighter)</td>
<td>Fort, Ref, Will</td>
<td>8 + Int mod per HD</td>
</tr>
<tr class="odd-row">
<td>Plant</td>
<td>d8</td>
<td>HD x3/4 (as cleric)</td>
<td>Fort</td>
<td>2 + Int mod per HD<sup>**</sup></td>
</tr>
<tr>
<td>Undead</td>
<td>d12</td>
<td>HD x1/2 (as wizard)</td>
<td>Will</td>
<td>4 + Int mod per HD<sup>**</sup></td>
</tr>
<tr class="odd-row">
<td>Vermin</td>
<td>d8</td>
<td>HD x3/4 (as cleric)</td>
<td>Fort</td>
<td>2 + Int mod per HD<sup>**</sup></td>
</tr>
<tr>
<td colspan="5"><i>All types have a number of feats equal
to 1 + 1 per 3 Hit Dice.</i></td>
</tr>
<tr>
<td colspan="5">* <i>As long as a creature has an
Intelligence of at least 1, it gains a minimum of 1 skill point per Hit
Die.</i></td>
</tr>
<tr>
<td colspan="5">** <i>Creatures with an Intelligence score
of “—” gain no skill points or feats.</i></td>
</tr>
</tbody>
</table>
<a id="size-increases"></a><h5>SIZE INCREASES</h5>
<p class="initial">A creature may become larger when its Hit Dice
are increased (the new size is noted parenthetically in the monster’s
Advancement entry).</p>
<p>A size increase affects any special ability the creature has
that is affected by size. Increased size also affects a creature’s
ability scores, AC, attack bonuses, and damage values as indicated on
the tables below.</p>
<a id="table-changes-to-statistics-by-size"></a><p><b>Table: Changes to Statistics by Size</b></p>
<table border="0" cellpadding="1" cellspacing="0" style="width: 60%">
<tbody>
<tr>
<th style="width: 16%">Old Size<sup>*</sup></th>
<th style="width: 16%">New Size</th>
<th style="width: 12%">Str</th>
<th style="width: 12%">Dex</th>
<th style="width: 12%">Con</th>
<th style="width: 16%">Natural Armor</th>
<th style="width: 16%">AC/Attack</th>
</tr>
<tr class="odd-row">
<td>Fine</td>
<td>Diminutive</td>
<td>Same</td>
<td>–2</td>
<td>Same</td>
<td>Same</td>
<td>–4</td>
</tr>
<tr>
<td>Diminutive</td>
<td>Tiny</td>
<td>+2</td>
<td>–2</td>
<td>Same</td>
<td>Same</td>
<td>–2</td>
</tr>
<tr class="odd-row">
<td>Tiny</td>
<td>Small</td>
<td>+4</td>
<td>–2</td>
<td>Same</td>
<td>Same</td>
<td>–1</td>
</tr>
<tr>
<td>Small</td>
<td>Medium</td>
<td>+4</td>
<td>–2</td>
<td>+2</td>
<td>Same</td>
<td>–1</td>
</tr>
<tr class="odd-row">
<td>Medium</td>
<td>Large</td>
<td>+8</td>
<td>–2</td>
<td>+4</td>
<td>+2</td>
<td>–1</td>
</tr>
<tr>
<td>Large</td>
<td>Huge</td>
<td>+8</td>
<td>–2</td>
<td>+4</td>
<td>+3</td>
<td>–1</td>
</tr>
<tr class="odd-row">
<td>Huge</td>
<td>Gargantuan</td>
<td>+8</td>
<td>Same</td>
<td>+4</td>
<td>+4</td>
<td>–2</td>
</tr>
<tr>
<td class="last-row">Gargantuan</td>
<td class="last-row">Colossal</td>
<td class="last-row">+8</td>
<td class="last-row">Same</td>
<td class="last-row">+4</td>
<td class="last-row">+5</td>
<td class="last-row">–4</td>
</tr>
<tr>
<td colspan="7">* <i>Repeat the adjustment if the creature
moves up more than one size.</i></td>
</tr>
</tbody>
</table>
<a id="table-increased-damage-by-size"></a><p><b>Table: Increased Damage By Size</b></p>
<table border="0" cellpadding="1" cellspacing="0" style="width: 250px">
<tbody>
<tr>
<th>Old Damage (Each)<sup>*</sup></th>
<th>New Damage</th>
</tr>
<tr class="odd-row">
<td>1d2</td>
<td>1d3</td>
</tr>
<tr>
<td>1d3</td>
<td>1d4</td>
</tr>
<tr class="odd-row">
<td>1d4</td>
<td>1d6</td>
</tr>
<tr>
<td>1d6</td>
<td>1d8</td>
</tr>
<tr class="odd-row">
<td>1d8</td>
<td>2d6</td>
</tr>
<tr>
<td>1d10</td>
<td>2d8</td>
</tr>
<tr class="odd-row">
<td>2d6</td>
<td>3d6</td>
</tr>
<tr>
<td class="last-row">2d8</td>
<td class="last-row">3d8</td>
</tr>
<tr>
<td colspan="2">* <i>Repeat the adjustment if the creature
moves up more than one size category.</i></td>
</tr>
</tbody>
</table>
<a id="templates"></a><h3>TEMPLATES</h3>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td class="line"></td>
</tr>
</tbody>
</table>
<p class="initial">Certain creatures are created by adding a
template to an existing creature. A templated creature can represent a
freak of nature, the individual creation of a single experimenter, or
the first generation of offspring from parents of different species.</p>
<a id="acquired-and-inherited-templates"></a><h5>ACQUIRED AND INHERITED TEMPLATES</h5>
<p class="initial">Some templates can be added to creatures
anytime. Templates such as these are referred to as acquired templates,
indicating that the creature did not always have the attributes of the
template.</p>
<p>Other templates, known as inherited templates, are part of a
creature from the beginning of its existence. Creatures are born with
these templates.</p>
<p>It’s possible for a certain kind of template to be of either
type. </p>
<a id="reading-a-template"></a><h5>READING A TEMPLATE</h5>
<p class="initial">A template’s description provides a set of
instructions for altering an existing creature, known as the base
creature. The changes that a template might cause to each line of a
creature ’s statistics block are discussed below. Generally, if a
template does not cause a change to a certain statistic, that entry is
missing from the template description. For clarity, the entry for a
statistic or attribute that is not changed is sometimes given as “Same
as the base creature.” </p>
<a id="template-size-and-type"></a><p><b>Size and Type</b>: Templates often change a creature’s
type, and may change the creature’s size.</p>
<p>If a template changes the base creature’s type, the creature
also acquires the augmented subtype unless the template description
indicates otherwise. The augmented subtype is always paired with the
creature’s original type. Unless a template indicates otherwise, the
new creature has the traits of the new type but the features of the
original type.</p>
<p>If a template changes a creature’s size, use Table: Changes to
Statistics by Size to calculate changes to natural armor, Armor Class,
attack rolls, and grapple bonus.</p>
<a id="template-hit-dice-and-hit-points"></a><p><b>Hit Dice and Hit Points</b>: Most templates do not change
the number of Hit Dice a monster has, but some do. Some templates
change the size of a creature’s Hit Dice (usually by changing the
creature type). A few templates change previously acquired Hit Dice,
and continue to change Hit Dice gained with class levels, but most
templates that change Hit Dice change only the creature’s original HD
and leave class Hit Dice unchanged.</p>
<p>If the Hit Dice entry in a template description is missing,
Hit Dice and hit points do not change unless the creature’s
Constitution modifier changes.</p>
<a id="template-initiative"></a><p><b>Initiative</b>: If a template changes the monster’s
Dexterity, or if it adds or removes the Improved Initiative feat, this
entry changes.</p>
<a id="template-speed"></a><p><b>Speed</b>: If a template modifies a creature’s speed, the
template states how that happens. More commonly, a template adds a new
movement mode.</p>
<a id="template-armor-class"></a><p><b>Armor Class</b>: If a template changes the creature’s size,
see Table: Changes to Statistics by Size to determine its new Armor
Class and to see whether its natural armor changes. In some cases the
method of determining Armor Class changes radically; the template
description explains how to adjust the creature’s AC.</p>
<a id="template-base-attack-and-grapple"></a><p><b>Base Attack/Grapple</b>: Templates usually do not change a
creature’s base attack bonus. If a template modifies a creature’s base
attack bonus, the template description states how that happens. Changes
to a creature’s Strength score can change a creature’s grapple bonus,
as can changes to its size.</p>
<a id="template-attack-and-full-attack"></a><p><b>Attack and Full Attack</b>: Most templates do not change a
creature’s attack bonus or modes of attack, even when the creature’s
type changes (the creature’s base attack bonus is the same as a
creature of the original type). Of course, any change in ability scores
may affect attack bonuses. If Strength or Dexterity changes, use the
new modifier to determine attack bonuses. A change in a monster’s size
also changes its attack bonus; see Table: Changes to Statistics by Size.</p>
<a id="template-damage"></a><p><b>Damage</b>: Damage changes with Strength. If the creature
uses a two-handed weapon or has a single natural weapon, it adds 1-1/2
times its Strength bonus to the damage. If it has more than a single
attack then it adds its Strength bonus to damage rolls for the primary
attack and 1/2 its Strength bonus to all secondary attacks.</p>
<a id="template-space-reach"></a><p><b>Space/Reach</b>: A template may change this entry if it
changes the monster’s size. Note that this table does not take into
account special situations such as exceptional reach.</p>
<a id="template-special-attacks"></a><p><b>Special Attacks</b>: A template may add or remove special
attacks. The template description gives the details of any special
attacks a template provides, including how to determine saving throw
DCs, if applicable.</p>
<a id="template-special-qualities"></a><p><b>Special Qualities</b>: A template may add or remove special
qualities. The template description gives the details of any special
qualities a template provides, including how to determine saving throw
DCs, if applicable. Even if the special qualities entry is missing from
a template description, the creature still gains any qualities
associated with its new type.</p>
<a id="template-base-saves"></a><p><b>Base Saves</b>: As with attacks, changing a monster’s type
does not always change its base saving throw bonuses. You only need to
adjust them for new modifiers for Constitution, Dexterity, or Wisdom. A
template may, however, state that a monster has a different “good”
saving throw.</p>
<a id="template-abilities"></a><p><b>Abilities</b>: If a template changes one or more ability
scores, these changes are noted here.</p>
<a id="template-skills"></a><p><b>Skills</b>: As with attacks, changing a monster’s type does
not always change its skill points. Most templates don’t change the
number of Hit Dice a creature has, so you don’t need to adjust skills
in that case unless the key abilities for those skills have changed, or
the template gives a bonus on one or more skills, or unless the
template gives a feat that provides a bonus on a skill check. </p>
<p>Some templates change how skill points are determined, but
this change usually only affects skill points gained after the template
is applied. Treat skills listed in the base creature’s description as
class skills, as well as any new skills provided by the template. </p>
<a id="template-feats"></a><p><b>Feats</b>: Since most templates do not change the number of
Hit Dice a creature has, a template will not change the number of feats
the creature has. Some templates grant one or more bonus feats.</p>
<a id="template-environment"></a><p><b>Environment</b>: Usually the same as the base creature.</p>
<a id="template-organization"></a><p><b>Organization</b>: Usually the same as the base creature.</p>
<a id="template-challenge-rating"></a><p><b>Challenge Rating</b>: Most templates increase the
creature’s Challenge Rating. A template might provide a modifier to be
added to the base creature’s CR, or it might specify a range of
modifiers depending on the base creature’s original Hit Dice or CR.</p>
<a id="template-treasure"></a><p><b>Treasure</b>: Usually the same as the base creature.</p>
<a id="template-alignment"></a><p><b>Alignment</b>: Usually the same as the base creature,
unless the template is associated with a certain alignment.</p>
<a id="template-advancement"></a><p><b>Advancement</b>: Usually the same as the base creature.</p>
<a id="template-level-adjustment"></a><p><b>Level Adjustment</b>: This entry is a modifier to the base
creature’s level adjustment. Any level adjustment is meaningless unless
the creature retains a high enough Intelligence (minimum 3) to gain
class levels after applying the template.</p>
<a id="adding-more-than-one-template"></a><h6>Adding More Than One Template</h6>
<p class="initial">In theory, there’s no limit to the number of
templates you can add to a creature. To add more than one template,
just apply each template one at a time. Always apply inherited
templates before applying acquired templates. Whenever you add multiple
templates, pay attention to the creature’s type—you may add a template
that makes the creature ineligible for other templates you might want
to add.</p>
<a id="advanced-monster-challenge-rating"></a><h3>ADVANCED MONSTER CHALLENGE RATING</h3>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td class="line"></td>
</tr>
</tbody>
</table>
<p class="initial">When adding class levels to a creature with 1
or less HD, you advance the creature like a character. Otherwise, use
the following guidelines.</p>
<a id="adding-class-levels"></a><h5>ADDING CLASS LEVELS</h5>
<p class="initial">If you are advancing a monster by adding
player character class levels, decide if the class levels directly
improve the monster’s existing capabilities.</p>
<p>When adding class levels to a creature, you should give it
typical ability scores appropriate for that class. Most creatures are
built using the standard array of ability scores: 11, 11, 11, 10, 10,
10, adjusted by racial modifiers. If you give a creature a PC class use
the elite array of ability scores before racial adjustments: 15, 14,
13, 12, 10, 8. Creatures with NPC classes use the nonelite array of 13,
12, 11, 10, 9, 8. T</p>
<a id="associated-class-levels"></a><h6>Associated Class Levels</h6>
<p class="initial">Class levels that increase a monster’s
existing strengths are known as associated class levels. Each
associated class level a monster has increases its CR by 1.</p>
<p>Barbarian, fighter, paladin, and ranger are associated classes
for a creature that relies on its fighting ability.</p>
<p>Rogue and ranger are associated classes for a creature that
relies on stealth to surprise its foes, or on skill use to give itself
an advantage. </p>
<p>A spellcasting class is an associated class for a creature
that already has the ability to cast spells as a character of the class
in question, since the monster’s levels in the spellcasting class stack
with its innate spellcasting ability.</p>
<a id="nonassociated-class-levels"></a><h6>Nonassociated Class Levels</h6>
<p class="initial">If you add a class level that doesn’t directly
play to a creature’s strength the class level is considered
nonassociated, and things get a little more complicated. Adding a
nonassociated class level to a monster increases its CR by 1/2 per
level until one of its nonassociated class levels equals its original
Hit Dice. At that point, each additional level of the same class or a
similar one is considered associated and increases the monster’s CR by
1.</p>
<p>Levels in NPC classes are always treated as nonassociated.</p>
<a id="adding-hit-dice"></a><h5>ADDING HIT DICE</h5>
<p class="initial">When you improve a monster by adding Hit Dice,
use Table: Improved Monster CR Increase to determine the effect on the
creature’s CR. Keep in mind that many monsters that advance by adding
Hit Dice also increase in size. Do not stack this CR increase with any
increase from class levels. In general, once you’ve doubled a
creature’s CR, you should closely watch any additional increases in its
abilities. Adding Hit Dice to a creature improves several of its
abilities, and radical increases might not follow this progression
indefinitely. Compare the monster’s improved attack bonus, saving throw
bonuses, and any DCs of its special abilities from the HD increase to
typical characters of the appropriate level and adjust the CR
accordingly.</p>
<a id="table-improved-monster-cr-increase"></a><p><b>Table: Improved Monster CR Increase</b></p>
<table border="0" cellpadding="1" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<th>Creature’s Original Type</th>
<th>CR Increase</th>
</tr>
<tr class="odd-row">
<td>Aberration, construct, elemental, fey, giant, humanoid,
ooze, plant, undead, vermin</td>
<td>+1 per 4 HD added</td>
</tr>
<tr>
<td>Animal, magical beast, monstrous humanoid</td>
<td>+1 per 3 HD added</td>
</tr>
<tr class="odd-row">
<td>Dragon, outsider, nonassociated class levels</td>