Monster Manual.pdf

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Dionisio Sechser

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Aug 5, 2024, 1:08:24 AM8/5/24
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Todayis Monday. It is also "M" Day. Here at The Other Side, Mondays are used for Monstrous Mondays, where I talk about monsters. Since I am doing the A to Z of Dungeons and Dragons my topic for today was pretty much handed to me. Today I am going to talk about the Monster Manual.

The Monster Manual was the book for me. The one that got me hooked. The book I borrowed from a friend to read in "silent reading" back in 1979 at Washington Elementary School in Jacksonville, IL, was the one that made me the ber-geek you all know today. How ber? I used the freaking umlauts, that's my street cred right there.


The original Monster Manual is still so popular today that Wizards of the Coast is still making minis for D&D 5th Edition in the style of the monsters from AD&D 1st Edition. Granted, those sets are not aimed at casual 5e players but rather old gamers like me with fond memories and more disposable income than we had in the late 1970s and early 1980s.


It seems impossible that this game has been around for so long! Was it a "behind the scenes" type of community at first? I remember knowing about it but not what it was. I knew more probably when the internet became mainstream. When my oldest son played about 6 years ago, I was amazed that it was still around!


Recently tabletop simulator has added PDF support in game so I am blowing the dust off this pdf and giving it a facelift. Before I get to heavily involved in redoing it, i would like your input on the look of it. I seem to recall (and i am not a graphic designer) that hank mention the fonts should be the same and not to use auto sizing font.


Bottom texture is back

Border around name is gone

Font in Red Sash, is now white and high contrast when printed in monochrome/grey scale/B&W

I like it and we are probably beyond my capabilities to notice improvements???


Going down the list in Word. probably in this order as far as ease of reading yet liking style.

OCRB

qtquickcontrols

HP Simplified

Miriam

Sans Serif (A.K.A. Microsoft Sans Serif in my computer.)

Georgia


For use with is at the top, because with a form fillable pdf with alot of monster text it will have letters written overtop of it at the bottom of the page. OR the background info box needs to uniformly shorter. I will link to the form fillable PDF in this post so you can try and enter your own information.OGRE R4_1123.jpg2550x3300 1.6 MB


Hunt-master, inspirational speaker, and badass barbecuer Heliana has compiled a catalogue of creatures that need slaying. These unique twists on classic monsters are divided into 11 easy-to-run monster hunt adventures, each playable at a variety of levels. Investigate the creatures to find their weaknesses, prepare your plan of attack, then unleash your fury with brand-new spells, weapons, and player options.


What I like the Monster Manual for is that it provides me numbers. If I want to run my Crowliphaunt as a level 12 elite brute, I can open the monster manual, look up a level 12 elite brute (flesh golem, for instance), and use its attack bonus, defenses, hit points, and damage expressions, swapping in my own damage types, status effects, and bizarre special abilities.


So I was thinking of adding a couple of things to the manual, following the idea of the templars with Tribes (slave tribes, raider tribes) and taking inspiration from the Slave Tribes book (2nd edition). Would that be a worthy addition and can someone recommand other material that are describing similar groups?


The 4th edition Monster Manual had some pretty big differences from the 2nd and the 3.5 monsters (Such as Thrax not being undead). So I would treat them as two separate books, as the 4th edition update ignored most of the second edition expanded world, such as the Dead Lands and the Last Sea.


Athas is surrounded by The Gray, which is the final resting place of souls and makes travel to the outer planes very hard. Therefore, theres not much point in fiends going to Athas (they exist to tempt or force mortals into sin so their souls go to the plane of the fiends allignment, so whats the point of going to Athas if there are no souls to claim?), so there were no Tieflings in 2nd edition. They were a playable race in 4th though.


I am currently working on converting and blending together all of the Dark Sun 2.0 & 3.5 setting data into a single document. The Homebrewery is a fantastic tool and I encourage any other motivated individuals here to use it and help bring the burnt world into the limelight.


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.

Portions of the materials used are property of Wizards of the Coast. Wizards of the Coast LLC.


The loot tables are an addition to the ever growing supplement for playing a monster hunter styled D&D game. Each loot table was constructed using magical effects based on the creature's armor and weapons in the monster hunter video game series. In other cases, they are based off the creature's monster stat block or act as other magical items found within the 5e universe. The effects are also based on when the PCs will typically fight these creatures. A CR 2 creature will not have a legendary material, it will typically have a common magical effect with the chance of an uncommon effect if the PC rolls high enough on the table.


Obtaining materials to upgrade your weapon and armor is a core part of Monster Hunter. The 2 most common ways to obtain material for you is carving materials off your kills or capturing larger creatures in the field. The rules for carving and capturing can be found to the right. There are other ways to obtain materials, but they are not relevant to this PDF.


All the rules for making use of these tables can be found in Amellwind's Guide to Monster Hunting, but you can easily take the magical effects from these creatures and place them into your players weapon and armor to give them magical items that won't be the same as the typical ones found in other 5e games.


Carving your kills is one of 2 ways to obtain materials while on a hunt. When you attempt to carve a creature, make a Dexterity (Survival) check against the creatures Carve DC. On a success, roll a d20 and compare the results to the creatures loot table. On a failed save, treat the roll as if they rolled a 1 on the loot table.


Certain creatures can be captured. A creature that can be captured will have a captured section of its loot table. A captured creature may provide loot that you are unable to obtain, an increased or decreased chance to obtain certain loot that you may have gotten from carving. When you capture a creature, you obtain a number of materials as labeled in the creatures loot table. No check is made, but the material is not gathered until you return to town.


Amphibians are a class of monsters that are superficially frog-like in body structure, with powerful, spring-like back legs and muscular forelegs. They are known to inhabit a diverse range of environments and are typically carnivorous.


The tetranadon is an amphibian with an inflatable belly and a turtle-like shell on its back. It has algae-like fur on its head, front legs, shell, and tail. With a toothless, platypus-like beak and webbed feet. Its eyes are orange and have the horizontal pupil common to amphibians. On its head is a crest that looks very similar to the head dish of the mythological Kappa.


The tetranadon are known to swallow large amounts of gravel, which causes its belly to inflate to enormous proportions. In its bloated state, tetranadon become very sluggish, yet its attacks become more powerful, capable of shattering earth with a stomp. The tetranadon's attacks in this state can be described as "sumo-like". Surprisingly, they are capable of jumping high in the air even when its belly is inflated.


The tetranadon are known to clash with arzuros. When in its bloated state, they have been seen trying to swallow an arzuros during this battle. However the stocky fanged beasts are too difficult for the greedy amphibians to consume.


Bloated. When the tetranadon swallows a creature or misses its bite attack, its size increases. While bloated, the tetranadon is Huge and makes Strength checks and Strength saving throws with advantage. If the tetranadon lacks the room to become Huge, it attains the maximum size possible in the space available.

If the tetranadon regurgitates a creature or terrain after failing its Constitution saving throw, it is pushed back 10 feet, knocked prone, and incapacitated until the end of its next turn.


Standing Leap. The tetranadon's long jump is up to 20 feet and its high jump is up to 15 feet, without a running start. In addition, the tetranadon does not incur opportunity attacks while moving with a jump.


Sumo Strike. Whenever the tetranadon makes a palm strike attack, it can move 5 feet as part of the attack. If the tetranadon is not bloated, it makes the movement without provoking opportunity attacks.


Bite (When not bloated Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Miss: The tetranadon swallows a chunk of terrain and becomes bloated.

Hit: 17 (4d6 + 3) bludgeoning damage and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the tetranadon, and takes 10 (3d6) acid damage at the start of each of the tetranadon's turns.

The tetranadon's gullet can hold one creature or chunk of terrain at a time. While the tetranadon isn't incapacitated, it can regurgitatethe creature at any time {no action required) in a space within 5 feet of it, and is no longer bloated. The creature exits prone.


If the tetranadon takes 20 damage or more on a single turn from a creature inside it (or 30 damage or more from a single creature outside of it), the tetranadon must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature or chunk of terrain and is no longer bloated. If it is a creature, it falls prone in a space within 10 feet of the tetranadon. If the tetranadon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

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