457 entries
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aberrant
aberrant Aberrant creatures are native to or shaped by the Far Realm. Monster Manual 2, page(s) 216, Monster Manual, page(s) 280, Player's Handbook 3, page(s) 220, Rules Compendiu...
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accurate
accurate You gain a +1 bonus to implement attack rolls made with an accurate implement. Mordenkainen's Magnificent Emporium, page(s) 41.
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Acid
Acid A damage type. See also damage type. Player's Handbook, page(s) 55, Monster Manual, page(s) 280, Monster Manual 2, page(s) 216, Player's Handbook 3, page(s) 220, Rules Compen...
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ACROBATICS (DEXTERITY)
ACROBATICS (DEXTERITY) Armor Check Penalty Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a g...
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Action Points
Action Points Action points allow creatures to take more actions than normal. Adventurers each start with 1 action point, and some monsters have action points, as noted in their s...
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Action Types
Action Types As the adventurers explore the world and interact with its inhabitants, game play is usually free-form, guided by the roleplaying of the players and the DM. When the...
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adventurer
adventurer The character controlled by a player other than the Dungeon Master. An adventurer is sometimes called a player character. See also character. Rules Compendium, page(s)...
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Aftereffect
Aftereffect An aftereffect automatically occurs after another effect ends. In a power description, an “Aftereffect” entry follows the effect it applies to. A target is sometimes s...
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Aid Another
Aid Another In some situations, creatures can work together to use a skill or an ability. A creature can help another make a skill check or an ability check by taking the aid anot...
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Aid Attack
Aid Attack A creature can aid an ally's attack against an enemy. This action represents a feint, a distraction, or some other action that makes it easier for the ally to hit the e...
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Aid Defense
Aid Defense A creature can try to protect an ally against an enemy. This action represents a parry, a shield block, or some other action that makes it harder for the enemy to hit...
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air
air An air creature is strongly connected to the element of air. Monster Manual 2, page(s) 216, Monster Manual, Rules Compendium, page(s) 308, Monster Vault: Threats to the Nentir...
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Airship
Airship This vessel floats above the ground, held aloft by a balloon filled with magic gas. The balloon sits within a wooden or metal frame, beneath which is a boat-shaped cabin t...
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all-around vision
all-around vision Enemies can't gain combat advantage by flanking a creature that has all-around vision. Monster Manual 2, page(s) 216, Monster Manual.
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altitude limit
altitude limit If a creature has a specified altitude limit, the creature crashes at the end of its turn if it is flying higher than that limit. See also fly speed. Monster Manual...
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angel
angel Angels are immortal creatures native to the Astral Sea. They don't need to breathe, eat, or sleep. Monster Manual 2, page(s) 216, Monster Manual, Rules Compendium, page(s) 3...
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animate
animate Animate creatures are given life through magic. They don't need to breathe, eat, or sleep. Monster Manual 2, page(s) 216, Rules Compendium, page(s) 308, Monster Vault: Thr...
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Apparatus of Kwalish
Apparatus of Kwalish This vehicle resembles a huge metal lobster. Kwalish, a wizard skilled in architecture and arcane engineering, built the original apparatus to explore the oce...
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aquatic
aquatic Aquatic creatures can breathe underwater. In aquatic combat, an aquatic creature gains a +2 bonus to attack rolls against nonaquatic creatures. Monster Manual 2, page(s) 2...
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Aquatic Combat
Aquatic Combat Fighting underwater is tricky business for land-dwelling creatures. Water provides resistance against movement, swirling currents grab and drag a swimmer along, and...
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ARCANA (INTELLIGENCE)
ARCANA (INTELLIGENCE) The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or a...
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Arcane
Arcane Drawing on magical energy that permeates the cosmos, the arcane power source can be used for a wide variety of effects, from fireballs to flight to invisibility. Player's H...
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Area Attack
Area Attack Area of Effect: An area attack creates an area of effect, usually a burst or a wall, within range. An area attack affects certain targets within its area of effect, wh...
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area of effect
area of effect An area of a specific size where a particular effect takes place. An area of effect usually has one of three types: blast, burst, or wall. Area powers and close pow...
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Armor
Armor Armor provides a barrier between an adventurer and attacks—or, put more bluntly, between the adventurer and death. Every class provides access to one or more armor proficien...
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Armor Types
Armor Types Armor is grouped into categories. Each category of armor is either light armor or heavy armor. Light Armor Light armor is easy to act in if the wearer has proficiency...
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Artifact
Artifact Artifacts have a level but no price - they can't be bought or crafted, and their temporary nature ensures that they don't have a long-term impact on a character's total w...
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Artifice
Artifice An artifice is an object that consists of inanimate materials that are infused with and animated by magic Dragon Magazine 365.
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Artillery
Artillery ✦ Specializes in high-accuracy ranged and area attacks ✦ Often has good defenses against ranged or area attacks ✦ Low hit points ✦ Best paired with brutes or soldiers Ti...
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ATHLETICS (STRENGTH)
ATHLETICS (STRENGTH) Armor Check Penalty Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping,...
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Attack
Attack An attack roll and its effects, including any damage rolls. The word “attack” is sometimes used as shorthand for “attack power.” Some attack powers include multiple attacks...
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Attack Roll Modifiers
Attack Roll Modifiers Combat rarely consists of foes standing toe to toe and bashing each other. Movement and position are important; if one archer can fire from behind a tree at...
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Augmentable
Augmentable An effect type. A power that has the augmentable keyword has optional augmentations, which a character can use at the cost of power points. Only certain characters hav...
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Aura
Aura An aura is a continuous effect that emanates from a creature. Unless otherwise noted, an aura uses the following rules. Fills an Area: The aura fills the creature's space and...
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Automatic Hits
Automatic Hits Some attacks are so lucky or well timed that bonuses, penalties, and other factors don't matter. The attacks simply hit. Natural 20: When a creature makes an attack...
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Automatic Misses
Automatic Misses Sometimes misfortune plagues an attack: The attacker stumbles slightly, makes a poorly timed weapon swing, or otherwise completely misses the mark. No bonus can t...
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Axe
Axe These weapons have bladed, heavy heads and deal vicious cuts. An axe's weight makes it fine for delivering crushing blows. Player's Handbook, page(s) 215, Rules Compendium, pa...
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barbed
barbed A suit of barbed armor or a barbed shield is covered with spikes and hooks designed to injure creatures foolish enough to grab at it. While you wear barbed armor or wield a...
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Basic Attack
Basic Attack When a power or other effect allows a creature to make a basic attack, the creature can make either a melee basic attack or a ranged basic attack. If the power or oth...
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battle grid
battle grid The network of 1-inch squares that represents an encounter area. Rules Compendium, page(s) 308.
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Beast
Beast An effect type. A beast power can be used only in conjunction with a beast companion. Player's Handbook 2, page(s) 219, Martial Power, page(s) 42, Rules Compendium, page(s)...
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beast
beast Beasts are either ordinary animals or creatures akin to them. They behave instinctively. Monster Manual 2, page(s) 216, Monster Manual, page(s) 280, Rules Compendium, page(s...
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Beast Form
Beast Form An effect type. A character can use a beast form power only while in beast form. Only certain characters can assume a beast form. Player's Handbook 2, page(s) 219, Rule...
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Bladespell
Bladespell A bladesinger mixes melee and magic with such ease and grace that every successful strike unleashes a spell. Unique to bladesingers, these bladespells lash out to affec...
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Blast
Blast A blast fills an area adjacent to you that is a specified number of squares on a side. For example, the wizard power thunderwave is a Blast 3, which means the power affects...
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blind
blind A blind creature relies on special senses, such as blindsight or tremorsense, to see within a specified range, beyond which the creature can't see. The creature is immune to...
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blind
blind A blind creature relies on special senses, such as blindsight or tremorsense, to see within a specified range, beyond which the creature can't see. The creature is immune to...
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Blinded
Blinded ✦ The creature can't see, which means its targets have total concealment against it. ✦ The creature takes a -10 penalty to Perception checks. ✦ The creature grants combat...
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blindsight
blindsight A creature that has blindsight can see normally regardless of how obscured an area is and regardless of whether creatures or objects are invisible. Blindsight usually h...
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blocking terrain
blocking terrain Walls, doors, large pillars, and various obstacles that fill squares on the battle grid are blocking terrain, which prevents movement. Blocks Movement: Creatures...
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BLUFF (CHARISMA)
BLUFF (CHARISMA) Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff ch...
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bonus
bonus A number added to a die roll. If a bonus has a type (such as a power or a feat bonus), the bonus is not cumulative with bonuses of the same type; only the highest bonus appl...
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Bow
Bow A bow is a shaft of strong, supple material with a string stretched between its two ends. It's a projectile weapon used to fire arrows. Player's Handbook, page(s) 215, Rules C...
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Breaking Objects
Breaking Objects The rules can't cover every possible object that adventurers might decide needs destruction, but some common items and situations are given in the Break Objects t...
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Bright Light
Bright Light This category includes daylight, as well as the light provided by most portable light sources or cast by surrounding fires or lava. Player's Handbook, page(s) 262, Ru...
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Brutal
Brutal A brutal weapon's minimum damage is higher than that of a normal weapon. When rolling the weapon's damage, reroll any die that displays a value equal to or lower than the b...
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Brute
Brute ✦ Specializes in high-damage melee attacks ✦ High hit points ✦ Often simpler to run than other monsters ✦ Good at protecting artillery or controllers Tip: Use multiple brute...
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Bull Rush
Bull Rush When a creature wants to push another creature away, the bull rush power is a good option. Although many classes and monsters have powers that can push a target farther,...
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burrow speed
burrow speed A creature that has a burrow speed, such as a purple worm or an umber hulk, can move through loose earth at the stated speed and through solid stone at half that spee...
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Burst
Burst A burst starts in an origin square and extends in all directions to a specified number of squares from the origin square. For example, the cleric power flame strike is a bur...
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Carrying, Lifting and Dragging
Carrying, Lifting and Dragging Adventurers carry a lot of gear. A creature's Strength score determines how heavy a load it can carry, as well as how much it can push or drag along...
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Channel Divinity
Channel Divinity An effect type. A channel divinity power allows a creature to harness the magic of the gods. A creature can use no more than one channel divinity power per encoun...
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character
character Another term for a creature. The term is usually used to refer to a person who is not monstrous: either an adventurer or a DM-controlled person (sometimes called a nonpl...
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Character Advancement
Character Advancement Total XP Level Ability Scores Feats 0 1 See race 1 1000 2 — 2 2250 3 — 2 3750 4 +1 to two 3 5500 5 — 3 7500 6 — 4 10000 7 — 4 13000 8 +1 to two 5 16500 9 — 5...
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Charge
Charge A creature uses the charge action when it wants to dash forward and launch an attack with a single action. Such an attack is sometimes referred to as a charge attack. Charg...
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Chariot
Chariot This two-wheeled conveyance is designed for combat and typically drawn by horses. A light chariot carries a single driver and is pulled by one creature. A heavy chariot ca...
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Charm
Charm An effect type. A charm power controls a creature's actions in some way. This control is often represented by the creature being forced to attack its ally or being subjected...
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class
class Class defines more about an adventurer than anything else. Class helps determine various statistics, including defenses and hit points, and it provides an adventurer with mo...
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Climb speed
Climb speed A creature that has a climb speed, such as a spider or a carrion crawler, doesn't have to make Athletics checks to climb. It can simply climb up and down a surface usi...
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Close Attack
Close Attack Area of Effect: A close attack creates an area of effect, usually a blast or a burst. A close attack affects certain targets within its area of effect, which has a ce...
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Clumsy
Clumsy Some creatures are clumsy while using a specific movement mode (noted next to that mode in the creature's stat block), and others are clumsy while on the ground (noted next...
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Coins and Other Currency
Coins and Other Currency Merchants and adventurers alike use the gold piece (gp) as the standard unit of currency for most transactions. The exchange of large amounts of money mig...
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cold
cold A damage type. A creature that has this keyword is strongly connected to cold. See also damage type. Monster Manual 2, page(s) 216, Monster Manual, page(s) 280, Rules Compend...
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Cold
Cold Ice crystals, arctic air, or frigid liquid. Player's Handbook, page(s) 55, Player's Handbook 3, page(s) 220.
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Combat Advantage
Combat Advantage One of the most common attack roll modifiers is combat advantage, which represents a situation in which a target can't give full attention to defense. The target...
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Concealment
Concealment If an attacker can't get a good look at a target, the target has concealment: The attacker takes a penalty to melee and ranged attack rolls against that target. The ba...
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Conditional Durations
Conditional Durations An effect that has a conditional duration lasts until a specific event occurs. Three conditional durations appear more than any other in the game. ✦ Until th...
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Conditions
Conditions Conditions are states imposed on creatures by various effects, including powers, traps, and the environment. A condition is usually temporary, imposing a penalty, a vul...
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Conjuration
Conjuration An effect type. A conjuration power produces a conjuration, which is a creation of magical energy that resembles a creature, an object, or some other phenomenon. Even...
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construct
construct Constructs are not living creatures, so effects that specifically target living creatures do not work against them. They don't need to breathe, eat, or sleep. Monster Ma...
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Consumable
Consumable Use it, and it's gone. That's the nature of a consumable item, and for that reason some put off using such an item because it could be useful in the future. But because...
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Controller
Controller ✦ Specializes in forced movement and other forms of manipulation ✦ Often more complex to run than other monsters ✦ Benefits from brutes or soldiers for protection Tip:...
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Corruption Effects
Corruption Effects Each time a character who is not chaotic evil uses a power with a corruption effect, he or she must immediately make a saving throw. On a save, the character ta...
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Coup de Grace
Coup de Grace Sometimes a creature has the chance to attack a foe who is completely defenseless. Doing so isn't chivalrous, but it is viciously effective. This action is known as...
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Cover
Cover Cover (-2 Penalty to Attack Rolls): The target is around a corner or protected by terrain. For example, the target might be in the same square as a small tree, obscured by a...
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Crashing
Crashing ✦ Falling while Flying: If a creature falls while it is flying, it descends the full distance of the fall but is likely to take less damage than a creature that can't fly...
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Crawl
Crawl When a creature is prone, crawling is one of the only ways it can move. Crawl ✦ Action: Move action. A creature must be prone to take this action. ✦ Move: The creature moves...
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creature
creature A being in the game world. Both adventurers and monsters are creatures. See also adventurer and monster. Rules Compendium, page(s) 310.
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creature size and space
creature size and space Each creature falls into one of six size categories. A creature's size determines its space and affects its reach. Size Space Reach Tiny 1/2 × 1/2 0 Small...
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Critical Hit
Critical Hit Occasionally an attack is a bull's-eye: It hits so well that a target takes more damage than normal. Such a lucky result is called a critical hit (sometimes shortened...
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Crossbow
Crossbow Essentially a small metal bow mounted on a stock and equipped with a mechanical trigger, a crossbow is a point-and-shoot projectile weapon. Crossbows are popular because...
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Currents
Currents Currents come into play when creatures are moving or fighting in swift-flowing water (see “Aquatic Combat") or battling strong winds while flying. A current drags creatur...
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Cursed Items
Cursed Items Magic item creation can have unexpected results when the creator tries to craft something beyond his or her abilities. Most cursed items were created by accident, tho...
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Damage Rolls
Damage Rolls When most attacks deal damage, they do so through a damage roll: a roll of dice to determine damage. Whenever a power or other effect requires a damage roll, it speci...
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damage type
damage type Powers and other effects often deal specific types of damage. For instance, a red dragon's breath deals fire damage, a scorpion's sting deals poison damage, a mind fla...
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Darkness
Darkness Darkness prevails outside on a moonless night and in lightless rooms. Player's Handbook, page(s) 262, Rules Compendium, page(s) 166.
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Darkvision
Darkvision A creature that has darkvision can see normally regardless of light. It ignores concealment that is a result of dim light or darkness. Monster Manual 2, page(s) 217, Mo...
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Dazed
Dazed ✦ The creature doesn't get its normal complement of actions on its turn; it can take either a standard, a move, or a minor action. The creature can still take free actions....
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DCs to open Portcullises
DCs to open Portcullises Strength Check to DC Level Force open wooden portcullis 23 15 Force open iron portcullis 28 26 Force open adamantine portcullis 33 30+ Dungeon Master's Gu...
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deadly
deadly You gain a +1 bonus to the damage rolls of implement attacks made with a deadly implement. The bonus increases to +2 at 11th level and +3 at 21st level. Mordenkainen's Magn...
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Deafened
Deafened ✦ The creature can't hear. ✦ The creature takes a -10 penalty to Perception checks. This condition applies to creatures that have temporarily lost their normal sense of h...
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Deceptive Veil
Deceptive Veil The monster can alter its appearance through illusion. The entry specifies the type and size of the form it can take. The monster's statistics remain unchanged. A s...
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Defense Scores
Defense Scores You determine your defense scores as follows. Base Defense: All defenses start with 10 + one-half your level. Armor Class: Add the armor bonus of the armor you wear...
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Defensive
Defensive A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one...
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Delay
Delay A creature can choose to wait to take its turn until later in a round. It might want to see what actions its allies take so that it can plan tactics, or it could be waiting...
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demon
demon Demons are chaotic evil elemental creatures native to the Abyss. They don't need to sleep. Monster Manual, page(s) 281, Monster Manual 2, page(s) 217, Rules Compendium, page...
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Determining Cover for Close and Area Attacks
Determining Cover for Close and Area Attacks Like Ranged Attacks: You determine cover for these attacks in the same way as for ranged attacks, with two exceptions: Origin, Not Att...
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Determining Cover for Melee Attacks
Determining Cover for Melee Attacks Defender's Burden: The target of a melee attack has to prove that it has cover. That proof consists of a line between the attacker and the defe...
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Determining Cover for Ranged Attacks
Determining Cover for Ranged Attacks Attacker's Burden: For ranged attacks, the attacker has to prove that he has a clear shot. That proof consists of one corner in his space that...
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devil
devil Devils are evil immortal creatures native to the Nine Hells. They don't need to sleep. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s)...
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Difficult Terrain
Difficult Terrain Rubble, undergrowth, shallow bogs, steep stairs, low furniture, and many sorts of other impediments are difficult terrain, which hampers movement. Costs 1 Extra...
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Dim Light
Dim Light This category includes moonlight, the light provided by a candle or another dim light source, indirect illumination (such as in the interior of a cave whose entrance is...
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DIPLOMACY (CHARISMA)
DIPLOMACY (CHARISMA) Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check...
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Disease
Disease When creatures are exposed to a disease—whether by the bite of a plague-bearing monster, immersion in filthy swamp water, infected food, or something else—they risk contra...
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Disease
Disease Some powers expose a creature to a disease. If a creature is exposed to a disease one or more times during an encounter, it makes one saving throw at the end of the encoun...
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Disease
Disease Infection: When you are exposed to a disease, you risk becoming infected. If you are infected, you suffer the initial effect of the disease and begin to move on the diseas...
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distant
distant The range of your area and ranged implement attack powers increases by 2 when they're used through a distant implement. Mordenkainen's Magnificent Emporium, page(s) 41.
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Divine
Divine Divine magic comes from the gods. The gods grant power to their devotees, which clerics and paladins, for example, access through prayers and litanies. Divine magic excels...
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Divine Sanction
Divine Sanction Many new paladin powers and some of the new feats subject a target to your divine sanction. Being subject to it means the target is marked by you for a duration sp...
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Dominated
Dominated ✦ The creature can't take actions voluntarily. Instead, the dominator chooses a single action for the creature to take on the creature's turn: a standard, a move, a mino...
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Double Move
Double Move A creature can move twice on its turn if it takes another move action instead of a standard action. Taking the same move action twice in a row is called taking a doubl...
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Double Weapons
Double Weapons Double weapons share the following traits. • You must wield a double weapon in two hands to use it. • A Small character cannot wield a double weapon unless the weap...
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dragon
dragon Dragons are reptilian creatures. Most of them have wings as well as a breath weapon. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 3...
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Drop Prone
Drop Prone Sometimes a creature wants to be prone—to avoid ranged attacks, for instance, or to play dead. Drop Prone ✦ Action: Minor action. ✦ Prone: The creature is now prone. Ru...
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DUNGEONEERING (WISDOM)
DUNGEONEERING (WISDOM) The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigatin...
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durable
durable A suit of durable armor gives added protection by absorbing some of the force from attacks. However, in doing so, the armor takes damage. The first time you take damage du...
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dwarf
dwarf Dwarves are creatures of the earth, as steadfast and hardy as stone. Industrious and inventive, dwarves live in the mountains of the world. They build remarkable fortress-ci...
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Dying
Dying ✦ The creature is unconscious. ✦ The creature must make death saving throws. ✦ This condition ends immediately on the creature when it regains hit points. Dropping to 0 hit...
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Dying and Death
Dying and Death In the unending exploration of the unknown and the fight against monsters, death looms as a constant danger. Even so, death is not necessarily the end in the Dunge...
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earth
earth An earth creature is strongly connected to earth. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 311, Monster Vault: Threats to the Ne...
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earth walk
earth walk A type of terrain walk. A creature that has earth walk ignores difficult terrain that is rubble, uneven stone, or an earthen construction. Monster Manual 2, page(s) 217...
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Effect
Effect The result of a game element's use. The damage and conditions caused by an attack power are the power's effects, for instance. Some powers have “Effect” entries, which cont...
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eladrin
eladrin Eladrin are graceful warriors and wizards at home in the eldritch twilight of the Feywild and the dark forests of the world. Although most eladrin reside in the Feywild, a...
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elemental
elemental Elemental creatures are native to the Elemental Chaos. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Player's Handbook 3, page(s) 220, Rules Compendium, pa...
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elf
elf Slender and agile, elves revere nature and roam the wilderness, hunting creatures that threaten their lands. Although they trace their origins to the Feywild, most elves consi...
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Elite
Elite An elite monster counts as two monsters of its level for encounter building and rewards. ✦ Combined with another role (an elite brute, for instance) ✦ Deals twice the damage...
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empowered crit
empowered crit When you score a critical hit with an implement attack using an empowered crit implement, the attack deals 1d10 extra damage (this damage is not maximized). The ext...
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Enchantment
Enchantment Enchantment powers alter creatures' emotions, thoughts, and actions, including beguiling onlookers, terrifying foes, and encouraging allies. Rules Compendium.
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Encounter XP budget
Encounter XP budget Dungeon Masters sometimes use published combat encounters, and other times they build combat encounters of their own for their group's adventurers to face. Thi...
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ENDURANCE (CONSTITUTION)
ENDURANCE (CONSTITUTION) Armor Check Penalty The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endura...
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energized
energized When you use an implement attack power with an energized implement, you gain a +2 bonus to damage rolls if the power has a keyword that matches the implement's damage ty...
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Environmental Danger
Environmental Danger The Endurance skill determines how well a character can withstand such dangers. Every eight hours within an area of environmental danger, the character must s...
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Escape
Escape A creature can attempt to escape when it is grabbed. Other immobilizing effects might also let a creature try to escape. Escape a Grab or Immobilizing Effect ✦ Action: Move...
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Evocation
Evocation Evocation powers bring various magical effects into being, including explosions, rays of magical energy, and lingering environmental effects. This is the most widely pra...
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exalted
exalted Mortal spirits that come to the astral dominions via the Shadowfell are generally known as exalted. They are living, corporeal beings exactly as they were in life. However...
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Example Light Sources
Example Light Sources Even though many dungeons are adequately lit, the cautious adventurer brings a torch or a sunrod when venturing into a cavern or an underground complex. Comm...
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Experience Points Reward
Experience Points Reward Experience points are the fundamental reward of the game, just as encounters are the building blocks of adventures and campaigns. Every encounter comes wi...
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Exploration Speed
Exploration Speed The Base Exploration Speed table shows how much distance a creature that has a given speed covers in a day, an hour, or a minute of travel. A group of travelers...
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Extended Rest
Extended Rest Duration: An extended rest is at least 6 hours long. Once per Day: After a creature finishes an extended rest, it has to wait 12 hours before beginning another one....
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extra damage
extra damage Many powers and other effects grant the ability to deal extra damage. Extra damage is always in addition to other damage and is of the same type or types as that dama...
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Failed Saving Throw
Failed Saving Throw Sometimes an effect changes as a target fails saving throws against it. The new effect, specified in a “First Failed Saving Throw” or a “Second Failed Saving T...
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Falling
Falling Some kinds of terrain present a unique danger: a precipitous drop. When a creature falls at least 10 feet, it is likely to take damage. Most often, a creature falls becaus...
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Familiar Items
Familiar Items Familiar items are a subset of wondrous items that can be used only to enhance a familiar. A familiar is treated as having a single item slot, which can be used onl...
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Far Realm Anomaly Mutation
Far Realm Anomaly Mutation d20 Result 1 The target bleeds internally, instantly taking damage equal to its bloodied value. 2 One of the target's arms becomes useless. The target c...
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Fear
Fear An effect type. A fear power inspires fright. This fright is often represented by a creature being forced to move, taking a penalty to attack rolls, or granting combat advant...
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fey
fey Fey creatures are native to the Feywild. Monster Manual, page(s) 281, Monster Manual 2, page(s) 217, Player's Handbook 3, page(s) 220, Rules Compendium, page(s) 311, Monster V...
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Fey Beast Companion Actions
Fey Beast Companion Actions While you are within 20 squares of your fey beast companion, it relies on your guidance. You take actions so that it can act, and during an encounter i...
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Fire
Fire Explosive bursts, fiery rays, or simple ignition. Player's Handbook, page(s) 55, Player's Handbook 3, page(s) 220.
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fire
fire A damage type. A creature that has this keyword is strongly connected to fire. See also damage type. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compend...
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Flail
Flail Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon. Player's Handbook, page(s) 2...
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Flanking
Flanking One of the simplest ways for two allied creatures to gain combat advantage is for them to take up flanking positions adjacent to an enemy. Combat Advantage: A creature ha...
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Fly speed
Fly speed A creature that has a fly speed, such as an angel or a dragon, can move through the air. See “Flying”. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Player...
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Flying
Flying Some creatures have the innate ability to fly, whereas others gain the ability through powers, magic items, or other attributes. The rules for flight emphasize abstraction...
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force
force A damage type. See also damage type. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s) 311, Monster Vault: Threats to the Nentir Vale, pa...
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Force
Force Invisible energy formed into incredibly hard yet nonsolid shapes. Player's Handbook, page(s) 55, Player's Handbook 3, page(s) 220.
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Forced Movement
Forced Movement Certain powers and effects allow a creature to move a target forcibly, whether the target is willing or unwilling. (Other effects, such as traps or zones, can also...
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Forced Movement and Terrain
Forced Movement and Terrain Difficult Terrain: Forced movement isn't hindered by difficult terrain. Blocking Terrain: Forced movement can't move a creature through blocking terrai...
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forceful
forceful Whenever you pull, push, or slide a target with an implement attack using a forceful implement, you can increase the distance of the forced movement by 1 square. Mordenka...
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Forcing Open Doors
Forcing Open Doors Usually a creature can open a door simply by using a minor action (see “Action Types"). Sometimes, though, adventurers encounter doors that are stuck or locked....
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forest walk
forest walk A type of terrain walk. A creature that has forest walk ignores difficult terrain that is part of a tree, underbrush, or some other forest growth. Monster Manual 2, pa...
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Free Actions
Free Actions Free actions take almost no time or effort. A creature can usually take as many free actions as it wants during any turn, including other creatures' turns. Examples:...
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Full Discipline
Full Discipline An effect type. A full discipline power contains what are effectively two mini-powers, an attack technique and a movement technique. Unless otherwise noted, using...
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Gaseous Form
Gaseous Form The monster's body is similar to a cloud of gas, or the monster can take this form. (All of the monster's gear is absorbed into its gaseous form.) While gaseous, the...
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Gaze
Gaze A kind of attack. Blind or blinded creatures are immune to gaze attacks, and a creature cannot make a gaze attack while blinded. Dragon Magazine Annual.
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giant
giant Giants are Large or larger humanoid creatures that trace their origin back to the primordials and the Elemental Chaos. Monster Manual 2, page(s) 217, Monster Manual, page(s)...
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goblin
goblin In common parlance "goblin" refers to a specific sort of small, ill-tempered humanoid, but the word also refers to related beings of various sizes, such as bugbears and hob...
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Grab
Grab By using the grab power, any creature can try to seize a target bodily and keep it from moving. Although class powers and monster powers are usually more effective than grab...
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grabbed
grabbed ✦ The creature is immobilized. ✦ Maintaining this condition on the creature occupies whatever appendage, object, or effect the grabber used to initiate the grab. ✦ This co...
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Greatship
Greatship This enormous ship has four masts and can carry up to two hundred Medium creatures. Greatships are often used in war to carry soldiers. In addition to the pilot, it requ...
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Group Checks
Group Checks The Dungeon Master sometimes asks the adventurers to make a check as a group. Doing this is called making a group check, which is useful when a number of individuals...
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half damage
half damage Some powers deal half damage when they miss, and some effects, such as the weakened condition, cause damage to be halved. When a power or other effect deals half damag...
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Hammer
Hammer A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft. Player's Handbook, page(s) 215, Rules Compendium, page(s) 272.
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HEAL (WISDOM)
HEAL (WISDOM) The Heal skill is used to help others recover from wounds or debilitating conditions, including disease. FIRST AID Make a Heal check to administer first aid to a sub...
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Healing
Healing Powers that restore hit points. Player's Handbook 3, page(s) 217.
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healing
healing An effect type. A healing power restores hit points, usually either by restoring hit points immediately or by granting regeneration. Monster Manual 2, page(s) 217, Monster...
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Healing in combat
Healing in combat Even in a heated battle, adventurers can heal. They heal themselves by using second wind, and allies can administer first aid with the Heal skill or use healing...
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Healing Surges
Healing Surges Most healing requires a character to spend a healing surge. When a character spends a healing surge, he or she regains lost hit points and adds them to his or her c...
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Healing the Dying
Healing the Dying When an adventurer is dying, any healing restores him or her to at least 1 hit point. If someone has stabilized the character using the Heal skill but he or she...
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Heavily Obscured
Heavily Obscured A measure of visibility. A creature has total concealment when it is in a heavily obscured square, although it has only partial concealment against an enemy adjac...
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Heavy blade
Heavy blade Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing...
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Heavy Thrown
Heavy Thrown A thrown weapon is a ranged weapon that is hurled from the hand, rather than used to launch a projectile. A ranged basic attack with a heavy thrown weapon uses the wi...
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Helpless
Helpless While a creature is helpless, it grants combat advantage and can be the target of a coup de grace. Player's Handbook, page(s) 277, Player's Handbook 3, page(s) 220, Rules...
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hidden
hidden When a creature is hidden from an enemy, the creature is silent and invisible to that enemy. A creature normally uses the Stealth skill to become hidden. See also invisible...
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High Crit
High Crit A high crit weapon deals more damage when you score a critical hit with it. On a critical hit, the weapon deals 1[W] extra damage at 1st–10th levels, 2[W] extra damage a...
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hindering terrain
hindering terrain Pits, electrifying runes, lava, extremely deep water, and other harmful environmental phenomena are hindering terrain, which punishes creatures that are in it or...
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HISTORY (INTELLIGENCE)
HISTORY (INTELLIGENCE) The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an expla...
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Hit
Hit If the attack roll is higher than or equal to the defense score, the attack hits and deals damage, has a special effect, or both. Automatic Hit: If you roll a natural 20 (the...
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Hit Points
Hit Points Over the course of a battle, adventurers and monsters take damage from attacks. Hit points measure the ability of a creature to stand up to punishment, turn deadly stri...
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Holy Symbol
Holy Symbol Associated with the divine power source, a holy symbol represents a deity and bears an emblem or an image of the god. Unlike other implements, a holy symbol can be use...
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homunculus
homunculus Homunculi are animate constructs tasked with guarding a creature, an area, or an object. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Monster Vault: Thre...
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Hover
Hover If a creature can hover, it can remain in the air if it is stunned. See also fly speed. Monster Manual 2, page(s) 217, Player's Handbook 3, page(s) 221, Divine Power, page(s...
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human
human Humans are the most diverse humanoid race in appearance, habits, outlook, motivations, and talents. Human settlements are found in every terrain and climate, from the depths...
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humanoid
humanoid Humanoid creatures vary greatly in how much they resemble humans. Most are bipedal. Monster Manual 2, page(s) 217, Monster Manual, page(s) 281, Rules Compendium, page(s)...
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ice walk
ice walk A type of terrain walk. A creature that has ice walk ignores difficult terrain that is ice or snow. Monster Manual 2, page(s) 217, Monster Manual, page(s) 282, Rules Comp...
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Illusion
Illusion Powers that deceive the senses or the mind. Player's Handbook 3, page(s) 217.
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Immediate Action
Immediate Action There are two kinds of immediate actions: interrupts and reactions. The following rules govern both kinds of immediate action. Trigger: Each immediate action—usua...
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Immobilized
Immobilized ✦ The creature can't move, unless it teleports or is pulled, pushed, or slid. An immobilized creature can't reposition itself on the battle grid, but it's not paralyze...
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immortal
immortal Immortal creatures are native to the Astral Sea. Unless they are killed, they live forever. Monster Manual 2, page(s) 217, Monster Manual, page(s) 282, Player's Handbook...
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Immune
Immune A creature that is immune to a damage type (such as cold or fire), a condition (such as dazed or petrified), or another specific effect (such as disease or forced movement)...
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Immunity
Immunity Some creatures are immune to certain effects. If a creature is immune to a damage type (such as cold or fire), it doesn't take that type of damage. If a creature is immun...
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Implement
Implement Implements are items wielded by certain characters to channel their powers. Your class description or a feat tells you which implements you can wield, if any. To use the...
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Improvised Weapons
Improvised Weapons Sometimes an attacker doesn't have a proper weapon available and makes do with something else. The attacker might punch or head-butt a foe, smash a chair over t...
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Initiative
Initiative Before the first round of combat, each combatant rolls initiative. Rolling initiative follows the normal rules for making a check: 1. Roll a d20. 2. For an adventurer,...
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INSIGHT (WISDOM)
INSIGHT (WISDOM) The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between...
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Insubstantial
Insubstantial When a creature is insubstantial, it takes half damage from any damage source, including ongoing damage. See also half damage. Monster Manual 2, page(s) 218, Monster...
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INTIMIDATE (CHARISMA)
INTIMIDATE (CHARISMA) An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adven...
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Invigorating
Invigorating If a creature has training in Endurance, it gains temporary hit points equal to its Constitution modifier when it hits with a power that has the invigorating keyword....
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Invisible
Invisible If a creature is invisible, it has several advantages against creatures that can't see it: It has total concealment against them, it doesn't provoke opportunity attacks...
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Item Set
Item Set A magic item set contains four or more items that a character or a party can collect. Each set has at least one set benefit that is revealed when a minimum number of the...
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Keeping Watch
Keeping Watch Adventurers typically take turns keeping watch while their companions sleep. If five characters are in your group, each of you can take a turn on watch duty for 1½ h...
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Ki Focuses
Ki Focuses A ki focus is an implement that certain characters use as a focus for their inner magical energy, known as ki. A ki focus might take the form of a training manual, a sc...
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Knocking Creatures Unconscious
Knocking Creatures Unconscious When an adventurer reduces a monster or a DM-controlled character to 0 hit points, he or she can choose to knock the creature unconscious rather tha...
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knowledge check
knowledge check A skill check used to remember a useful bit of information in a particular field of knowledge. Arcana, Dungeoneering, History, Nature, and Religion are the skills...
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Languages
Languages Language Spoken by... Script Common Humans, halflings, tieflings Common Deep Speech Mind flayers, githyanki, kuo-toas Rellanic Draconic Dragons, dragonborn, kobolds Iokh...
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Leader
Leader ✦ A subrole that can be combined with other roles (a soldier leader or a solo controller leader, for instance) ✦ Grants its allies bonuses to attack rolls, damage rolls, de...
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Legitimate Targets
Legitimate Targets When a power has an effect that occurs upon hitting, missing, or otherwise affecting a target, the effect takes place only if the target in question is a meanin...
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Light blade
Light blade Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons. Player's Handbook, page(s) 215, Rul...
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Light Thrown
Light Thrown A thrown weapon is a ranged weapon that is hurled from the hand, rather than used to launch a projectile. A ranged basic attack with a light thrown weapon uses the wi...
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Lightly Obscured
Lightly Obscured A measure of visibility. A creature has partial concealment when it is in a lightly obscured square. Examples: Dim light, foliage, fog, smoke, and heavy rain or f...
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lightning
lightning A damage type. See also damage type. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 313, Monster Vault: Threats to the Nentir Vale...
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Lightning
Lightning Electrical energy. Player's Handbook, page(s) 55, Player's Handbook 3, page(s) 222.
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Limited Action
Limited Action If you get to act in the surprise round, you can take a standard action, a move action, or a minor action. You can also take free actions, but you can't spend actio...
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line of effect
line of effect A clear line from one point to another point in an encounter that doesn't pass through or touch blocking terrain. Unless noted otherwise, there must be line of effe...
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line of sight
line of sight A clear line from one point to another point in an encounter that doesn't pass through or touch an object or an effect—such as a stone wall, a thick curtain, or a cl...
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Listening through a Door
Listening through a Door Perception DC* Sounds the PCs Hear Monsters' Stealth check + 5 Monsters moving quietly around the room 5 Battle in progress, or agitated or dramatic conve...
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living construct
living construct Unlike other constructs, living constructs are living creatures. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 313, Monste...
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Load Free
Load Free Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that m...
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Load Minor
Load Minor Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the weapon table, that means yo...
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Longship
Longship This single-mast ship has a shallow draft, allowing it to travel up rivers or onto beaches. In addition to the pilot, it needs a crew of three to sail effectively. The ve...
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low-light vision
low-light vision A creature that has low-light vision can see normally in areas of bright light and dim light, but areas of darkness are totally obscured to it. The creature ignor...
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Lurker
Lurker ✦ Usually alternates high-damage attacks with an ability to escape counterattacks ✦ Low hit points ✦ Tricky to oppose effectively ✦ Benefits from brutes or soldiers that dr...
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Mace
Mace Much like hammers, maces are blunt weapons that have a heavier head than handle, but they're more balanced than hammers. They're useful for delivering crushing blows. Player'...
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Magic Item Level and Rarity
Magic Item Level and Rarity Two aspects of a magic item control when it is likely to become available to adventurers: its level and its rarity. Level A magic item's level is a gen...
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Magic Item Values
Magic Item Values The gold piece value of a magic item depends on its level, as shown on the table below. The value of a consumable item (such as a potion) is much lower than the...
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magical beast
magical beast Magical beasts resemble beasts but often possess magical abilities, behave like people, or both. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Co...
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Major Quest Experience Reward
Major Quest Experience Reward PC Level 4 PCs 5 PCs 6 PCs Minor Quest Reward 1st 400 500 600 100 2nd 500 625 750 125 3rd 600 750 900 150 4th 700 875 1,050 175 5th 800 1,000 1,200 2...
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Manipulating Objects
Manipulating Objects Creatures can pick up or drop items, draw or sheathe weapons, strap shields to their arms or sling them on their backs, open and close doors or chests, or in...
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Marked
Marked ✦ The creature takes a -2 penalty to attack rolls for any attack that doesn't include the marking creature as a target. ✦ A creature can be subjected to only one mark at a...
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Martial
Martial Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals. Martial characters use their ow...
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maximum altitude
maximum altitude See altitude limit. Monster Manual 2, page(s) 218.
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Melee Attack
Melee Attack Targeted: Melee attacks target individuals. A melee attack against multiple enemies consists of separate attacks, each with its own attack roll and damage roll. Melee...
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Milestones and Quests
Milestones and Quests As adventurers move from one encounter to another on their way to gaining the next level, they reach milestones and complete quests. Milestones: When the adv...
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Minion
Minion For the purposes of encounter building and rewards, four to six minions count as one standard monster (four at heroic tier, five at paragon tier, and six at epic tier). ✦ C...
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Minor Action
Minor Action As the name implies, minor actions are simple and quick. Action Description Draw or sheathe a weapon Use or put away a weapon Drink a potion Consume a potion Drop pro...
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Miss
Miss If your attack roll is lower than the defense score, the attack misses. Usually, there's no effect. Some powers have an effect on a miss, such as dealing half damage. Automat...
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modifier
modifier A bonus or a penalty applied to a die roll. See bonus and penalty. Rules Compendium, page(s) 313.
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monster
monster A creature controlled by the Dungeon Master. The term is usually used to refer to creatures that are hostile to the adventurers (often including DM-controlled characters)....
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Monster Knowledge Checks
Monster Knowledge Checks Refer to these rules whenever a character makes a check to identify a monster, regardless of the knowledge skill he or she is using. The DM typically tell...
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Monster Magic Treshold
Monster Magic Treshold A monster equipped with magic items can use the powers those items grant. Enhancement Bonuses: A monster benefits from an enhancement bonus to attack rolls,...
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Monsters and Death
Monsters and Death Monsters and characters controlled by the Dungeon Master usually die when their hit points drop to 0, unless an adventurer chooses to knock them unconscious. Ad...
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mount
mount A creature that has the mount keyword has at least one mount trait or mount power. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 313,...
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mount
mount A creature that has the mount keyword has at least one mount trait or mount power. Rules Compendium, page(s) 313.
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mounted
mounted A mounted weapon is most effective when you use it while riding a mount. When you use such a weapon while not mounted, you take a -2 penalty to attack rolls with it. While...
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Mounted Combat
Mounted Combat Mount Requirements To be a mount, a creature must meet two requirements. • Size: The creature's size category must be larger than its rider's. For instance, a mount...
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Mounts and Vehicles
Mounts and Vehicles When traveling long distances outdoors, characters can use mounts or vehicles to increase their speed, their carrying capacity, or both. The Mounts and Vehicle...
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move
move Any instance of movement, whether it is done willingly or unwillingly. Whenever a creature, an object, or an effect leaves a square to enter another, it is moving. Shifting,...
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Move a grabbed target
Move a grabbed target A creature can try to move a target it is grabbing, whether or not it used the grab power to grab the target. Move a Grabbed Target ✦ Action: Standard action...
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Move Action
Move Action Move actions involve movement from one place to another. Action Description Crawl While prone, move up to half speed Escape Escape a grab and shift 1 square Run Move u...
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Movement in Three Dimensions
Movement in Three Dimensions Aquatic and aerial encounters force players to think in three dimensions, as well as creating the awkward situation of trying to stack several figures...
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Movement-related traits
Movement-related traits The following traits modify movement in various ways. They are innate to some creatures (noted in their stat blocks), whereas other creatures gain such tra...
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natural
natural Natural creatures are native to the natural world. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Player's Handbook 3, page(s) 222, Rules Compendium, page(s)...
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NATURE (WISDOM)
NATURE (WISDOM) The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and ident...
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Necromancy
Necromancy Necromancy is more widely practiced than nethermancy, but this recognition brings with it little in the way of acceptance. Necromancers and their magic are gist for ter...
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Necrotic
Necrotic Purple-black energy that deadens flesh and wounds the soul. Player's Handbook, page(s) 55, Player's Handbook 3, page(s) 222.
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necrotic
necrotic A damage type. See also damage type. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 314, Monster Vault: Threats to the Nentir Vale,...
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Nethermancy
Nethermancy The nethermancer's methods were devised when renegade wizards fled to the Shadowfell long ago and delved into the plane's secrets and the malign influence found there....
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Normal Vision
Normal Vision A creature that has normal vision can see normally in areas of bright light. Areas of dim light are lightly obscured to the creature, and areas of darkness are total...
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NPC Level Bonus and Magic Threshold
NPC Level Bonus and Magic Threshold As player characters gain levels, they choose feats and gain magic items that increase their attack bonuses and defenses. The level bonus, show...
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NPC Mannerism
NPC Mannerism Describe a memorable characteristic of the NPC, something for the players to remember. They might forget a name, but they'll remember the blacksmith with the elabora...
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NPC Quirk
NPC Quirk In addition to covering the basic physical description of an NPC (height and build, color of skin, hair, and eyes, and so forth), think about a distinctive quirk to help...
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Object Defenses and Hit Points
Object Defenses and Hit Points Like creatures, objects have hit points. They also have defenses: AC, Fortitude, and Reflex. Objects don't have Will, however (see “Object Immunitie...
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Object Immunities, Resistances, Vulnerabilities
Object Immunities, Resistances, Vulnerabilities Unless otherwise noted, an object has immunity to the following: ✦ necrotic damage ✦ poison damage ✦ psychic damage ✦ any attack th...
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Objects Properties
Objects Properties Object Size AC or Reflex Fortitude HP Example Tiny 10 5 5 Bottle, book Small 8 8 10 Treasure chest, manacles Medium 5 10 20 Door, statue Large 4 12 40 Wagon, va...
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Obscured Terrain
Obscured Terrain Lightly Obscured: Squares of dim light, foliage, fog, smoke, heavy falling snow, or rain are lightly obscured. Concealment: A target in a lightly obscured space h...
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Obstacles
Obstacles Like difficult terrain, obstacles can hamper movement. Obstacles Filling Squares: An obstacle such as a large tree, a pillar, or a floor-to-ceiling wall blocks a square...
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Occupied Square
Occupied Square A creature occupies all the squares of its space. The rules for moving through occupied squares depend on whether the squares belong to an ally or an enemy. Ally:...
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Off-Hand
Off-Hand An off-hand weapon is light enough that the attacker can hold it and attack effectively with it while also holding a weapon in his or her main hand. An adventurer can't a...
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Once Per Round
Once Per Round Some effects are usable only once per round. For example, if a creature uses an effect (such as a class feature) that is usable only once per turn, it can't use tha...
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once per turn
once per turn Some effects can occur only once per turn. If a creature can use an effect (such as a class feature) only once per turn, that effect can be used no more than once du...
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One-Handed
One-Handed Weapons requiring one hand to wield Player's Handbook, page(s) 215.
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Ongoing Damage
Ongoing Damage Some powers deal damage on consecutive turns after the initial attack. Such damage is called ongoing damage. An efreet might hit a creature with a burst of fire tha...
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ooze
ooze Oozes are amorphous creatures. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 314, Monster Vault: Threats to the Nentir Vale, page(s) 1...
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Opportunity Actions
Opportunity Actions An opportunity action is similar to an immediate interrupt, but it can be taken once per turn, rather than once per round. Trigger: Each opportunity action—usu...
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Opportunity Attack
Opportunity Attack In a fight, everyone is constantly watching for enemies to drop their guard. A creature can rarely move heedlessly past its foes or use a ranged power or an are...
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Orb
Orb An orb is a heavy, round object, usually made of glass or crystal, of a size that fits comfortably in the palm of the hand. Rules Compendium, page(s) 274.
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orc
orc Orcs worship Gruumsh, the one-eyed god of slaughter, and are savage, bloodthirsty marauders. They plague the civilized races of the world and also fight among themselves for s...
-
origin square
origin square The square where an effect originates. Every power has an origin square. A power's attack or utility type determines the origin square's location. Some exceptional p...
-
Ornithopter
Ornithopter This magical flying craft was designed by dwarves and is used for reconnaissance and solo travel. Its flapping wings provide both lift and steering. Adventurer's Vault...
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Overland Flight
Overland Flight Overland flight works like a fly speed with one exception: A creature can take a move action to use overland flight only if it has taken no actions that turn, exce...
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Overlapping Durations
Overlapping Durations When a creature is subject to identical effects that end at different times, it ignores all but the effect that has the most time remaining. For instance, if...
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penalty
penalty A number subtracted from a die roll. Unlike bonuses, penalties don't have types. Penalties add together, unless they're from the same named game element (such as a power o...
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PERCEPTION (WISDOM)
PERCEPTION (WISDOM) The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap,...
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Petrified
Petrified ✦ The creature is unconscious. ✦ The creature has resist 20 to all damage. ✦ The creature doesn't age. Usually a creature is subjected to this condition when it is turne...
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Phasing
Phasing While phasing, a creature ignores difficult terrain and can move through obstacles and other creatures, but it must end its movement in an unoccupied space. Monster Manual...
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Pick
Pick Weighted toward the top like a mace or an axe, a pick has a long, pointed head made to pierce and create deep wounds. Player's Handbook, page(s) 216.
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Pinnace
Pinnace This two-mast ship functions equally well close to shore and on the high seas. In addition to the pilot, it requires a crew of four to sail effectively. The vessel is 6 sq...
-
plant
plant Plant creatures are composed of vegetable matter. They don't need to sleep. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 314, Monste...
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Pocket Change
Pocket Change It's sometimes useful to know how much money a character might typically have on hand. The table below gives minor and major purchase values (in gp) for a character...
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poison
poison A damage and effect type. A poison power delivers a nondamaging poisonous effect, deals poison damage, or both. See also damage type. Monster Manual 2, page(s) 218, Monster...
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Poison
Poison Poison Vector: Poison can be applied with a weapon, to a trap, to darts or needles, smeared in such a way as to seep in through the skin, or dispersed in a powder or gas so...
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Poison
Poison Toxins that reduce a creature's hit points. Player's Handbook.
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Polearm
Polearm Polearms are reach weapons (see above) mounted at the end of long hafts. A polearm typically also belongs to a second weapon group, such as axe or spear. Player's Handbook...
-
Polymorph
Polymorph Polymorph powers change a creature's physical form in some way. For instance, a polymorph power might transform a creature into a mouse. Unless otherwise noted, a creatu...
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Primal
Primal Powers that draw on the spirits of nature that pervade the world. Player's Handbook 2, page(s) 5.
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primordial
primordial Creatures of raw elemental power. Dragon Magazine 370.
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Prone
Prone ✦ The creature is lying down. However, if the creature is climbing or flying, it falls. ✦ The only way the creature can move is by crawling, teleporting, or being pulled, pu...
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psychic
psychic A damage type. See also damage type. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 315, Monster Vault: Threats to the Nentir Vale,...
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Psychic
Psychic Effects that target the mind. Player's Handbook, page(s) 55, Player's Handbook 3, page(s) 222.
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Pull
Pull When you pull a creature, each square you move it must bring it nearer to you. • Two-Dimensional: Forced movement is normally two-dimensional; all the squares of the movement...
-
Push
Push When you push a creature, each square you move it must place it farther away from you. • Two-Dimensional: Forced movement is normally two-dimensional; all the squares of the...
-
Quest XP Rewards
Quest XP Rewards When a group of adventurers completes a major quest, each character receives an XP reward equal to the value for a single threat of the quest's level. This is an...
-
race
race Race is a category that usually applies only to humanoids. Each adventurer has a race that his or her player selects at character creation. Members of a race have various cha...
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Radiant
Radiant Searing white light or shimmering colors. Player's Handbook, page(s) 55, Player's Handbook 3, page(s) 222.
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radiant
radiant A damage type. See also damage type. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 315, Monster Vault: Threats to the Nentir Vale,...
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Rage
Rage An effect type. A rage power allows the user to enter a rage specified in the power. The rage lasts until the user enters a new rage or until the end of the encounter. Player...
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range
range The maximum distance that an effect can reach. Range is often expressed as a number of squares. Rules Compendium, page(s) 315.
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Ranged Attack
Ranged Attack Targeted: Ranged attacks target individuals. A ranged attack against multiple enemies consists of separate attacks, each with its own attack roll and damage roll. Ra...
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Rattling
Rattling If a creature has training in Intimidate and deals damage with a power that has the rattling keyword, the target takes a -2 penalty to attack rolls until the end of the u...
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Reach
Reach With a reach weapon, a creature can make melee attacks against enemies that are 2 squares away from it as well as adjacent enemies. Even so, the wielder can make opportunity...
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Reading a Weapon Entry
Reading a Weapon Entry Each weapon is defined by a few basic characteristics that indicate how it functions in the game. These characteristics are typically specified in a table t...
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Ready an action
Ready an action When a creature readies an action, it prepares to react to an event or to someone else's action. Readying an action is a way of saying, “As soon as x happens, my c...
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Regeneration
Regeneration Regeneration is a special form of healing that restores a fixed number of hit points every round. Regeneration doesn't rely on healing surges. Heal Each Turn: If a cr...
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Reliable
Reliable An effect type. If a reliable power misses every target, the power is not expended. Player's Handbook 3, page(s) 217, Monster Manual 2, page(s) 218, Player's Handbook, pa...
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RELIGION (INTELLIGENCE)
RELIGION (INTELLIGENCE) The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to informati...
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removed from play
removed from play ✦ The creature can't take actions. ✦ The creature has neither line of sight nor line of effect to anything, and nothing has line of sight or line of effect to it...
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reptile
reptile Reptiles are cold-blooded creatures that have scaly skin. Monster Manual 2, page(s) 218, Monster Manual, page(s) 282, Rules Compendium, page(s) 315, Monster Vault: Threats...
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Resist
Resist A creature that has resistance takes less damage from a specific damage type. For example, a creature that has resist 10 fire takes 10 less damage whenever it takes fire da...
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Resistance
Resistance Resistance means a creature takes less damage from a specific damage type. Resistance appears in a stat block or power as “Resist x,” where x is the amount that the dam...
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Restrained
Restrained ✦ The creature can't move, unless it teleports. It can't even be pulled, pushed, or slid. ✦ The creature takes a -2 penalty to attack rolls. ✦ The creature grants comba...
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Retraining
Retraining Sometimes a player makes decisions when creating or advancing a character that he or she later regrets. Perhaps a chosen power isn't working with the character concept,...
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Ritual Book
Ritual Book You can buy ritual books or find them as treasure. You can also make a copy of an existing ritual book, and some classes give you free access to a number of rituals. W...
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Ritual Scroll
Ritual Scroll A ritual scroll is a single page of parchment, vellum, or paper. Buying a Ritual Scroll: Like a ritual book, a ritual scroll can be purchased for the given market pr...
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Rituals
Rituals Rituals are complex ceremonies that create magic effects. You don't memorize or prepare a ritual; a ritual is so long and complex that no one could ever commit the whole t...
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Rod
Rod A rod is a short, heavy cylinder, typically covered in mystic runes or inscribed crystals. Rules Compendium, page(s) 274.
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Round
Round A round represents about 6 seconds in the game world. In a round, every combatant takes a turn. See also turn and once per round. Player's Handbook, page(s) 266, Rules Compe...
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Run
Run By taking the run action, a creature can use an all-out sprint when it really needs to cover ground quickly. The creature has to lower its guard to make best speed, however, a...
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Runic
Runic An effect type. A runic power channels the magic of runes that are specified in the power. Unless otherwise noted, using a runic power follows these rules. Choose First: Whe...
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save
save A successful saving throw. A save ends an effect that includes one of the following notations in parentheses: “save ends,” “save ends both,” or “save ends all.” Identical Eff...
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Saving Throws
Saving Throws A saving throw is a special d20 roll, unmodified by a creature's level or ability scores, which is used to avoid or end certain effects. Some perils, such as being p...
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Schools of Magic
Schools of Magic After generations of study, practitioners of arcane magic have identified various types of magic and have grouped them into categories, which are called schools....
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Searching
Searching Adventurers must often look carefully to find concealed objects, such as secret doors, disguised treasures, or crucial clues that will lead them to the next stage of the...
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Second wind
Second wind Adventurers can dig into their resolve and endurance to find an extra burst of vitality. In game terms, an adventurer focuses momentarily on self-defense and spends a...
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Secondary Target and Secondary Attack
Secondary Target and Secondary Attack Some powers allow you to make secondary (or even tertiary) attacks. A “Hit,” a “Miss,” or an “Effect” entry tells you when to make a secondar...
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Selling Equipment
Selling Equipment Adventurers cannot sell mundane armor, weapons, or adventuring gear unless the Dungeon Master allows. Even then, they receive only one-fifth of an item's market...
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Shadow
Shadow Shadow powers open a well of energy to the Shadowfell, the realm of darkness, illusion, death, and the undead. Dragon Magazine 379, page(s) 16.
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shadow
shadow Shadow creatures are native to the Shadowfell. Monster Manual, page(s) 282, Monster Manual 2, page(s) 218, Player's Handbook 3, page(s) 223, Monster Vault: Threats to the N...
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Shadow
Shadow Shadow powers open a well of energy to the Shadowfell, the realm of darkness, illusion, death, and the undead. Revenge of the Giants.
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shapechanger
shapechanger Shapechangers, such as doppelgangers, have the ability to alter their form, whether freely or into specific forms. Monster Manual 2, page(s) 218, Monster Manual, page...
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shielding
shielding Whenever you hit at least one target with an implement attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next...
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Shields
Shields Shields improve an adventurer's defensive capabilities by helping to deflect attacks. Shield Bonus: While using a shield, an adventurer gains a shield bonus to AC and Refl...
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Shift
Shift Moving through a fierce battle is dangerous; a creature must be careful to avoid a misstep that gives a foe a chance to strike a telling blow. The way to move safely when en...
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shifter
shifter Descended from humans and lycanthropes, shifters resemble humans with animalistic features. Some are ruthless brigands and wild brawlers, while others are heroes. Monster...
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Short Rest
Short Rest A short rest allows a creature to regain the use of encounter powers and spend healing surges to regain hit points. Short rests follow these rules. Duration: A short re...
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shunned
shunned Shunned are drow who have failed Lolth in some way. P2 Demon Queen Enclave, page(s) 18.
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Silvered Weapons
Silvered Weapons Some monsters, such as werewolves, are susceptible to attacks made by silvered weapons. A single weapon, 30 arrows, 10 crossbow bolts, or 20 sling bullets can be...
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size
size Tiny: Four individual Tiny creatures can fit in a square, and a Tiny creature can enter a larger creature's space and end its turn there. Having a reach of 0 means a Tiny cre...
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Skill Challenge Complexity
Skill Challenge Complexity Complexity Successes Advantages Typical DCs 1 4 — 4 moderate 2 6 — 5 moderate, 1 hard 3 8 2 6 moderate, 2 hard 4 10 4 7 moderate, 3 hard 5 12 6 8 modera...
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Skill Challenge XP Rewards
Skill Challenge XP Rewards Skill challenges and other noncombat encounters that carry risk also carry reward. A skill challenge has a level and a complexity that combine to determ...
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Skill Check Difficulty Class
Skill Check Difficulty Class Level Easy Moderate Hard 1 8 12 19 2 9 13 20 3 9 13 21 4 10 14 21 5 10 15 22 6 11 15 23 7 11 16 23 8 12 16 24 9 12 17 25 10 13 18 26 11 13 19 27 12 14...
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Skills
Skills Skill Key Ability Acrobatics Dexterity Arcana Intelligence Athletics Strength Bluff Charisma Diplomacy Charisma Dungeoneering Wisdom Endurance Constitution Heal Wisdom Hist...
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Skirmisher
Skirmisher ✦ Specializes in mobility and clever positioning during battle ✦ Prefers to attack on the move or with combat advantage ✦ Benefits from brutes or soldiers that draw the...
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Sleep
Sleep Powers that cause sleep or unconsciousness. Player's Handbook 3, page(s) 218.
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Sleeping and Waking up
Sleeping and Waking up You need at least 6 hours of sleep every day to keep functioning at your best. If, at the end of an extended rest, you haven't slept at least 6 hours in the...
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Slide
Slide When you slide a creature, there's no restriction on the direction you can move it. • Two-Dimensional: Forced movement is normally two-dimensional; all the squares of the mo...
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Sling
Sling A sling is a leather strap used to hurl stones or metal pellets. Slings are projectile weapons. Player's Handbook, page(s) 216, Rules Compendium, page(s) 272.
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Slowed
Slowed ✦ The creature's speed becomes 2 if it was higher than that. This speed applies to all of the creature's movement modes (walking, flying, swimming, and so on), but it does...
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Small
Small This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for instance...
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Small characters
Small characters Small characters follow most of the same rules as Medium ones, with the following exceptions. - You can't use two-handed weapons, such as greatswords and halberds...
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Soldier
Soldier ✦ Specializes in melee attacks and close-range control effects ✦ Punishes foes for attacking its allies ✦ High defenses ✦ Good at protecting artillery or controllers Tip:...
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solid obstacle
solid obstacle See blocking terrain. Rules Compendium, page(s) 315.
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Solo
Solo For the purposes of encounter building and rewards, a solo monster counts as five standard monsters. ✦ Combined with another role (a solo lurker, for instance) but contains e...
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space
space The square area that a creature occupies or the squares where an object or a phenomenon is located. A typical adventurer's space is a single square. Rules Compendium, page(s...
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Spear
Spear Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks. Player's Handbook, page(s) 216, Rules Compendium, page(s) 272.
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Speed
Speed The distance (in squares) that a creature can move using the walk action. Player's Handbook, page(s) 283, Rules Compendium, page(s) 316.
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spider
spider Spider creatures include spiders as well as creatures that have spiderlike features: eight legs, web spinning, and so forth. Monster Manual 2, page(s) 218, Monster Manual,...
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spider climb
spider climb A creature that can spider climb can use its climb speed to move across overhanging horizontal surfaces (such as ceilings) without making Athletics checks. See also c...
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Spirit
Spirit An effect type. Certain creatures have spirit companions, and spirit powers are used in conjunction with those companions. A creature can use a spirit power only if its spi...
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square
square A 1-inch square on the battle grid, which is equivalent to a 5-foot square in the game world. The square is the main unit of measurement in the game. Rules Compendium, page...
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Squeeze
Squeeze A creature can use the squeeze action to fit through an area that isn't as wide as it is. Big creatures usually use this action to move through tight corridors or to stand...
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Staff
Staff In its most basic form, a staff is a long piece of wood or some other hard substance, roughly the same diameter along its whole length. Player's Handbook, page(s) 216, Rules...
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Staff (implement)
Staff (implement) A staff is a shaft, usually of wood, that is typically as tall as or slightly taller than its wielder. Staffs are sometimes crowned with decorative crystals or o...
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Stance
Stance An effect type. When a character uses a stance power, the character assumes a stance of some kind. Duration: A stance lasts until the character assumes another stance or un...
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Stand up
Stand up A creature can end the prone condition on itself by standing up. Stand Up ✦ Action: Move action. ✦ Unoccupied Space: If the creature's space is not occupied by another cr...
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Standard Action
Standard Action A standard action requires more effort than any other type and is usually the main action of a creature's turn. Examples: Most attack powers, using one's second wi...
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Starvation, Thirst and Suffocation
Starvation, Thirst and Suffocation When a character is deprived of food, water, or air, the rule of three applies. An adventurer can handle 3 weeks without food, 3 days without wa...
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STEALTH (DEXTERITY)
STEALTH (DEXTERITY) Armor Check Penalty Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on oth...
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Stout
Stout A weapon that has the stout property can be treated as a two-handed weapon. Adventurer's Vault.
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STREETWISE (CHARISMA)
STREETWISE (CHARISMA) The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its...
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Stunned
Stunned ✦ The creature can't take actions. ✦ The creature grants combat advantage. ✦ The creature can't flank. ✦ The creature falls if it is flying, unless it can hover. Usually a...
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Summoning
Summoning An effect type. Powers that have the summoning keyword bring creatures magically from elsewhere—often from other planes—to serve the summoner. Normally, a summoning powe...
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Surprise Round
Surprise Round Some combat encounters begin with a surprise round, which occurs if any creatures are caught completely off guard at the start of battle. If even one creature is su...
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Surprised
Surprised ✦ The creature can't take actions. ✦ The creature grants combat advantage. ✦ The creature can't flank. Normally a creature is subjected to this condition only during a s...
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Sustained Durations
Sustained Durations Some effects can be sustained for multiple rounds. Such an effect is labeled with the word “Sustain.” That word is followed by the name of an action type: “Sus...
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swamp walk
swamp walk A type of terrain walk. A creature that has swamp walk ignores difficult terrain that is mud or shallow water. Monster Manual 2, page(s) 218, Monster Manual, page(s) 28...
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Swapping Powers
Swapping Powers Some game features, particularly feats, give you the option of swapping one of your adventurer's powers for a different power. This option provides a way to custom...
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swarm
swarm A swarm is composed of multiple creatures but functions as a single creature. A swarm can occupy the same space as another creature, and an enemy can enter a swarm's space,...
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swim speed
swim speed A creature that has a swim speed, such as a crocodile or a black dragon, doesn't have to make Athletics checks to swim. It can simply move through water using its swim...
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Talk
Talk Talk is cheap—in fact, it's free in the game. A creature can talk as a free action, which means that it can speak even on another creature's turn and as often as it likes (wi...
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Targeting what you can't see
Targeting what you can't see Sometimes a creature attacks an enemy it can't see—the enemy is invisible, the attacking creature is blinded, or the fight is taking place in impenetr...
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Telepathy
Telepathy A creature that has telepathy can communicate mentally with any creature that has a language, even if they don't share the language. The other creature must be within li...
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Teleportation
Teleportation An effect type. A teleportation power transports creatures or objects instantaneously from one location to another. Typically, a creature teleports by means of a mag...
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Temporary Hit Points
Temporary Hit Points A variety of sources can grant temporary hit points—small reservoirs of stamina that insulate a creature from losing actual hit points. Not Real Hit Points: T...
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Terrain Walk
Terrain Walk The monster ignores difficult terrain in encounter areas where the stated environment predominates. Earth Walk: The creature ignores difficult terrain if that terrain...
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THIEVERY (DEXTERITY)
THIEVERY (DEXTERITY) Armor Check Penalty The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking p...
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Threatening Reach
Threatening Reach A creature that has threatening reach can make an opportunity attack against any enemy within its reach that provokes an opportunity attack. Monster Manual 2, pa...
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Thunder
Thunder Shock waves and deafening sounds. Player's Handbook, page(s) 55, Player's Handbook 3, page(s) 223.
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thunder
thunder A damage type. See also damage type. Monster Manual 2, page(s) 219, Monster Manual, page(s) 283, Rules Compendium, page(s) 317, Monster Vault: Threats to the Nentir Vale,...
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Total defense
Total defense Sometimes it's more important to guard against further injury than to attack. In such circumstances, a creature focuses its attention on defense. Use Total Defense ✦...
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Totally Obscured
Totally Obscured A measure of visibility. A creature has total concealment when it is in a totally obscured square. Example: Total darkness. Contrast with heavily obscured and lig...
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tough
tough Tough armor is reinforced with additional plates designed to protect vulnerable areas. The first time in each encounter a critical hit is scored against your AC while you're...
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Trade Goods
Trade Goods Whether someone is a trapper bringing a cart full of furs to market or a ship captain pulling into port with a hold full of astral cloth, it is important to know the r...
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Treasure by Party Level
Treasure by Party Level To generate a single treasure for the characters in your game, you make a series of die rolls on the Treasure by Party Level table. Roll a d20 once for eac...
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tremorsense
tremorsense A creature that has tremorsense can see normally regardless of how obscured an area is and regardless of whether creatures or objects are invisible or outside line of...
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truesight
truesight See blindsight. Monster Manual 2, page(s) 219, Monster Manual, page(s) 283, Divine Power, page(s) 159, Rules Compendium, page(s) 317.
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tunneling
tunneling A creature that has tunneling leaves tunnels behind it as it burrows. The creature, as well as smaller creatures, can move through these tunnels without any reduction in...
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Turn
Turn On a creature's turn, it takes actions: a standard action, a move action, a minor action, and any number of free actions, in any order it wishes. See also once per turn. Play...
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Unarmed
Unarmed When a creature punches, kicks, elbows, or head-butts an opponent, it's making an unarmed strike. Player's Handbook, page(s) 216, Rules Compendium, page(s) 272.
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Unconscious
Unconscious ✦ The creature is helpless. ✦ The creature can't take actions. ✦ The creature takes a -5 penalty to all defenses. ✦ The creature is unaware of its surroundings. ✦ The...
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undead
undead Undead are not living creatures, so effects that specifically target living creatures don't work against them. They don't need to breathe or sleep. Monster Manual 2, page(s...
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undeniable
undeniable You gain a +1 bonus to the attack roll when you make an implement attack against Will using an undeniable implement. Mordenkainen's Magnificent Emporium, page(s) 41.
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Underwater Terrain
Underwater Terrain Current: A current drags creatures along its path. When you swim into a current, you move a distance and direction according to the current's strength and in th...
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unerring
unerring You gain a +1 bonus to the attack roll when you make an implement attack against Reflex using an unerring implement. Mordenkainen's Magnificent Emporium, page(s) 41.
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unoccupied square
unoccupied square A square that is neither occupied by a creature nor filled by an object. Rules Compendium, page(s) 317.
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unstoppable
unstoppable You gain a +1 bonus to the attack roll when you make an implement attack against Fortitude using an unstoppable implement. Mordenkainen's Magnificent Emporium, page(s)...
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untyped bonus
untyped bonus A bonus that has no type. Bonuses that have no type add together. However, if you gain multiple untyped bonuses from the same named game element (a power, a feat, a...
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vampire
vampire Sustained by a terrible curse and a thirst for mortal blood, vampires dream of a world in which they live in decadence and luxury, ruling over kingdoms of mortals who exis...
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Variable Resistance
Variable Resistance A creature that has variable resistance can activate it a specified number of times per encounter as a free action. When the creature activates variable resist...
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Vehicles
Vehicles Size: Vehicles have a size just like creatures. Hit Points: A vehicle's hit points indicate the amount of punishment it can take. A vehicle reduced to 0 hit points or few...
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Vehicles in Combat
Vehicles in Combat A vehicle needs a driver or a pilot—a character or creature that spends actions to control the vehicle. This character must meet the conditions described under...
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Versatile
Versatile Versatile weapons are one-handed, but creatures can use them two-handed. An attacker that does so gains a +1 bonus to the weapon's damage rolls. A Small creature, such a...
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Vision and Light
Vision and Light As adventurers explore an environment, the DM tells the players what their characters see, starting with the obvious, such as the dimensions of a corridor. If the...
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Vision and Special Senses
Vision and Special Senses Many creatures see in the dark much better than humans do. Some can even see in utter lightlessness. Other creatures get along in the dark by using other...
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Vulnerability
Vulnerability Being vulnerable to a damage type means a creature takes extra damage from that damage type. Vulnerability appears in a stat block or power as “Vulnerable x,” where...
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Vulnerable
Vulnerable A creature that is vulnerable to a specified damage type usually takes a specific amount of extra damage when it takes damage of that type, or it suffers a specific eff...
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Wagon
Wagon The most common vehicle used for transporting goods overland, a wagon is typically pulled by two horses. They can have open or closed tops. A carriage is a wagon with a self...
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Walk
Walk The most common way that creatures change their locations in battle is by taking the walk action. Walk ✦ Action: Move action. ✦ Movement: The creature moves up to its speed....
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Wall
Wall A wall fills a specified number of contiguous squares within range, starting from an origin square. Each square of the wall must share a side—not just a corner—with at least...
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water
water A water creature is strongly connected to water. Monster Manual 2, page(s) 219, Monster Manual, page(s) 283, Rules Compendium, page(s) 317, Monster Vault: Threats to the Nen...
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Weakened
Weakened ✦ The creature's attacks deal half damage. Two kinds of damage that it deals are not affected, however: ongoing damage and damage that isn't generated by an attack roll....
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Weapon
Weapon Many martial powers, as well as several divine powers, can be used only if you're wielding a weapon. (You can use an unarmed attack as your weapon.) A weapon's reach or ran...
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Weapon Categories
Weapon Categories Weapons fall into several categories: ✦ Simple Weapons: This category includes basic weapons such as clubs, quarterstaffs, daggers, and crossbows. Most adventure...
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Weapons
Weapons Characters can pick up and use a monster's weapons unless otherwise noted. If the weapon is listed in the Player's Handbook or it it is a larger version of a PH weapon, us...
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Weapons and Size
Weapons and Size The statistics given for a weapon assume a Medium wielder, which includes most adventurers. Creatures that are smaller or larger than Medium have special rules. S...
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Weapons as Implements and Vice Versa
Weapons as Implements and Vice Versa Some adventurers have the ability to use a weapon as an implement or an implement as a weapon, and some magic items grant this ability. For ex...
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willing movement
willing movement Movement of any sort that a creature does of its own free will. Any other sort of movement, such as forced movement, is unwilling. Rules Compendium, page(s) 200.
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Your Familiar
Your Familiar Your familiar is a spirit that accompanies you as your friend and ally. It doesn't need to eat or breathe. Modes: A familiar has two modes, active and passive. You c...
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Zone
Zone Powers that create lingering effects that extend over an area. Player's Handbook 3, page(s) 219, Player's Handbook 2, page(s) 222.